What’s new
TappyHour v1.15.11
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- Watching a duel now shows both players’ live status, a clear score and lead, every point’s outcome, and who backed each side. The last reveal stays visible while the next point gets going.
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- Chicken grows and shakes gradually from the start again. Tap to chicken out before it blows.
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- Hosts can see who still has an unacknowledged gifted drink above the next-round button. The reminder clears when the recipient taps Got it.
- When someone gives you a drink with their winner prize, a big alert names who sent it and stays until you tap Got it, with a brief screen pulse, a drink sound and vibration on supported phones.
- Big Talk now has 100 categories, with more music, films, sport, places and nature to test your big claims.
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- Odd One Out keeps the category and secret word together in a clearly labelled card while you read your role, write a clue and vote. Spies get an explicit hidden-word reminder.
- Winner prizes now need three or more players. Two-player games skip the give-a-drink and pick-the-next-round choices.
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- The home screen answers the “do we all have to download something?” question up front: no app store, no download, no sign-up — the page you open is the game, and every phone plays in its own browser.
- The home screen is tighter, so the drifting strip of all eighteen games, the start button and the join box all fit on one phone screen without scrolling.
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- Hard mode now bites where a game had no dial: staying in when Chicken busts costs two drinks, and backing the horse that finishes dead last costs two. The chicken also shakes with the real danger now — still through the safe opening, full panic only when it could actually blow.
- Blind Count in Hard mode is properly blind: you cannot see who has stopped until you stop. The wait for stragglers after the target is shorter, so nobody sits on a finished round.
- Word Rush has an “I’m stuck — bow out” button after your first guess. It locks your board where it stands (still ranked on the hints you found) so the table is not held to the 40-second buzzer.
- Odd One Out gives bigger tables more time to read every clue before the vote, and the Spy seat rotates so nobody bluffs twice before everyone has had a go.
- Trace It now needs three players — with two drawings the vote could only ever tie.
- Ride the Bus holds the four-drink suit reveal for longer, keeps the four cards on screen while you hand out drinks and on the results, warns that unspent drinks vanish at zero, and fits every target on one screen at big tables.
- Ballpark reveals say how far off you were as a percentage and whether you went over or under. Balloon Race shows how far an unpopped balloon got. Echo now promises exactly the number of flashes you will see, and stalls less when one phone freezes.
- Lineups alternate quick rounds with table rounds and spread the thinking games through the night instead of dealing one straight after the opener. Quick night swaps Blind Count for Hot Potato so odd-sized tables keep the rhythm too.
- The winner’s prize only offers games that would actually change what comes next. Callout pick windows and Striker vs Keeper picks are shorter, so duels move.
- Same Brain has a refreshed set of forty prompts with a few obvious answers each, and the Most Likely To decks are tidied so Spicy means spicy.
- The final summary’s streak card now needs a real fire (three dry rounds), and a round won while on fire is saved as one of the night’s moments.
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- New round: Big Talk 🎤 for two or more. Bid in secret, then the highest bidder has ten seconds to prove it. A chosen player judges. Pass and everyone else drinks your bid; fail and only you drink the gap.
- New round: Pocket Change 🪙 for three or more. Hide 0–3 coins, watch the name wheel put one player in the spotlight, then guess the table total. Closest guesses are safe, including ties.
- Quick night and Full mix now show a clear border, colour and check mark when selected, with feedback when you press them.
- Rounds that need 3+ or 4+ players now sit at the bottom of the round settings list.
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- A little more night-out glow: a bar-ticket room invite, golden start buttons, a clearer seat on the scoreboard and a brighter champion reveal. Joining friends is now higher on the home screen.
- Tap the question mark beside any game in your lineup for its rules, who drinks and Hard mode tips, without leaving the room.
- New round: Same Brain 🫶, for even tables of four or more. Play in pairs and match one hidden word with your teammates, without talking or giving hints. Matching teams are safe and earn a win each; everyone on the other teams drinks one. No matches means everyone drinks.
