Hold your orb flat in an open palm and keep it dead still. Any real movement — a jostle, a flinch, a step, a drop — puts you out. Last still player wins.
It's a keep-still game. You carry a glowing orb and try not to move it.
Orientation is free. Gravity is tracked out, so any angle is fine as long as you stay steady. Movement is what gets you — the orb trips at about 2g of real acceleration by default, and a drop (free-fall) always counts, even before it lands.
Every state is readable without color — by shape, motion, and brightness — so it works in bright sun and for colorblind players. The X always means out.
| State | Looks like | What to do |
|---|---|---|
| IN PLAY | Breathing blue “+”, slow gentle pulse. | You're alive and armed. Hold dead still. |
| CLOSE | Rising bar, green→amber→red as you move. | You're on the edge. Freeze — let the bar fall back to green. |
| ELIMINATED | Bold white / vermillion X, hard strobe. | You're out. Hold the button ~1.2s to acknowledge. |
| OUT | Dim steady X, no flashing. | Acknowledged. Step aside and wait for the next round. |
There's one button — the whole LED face. Press it in.
| Gesture | Who | Does |
|---|---|---|
| Single tap | player | Status blink — a safe check that shows your current state. |
| Hold ~1.2s | player | Acknowledge an elimination, then start the next round. |
| Double-tap, then hold 10s | admin | Secret: mark this unit OUT mid-round. No LED feedback during the hold, so players can't stumble onto it. |
For whoever's hosting:
E1 / E0.Want to watch or tune the game live? Open the console at joust.nyc/console in desktop Chrome or Edge, plug an orb in over USB, and click Connect. You'll see the movement meter in real time and can drag the threshold. Serial commands: a arm, r reset, k acknowledge, o mark out, f inject a test strike, t self-test, S2.0 set threshold (g), J0 jerk gate (0 = off), E1 escalation on.
Goal: keep your orb dead still. Move it and you're out. Last one standing wins.
🔵 “+” breathing = in play 🟢→🟠→🔴 bar = you're close ✖ strobing = out ✖ dim steady = acknowledgedPlayers only ever need the tap and the 1.2s hold. Everything else is for the host. See also the player guide and admin & dev reference.