Private multiplayer · 4–10 players
Maze Relay Team Relay
Two teams solve one maze in turns. Reach a checkpoint, pass the baton, and carry the same route forward together.
Maze Relay · two teams
Pass the maze, not the pressure.
One active runner per team. Every checkpoint carries the shared route to the next teammate.
Host a relay
Create two teams
Open a private room, balance 4–10 players, then pass the route at each checkpoint.
Join your team
Enter the room code
Not connected
Use a nickname, not a real student name. No login or open chat.
How Team Relay works
- 1. A host creates a private room; players join using nicknames and a six-character code.
- 2. The lobby balances two teams with at least two runners each.
- 3. One runner per team controls the maze while teammates watch labelled progress.
- 4. Reaching a checkpoint passes the current route, keys, switches, and baton automatically.
- 5. Team results combine completion, moves, par, time, clean handoffs, and wall hits.
Designed for mixed groups
Classrooms: use nicknames and balanced groups so each learner gets a defined turn without collecting student accounts or opening chat.
Families: younger and older players can share one result while each person handles a manageable segment.
Team-building: the checkpoint structure creates a useful post-game conversation about route choices and handoffs without public profiles.
Team Relay FAQ
Do players need accounts?
No. A local guest ID preserves the room connection, and players enter a nickname only.
Can inactive players move?
No. Movement controls unlock only for the active runner named in the baton banner.
What happens if a runner disconnects?
The room pauses that team briefly, then assigns the next connected teammate.
Is there chat?
No open chat is included. Room play shares only gameplay state and nicknames.