- Word Rush now lets finished players watch everyone else’s live coloured grids without seeing their letters. Its 3,212-answer pool favours familiar words; rarer words still work as guesses.
- Horse Race uses four horses for two to four players, and eight for larger tables, so small groups have more winners to cheer.
- Hot Potato results reveal who made the final pass and how close it was to the fuse blowing.
- Quick night gives you ten rounds with callouts off. Full mix keeps every game. Lineups open with a fast round and spread out the thinking games, with Ride the Bus still last.
- Callouts are now first to win two points, with a five-point limit including draws. Everyone watching sees the shots, coasters or reaction times — including the final point. Two-player duel mode keeps its longer rope contest.
- The final summary saves up to three moments from your game: the drawing the table condemned, a Spy clue that worked, and the closest Chicken escape.
- On Fire now tells you when you only need to stay safe, and only calls Hard mode personal when the rest of the table is on Normal.
- How to Play has a full refresh: quick links, a guide for every game, clear drink rules and Hard mode changes. It now spells out Same Brain teams, tied callouts, Bus stakes of 1–4 drinks, and how the night’s winner is chosen.
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- Bar Slide 🥌 is now plain pub shuffleboard: no ring to claim, no dead points. Both of you slide at the same target and the closest coaster takes the point; off the end or in a gutter is a scratch and loses to anything still on the bar. Each point is one throw window and a reveal, so a set is over in under a minute.
- The throw is learnable now: a longer pull with a more honest power curve, and power marks drawn across the bar (25%, 50%, 75%, 90%) so you can read how hard the target needs before you pull. The reveal says how many centimetres off each of you were.
- Winning now gets you more than a crown. The round’s outright winner picks a prize on the results screen: 🎁 give one drink to anyone at the table, or 🃏 pull one of the next three rounds forward to play next. Dither and the host can move on without you.
- 🔥 On Fire: survive three rounds in a row without drinking and every phone says so. Your own phone plays the next round in hard mode (target to hit, hopping balloon pin, faster Echo, no country hint on the map, strict Word Rush hints, hidden potato fuse) while the table stays on normal. Win it anyway and everyone else drinks two; fail to win a round you could have and you drink one and the fire is out. Votes, races and callouts don’t put it out as long as you stay dry.
- ⚔️ Callouts: every four rounds (3+ players, host can switch it off in game options) whoever drank last round calls out a rival. The rival picks the weapon — Quick Draw, Striker vs Keeper or Bar Slide — everyone else backs a side, then the table watches one set on the rope. The dragged-over duelist drinks two; back them, or back nobody, and you drink one.
- The lineup shows callouts up front, the scoreboard badges anyone on fire, and the results screen tells you who backed whom and how the fire went.
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- Fresh questions everywhere: Pin the Capital now has 285 locations, Ballpark has 600 questions, Most Likely To has 97 prompts and Odd One Out has 74 secret words — every pool is at least half bigger.
- Word Rush now draws from 3,435 answers, Trace It has 39 shapes, Horse Race has 36 names and Quick Draw has nine fake-out lines, so repeat rounds should feel much less repetitive.
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- Trace It’s reveal now opens on the drawing the table condemned — full width, big enough to actually look at, with the artist’s name over it in their colour. No more scrolling a grid to find out whose masterpiece lost. A tie for worst puts every tied artist up there.
- Odd One Out spells out what you are actually voting on. The vote screen now asks it straight — “someone didn’t know the secret word was BANANA, who was it?” — with the category on a badge you cannot miss, right where the clues are. The Spy still never sees the word, only the category, so they have to keep bluffing.
- The rest of the round says what it is doing too: the clue screen shows the category to everyone (not just the Spy), both screens are labelled step 1 and step 2, and the intro spells out the setup — everyone gets the same secret word except one player.
- Fixed drawing and aiming on phones where the screen used to slide around under your finger. Trace It strokes and Bar Slide pullbacks now stay put instead of scrolling the page, so the line you draw is the line you meant and the throw goes where you aimed.
- New round: 🕵️ Odd One Out. Everyone sees a category, but only the non-Spies see the secret word. Give one short clue that proves you know it without saying it; the Spy must bluff from the category alone.
