Toss
Read the wind, sink the shot.
How to play Toss
Read the wind, find your swipe and learn the eight formats.
Swipe to throw
Swipe upwards and release to throw the paper ball. A longer swipe gives more power; leaning left or right changes your aim. The paper follows a natural arc. There is no hold stage or separate power slider. Use the same gesture with a mouse or trackpad.
A tap, a very short swipe or a downward swipe does not throw. Wait for your ball to land before taking the next shot.
Read the room
Check the bin distance and wind before each throw. Crosswind pushes the paper sideways, so aim against it. Swipe farther for more power. Watch where the paper lands and adjust your next throw.
Rooms change between shots. Some formats add partitions that your ball must clear. The dotted preview shows the beginning of the flight, not a guaranteed landing.
Shots and scoring
Land inside the bin to score a hit. Touching the rim alone does not count; the ball must go in. Outside Precision, each hit scores one point and a miss scores none.
In Precision, a hit scores 70 to 100 points depending on how close it lands to the centre. Nearby misses can still score up to 60 points; a miss roughly 60 centimetres or more from the centre scores zero.
Most formats give you 20 seconds for each throw. Running out of time records a minimum-power miss. Speed uses one 60-second match clock instead.
Shared rounds and results
Versus, Party and Around the Room give every player the same room for the corresponding throw. Complete your share of the round, then watch the other throws before the next round begins. H-O-R-S-E follows the caller, while Speed lets both players throw during the same countdown.
Scoring formats rank the highest score first. Elimination formats place survivors ahead of eliminated players, with later elimination placing higher. Equal measured results can be a draw.
Game formats
Choose the format when you start your game. The available choices depend on how you play.
- VersusTen throws each
- Two rounds of five throws per player. The most hits wins.
- PartyOne throw per round
- Everyone attempts the same room. If anyone hits, players who missed are eliminated. If everyone misses, all remain. The last player left wins.
- H-O-R-S-ECall and match
- The caller's hit asks the other players to make the same room. A failed match adds a letter; five letters eliminate you. A caller's miss passes the call. After 80 total throws, survivors rank by fewest letters, then most baskets. Group ties keep player order; a two-player tie with equal letters and baskets is a draw.
- Speed60 seconds
- Both players throw during one countdown. Score the most hits before it ends.
- Around the RoomNine positions
- Three rounds of three increasingly awkward positions per player. The most hits wins.
- ClassicSolo
- Keep scoring as the distance and wind become harder. Your third miss ends the run.
- StreakSolo
- Build a run of consecutive hits. The first miss ends it.
- PrecisionTen solo throws
- Score for accuracy across ten changing rooms. Central landings score more, and nearby misses can still earn points.
Read the wind, sink the shot.
Flick a paper ball into the bin. Aim and set your power in one upward swipe, allowing for the distance and wind.
Swipe to throw
Aim and set your power in one upward swipe.
Read the fan
Aim against the wind on the way to the bin.
Choose a challenge
Try Classic, Streak and Precision on your own, or play a versus round.
Make it yours.
Items for Toss plus universal currency, bought with the coins and gems you earn.
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