Rules
Stop the Timer Game Rules
Use these simple rules for solo practice, friend challenges, or pass-and-play group games.
The goal of Stop the Timer is simple: stop the clock as close as possible to the target time. The smaller your error, the better your result.
These rules cover solo play and friendly group matches. You can simplify them for a quick round or use the full format for a tournament.
Standard solo rules
- Select a target, such as 10.00 seconds.
- Choose whether the running timer is visible or hidden.
- Press START once.
- Press STOP when you believe the target has been reached.
- Review your result: perfect, early, or late.
- Press RETRY to begin a new attempt.
Do not refresh the page or change the target during an active attempt. If the browser loses focus or the round is interrupted, restart that round.
Standard scoring
Scores are based on distance from the target, not on whether the result is early or late.
| Target | Your time | Result | Absolute error |
|---|---|---|---|
| 10.00s | 10.00s | Perfect | 0.00s |
| 10.00s | 9.83s | Early | 0.17s |
| 10.00s | 10.24s | Late | 0.24s |
The closest time wins. If two players have the same displayed error, use the tie rule below.
Best-of-five rules
Best of five is the recommended format when you want consistency to matter.
- Every player completes five attempts at the same target.
- Record the absolute error for each attempt.
- Add the five errors and divide by five.
- The player with the lowest average absolute error wins.
Optional variation: remove each player's worst round before calculating the average. Announce this rule before the game begins.
Pass-and-play group rules
For two to eight players sharing one device:
- Add player names or simple initials.
- Choose one target and one timer visibility setting.
- Player one completes a round and passes the device.
- Continue until everyone has played.
- Reveal all results together.
- Repeat for the agreed number of rounds.
Do not show earlier players' exact results until everyone has completed the round. This reduces copying and keeps the reveal more exciting.
Tie rules
Use one of these methods:
- Sudden death: tied players take one more attempt; closest wins.
- Consistency: compare each player's next-best attempt.
- Earlier declared rule: if your group prefers early or late as a tiebreak, decide before playing.
Sudden death is the clearest default.
Random challenge rules
In random mode, the target changes each round. All players should receive the same target within a group round. If each player receives a different target, compare percentage error rather than raw seconds so that short and long targets are fairer to compare.
percentage error = absolute error ÷ target time × 100
Fair-play guidelines
- Use the same device for a competitive local match.
- Keep the same visible or hidden setting for everyone.
- Do not use an external clock, audio cue, or second device.
- Restart rounds interrupted by notifications or accidental navigation.
- Agree on the number of decimal places before comparing results from different tools.
This is a casual browser game, not a verified competition. Results can vary slightly with attention, input method, device behavior, and browser workload.
Frequently asked questions
Does 9.90 beat 10.10 on a 10-second target?
They are tied: both are 0.10 seconds from the target.
Can players count out loud?
In solo play, yes. In group play, decide first. Silent counting is fairer because it does not give other players a rhythm cue.
What happens if someone presses START twice?
The interface should prevent duplicate starts. If a round enters an unclear state, restart it rather than keeping the result.
Start a round
Play Stop the Timer for a quick solo attempt, or open Pass & Play for a group match.