- All named clues reveal together, and voting opens at once — talk it out or make a funny bad vote early. Your first vote is final. Catch the Spy alone and they drink two; vote for the wrong person, tie, or cast no votes and every non-Spy drinks one.
- Hard mode keeps the Spy informed enough to bluff: they still see the category. It only cuts the clue clock from 20 seconds to 15.
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- New round: Trace It ✏️. The same abstract shape flashes on every phone for a couple of seconds, then it vanishes and you redraw it from memory — one continuous stroke on a square canvas, clear and retry as often as you like, lock it in before the ten-second window closes (an unlocked drawing submits itself at the buzzer).
- Then the roast: every valid drawing comes back as an anonymous gallery — no names, no colours, just A, B, C over a faint copy of the shape — and the whole table votes for the WORST one. Voting for your own is completely legal. The most-voted artist drinks one; a tie for most means every tied artist drinks. Never drawing or never voting is an automatic drink, but nobody takes more than one from this round.
- The reveal shows everything: who drew what, who got how many votes, and exactly who voted each drawing down. No computer scoring anywhere — the table is the judge.
- Trace It is on by default for new and existing rooms (switch it off in the round picker if it is not your table). Hard mode flashes the shape for barely a second.
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- Third duel game: Bar Slide 🥌. Each point one target lands on the bar top — the same for both of you, a fresh spot every point, the far ones flirting with the edge. Secretly claim a ring around it (Wide is an easy park, the Sliver is tiny but outranks everything), then pull your coaster back and let it fly down a bar drawn in full perspective.
- Park inside your claimed ring to hit. Both hit and the smaller ring takes the point — same ring, closer to centre wins. Slide off the end and it’s a scratch; both miss and the point is dead, nobody moves. Same rope as the other duels: three points ahead takes the set, loser drinks two, five sets and most sets is the champion.
- The reveal drops both coasters onto one board so you can see exactly how close it was — and exactly how greedy that Sliver claim really was.
- Bar Slide points now play in two beats: first both of you study the course and secretly claim a ring — tap to lock, no takebacks, and a sleeper is defaulted to Wide — then, once both claims are in, the throwing opens with your locked claim pinned at the top of the screen. No more autopiloting the same ring all night.
- While the feel is being dialed in, the host gets a 🎛 physics panel on Bar Slide's intro and between-sets screens — distance curve, slide length, max pull, ring size and depth. Changes apply to both phones together (fairness is symmetry) and lock while a point is live.
- Aiming feels like a slingshot now: after a beat of seeing the whole bar, the camera zooms in so your coaster sits mid-screen with the target still in view. Pull from anywhere — a power gauge fills as you stretch and flashes MAX, and the elastic maxes out well before the bottom edge, so your thumb never has to chase the edge of the glass and let go by mistake.
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- Duel is back to its strongest two games: Quick Draw and Striker vs Keeper. Short Fuse has been removed from the lobby and play.
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- Third duel game: Short Fuse. Each set is one shared fuse of a freshly dealt length — a whole number of seconds from 6 to 15, shown to both of you and different every set, so nobody can get good at one number. On your go, tap to light it, let it burn as long as you dare, tap to snuff it. Your burn joins a running total nobody is ever shown: no clocks, no running numbers, just watching each other and counting in your head.
- Snuff it past the set’s length and it blows in your hand — you drink two, your rival banks the set, and the full burn-by-burn ledger is finally revealed (the “you were on 7.6 and held for TWO seconds?!” moment).
- An instant double-tap barely burns a thing — flinching the pressure straight back is fair play; never lighting your go at all forfeits the set. Who lights first alternates each set. Five sets, most sets takes the night — the duel button now offers all three games.
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- New mode for two: Quick Draw Duel. When it’s just the two of you, the lobby offers a 🤠 Duel instead of the usual mini-game lineup — one head-to-head game of five tug-of-war sets. Each pull, both phones hold “…steady…” through the fake-outs until the screen flips to DRAW; the faster tap wins the pull and shoves the knot one notch along the rope.
