Listen first.The teacher counts one measure at a steady tempo, then claps or plays a rhythm. Choose one from the rhythm bank or make up your own.
Build the rhythm and counts.Both players drag notes to their one-line staff and put counts underneath. The bank gives unlimited copies. Nothing snaps, fixes mistakes, or stops overlaps.
Hit Done to lock in.Each Done button locks that player's work. The game records finish order. The other player can keep working until they finish or the teacher starts reviewing.
Teacher checks first, then second.Check the first finisher's notes and counts. If incorrect, check the other contestant. You can do this verbally, or choose Review first finisher to freeze both boards and use the on-screen controls.
The winner taps their score.In the default teacher-directed mode, tell the winner to tap their score to add points and finish the round. Guided scoring in Settings requires on-screen approval first. Only one award is allowed per round. If neither answer is correct, start a new round without awarding points.
Timed turns · 1–3 players: Choose the number of players, enter unique initials, and use the same challenge label and rhythm for a fair comparison. Listen to the performer, press Start timer, build your rhythm and counts, then Stop & lock. GREEN PASS and RED FAIL buttons appear beside the frozen timer. The performer taps PASS if correct: the game logs the play, adds points, clears the staff, and readies the next player. FAIL logs the unsuccessful play and its time without points or a ranked time, then readies the next player. The next timer waits until that player starts it. Rank by fastest correct time or highest score, and open Play log to see each checked attempt. Initials lock after their first logged play; Clear records unlocks them.
Each touch has its own drag state. On phones, two-player boards stack vertically. Settings and custom rhythms are local to this browser; scores, times, and the current round reset on refresh.