Overcharging causes a cough. Flying over a target does not count as hitting it.
Pace: Attempt-based; the harbor cup gives three throws.
An example decision
If a tailwind carries your first throw too far, reduce the charge next time. Save the puff to correct a short attempt.
How to play
Enter the least distinguished championship in the Caribbean. Charge your spit, read the wind and fine-tune the landing with one last puff.
Choose your drink and angle. Hold, then release in the gold zone to spit. During flight, blow once to add distance.
Use your first attempt to see how the wind affects the shot. Change one variable at a time so you can tell whether power or the final puff improved the landing.
Controls
Desktop
↑ / ↓: angle1 / 2 / 3: drinkSpace: charge, release or blowEnter: next throw
Mobile and tablet
Hold the button and slide up or down to adjust your angle. Release in gold. Tap Blow during flight if you need more distance.
Modes and scoring
Harbor Cup
Three throws to beat the distance. Choose your drink, aim and catch the wind.
Choose your drink and angle. Hold, then release in the gold zone to spit. During flight, blow once to add distance.
Wind pushes or slows you down. Bubbles: high flight. Syrup: less drift. Chili: more speed, trickier charge. Hold too long and you cough.
Scoring: 10 points per meter. Target: 600; bullseye: 900. Consecutive hits multiply target points up to ×3. Perfect charge: +120. Cup won: +500.
Bottles & Bells
Hit three targets in five throws. Strike them or land in their gold strip.
Choose your drink and angle. Hold, then release in the gold zone to spit. During flight, blow once to add distance.
Hit three out of five. Strike the bell or bottle in flight, or land in its gold strip. Flying over it does not count. Blow if you are falling short.
Scoring: 10 points per meter. Target: 600; bullseye: 900. Consecutive hits multiply target points up to ×3. Perfect charge: +120. Cup won: +500.
Daily Gale
Today’s wind is the same for everyone at each level. Three throws to beat the distance.
Choose your drink and angle. Hold, then release in the gold zone to spit. During flight, blow once to add distance.
Wind pushes or slows you down. Bubbles: high flight. Syrup: less drift. Chili: more speed, trickier charge. Hold too long and you cough.
Scoring: 10 points per meter. Target: 600; bullseye: 900. Consecutive hits multiply target points up to ×3. Perfect charge: +120. Cup won: +500.
Just One More
Three lives. Each target hit restores one. Each miss costs one.
Choose your drink and angle. Hold, then release in the gold zone to spit. During flight, blow once to add distance.
Wind pushes or slows you down. Bubbles: high flight. Syrup: less drift. Chili: more speed, trickier charge. Hold too long and you cough.
Scoring: 10 points per meter. Target: 600; bullseye: 900; streak up to ×3. Perfect charge: +120. A hit restores one life (up to three). A miss costs one.
Solo or with other players
This is a single-player game. Practice and improve your own score.
Compare and choose
We compare game rules and controls. Stated times are mode limits, not average durations. Recommendations are editorial. How we prepare these facts.