CHAINS
How to Play
Thirty seconds. Two numbered targets appear on screen at once, each with its own approach ring shrinking at a different speed. Click the numbered circles before their rings disappear to score. Decoys appear among the targets — same circle, same color, but no number inside. Build a hit chain for a score multiplier: 3 hits in a row = ×1.5, 5 in a row = ×2, 8 in a row = ×3. Clicking a decoy or missing resets your chain. Highest score wins.
Target Guide
Modes
🛡 Fair by Design
All players in the lobby always click the same targets in the same positions. The target sequence is generated from a shared room code using a seeded random number generator — no player can gain an advantage by knowing the layout in advance, because no player sees it until the game begins.
Shared seed, identical target layout
When a lobby fills, the server generates one room code. Every client uses it as a seed to produce the exact same target positions. The layout is never transmitted — it's deterministic.
Built-in anti-cheat
Every target has a brief arming delay enforced server-side before it can be clicked. This window is tuned to be well within normal human reaction time while blocking automated scripts. If a click arrives outside the valid window, it's silently rejected.
Your score is your score
Every player gets the same 30 seconds and the same targets, so the score is the only thing that separates two runs. Your reaction time is measured on your own device — network speed never counts against you. Highest score wins.