Turn the tablet sideways to play.

THE RIFT RUNTEAM RELAY
Race actions
Moonward
Moonward
STEPS 0PORTAL 0TIME –
WAITINGSIMPLE PAST

Write the Simple Past form of

–
BASE FORM
–
STAGE 1
6 steps to the next portal
YOUR ANSWER_Type on your side.
CHARGE 0 / 8No active effect
Dawnfire
Dawnfire
STEPS 0PORTAL 0TIME –
WAITINGSIMPLE PAST

Write the Simple Past form of

–
BASE FORM
–
STAGE 1
6 steps to the next portal
YOUR ANSWER_Type on your side.
CHARGE 0 / 8No active effect
Lesson ArcadeWeitere SpielweltenSpiele & kostenlose Demos

Lesson Arcade · Board Battles

Your classes

  1. 1Create your class
  2. 2Hand out the verb list
  3. 3Play Game 1
Classroom setup

New class

THE RIFT RUN

Your squads

THE RIFT RUN · EXPEDITION

    Selected trail & teacher details
    Squad history

    How do we play today?

    Teacher details

      Quick game

      Settings

      Rules & powers

      English forms only. Every task is a row of three forms (infinitive · simple past · past participle) with one gap. Only lie (liegen) and lay (legen) show a short German hint, because their forms overlap.

      Energy: correct = one stone; fast and correct = two. Dash, Hex and Shield cost four stones. You can keep eight. The team that goes second starts with two stones. The first runner at a portal gives the team behind four stones. Save eight for Rift Rush: three extra steps on a clear bridge, once per team per race, from the first portal on. Extra energy at eight is lost; mistakes keep earned energy.

      Dash: move one step, if your bridge is clear. Hex: make one gap in the rival's path; their next correct answer prepares the jump. Shield: block one Hex or one storm break. A blocked Hex bounces back: the caster's next stone breaks. It expires after three of your answer opportunities, including timeouts. You cannot stack or refresh it.

      Rift Rush: costs eight stones and moves you three extra steps, once per team per race. First your runner answers one Rush word: correct, and you rush; the first wrong answer or timeout returns your eight energy for one retry in the next power window. A second miss locks it and spends the energy. It opens after your runner has reached the first portal (a small arch marks it until then). Like Dash, it cannot cross a broken bridge. It uses the same power window; after a cast you cannot use another power in that window.

      Power timing: press Enter → the next team can already read its word while the answer resolves and the runner moves → the previous team may choose a power (2.5 seconds; longer under Settings → Power window) → the next team's keyboard opens. No choice keeps your energy. Only one power can be used in a window. After every own turn, the power bar opens if a power is usable. Saving energy or missing a window never skips a later choice.

      Progress: three portal marks show completed stages. A gold crest and +steps show who leads. The shared scenery changes when the first runner crosses; each runner keeps their own stage and bridge.

      Storm finale: from step 12, cracks mark the stone ahead of you during each of your answers. A mistake or timeout breaks that stone: your next correct answer prepares the jump, the one after crosses it. Only one gap at a time; Shield stops one break. Nobody falls. The bridge behind you crumbles but never reaches you. The storm waits while the other team types or while paused.