PlayNib

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. 1. A host creates a private room; players join using nicknames and a six-character code.
  2. 2. The lobby balances two teams with at least two runners each.
  3. 3. One runner per team controls the maze while teammates watch labelled progress.
  4. 4. Reaching a checkpoint passes the current route, keys, switches, and baton automatically.
  5. 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.

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