
Standoff
Charge, guard, blast - out-bluff your rival..
What you are trying to do
Read your rival's hidden choice and land the required number of clean Blasts.
Choose secretly
Both players lock Charge, Guard, or Blast before the simultaneous reveal.
Resolve the triangle
Charge gains energy, Guard stops a normal Blast, and Blast punishes Charge. Equal Blasts cancel.
Threaten overcharge
Holding three energy enables a piercing Blast that costs three and defeats Guard, changing what the rival can safely choose.
Complete rules for Standoff
These are the disclosed rules used by the room—not a simplified summary that changes once the match begins.
- 01
Goal: land clean Blasts on your rival. First to the target number of hits wins (the host sets it).
- 02
Every round you both secretly pick one move, then reveal at the same time.
- 03
Charge: bank +1 energy (max 5).
- 04
Guard: block a normal Blast this round, but you gain nothing.
- 05
Blast: spend 1 energy to fire. You need at least 1 energy to Blast.
- 06
The catch: to Blast you must Charge first, and the round you Charge you are wide open. Blast a charging rival to hit them.
- 07
Overcharge: Blast while holding 3+ energy and it pierces a Guard (unblockable), but it costs 3 energy.
- 08
If you both Blast, the shots clash and cancel. Read your rival and strike when they least expect it.
Modes & room settings
Every setting below is validated by the server. The default is marked so a new host knows exactly what will run without changing anything.
Match
Sets how many clean hits decide the duel.
Sudden death decides the match; the first player to reach that round-win target wins.
First to 3 decides the match; the first player to reach that round-win target wins.
First to 5 decides the match; the first player to reach that round-win target wins.
Three useful habits
Track both energy totals; a move is impossible if its cost cannot be paid.
Do not repeat a predictable Charge-then-Blast rhythm.
Three stored energy creates pressure even when you choose not to overcharge.



