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Click on one of the buttons below to view that Minigame, or scroll for infinity.
(Minigames are organized by in-game ID.)
(Minigames are organized by in-game ID.)
Newest released minigame.
Capture
First to reach the required amount of points.
The BasicsIn the center of the arena, a capture point sits waiting to be controlled. In order to control the point, you must be the only player or team on the objective. For every half a second on the objective by yourself, you gain one point. In teams, points are added per player on point every half a second. If at any point two or more players, or both teams, are standing within the point's capture range, it will become contested. While the point is contested, no points will be distributed and the beacon beam will go out. You can knock players off the objective using your Bamboozle Weapon or Power-Ups found by killing the glowing rabbits that spawn randomly in the arena.
Power-UpsAll Power-Ups are activated by dropping it.
Flurry Bomb: Spawns a bomb that deals tons of knockback upon exploding, great for clearing the objective. Knockback Augmentation: Temporally doubles the player's knockback to fling their foes. Sugar Rush: Gives the player swiftness to quickly return to the point. Iron Weights: Makes the player immune to any form of knockback for a couple of seconds. Blinding Ink: Blinds enemy players making it difficult to attack and return to the objective. Annihilation Star: Creates a star that kills players within 5 blocks of its explosion. The fuse takes 5 seconds. Disco Party: Spawns a disco ball with music notes, because it's fun! |
The ObjectiveThe objective of the game is to reach the required amount of points first. The amount required is displayed on the right using a scoreboard, along with everyone's current points. The amount changes depending on the gamemode and player count. The game auto ends after 4 minutes.
MechanicsThe arenas are designed to spawn players randomly around the capture point when respawning. The only ways a player can die is by the magma river encompassing the arena's edge and the Annihilation Star Power-Up. Players can obtain the Power-Ups by killing the glowing rabbits that spawn randomly around the arena. When the player kills a rabbit, one of seven Power-Ups has a chance of spawning. Some are for personal boosts, temporary hindrances, or crowd control.
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Fuse
Last player/team standing.
The ObjectiveThe goal is to be the last player/team standing. The only way to be eliminated is by running out of lives. In teams mode, lives are still separate per player.
MechanicsPlayers spawn randomly throughout the arena and are equipped with a stone sword and insta-kill bow. When a player respawns, they are given a couple seconds of invulnerability, marked by the diamond helmet, and are given one arrow. The player's fuse will begin counting down as soon as they spawn. Lives are displayed above the hotbar along with the total enemy player count. The fuse is located within the right-most hotbar slot. Every time a player gets a kill, their fuse timer resets and they receive one arrow. Once your lives counter hits zero, you are eliminated. If the match timer reaches the two minute mark, all players become revealed.
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The BasicsPlayers are dropped into an arena where they are forced to fight to the death; however, there are some twists involved. Every player has a life counter and a fuse that counts down. The fuse is always counting down towards zero, and once a player's fuse reaches zero, they explode. Every time a player gets a kill, their fuse resets and they receive an arrow. Players are able to fight using a stone sword and an insta-kill bow, which has a limited amount of arrows. The only way to be eliminated from the game is to run out of lives. The amount of lives and the fuse's timer are determined based on the gamemode and player count. The game lasts a maximum of five minutes.
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Color Roulette
Last one/team standing or survive all 50 rounds.
The Basics / ObjectiveThe floor is composed of an assortment of colors. A random color from the floor is chosen every round. The floor drops afterwards, leaving only behind the color chosen beforehand. The countdown and randomizer gets faster every five rounds. Be quick, fast, and alert to out last your enemies, for falling into the pit leads to being eliminated.
MechanicsThe gameplay is straight forward; the color chosen is displayed in the middle of your hotbar, a countdown appears on screen, then the floor drops. A message appears in chat notifying when the game gets faster. The giant displays show the completed rounds.
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Woolly Collection
First player/team to collect the required amount of wool and hold on to it.
