How to play ThrowVerse
Everything you need to go from your first throw to a competitive score. If you want the deeper strategy afterwards, the guides section works through the maths.
The basics
Every throw is the same four-step loop.
The scoring rings
Five concentric zones. Positions are given as a fraction of the board's radius, so 0.10 means a tenth of the way out from dead centre.
Anything beyond 0.85 misses the board and scores nothing β and breaks your combo.
The one thing that separates good players from everyone else
The reticle is at its fastest as it crosses the centre and comes closest to rest at the two outer turning points, around 72β82% of the way out. The game measures how fast it was moving when you released and scatters your throw accordingly.
So the bullseye β worth the most β is also structurally the highest-scatter throw available. The outer ring, worth the least, is where you can release most cleanly. That trade-off is the game.
The full model, with the numbers, is in timing and release.
Distance and multipliers
You pick a distance before each game. It sets your point multiplier, how fast the reticle sweeps, and how much your throws scatter β all five settings, not just the three most players try:
| Setting | Points | Sweep speed | Scatter | Feel |
|---|---|---|---|---|
| π’ Easy | Γ1 | Γ1.0 | Γ1.0 | Slow sweep, very accurate |
| π‘ Medium | Γ2 | Γ1.9 | Γ2.5 | Moderate speed and accuracy |
| π Hard | Γ3 | Γ2.7 | Γ4.3 | Fast sweep, noticeable spread |
| π΄ Expert | Γ4 | Γ4.1 | Γ6.5 | Very fast, high spread |
| π Master | Γ5 | Γ5.7 | Γ9.0 | Extreme, maximum reward |
Sweep speed and scatter shown relative to Easy.
Reward scales Γ5 from end to end, but scatter scales Γ9 β difficulty outruns reward. Higher is not automatically better, and which setting actually pays depends on the mode. See distances and multipliers.
Game modes
Combos
Every consecutive scoring throw adds 0.2 to your multiplier, capping at Γ2:
| Streak | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| Multiplier | Γ1.0 | Γ1.2 | Γ1.4 | Γ1.6 | Γ1.8 | Γ2.0 |
What counts as a scoring throw depends on the mode. In Classic and Score Race any ring keeps the streak alive, so your combo should reach the cap and stay there. In Throwverse Challenge only centres count, so it breaks constantly.
Power-ups
About three throws in ten arrive with a power-up, drawn evenly from four:
Bonus points
Throwverse bonus
Land three or more bullseyes in one game and you bank +250 for the third and +250 for every one after it β so three is +250, four is +500, five is +750. It applies in every mode except Around the Rings, and it is flat: your distance multiplier does not apply to it.
Early-finish bonus
Around the Rings only. Clear all five rings before your throws run out and earn +100 for every throw you had left. A five-throw clear out of fifteen is +1,000 β far more than the 260 base points for the rings themselves.
Both bonuses appear on the Game Over screen. Combos and bonuses in full β
Board views
Switch at any time, even mid-game. While you are learning, the flat views give you better feedback on how far your throw drifted.
Progression
Your lifetime points are your XP. Every 1,000 XP is a level, and six ranked tiers sit on top β Bronze, Silver, Gold, Platinum, Diamond and Master. Daily, weekly and monthly challenges pay XP to the top three, and Live Throw pays XP to the podium. There are twelve achievements to unlock.