CHAOTIC PHOENIX

A game by Chaotic Phoenix

The Paper Rally icon: a yellow pencil drawing a red line to a chequered flag on squared paper

Paper Rally

The schoolyard pencil race on squared paper: let it slip and stay on the road.

Coming soon to Google Play

A turn-based race for Android phones, played in portrait, in English, Slovak and Czech. No ads, no purchases.

See it

The pencil race

Paper Rally is the pencil race from the back of the school notebook, on your phone. The track is drawn on squared paper and your car is a pencil: hold your thumb on its back end until it slips, and the line the tip shoots is your move. Stay on the road, cross every checkpoint, and be the first over the finish.

Hold, slip, shoot

Six pencils, six cars

Six tracks on notebook pages

Play together or alone

Online, a turn a day: coming soon

Draw your own tracks

Play your way

Privacy policy · Deleting your online account · All Chaotic Phoenix games

How to play

  1. Aim. Drag anywhere to turn the pencil round its tip, or tap where you want to go. The arrow shows the direction only, never how far.
  2. Charge. Hold your thumb on the pencil's back end, in the ring. The longer you hold, the further the line shoots, and the wilder it goes. The pencil bends and trembles as the power grows.
  3. Let go. Let go to shoot. Hold too long and your finger may slip on its own; at full power it always does. Greedy charging is a gamble.
  4. Stay on the road. Leave it and you crash: back to where you shot from, a turn missed, or both (the race's crash rule: BACK TO LAST SPOT, SKIP A TURN, HARDCORE).
  5. Checkpoints. Cross every checkpoint in order, then the finish. The next one you need glows in your colour.

Ways to play

PASS & PLAY

One to four players on one phone, passing it round; players told apart by colour, shape and number.

Bumping (a line that ends on a car pushes it on) makes a close race a rough one: switch it on in the lobby.

VS BOTS

Race up to three bots, easy, normal or hard.

A hard bot rarely crashes because it plays safe: the risks it won't take are yours to win with.

TIME TRIAL

Race alone against your best time on a track, its ghost line drawn faintly beside you.

Your time is counted in turns: a crash costs one, and one long greedy line can win back two careful ones.

TRACK EDITOR

Draw the road with your finger, set its width, place obstacles, test drive it, save it, and share it as a code (it starts "PR1.").

The editor checks your track as you draw: it says when it's ready to test drive.

ONLINE

Coming soon.

Challenge friends by name, up to three at once; each turn has 24 hours (or an hour, or three days), and their shots play out on your page when you come back. Out of time is out of the race.

Can't wait a day? Pick one hour a turn when you challenge.

The tracks

Classroom Oval

One lap round a wide oval: the place to learn, with an oil stain and a coffee ring.

Zigzag Sprint

From start to finish down a zigzag, past oil and eraser crumbs.

Rock Garden

One lap among five rocks, and a patch of grass to cut across.

Coffee Break

A narrow road from start to finish through two coffee rings, crumbs and oil.

Ramp and Tunnel

Jump the gap from the ramp, cross the grass, and thread the tunnel.

Notebook GP

Two laps of the page: oil, crumbs, a rock and a grass shortcut, on the narrowest road.

What's on the page

Oil stain

Shoot from it and the shot skids: its angle goes wild.

Coffee ring

Skids like oil.

Eraser crumbs

Shoot from them and the shot's reach is cut.

Rock

Solid: a line that touches it crashes.

Grass

Cross it in one shot, but never end a line in it. Checkpoints keep clear of it, so a shortcut can't skip one.

Ramp and gap

Shoot from the ramp and you can jump the gap after it; from anywhere else the gap is off the road.

Tunnel

Through, not across: touch its walls and you crash.

A fountain pen's ink blot skids like oil, for everyone but the pen that left it.

The pencils

Every pencil is a car. Longer reach always comes with more spread. Two to start with; finishing races unlocks the rest (any race, any mode). Reach is in squares at full power; spread is how far the angle may stray.

Wooden pencil

The reliable baseline.

Reach 6 · spread 4° · from the start

Cheap plastic pen

Fast and wild: the classic risk pick.

Reach 11 · spread 12° · from the start

Mechanical pencil

A thin line that slips through narrow gaps.

Reach 8 · spread 3° · after 1 race

Crayon

Thick and steady: no spill makes it skid.

Reach 5 · spread 6° · after 3 races

Felt-tip marker

Bleeds: the end of the line drifts half a cell on.

Reach 7 · spread 5° · after 5 races

Fountain pen

Leaves an ink blot that makes the others skid.

Reach 9 · spread 7° · after 8 races