Face Off
Guides

How to win

Every game Face Off plays, what the controls do, and the handful of things that actually decide a round.

The rules every game shares. Quick Match picks one at random and both players get the same one. A match is first to three rounds. Every round is a race — you are not taking turns, you are both playing at once and the first to finish takes it. Leaving mid-match forfeits; losing connection gives you twenty seconds to come back.

Target Pop Duel

Archery · six balloons each · 60 seconds

You and your opponent each get your own field of six drifting balloons. Pop all six before they do. You never see their field and they never see yours — the only thing that crosses between you is who finished first.

The controls
  • Aim by dragging. Drag anywhere on the screen to swing the view. The whole screen is the aim control, so it is wherever your thumb already is, and the draw control sits on top of it with its own separate press.
  • Hold to draw. Power builds over about six-tenths of a second, the bow pulls back, and the view zooms slightly as you reach full draw.
  • Release to loose. The shot resolves the instant you let go, from wherever the crosshair is. The arrow you watch flying afterwards is decoration — it cannot change the result.
  • Clear all six. The round ends the moment either player’s last balloon goes. If nobody clears inside sixty seconds the round is a draw.
Four things that actually decide it
  • A short draw is not a wasted arrow. Release below minimum power and the draw is cancelled rather than fired. You lose the time, not the shot — so let it build.
  • Lead the drift. Balloons move continuously along their own paths. At range, aim where one is going, not where it is.
  • Let the aim recentre. Stop dragging for a few seconds and the view eases back to neutral. If you have swung off the field, letting go is faster than dragging all the way back.
  • Take the near ones first. Closer balloons are larger on screen and forgiving. Bank the easy time early and spend it on the far ones.

To win: speed beats precision. A miss costs you one draw; hesitating costs you the round.

Putt Duel

Mini-golf · the same hole, both players

Both of you play the identical hole, built from the same seed, at the same time. First ball in the cup wins the round. The green is not flat: every hole has a constant fall plus two swells at different wavelengths — one long shoulder and one shorter roll — so the ball breaks.

The controls
  • Drag on the ball to putt. Pull back to aim and set power — the further back, the harder. Drag anywhere else and you move the camera instead. Where the drag starts decides which one you get.
  • Read the guide. The dotted line runs the real physics, not an approximation, so it curves exactly the way the ball will — including a bank off a rail. It shows roughly the first couple of metres.
  • Release to strike. The ball rolls, slows at a constant rate, and breaks with the slope as it loses pace.
  • Hole it. Too fast and it lips out; the cup has to actually capture the ball.
Reading a green
  • Pace changes the line. A firm putt spends less time on the slope, so it breaks less. A soft one breaks much more. You aim differently at the same target depending on power.
  • The guide already knows. It accounts for your current power, so changing power redraws the curve. Set power first, then aim along the line it gives you.
  • Stay out of the sand. Bunkers kill pace hard. Going around one is usually faster than going through it, even though it is further.
  • Rails are a tool. Banking off a wall is a legitimate line and the guide will show it. On a dogleg it is often the shorter route.

To win: you both get the same hole, so the round is decided by who reads the break correctly on the first attempt.

Nutty Glider

60 seconds · highest score wins

A flying squirrel, sixty seconds, and a scrolling world that gets meaner in three acts. You each fly your own run and nothing is shared while you play — the scores are compared once you are both down.

The controls
  • Tap to lift. Every tap costs one acorn. You start with six and can carry ten.
  • Collect to keep flying. Run out with none left to collect and the next unavoidable drop ends your run — not as a penalty, just as the physics doing what it was always going to.
  • Bounce off the right things. A leaf merely catches you; a bird’s back launches you about two and a half times as hard as a tap. What you aim for matters more the faster you arrive.
  • Watch the sky. It darkens at twenty seconds and again at forty. The timer changes colour on the same beat, deliberately — the two cues are the same constant.

To win: survival time is most of your score, so staying up beats detouring for one more acorn you do not need.

Playing with people you know

Challenge one friend

Open the Friends tab, tap a friend, and choose Challenge to a private match. You pick the game yourself — a private room has no shared queue to fragment, so the choice is yours. They get a notification wherever they are, and join from the banner on their Play tab. Free.

Host a party of up to five

Host a room, share the six-digit code, and everyone plays the same seeded course or balloon field at once. Hosting needs Face Off Plus; joining one never does. The host starts the match when everyone has readied up.

Practise alone

Profile → Practice. Any of the three games, solo, with no opponent and no clock to race. Nothing is recorded — no match history, no stats, no leaderboard. It is there to get your eye in.