Guide
Play a quiz in Reel Rush
Reel Rush turns any set into a fishing trip that the whole room takes at once. Each student fishes at their own speed: they cast, something bites, and a question decides whether they land it. A right answer brings in the catch, from a soggy boot to the Kraken, and right answers add up to better lures, which bring up rarer and heavier creatures. The heaviest haul when the time runs out wins. This guide follows one game from the settings to the report, on the room screen and on a player’s phone.
16 steps · about 5 min · written for a computer
Step 1: Choose Reel Rush
Press Host on a set and choose Reel Rush from the game modes. Its own rules appear under Game settings. Timed ends the game when the clock runs out, and the heaviest haul wins; set the minutes, from 1 to 60, with 7 to begin with. Race to a weight ends it the moment one player’s catch reaches the target you set, a million kilograms to begin with. Leave Show instructions on for a class that has not played before. Randomize questions starts on in this mode, so every game asks the set in a new order.
Step 2: Open the room
Press Start hosting and the lobby appears, the same one as in a Classic game: the room code, the QR code and the join address, with each player’s name and robot arriving as they come in. You can still change the time or the target here, until you press Start.
Step 3: Anglers read how to play
With Show instructions on, every phone opens on How to play: tap to cast and tap again to reel in, answer right to land the catch, right answers unlock better lures, watch for the Golden Tide, and the heaviest haul wins. The Gone fishing! button unlocks after five seconds, and the phone moves on by itself after a minute.
Step 4: Tap to cast
Each turn starts at the dock, with the player’s own robot holding the rod. A card at the top shows their lure and how many more right answers the next one needs. The bar along the top shows the lure level, the kilograms caught so far, the time left, and the trophy that opens the leaderboard. A tap anywhere on the picture casts.
Step 5: Something bites
After a second or two, something bites, and the phone shouts Hooked! with a sign that hints at its size: Something small…, Something on the line…, Something big… or Something HUGE…. The size is honest: it comes from how rare the creature is. A tap reels it in, and the question appears.
Step 6: Answer to land it
The question comes up on the phone, under a strip that still shows the size of what is on the line, so a player knows when a big one is at stake. The answers are in the usual colours, and every question type works as it does in a Classic game.
Step 7: See the catch
A right answer lands the catch, shown on its own card: the rarity across the top, the creature, its name and how many kilograms it weighs, which go straight onto the player’s haul. The first of each kind says New in your collection!, and under it are the player’s total and place. A tap anywhere casts again.
Step 8: A wrong answer: it got away
A wrong answer loses the catch. The phone says It got away! and marks the right answer (a typed answer is written out instead), so the player leaves knowing it, and a ring counts down three seconds before they can cast again.
Step 9: Better lures
Every player starts with the level 1 lure, which mostly brings up junk and common fish. Right answers earn better ones: level 2 at 4 right answers, level 3 at 9, level 4 at 15 and level 5 at 22. Each new lure comes with its own card, saying when the next one arrives. With a better lure, the rare, epic and legendary creatures come up more often, and only the higher lures reach the mythic ones.
Step 10: A rare catch
Rare, Epic, Legendary and Mythic creatures are where the big numbers are: an octopus weighs hundreds of kilograms, a whale far more, and the Kraken over a million. The card says how rare the catch is, and it goes up in the Catch Log on the room screen, with who caught it.
Step 11: The Golden Tide
Every catch has a small chance of starting a Golden Tide. For 20 seconds every player’s lure is a level better, even the best one, and a golden strip across the top of each phone counts the seconds down. The room screen shows it too, with who started it, so the whole class knows to fish fast.
Step 12: The room screen during the game
While the students fish, the screen at the front shows the leaderboard by weight, with each player’s lure and best catch beside their name. The Catch Log lists every rare catch and better as it is landed, and the card under it shows the biggest catch so far and who landed it. A Golden Tide runs across the top while it lasts. The clock or the target is at the top, beside the join address. To stop early, press End game and confirm.
Step 13: Game over
When the clock runs out, someone reaches the target, or you end the game, the room screen shows the Final Standings: third, then second, then the winner, with the kilograms each one caught.
Step 14: Each angler’s result
Each phone points the player to the big screen while the podium plays, then shows their own place among the players around them, their best catch, how many of the 28 kinds are in their collection, and how many questions they got right.
Step 15: Read the results
Press See results under the podium for the full results: every player with a bar of right and wrong answers, how many they got right out of how many they answered, and the weight of their haul. The Questions tab turns it round: how often each question was answered right across the whole room.
Step 16: The report afterwards
If you are signed in, the game is saved in Reports when it ends. Each student’s row shows the share of their answers that were right, with their kilograms beside it, and By accuracy puts the list in that order, since what bites is partly luck. Pick a student to see every question: the first answer they gave, and, when it came round again, how many times they answered it and how many of those were right.
Good to know
- Any set works, and every question type in it is asked the same way as in a Classic game. The questions come round again, so a short set of ten to fifteen fishes well.
- The join address and the code stay at the top of the room screen for the whole game, so a student who arrives late can still join. They start with an empty net and the first lure.
- Reel Rush has no teams: every angler fishes for themselves.
- There are 28 creatures in seven rarities: Junk, Common, Uncommon, Rare, Epic, Legendary and Mythic. The rarer ones weigh far more, so one big catch can lift a student up the board.
- Only a right answer lands a catch, and only right answers earn better lures, so the students who know the most fish the deepest. What bites is still luck, which keeps the race open.