The ObjectiveThe overall objective is to gather wool and hold on to it. Wool spawns at the center of the arena in random intervals and you can kill other players so they drop their wool. Once you reach the required amount, displayed in the sidebar, you begin the 15 second homestretch.
MechanicsThe amount currently collected and required is displayed on the sidebar. The wool spawn timer is displayed above everyone's hotbar, and will change to who is on the homestretch once someone begins it. If you reach the amount needed, you won't be able to collect more wool until you drop below the amount.
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The BasicsPlayers are spread throughout an arena facing inward. The arena's center will randomly spawn wool for players to collect. For every wool collected, that player/team has to hold on to it. However, if a player/teammate dies, a single wool is dropped from their total amount gathered. Other players are then able to pickup the wool for themselves. Once a player or team reaches the required amount of wool, they start the homestretch. The homestretch lasts for 15 seconds and requires the player(s) to stay alive. If a player/teammate dies, they fail the homestretch and drop one wool. This gives players the chance to stop you from winning, even if they don't have all the wool themselves. Those on the homestretch will glow and their progress will be announced every 5 seconds.
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Collapse
Last one/team standing.
The Basics / ObjectivePlayers run around on large, randomized platforms which fall apart as the players run across them. The affected blocks will rapidly disappear, making giant holes in the floor. There are three platforms, the bottom two are randomly chosen. Players are also given snowballs every 10 seconds, they can be used to destroy the platform when thrown at the blocks, or just above them. Falling into the magma below will eliminate you. Once only one person or team is left standing, they become the winner.
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MechanicsThe very top platform is always the same, but the two lower layers are randomized each game. The snowballs can be used to destroy rows of blocks at a time. They change all blocks they fly by, causing them to be destroyed. Players can use this is disrupt enemy players and causing their demise.
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Pyromania
Last one/team standing.
MechanicsDynamite fires from the cannons at increasing intervals in random order and directions. When dynamite touches the ground, it'll explode, dealing knockback to nearby players. As the game progresses, the fire rate and amount increases along with how much knockback dynamite does when exploding. After a minute and 30 seconds, PvP is enabled and players are given knockback weapons.
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The Basics / ObjectivePlayers are spread out on an arena surrounded by cannons. At increasing intervals, dynamite is fired from them randomly. Upon contact with the ground, the dynamite explodes dealing knockback to nearby players. The goal is to stay on the arena while knocking off enemy players using knockback weapons.
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Tsunami
Last one/team standing.
The Basics / ObjectivePlayers are spread out on top of a collection of towers. Over time, the towers will randomly collapse into the water below. Towers that are about to collapse have smoke appear on top for a couple of seconds. If you fall into the water below, you are eliminated. The game ends once there is only one player or team remaining.
MechanicsWhile towers are collapsing, players are able to jump to different towers. Before the tower collapses, smoke appears on top for a couple of seconds. A new tower is selected to collapse every four seconds at random. After a minute of gameplay, PvP is enabled. Falling into the water below at any point will eliminate you from the match.
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Shadow Fighters
Last one/team standing.
The ObjectiveThe overall objective is to be the last one/team standing. Be careful not to get grouped up on or cornered during the light stage, since health regeneration is disabled. When in jeopardy, use the darkness stages to heal up and escape.
MechanicsThe game revolves around cycles of light and darkness. During the light stages, players are revealed and can fight. During the darkness stages, weapons are cleared and players can heal up. However, as the game progresses, the light stages get longer and the darkness stages get shorter. As the light stages get longer, weapons are improved as well. A similar effect happens with the darkness stages getting shorter and regeneration becoming weaker. After several cycles, the light stage becomes permanent and healing is disabled. If a winner isn't decided after a minute of permanent light, the game auto ends.
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The BasicsThe game works in cycles of light and darkness. Depending on the current stage, the gameplay is changed. During the light stage, players are revealed and players can fight. During the darkness stage, weapons are cleared and players get a burst of regeneration. However, the light stages slowly get longer as the darkness stages get shorter. To win, be the last one/team standing before time runs out.
