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Clubhouse Party Games

Gathering at a neighborhood clubhouse for Jump Rope, Says, the duel, the potato, Gem Gather, Treadmill Sprint, and Quick Serve.

Updated September 27, 2026

Getting a group together

A clubhouse belongs to a neighborhood and is reached from that neighborhood's page in Explore. Lobbies can be public, friends-only, or password-protected; the host names the lobby, chooses the next game, and can lock it. Party chat stays mounted through the lobby, the countdown, the game, and the podium.

The loop

  1. Pick a game. The clubhouse board lists what can be played right now, with each game's player count.
  2. Read the instructions. Every game opens with its own rules. They are written for that game, not for the clubhouse in general.
  3. Choose one of your characters. You pick from the clubhouse characters your account owns, and your color claim is frozen with that character.
  4. Ready up. The host starts a shared three-second countdown once every seated player is ready and the stage has prepared.
  5. Play, then stay. The results keep the character viewport. The group and its choices carry over to another game without reforming.

What is on the board

The clubhouse runs seven games. Each one lists its own player count, so a pair never wanders into a game that needs three:

  • Jump Rope (2–8) — time each jump to clear the crossing rope, recover after misses, and build a streak before the rope speeds up.
  • Clubhouse Says (2–8) — follow the leader, but only when Says says. Eight increasingly fast calls; a flinch costs the streak, not your seat.
  • Emote Duel (2–8) — Wave beats Spin, Spin beats Clap, Clap beats Wave. Lock one secret pick and reveal together against rotating opponents. On a polished stage the same game is dressed as Clubhouse Clash, where Sword beats Hammer, Hammer beats Shield, and Shield beats Sword.
  • Hot Potato (3–8) — pass before the fixed fuse burns out, and spread your passes around the circle rather than straight back. On a polished stage it is dressed as Smoke Bomb with a hidden fuse that never resets.
  • Gem Gather (2–4) — a cooperative round: fill the shared chest before time runs out. Large gems are worth more but need a neighbor beside you.
  • Treadmill Sprint (2–4) — tap to run, jump the hurdles, and race to 100 metres.
  • Quick Serve (2–4) — move inside a revolving food belt, time your grabs, and match foods for multipliers. Most points in 60 seconds wins.

The Grand Cup

The optional Grand Cup strings four games together with one frozen roster: Jump Rope, Clubhouse Says, then the potato game, then the duel. It needs at least three players, the highest minimum in the set, and every leg returns the group to a fresh ready check.

Finishes earn place points from 10 down to 2 against the original roster size, and tied players share the rounded average of their places. Leaving a leg, or missing a later one, scores zero for it. After the fourth game the cumulative points alone decide the champions, and every seated player can vote for a rematch.

Emotes

Party chat accepts emote commands such as /wave, /cheer, /heart, /sit, and /spin. They never post as chat messages, they are cosmetic, and they cancel when you move. The chat's help tooltip suggests a few starters and /help lists the rest.

FAQ

Do party games pay SC or items?
No. There is no wagering, no item transfer, and no currency reward. A qualified completion can unlock a party character, and the Grand Cup's points are social score only.
Who starts the round?
The host. The shared three-second countdown begins once every seated player is ready and the playfield has finished preparing.
Can I change character between rounds?
Yes, and only your own ready state clears when you do. The group and everyone's choices stay together for the next game. Once a Grand Cup begins, characters and colors are frozen for all four legs.
What happens if someone leaves mid-game?
They count as out rather than idle, and the remaining players keep going. If the host leaves, the longest-seated player still in the room becomes the host, so the group is never stranded.