KeyDraw

Quickdraw Duel

Draw fast. Bluff on the wire. Spend each ability wisely.

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Hunt rules

  1. 1
    Your keys

    On desktop use both hands — any letter A–Z can appear in the sequence. Too early outside the bluff window = you lose. Inside the last ~280ms before DRAW!, a bluff can win if your rival hasn't drawn. A S D / L K J

  2. 2
    Mobile

    Keys appear during the wait so you can tap at DRAW!. Early taps can still bluff or false-start.

  3. 3
    Sequence

    Random combo each round. The sequence grows every round. Wrong key = eliminated.

  4. 4
    Signal

    Wait for DRAW! — or risk a tight bluff just before it.

  5. 5
    Hunt

    Classic: best of 12 (first to 7). Or pick a quick duel at camp.

Abilities

Before each round: 7s to pick one ability (or none). Each ability can be used once per match.

  • SmokeAt DRAW!

    Smoke lasts longer when the sequence has more keys — bigger rounds mean longer blindness.

  • SnakeBefore DRAW!

    A snake appears during get-ready. Hit Space in time or take +150ms on your shot.

  • ScrambleAt DRAW!

    They hit the first key… then the rest remaps. Force a re-read under pressure.

  • DecoyWhile waiting...

    A fake DRAW! tries to bait an early draw. Strong against chronic bluffers.

  • ChainThis round

    Locks +2 extra letters onto their phrase for the whole round. Simple, brutal tempo steal.

Classic or quickFirst to 7 or 3Smoke · Snake · Scramble · Decoy · ChainFree practice or online

Got ideas to improve the game? Email: jvm.techcf@gmail.com