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Paint Blast
Have the most painted blocks.
The Basics / ObjectivePlayers are assigned a color and must paint as much of the arena as possible as their own color! You can paint over another's by either walking on top, throwing paint bombs, or using blast jumps. After three minutes, the total amount of painted blocks is counted and whoever has the most wins.
MechanicsPlayers have speed and jump boost to traverse the arena quickly and efficiently. You can paint the arena using three different methods; walking, paint bombs, and blast jumps. Simply walking around over non-colored or enemy colored wool will change it to yours. Paint bombs can be thrown every couple seconds to paint large areas at once. Holding shift for 1.5 seconds will charge a blast jump. When you jump, a blast of paint is left behind and you can fly all the way up to the top layer. You also have access to knockback weapons to remove players from your area. The total is calculated at the end of the match.
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Knockout
Deal the most damage.
The Basics / ObjectivePlayers are spread throughout an arena, which is surrounded by water. Points are gained for dealing damage to an enemy player and points are lost for taking damage or falling off the arena. Weapons are randomized every 12 seconds. Once time runs out, the player/team with the most points wins.
MechanicsPlayers gain points through dealing damage to enemy players and lose points from taking damage and falling off the arena. Every 12 seconds, the weapons are randomized. Some weapons have strong knockback to throw players off the arena, while some have higher sharpness to deal more damage. Some weapons have special additions to them, to spice things up a bit. The points in teams mode are shared, but penalties are lowered. After three minutes, the player/team with the points damage wins.
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Potato Hoarder
Have the highest holding score.
MechanicsAt the start of the game, a potato will spawn randomly in the arena. Any dropped potato is outlined and has a white beam above it. In-addition to dropped potatoes, any player that is holding a potato is outlined. When a player picks up a potato, their weapon is weakened and they receive a 3 second speed boost to quickly run away. After the 3 seconds, they are given slowness until they are killed and drop the potato. In teams mode, the more potatoes a team has, the weaker they are in defending themselves and escaping.
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The Basics / ObjectivePlayers are spread out in a large arena which consists of a multitude of paths and jumps. A potato will spawn randomly in the arena for players to pick up. For every second a player is holding a potato, they gain one point. If you are killed while holding a potato, it will drop where you died. In teams mode, additional potatoes will spawn over time, but you can only hold one potato at a time. After five minutes, the player/team with the highest holding score wins.
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Downgrade
First to reach the required amount of eliminations.
The BasicsFor every kill a player/team receives, they gain progress towards their goal. However, for every kill gained, your gear gets downgraded. In teams mode, eliminations and current gear are shared. Players begin with insta-kill weapons and slowly progress to weapons equal to that of using your fists. The first player/team to reach the required amount of eliminations wins.
The ObjectiveThe overall objective is to reach the required eliminations first, but there are some obstacles in the way. For every kill a player/team gets, their gear is downgraded to a lower level. Meaning, the closer to winning, the harder it is to get kills. Along with that, if a player/team is unable to gain kills, their progress will slowly decay. In teams mode, eliminations and current gear are shared.
MechanicsThe weapons players receive, depending on their current number of eliminations, is determined by their effectiveness in killing. Weapons begin with insta-kill and slowly progress to damage equal to using fists. Some weapons can be thrown or shot, while others require melee combat. If a player/team is having trouble gaining kills, their progress will slowly decay. Progress decays by one every 30 seconds, but the timer resets when getting a kill. If the amount needed isn't reached in time, whoever has the most will be the victor.
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Shatter
Last one/team standing.
The Basics / ObjectivePlayers are spread out an arena suspended above magma. Your goal is to destroy the arena and have your enemies fall into the magma below. To do so, players are given insta-breaking tools to destroy the arena with ease. Players also have speed and jump boost to get around quickly and dodge attacks. The last player/team standing wins.
