Minecart
Ride a runaway cart through the mine and jump off before the track gives out. The further you ride, the more you score.
How to play
Each ride starts slowly and the cart keeps picking up speed. Somewhere ahead the track is broken. Tap, click or press Space to jump off, and the distance you'd covered at that moment is your score for the ride. Stay on until the cart reaches the break and the ride scores nothing.
Your lantern only lights the next few metres of track. Pale, splintered sleepers and drooping rails mean the break is right in front of you. Early on you have plenty of time to react. Later the cart is so fast that the warning comes and goes in a blink, so you have to decide when to stop pushing your luck.
| Sign | What it means |
|---|---|
| Dust and a creak from the roof | Sometimes a real warning that the break is a second or two away. Sometimes the mine just settling. |
| Pale, splintered sleepers | The track is about to give out. Jump now. |
| Drooping rails | Too late for most people. Jump anyway. |
The daily track
Every day has five rides, and every player gets the same five tracks. Add up your five distances for the day's total and share it with the coloured squares: green for a safe jump, yellow for a jump within 15 metres of the break and red for a crash. A new track arrives at midnight in your own time zone.
Leaving the page in the middle of a daily ride counts as a crash, so each ride gets one honest try. Free ride gives you random tracks to practise on and keeps only your best distance.
