A game by Chaotic Phoenix
Paper Rally
The schoolyard pencil race on squared paper: let it slip and stay on the road.
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
- Drag to aim: the arrow shows the direction, never how far.
- Hold the pencil's knob to charge: the longer you hold, the further the line shoots, and the wilder it goes.
- Hold too long and your thumb slips on its own: greedy charging is a gamble.
- Leave the road and you crash: back to where you shot from, a turn missed, or both in Hardcore.
Six pencils, six cars
- The wooden pencil, reliable, and the cheap plastic pen, fast and wild.
- The mechanical pencil's thin line slips through narrow gaps.
- The crayon is thick and steady, and no spill makes it skid.
- The felt-tip marker's line bleeds on past where it stops.
- The fountain pen leaves an ink blot that makes the others skid.
- Longer reach always comes with more spread. Finish races to unlock them all.
Six tracks on notebook pages
- From the Classroom Oval to the two-lap Notebook GP.
- Oil stains and coffee rings that make you skid, eraser crumbs that cut your reach, rocks, grass you can cross but never land in, a ramp to jump a gap, and a tunnel.
Play together or alone
- Pass & play: 1 to 4 players on one phone, passing it round.
- Against bots, easy, normal or hard.
- Time trial: race your best time and its ghost line.
- Bumping, if you like: a line that ends on a car pushes it on.
Online, a turn a day: coming soon
- Challenge friends by name, up to three at once.
- Take your shot when it suits you: each turn has 24 hours (or an hour, or three days).
- Come back and your opponents' shots play out on your page.
Draw your own tracks
- Draw the road with your finger, set its width, place oil, coffee, crumbs, rocks, grass, a jump and a tunnel.
- Test drive it, then share it as a code your friends paste in.
Play your way
- Portrait, one thumb, turn-based: nothing moves until you shoot.
- Tap meter: tap to stop a power bar instead of holding.
- Left-handed layout, larger text, high contrast, reduced flashing and no screen shake.
- Music and sound effects, each with its own volume, and vibration.
- In English, Slovak and Czech.
- No ads, no purchases.
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How to play
- 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.
- 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.
- 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.
- 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).
- 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