- Tap before the flip and you’ve misfired — that pull goes straight to your rival. The wiggles and “wait for it…” lines are there to bait you; only the full-screen DRAW flip is real.
- Drag your rival three notches over the line to take the set: they drink two, the rope resets and the next set begins. Every set has drinks on it — no dead rubbers — and most sets after five is the night’s champion, with the usual summary to close.
- Your fastest pull counts toward your session-best reaction time, so a duel can still set a new personal best.
- Phones left open across an update no longer go blank when the table plays a round their version doesn’t know: the app now notices a new version shipped and offers a one-tap reload in the lobby and between rounds — and if a round it can’t draw ever starts, it says so and offers the reload instead of showing nothing.
- The duel’s rules screens are clearer: the pre-game explainer walks through a pull, the misfire trap and the rope step by step, every set intro recaps them in three lines, and the rope itself now says “first 3 ahead wins”.
- Second duel game: Striker vs Keeper. Same tug-of-war rope, zero reflexes — each point one of you strikes and the other keeps goal (roles swap every point), both secretly picking left, centre or right on a shared clock. Keeper guesses the corner = SAVE, their point; anything else = GOAL, striker’s point. Three points ahead takes the set, loser drinks two. The lobby’s duel button now lets you pick your game.
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- New round: Blind Count. A target time shows (5–10 seconds, different every time), every phone counts you in — 3, 2, 1 — and then the clock vanishes. Count in your head and tap anywhere when you think time is up. Nobody sees a clock, but everyone sees who has already stopped. Closest to the target wins; results show each stop to the millisecond, early or late. Hard mode widens the target to 3–10 seconds.
- Colour Clash is retired — the "tap the colour, not the word" trick read as a gotcha, not a game. Blind Count takes its slot in the lineup.
- Horse Race now always runs a full card: eight horses whatever the size of the table, or four when it’s just two of you. Before, it was one horse per player.
- Horse Race: back the winner or drink. Only the winning horse’s backers are safe — the drink rule no longer spares anyone else, and if nobody backed the winner the whole table drinks.
- The race itself is a touch longer and much more of a scrap — the lead changes hands far more often before the line.
- Word Rush results: when nobody solved it and the top boards tie on greens, each tied board now shows the time of its last guess — that (after yellows) is what decided it, so no more “we both had three greens” arguments.
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- No more accidental exits: on the results screen, “Leave room” now asks for a second tap (“Tap again to leave”), and it — like every button there — ignores a press in the first beat after a round ends. Hitting Enter on Word Rush at the exact moment the round resolved used to land on “Leave room” and throw you out.
- A dead heat is now a dead heat: when two players tie for the best score in a round, nobody is handed the win any more — before, whoever joined the room first quietly took it (and a step towards champion). Who drinks hasn’t changed.
- Balloon Race no longer ends early because someone who had already popped left the room — the race runs until only one balloon is still inflating.
- Hot Potato: a fast pass-pass-pass no longer wipes out the first passer’s forgiveness window — a stray tap in the moment after you flung the potato is still just that, not a foul.
- Word Rush tells you when you retype a word you have already tried instead of quietly waiting; a repeated word never uses up a row.
- Told a room is full or doesn’t exist? You now stay on that message — you can no longer end up silently watching a game you were never in. And “Try this code” actually takes you to the new room.
- Sound now works from the very first cue when you rejoin a room without retyping your name.
- A mistyped room link with fewer than four letters says the code looks wrong instead of opening an empty room.
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- Round results land with more drama: the verdict punches in, the scoreboard rows deal out one by one, and a Drink! rattles the whole screen in time with the buzz. The end-of-night summary gets the same staggered reveal, with the champion card taking a bow. All of it steps aside if your phone asks for reduced motion.
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- Round results now colour the whole screen with the verdict — the entire background glows red when you have to drink and green when you’re safe, so one glance (even from across the table) tells you whether to reach for your glass.