MechanicsTo destroy the arena, players have two options; an insta-break pickaxe and area destroying snowballs. Snowballs are given every 10 seconds after use. The snowballs destroy a large cube around them as they fly through the map. After three minutes, the arena will begin to shatter at random.
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Sheariously
Complete the course first.
The Basics / ObjectiveEveryone's goal is to complete the course as fast as possible. There's randomized jumps, walls, and pits you must traverse. Luckily, you have tools you can use to help! Use wool to build up and make bridges, shears to break wool, and a bow to destroy wool and shoot players. The game ends once someone reaches the finish, multiple can win if there's more than four players. In teams mode, everyone on the team must complete the course.
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MechanicsThere's segments where water is present. If you fall into it, you'll be put back to the beginning of that segment. Fighting is enabled during the entire duration of gameplay, use it to knock enemies off and defend yourself and teammates. Destroying wool is also a great method of throwing enemies off. You can use your shears or shoot at the block.
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Potato Royale
Last one/team standing.
Chest TiersChests spawn in tiers, higher tier means better loot.
Wooden (Common): Mostly contains leather and wood gear with chances of gold. Also contains common items; arrows and shields. Iron (Uncommon): Mostly contains gold, chainmail, and stone gear with chances of iron. Also contains basic healing and combat items; golden apples and bows. Gold (Decent): Mostly contains chainmail and iron gear with chances of diamond. Also contains higher end combat items and locators. Diamond (Rare): Mostly contains iron, diamond and other high combat gear. Also contains augmented basic items; tipped arrows. Emerald (Legendary): These items spawn in supply crates. Mostly contains diamond, high end combat gear and healing items. Has the chance to give totems of undying and potions. |
The Basics / ObjectiveEveryone begins at the center of the arena, with a are supply of chests in front of them. Once the match begins, players are free to roam the arena and search for chests. To loot chests, simply punch them and their contents will spill on the ground. After the 30 seconds grace period, fighting is enabled. The last player/team standing wins.
MechanicsChests always spawn in the same locations, but their tier is randomized. The higher the tier, the better the loot is inside. Every 3 minutes, a supply crate will spawn somewhere randomly in the arena with high end loot. It can be seen by the green beam above it. The loot inside usually consists of diamond weapons and gear along with high end health items; health potions and totems of undying. After 7 minutes, all players will begin to glow. If a winner isn't decided before time runs out, the game auto ends in a draw.
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Assembly
Craft the requested items first to not be eliminated.
MechanicsWhen the requested item is shown, players can start crafting. All needed resources are placed in the player's inventory. Everyone is given 30 seconds to complete their crafting. Once everyone has crafted the item, or time runs out, the slowest player is eliminated. If multiple people fail, one player is eliminated at random. This repeats till one player/team is remaining.
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The Basics / ObjectiveThe objective is to craft the requested items first to not be eliminated. At the start of each round, an item is chosen to be crafted. Players are then given 30 seconds and the resources needed to craft the item. At the end or when everyone finishes, the slowest player is eliminated. This process repeats till there's only one player or team standing.
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Descent
Have the highest total falling distance.
MechanicsThere's 10 rounds, every round's goal being to reach the bottom. However, there is randomized obstacles along the way, only increasing in difficulty as the rounds progress. Players have 40 seconds to jump and land somewhere along the course. Successfully reaching the bottom will award the max amount of points, but points are awarded no matter where you land. The distance from every round will be added up at the end, the victor being the player/team with the highest total falling distance. In teams mode, teammates will have their totals added together under a "team" score instead of individual scores.
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The Basics / ObjectiveThe objective is to have the highest total falling distance after 10 rounds. At the end of every round, your total distance recorded is added together to your final total. Your goal is to get to the bottom of the drop every round in order to get the highest distance possible. However, every round new obstacles are generated along the drop, making it difficult to reach the very bottom. In teams mode, the total from every player on the team is added together every round. The team with the highest total falling distance wins.
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