How to play Fingerspurt
Everyone plays on their own phone. You tap to make your runner run, and whoever crosses the line first wins. A race is 100, 200 or 400 meters: the host picks in the race settings, and in training you pick on the menu.
Tapping and steering
A tap dead center on your runner gives full speed. Hit it off center and you steer off center too: less speed, plus a sideways shove. Run all the way to the edge of the track and you go down.
Dash and twirl
Land six precise taps in a row, at least 95% accurate every time, and you charge up a dash. Unleash it by swiping up on the track, or draw a circle for a twirl, a shorter jump with a full spin. If Motion is turned on in settings, you can also shake your phone: a shake forward, down or back gives a dash, a shake sideways gives a twirl. Either way you can always just tap the dash meter itself for a plain dash.
The jump
Swipe up without a charged dash and your runner does a small, regular jump instead, just enough to clear a wall on the track.
Hurdles on the track
There are plates lying in three lanes along the course. Hit one within short range sideways and you trigger its effect: some make you bigger or smaller, some drop a hazard on the track, some hit the whole field at once, and some swap you with another runner. See all the hurdles for the details on each type.
Solo training or multiplayer with friends
On your own? Hit Training to practice by yourself. Want to race others? Hit Race to create a room and share a four character code or an invite link so the others can type in the code or open the link to join. You need at least two people, and everyone but the host has to hit ready before the host can start the race. Up to 16 can join the same room.
Finish and replay
After the finish line the runners each celebrate their own way, depending on how the race went for them. Afterwards everyone watches a replay of the whole heat together.