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- New round: 🏇 Horse Race. One horse per player at the table — everyone secretly backs one (sharing is allowed), then every phone runs the same race on a top-down track, with the whole book on show. The winning horse’s backers are safe; on the mild drink rule only the last-placed horse’s backers drink, otherwise everyone else does. Never picking is an automatic drink, and hard mode changes nothing — the horses can’t hear you.
- Games are now 10 rounds by default — a tighter night. Switch on more than ten round types and the game stretches just enough for every type to get its turn (Ride the Bus finale included): with everything on, that’s 13. Round types your table can’t play (like Most Likely with only two phones) never pad the count.
- Horse Race deals fresh names every race from a stable of twenty-four — №1 isn’t always Red Rocket any more (in fact, nobody is: welcome Sir Trots-a-Lot, Pony Soprano, Wobbly Legs and friends). Colours stay glued to their numbers so the track stays readable.
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- Quick double-taps no longer zoom the screen on iPhones. Handing out Ride the Bus drinks tap-tap-tap made Safari lurch into a zoom mid-pour — that’s fixed everywhere, on every screen. Pinch-to-zoom still works if you actually want a closer look.
- A phone that dozed off between rounds no longer misses the next one. iPhones drop their connection the moment the screen locks, so if the host tapped “Next round” a beat before you woke your phone, you were stuck on the “You’re in!” screen watching a round you should’ve been playing. Now waking up during the get-ready countdown puts you straight back in — and Pin the Capital, Ballpark and Word Rush let you jump in even after the clock starts, as long as a fair chunk of it remains.
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- The night’s 🥇 champion is now whoever won the most rounds, not whoever drank the least — one rough Ride the Bus no longer costs you the crown. Fewest drinks still breaks a tie, and the scoreboard shows everyone’s 🏆 round wins.
- The end-of-night ⚡ fastest-thumb award is retired (one reaction round stopped meaning much) — in its place, a 🧃 least-drinks award.
- Ride the Bus: the hand-out screen no longer shifts under your finger — the live “who gave who” ticker now has a fixed slot, so a late update can’t push the names down mid-tap.
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- Fixed Pin the Capital on iPhones: taps now land on rotation-locked phones (Safari mis-measured the sideways screen, so pins were silently dropped — it only worked if your phone had auto-rotate on), and pinch-to-zoom now sees both fingers instead of Safari grabbing one for page zoom.
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- New round: 🔤 Word Rush. The whole table races the same secret five-letter word — four guesses against one 40-second clock, with the classic green and yellow hints and a colour-coded keyboard. Fewest guesses wins (then fastest); if nobody cracks it, the most hints found takes the round. Never entering a word is an automatic drink.
- While the round is live you can see rivals’ coloured squares fill in — but never their letters — and the reveal lays every board on the table. Hard mode enforces the classic rule: every guess must reuse the hints you’ve been shown.
- A default game is now 12 rounds, so every round type still gets its turn before the Ride the Bus finale.
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- Pin the Capital now plays in full colour — green land on blue ocean, still no borders drawn — and the round goes landscape: turn your phone sideways and the map fills the whole screen while you aim (it rotates itself even if your phone is rotation-locked).
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- New round: 🌍 Pin the Capital. A capital city comes up and everyone drops a pin on a world map with no borders drawn on it — pan, pinch, lock it in. The reveal shows the real spot and every pin on the map, and the closest pin wins while the drink rule charges the rest.
- Normal mode names the country as a steer; hard mode gives you only the city. Never pinning is an automatic drink. Distances speak km or miles following your Ballpark units switch.
- A default game is now 11 rounds, so every round type still gets its turn before the Ride the Bus finale.
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- Ballpark grew again — 100 more questions, 400 in total. New rounds of film, music, sport, landmarks, geography, science, wildlife, history, food and gadget trivia, so a long night repeats itself far less.
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- Ballpark now speaks feet and pounds. A metric/imperial switch sits right on the question, and flipping it rewrites the question, the answer choices and the results board into your units.
- It picks your side automatically the first time from your phone’s region, and remembers it after that.
