Neuroyale: rules
A royale
A royale has 24 seats, or fewer when 15 ghosts or more are available (it then has no house bot), and lasts 7 rounds. Each round is a short trial from one of the five families; a royale goes through all five families, never the same one twice in a row. After each round, the last in the ranking go out; round 7 is the final, between the last 3 still in, plus those a shield saved at the cut of round 6. The final has no cut: it ranks its players, and whoever comes first wins.
The five families
| Family | Time | Trial | Points |
|---|---|---|---|
| Math | 60 s | Mental math, answers from 1 to 16, as many questions as time allows, 40 at most. | +100 per right answer, −50 per mistake |
| Memory | 75 s | 7 characters to remember, then “how many …?”; 8 questions of 8 s each. | +100 per right answer and, with at least one right answer, up to 50 of speed bonus |
| Logic | 90 s | Which solid does this net make once folded? 5 figures, as many questions as time allows, 20 at most. | +100 per right answer, −50 per mistake |
| Sequence | 90 s | Numbered discs light up: type their numbers in order, from 3 to 14, one more at each level. | +100 per level repeated; the 2nd mistake or running out of time ends the round |
| Perception | 75 s | A cloud of dots shown for 1 second, then “how many dots?” among 4 answers; 10 questions of 6 s each. | +100 per right answer and, with at least one right answer, up to 50 of speed bonus |
A round's score never goes below 0. On equal scores, whoever gave their last right answer earliest in the round goes first, then the draw decides.
The cut
For 24 seats, 18 players remain after round 1, then 14, 10, 7, 5 and 3 for the final, plus those a shield kept at the cut: the final can have 4 players or more. With fewer seats, the cut keeps the same share of players, 3 at least. Players who go out take the last free places, in the order of the round; a place never changes once known.
Tokens: shield or jolt
At the end of rounds 1 to 6, the top third of the players still in wins a token, to play during the break:
- Shield (rounds 1 to 5, one at a time): it saves you from the cut once, without sending anyone out in your place; the next round sends one more player out.
- Jolt: it takes 8% off the target's score in the next round; a player gets 3 jolts at most per round (24%), an extra jolt goes to their neighbour in the ranking, just above then just below, and is lost when all the others already have 3. The suggested target is the player ranked just above you (the second one for the leader).
With no choice at the end of the break: a shield if you don't have one and the round allows it, otherwise a jolt on the suggested target. A house bot does the same, but sends a jolt about 90 times out of 100 when a shield would be allowed.
The stands
A player who is out keeps their seat and can keep playing each round, unranked. After rounds 2 to 6, the best in the stands sends a jolt, to the round's leader by default.
Ghosts and house bots
Ghosts are real runs of other members on the same set of trials, replayed exactly: their score depends only on their answers. When a set has fewer than 15 ghosts available, house bots tuned around your level fill the 24 seats; from 15 on, the royale brings players and ghosts together, without bots, and the cut follows its number of seats. Each seat shows where it comes from.
Rooms
A member opens a room: a 6-letter code for members, an invitation link that also lets in a guest without an account, under a nickname from the list. The host chooses ghosts (yes by default) and can leave out one or two families; they launch the royale once at least 2 players are there, on a shared clock. With ghosts: a royale like the others, 24 seats or fewer (see above). Without ghosts: the cut from 6 players (the royale only has their seats); up to 5, the points format: no cut, no tokens, one point per opponent ranked behind you in each round, half a point each for an exact tie (same score and same last right answer, or none); at the end, the most points wins, then the most right answers, then the smallest sum of the times of the last right answer, a round without a right answer counting for its whole length. A room of 3 seats or more counts for a separate room rating, never for the season; a guest of the link has no rating and no ranking.
Seasons and prizes
Each month is a season: your season rating goes up with your places in ranked royales (solo and live). At the end of the month, the members who played at least 8 ranked royales that month get a prize based on their place among them: 150, 100, 60 credits for places 1 to 3, then 25 credits for places 4 to 10. Never two members in the same place: on equal rating, whoever played more ranked royales that month goes first, then, as a last resort, the oldest account. Rooms and duels have their own rating, without prizes.
A guest (no account) is ranked like a member, but never gets a prize: their account, once created, keeps their rating and royales.
Duels
From the duels section: the same set of 7 rounds for both, one neither of them has played in the last 90 days; each plays their own royale, alone in their seat, at their own pace, within 24 hours. A round won is worth 1 point: the best raw score; on equal raw, 0 included, the best raw score without floor (mistakes count), then the earliest last right answer; a perfect tie (same raw, same raw without floor, same last right answer or none) is worth 0.5 each. On equal points, the most right answers, then the smallest sum of the times of the last right answer, a round without a right answer counting for its whole length. Whoever plays second sees, at the top of each round, their opponent's score in that round; it isn't a ghost: they don't meet it in the ranking and can't send it a jolt. At the deadline, a royale that has started is played out (the rounds left are worth 0); whoever never started theirs loses the duel, which is cancelled if neither of them started.