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How to play

Swim Race

Press when the needle is on the green to swim, and flick the stick to dodge the floaties. Touch the wall first.

Swim Race: Press on the GREEN to swim. Flick up or down to dodge the floaties. Touch the wall first!

At a glance

Players
1–4 at once
Ages
5 and up
Round
About thirty seconds
In the packs
Core, Party, Little Kids, Big Kids

Controls

This one uses the stick and the big button, nothing else.

What you pressWhat it does
Stickflick up or down to swim the top or bottom half of your lane
Button 1 — the big buttonstroke — time it to the green

How a round goes

Everyone crouches on a starting block through the countdown and dives in on GO. A needle sweeps across the bar at the top of your lane: a press on the green is a big pull and a chime, on the yellow a smaller one, and anywhere else a splash that barely moves you. Every press restarts the sweep, so the green comes round again a moment later. From the third green in a row it is Turbo, and every green pulls a fifth harder until a press misses.

Three floaties wait in every lane, in the same places in each: a duck, a ring, a beach ball or a noodle. One flick of the stick moves you into the top or the bottom half of your lane; holding it does nothing more. Swim into one and it bonks you backwards, and for about a second you cannot stroke.

Scoring and winning

First to touch the wall wins. The race waits up to nine seconds for everyone else, then the card shows each swimmer's place and time. If nobody has touched after a minute and a quarter, the race is placed where it stands, and whoever swam furthest wins.

Robo swims every lane nobody is playing. It dodges most floaties, not all of them. If Robo touches first, nobody wins.

Tips

  • Mashing is slow: a press straight after another lands at the start of the bar, in the red. Wait for the green.
  • Look down your lane and flick early. A swimmer takes a moment to cross into the other half.
  • A bonk also ends your Turbo, so a clean lane is worth more than a hurried stroke.