- It’s your setting alone — everyone at the table can read the same question in whatever units they like, and it makes no difference to who wins or who drinks.
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- Ballpark now has twice as many questions — 300 in total — with loads more film, sport, history, science, nature, landmarks, technology, and game trivia to keep repeat rounds fresh.
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- Games are now dealt up front: when the host starts a game, the full round order is planned so every chosen round type gets its turn before anything repeats — and repeats are spread as far apart as possible.
- A new lineup screen shows everyone the running order before round one; the host can start round one or hop back to the lobby to tweak settings and reshuffle.
- Results screens now show what’s coming next, and Ride the Bus keeps its spot as the finale.
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- Fixed a bug where the next round could start by itself: if the results screen appeared while your finger was still on the last answer (easiest to hit in Ballpark), the same tap could land on “Next round”. Results now ignore taps for a brief moment, and answer buttons register on release.
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- New logo: the mug now leans into the toast with spilling foam, rising bubbles, and clink sparks — refreshed everywhere from the home screen to your app icon and link previews.
- The home screen got a full glow-up: a warmer look, drifting chips showing every current round, and rising bubbles straight out of the logo.
- Home-screen copy is now generated from the real round list, so the game count and lineup always match what you can actually play.
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- RPS Rumble is taking a break: it no longer appears in games or in the round-type picker while we rethink it.
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- New Ballpark round for two or more players: a number question nobody knows cold — film budgets, landmark heights, world records — and the closest guess wins while the rest drink by the table rule.
- Ballpark is multiple choice in normal mode; hard mode drops the options and you type your own number before the clock runs out.
- The real answer stays hidden until the results screen, which reveals it alongside everyone’s guess and how far off each one was.
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- RPS Rumble is here for two or more players: lock three hidden throws, reveal with the whole table, and score a point for every opponent you beat. Hard mode adds a fourth quicker throw and bans repeats.
- Game and results screens now use clean, uninterrupted backgrounds; the animated line-art backdrops have been removed.
- Results now lead with your outcome and a plain explanation, show Balloon burst times and other round evidence clearly, use two columns on larger screens, and keep controls usable at 200% text size.
- Stop the Needle now checks that a reported stop was possible on the visible sweep, and Balloon Race rejects impossible instant pops or skipped progress.
- The Changelog now opens reliably from the home screen on desktop, iPhone, and iPad, and shows every release note instead of an empty page.
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- Ride the Bus is now one shared table: everyone calls the same four cards, then reveals every choice and result together before the next call.
- Bus calls now run on a clear 10-second clock — five seconds in Hard mode — with exact give, miss, and doubled-tie stakes scored consistently for the whole table.
- Every earned Bus drink can still go to any player with no cap; incoming drinks and recent hand-outs stay visible live, followed by a simpler own-versus-assigned results board.
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- Most Likely To now has Friendly, Chaotic, Flirty, and Spicy prompt decks; hosts can skip a prompt before voting, and big tables get a compact two-column ballot.
- Hot Potato early-tap fouls cost one drink without knocking you out, while Balloon Race now pops after 18 normal taps or 12 hard-mode pin hits.
- Stop the Needle now gives one clear out-and-back chance, Echo rewards longest opening memory then total correct pads, and locked-in screens show useful progress without revealing anyone else’s answer.
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- Every round now explains exactly who is safe and who drinks under the selected rule, so a correct play no longer leads to a surprise result.
- Chicken is now a clean nerve test: stay in as long as you dare, then tap once to chicken out before the hidden bust.
- New per-device Accessible cues add matching shapes to Color Clash and positional cues to Echo; Echo also shows its input deadline, and reduced-motion players get a calm Chicken danger meter.
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- Mistyped room codes now lead to a clear “Room not found” screen instead of leaving you alone in an accidental room.
- You can change your saved player name directly from the lobby — handy for typos and shared phones.
- Labels, hints, and keyboard focus are easier to see throughout the start and lobby screens.
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- The reaction round's GO moment is now unmissable: the screen flip gets a quick white flash, and hard mode shouts a big "GO!" with a pulsing ring around the 🎯 target — no more quiet green screens.
