Party game · Qwiz Rush mini-game
Tug of War: a live two‑team timing game
Tug of War splits the room into Team Red and Team Blue, with one rope between them. Each player watches a needle sweep across a gauge and taps HEAVE as it crosses the green zone. Better timing means a bigger pull for your side.

- Free to host
- Players join by code
- No app to install
Hosts use it as a short, loud team round of 15 to 30 seconds. It needs no question set, and it stays fair if a few players drop out.
Quick facts
- Players
- 2 or more. Needs at least 2 players, split across two teams. There is no fixed cap.
- Length
- A 3 second intro, then the host's choice of 15, 20 or 30 seconds of pulling (default 20).
- Solo room
- No. It is a two-team game and the catalog lists a minimum of 2 players.
How it works
The host picks a round length and launches; players are dealt onto Team Red or Team Blue.
After a 3 second intro the whistle goes and a needle starts sweeping back and forth on every player's gauge.
Players tap HEAVE as the needle crosses the green: the green core pays 1 to 3 by closeness to centre, the amber band pays on the same curve without building a streak, and the red edge subtracts 2.
The rope shows each team's average pull, and the sweep speeds up through the round, so the timing window keeps tightening.
At the bell the team with the higher average pull per active player wins; equal averages are a draw.
Player controls
Tap the large HEAVE key as the needle crosses the green zone. Five green taps in a row make a MEGA heave worth 2 extra. Taps are limited to one every 110 milliseconds, so mashing does not help.
Host settings
- Tug of War duration: 15, 20 or 30 seconds (default 20).
- Team score swing on or off, with a swing percentage from 1 to 50 (default on at 10%). Off awards flat placement points instead.
Quiz questions
None, it is pure skill. No question set is used or consumed.
Tips for hosts
- Run a 15 second round as a quick warm-up, and 30 seconds when you want the lead to change hands.
- Teams are not counted by headcount. Each side is judged on average pull per active member, so an uneven or shrinking team is not doomed.
- Tell players to watch the needle, not hammer the key: red-edge taps subtract from the team's pull.
Frequently asked questions
How are the Tug of War teams chosen?
Every non-removed player is ranked by the current leaderboard and dealt alternately to Team Red and Team Blue, so the strongest players are spread across both sides. A player who joins after launch is not on either team for that round.
How does the team score work?
Each side's strength is its total pull divided by its number of active players. The higher average wins. A team with nobody active forfeits, so losing a few players does not sink a side, and equal averages are a draw.
What do players score for a win?
Active players on the winning team earn placement points, at least 1 each, and the losing team earns none. A draw gives 1 to each active player who pulled. With team score swing on, winners' running totals rise and losers' fall by up to the set percentage.
Related mini‑games
Play Tug of War at your next quiz
Host a quiz, then launch it from the mini‑game drawer between questions.
- Free to host
- Players join by code
- No app to install


