The four-beat loop

4 beats, at 90 beats per minute. Devise your strategy on the go, or risk losing all the charges you spent so long to build up.

  1. 1Tap. A preparation beat. Traditionally a clap.
  2. 2Tap. The second clap. Still nothing committed.
  3. 3 Action. Both players commit an action at the same moment.
  4. 4 Resolve. Both actions play out. If nobody is defeated, we loop back again.

Miss the window on beat three and you hesitate, which is the worst outcome available: you gain nothing and you are defenceless.

Charge is the currency

You start with nothing. Playing Charge adds one charge but leaves you vulnerable. Every attack is bought with charges, and higher charged attacks beat lower ones.

The actions

These are the actions in Counter S, the ruleset the game currently ships with. Defences are free. Attacks are not.

Counter S actions, their charge cost, and what stops them
Action Cost What it does Stopped by
Charge Free Gain 1 charge. Any attack
Gun ½ The cheap shot. Almost free, and almost everyone sees it coming. Block, Jump
Grenade 2 Rolls under your opponent's Block to blow them up. Jump
Machine Gun 3 Spray it everywhere, even upwards! Block
Airstrike 5 Your opponent and everything around them is obliterated. Nothing
Block Free Stops Gun and Machine Gun. Grenade, Airstrike
Jump Free Avoids Gun and Grenade. Machine Gun, Airstrike

What beats what

A higher charged attack always beats a lower charged one. But all attacks except the Airstrike can be negated by one of the defences. Attacks with the same charge cancel each other out, and an attack against someone who chose Charge always lands.

Note that an attack is spent whether or not it works. Throwing a Grenade into a Jump costs you two charge and buys you nothing, and your rival now knows you had two charge to spend.

How a match ends

In a duel, both players have one hit point. The first clean hit ends the match — the same sudden-death finish the playground version had.

Need to get tuned in to the rhythm? Try Practice mode, where you can learn the loop at your own pace.

The part that actually decides matches

Your rival has 1 charge. Are they going to charge again next, or are they going to throw a Gun? Now they have 2. Are they going to Gun 4 times in a row, or throw a Grenade?

You only have a second to decide.

All while grooving to the beat.

Play it

Charge runs in the browser, free, on a phone or a laptop. Play a bot to learn the loop, or send a link to someone and duel them directly.

Play Charge

This is one interpretation of a game that never had a rulebook. If you grew up playing a different version, share your version with us!