- Clearer hard-mode instructions: the get-ready screen now spells out that the WHOLE screen flashes green and the white 🎯 then pops up — new players kept waiting for the target itself to turn green.
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- New rooms now start in Hard mode 🎯 — the host can still switch back to Normal in the lobby settings.
- Ride the Bus reveal: every drinker now gets the full "(x ride · y from others)" breakdown — a ride-only tally used to show just a bare number — and each row shows how many drinks that player handed out 🍻.
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- The champion crown now goes to whoever drank least among the players who actually showed up for every round — someone offline all game can no longer "win" by never playing. They still appear in the final standings.
- Ghost seats are gone: starting a new game no longer carries over players who left mid-game (say, by reopening the app in a fresh tab) — absent seats are cleared when the board resets, and anyone who returns simply rejoins.
- Hard-mode Hot Potato: hitting the potato no longer makes it flicker to its next spot for a split second while your pass goes through — it just passes.
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- Echo is kinder to your eyes and ears: a short “get ready” beat before the first flash (no more missing pad one), much clearer lit-vs-unlit pads, and each pad now plays its own tone — Simon style. Hard mode flashes faster as well as longer.
- Color Clash: the word now sits on a dark card so every colour reads true (purple on purple was brutal), and hard mode occasionally REVERSES the round — tap the colour the word spells. It’s announced up front, so stay sharp.
- Chicken gets properly panicky in hard mode (the shaking now matches the shorter fuse), warns you it can blow within seconds, and the results reveal the bust moment plus how close each survivor cut it — “0.3s to spare” bragging rights included.
- Hot Potato: the fuse now just burns 🔥 until the final seconds (no more everyone passing on a countdown), the “not your turn” screen is no longer tap-me green, hard-mode misses make the potato hop away, and results show how many passes the spud survived.
- Balloon Race is a real race now — you can watch your rivals’ balloons growing as you mash. Hard mode is fairer too: your first stray tap costs less air than repeat offences, and the balloon no longer hides the pin.
- Stop the Needle results draw everyone’s frozen marker against the line, so you can see exactly how close “off by 1.2” was. Hard mode’s sweep eased up slightly so it tests your timing, not your phone.
- Quick Tap: the hard-mode target is more forgiving to near-misses, beating your own record flashes “⚡ New personal best!”, and hard mode waits longer before green so rhythm-tappers can’t cheat the flash.
- Most Likely To has stakes for everyone: skipping the vote costs a drink, a tie now makes the tied players drink (not nobody), hard mode doubles the loser’s tab, and the results show exactly who pointed at whom.
- Ride the Bus: the suit call now shows which suits you’re holding, rank ties call out their double-drink sting, hard mode adds a shot clock that picks the bad odds if you stall, and the reveal crowns each rider’s boldest correct call.
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- Hot Potato no longer punishes a nervous double-tap: for a moment after you pass, your extra taps are forgiven instead of counting as “tapped out of turn”.
- Joining while a round is in play no longer costs you an instant drink — you get a friendly bench screen and jump in from the next round, and the table no longer waits on you to finish the one in flight.
- Color Clash times are honest now: answers slower than 4 seconds keep their real time instead of all being squashed into a tie.
- Echo now counts what you did remember: if time runs out mid-pattern, your taps so far are scored instead of showing “no answer”.
- The “can’t reach the game server” screen no longer appears after a single connection blip — it now waits for genuinely repeated failures.
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- Hot Potato now reads like every other round: whoever’s left holding it just drinks 2 (no more “forfeit”), out-of-turn tappers drink 1, and everyone else is safe.
- Fixed the Hot Potato countdown briefly flashing a too-high number at the start of the round before settling on the real fuse time.
- Stop the Needle is fairer now: scores show to one decimal place, and if more than one player is exactly as close as the winner, they’re all safe instead of only one dodging the drink.
- Echo results now show the actual sequence alongside what each player tapped, with wrong taps highlighted — so a near-miss that still lost is no longer a mystery.
- Switching apps and coming back no longer strands you on a dead screen — the game now reconnects on its own when you return, instead of needing a refresh.
- Hot Potato now gives you an unmistakable “BZZZT — time’s up, you’re holding it!” beat before the results, so a mistimed last-second pass is obvious instead of a surprise drink on the summary.
- Hard mode Hot Potato now hides the countdown and runs a longer, random fuse (10–20s) — like Chicken, you never know how long you’ve got, so you can’t game a last-second pass.
- Fixed Echo results showing “no taps” for everyone — the pads you actually tapped now show on the summary as intended.
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- Chicken ditches the confusing progress bar — the chicken now grows to fill your whole screen and shakes harder the longer you hold.
- Echo now clearly uses a 4-flash pattern in Normal mode and a 6-flash pattern in Hard mode, including in the round debugger.
- Chicken now calls out BUST on-screen and in results when someone holds too long, so a long busted hold no longer looks like a random loss.
- New round — Chicken 🐔: hold your nerve and release before the hidden bust. Hold longest to stay safe; hold too long and you drink. Plays great with just two.
- New round — Echo 🧠: memorise the flashing pattern, then tap it back. Best memory is safe.
- The lobby now keeps inviting players and starting the round front-and-center, with game options tucked behind one clear control.
- Round options now say when 3-player games will unlock instead of looking immediately playable at a two-player table.
- Quick Tap now has stronger non-colour cues, clearer screen-reader announcements and labelled tap targets.
- If the crown passes to you, the host handoff message now tells you to start the next round.
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- Hosts can now choose which round types are in play — switch any of them on or off (including Ride the Bus) from the lobby, right next to the drink and difficulty settings.
- Timed rounds (Most Likely, Balloon Race, Stop the Needle and Ride the Bus) now show a countdown, so you’re never silently auto-skipped.
- You can leave a room between rounds without closing the tab, and if the host drops you’ll see the crown being handed to someone still in the room.
- Most Likely results are tidier — players who got no votes no longer clutter the board — and Ride the Bus’s final card call reads more clearly.
- Invite sharing is sturdier: if your browser blocks the clipboard or can’t draw the QR code, the join link is shown for you to copy by hand.
- New per-phone sound control — tap to switch between loud, soft and muted, so cues fit a noisy bar or a quiet room.
- Readability polish across the board: clearer scoreboard, bigger Ride the Bus cards, a bolder Stop the Needle target line, and a livelier end-of-night summary.
- Smoother install: TappyHour now launches cleanly as a full-screen app from your home screen, with a tidied lobby that shows how many seats are left.
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- Added this changelog and an in-app version number, so you can see what’s new and which build you’re on.
- Every round now has its own distinct colour from start to finish — no more mixing up Balloon Race and Stop the Needle.
- Clearer progress meters, vote buttons and hard-mode targets.
- Lobby and final results are clearer: offline players are labelled, non-hosts see who they’re waiting on, and the game crowns the low-drink champion.
- Reaction and needle waiting screens now show table progress after you lock in.
- You can leave a game from the lobby, name-entry and game-over screens, and the host’s name now shows in every “waiting” message so you know who to nudge.
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- New finale round: Ride the Bus — call four cards and hand out the drinks you earn.
- Every game now guarantees a varied mix of rounds instead of repeating the same one.
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- New round: Stop the Needle — freeze the marker on the line.
- Hard mode added for Balloon Race (hit the moving pin) and Hot Potato (hit the moving potato).
- All round types now show up equally often.
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- Rebranded as TappyHour with a fresh look, logo and app icons.
- New round: Balloon Race — tap to inflate and pop first.
- Added a How to play page.
- Games now run a set number of rounds and end on a results summary.
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- First release: Quick Tap reaction rounds you join with a 4-letter room code — one phone each, no install.
- New rounds: Most Likely To (vote for who fits) and Hot Potato (pass it before the timer).
- Live scoreboard, win streaks and an end-of-game summary.
- Host controls for who drinks each round, a harder “hit the target” mode, plus sound and haptics.