Mood illustration, not a game screenshot.

Controls

Provisional bindings. Check and change them in the game Settings; the final layout will ship with the first version.

ActionKeyboard and mouseGamepad
Move W A S D Left stick
Face and aim Mouse Right stick
Attack Left click RT
Defend / block Right click LT
Interact: pick up, throw or place the jugg F A
Switch character Tab or Q E LB RB
Menu Esc Start

Positions

You choose your line-up before each point. Weapons do not change during a point.

Runner
Unarmed. Picks up, carries and places the jugg. Everyone is after them.
Chain
Longest reach and an 8-stone penalty, but slow to recover. Controls space.
Q-tip
Two striking ends: versatile in attack and defence.
Staff
The longest rigid weapon. Keeps distance and pins; no thrusting.
Longsword
Powerful two-handed strike with a large striking zone.
Sword and shield
Blocks and holds the line. The shield never hits.
Dual swords
Fast strikes with each hand; can pin two opponents.

Switching character

You can take over any teammate run by a bot. With several humans on your team, the server reserves each person’s character: you can never control someone else’s. With five humans, each plays their own.

Modes

Simulation

Federation rules as the guide: 1.5 s stones, counts, pins and placed points. For those who want real Jugger.

Arcade

Faster pace and simplified rules. Short, direct matches.

Both modes are in development.

Quick match and rooms

Quick match
From the client. It drops you into a match with a free slot; bots fill the teams.
Rooms
Create them on the web or in the client. Invite friends or open the room to the public: anyone can ask to join and the host accepts or declines. Up to 10 humans, 5 per team. The match is always played in the client. Go to rooms.

Training

A field with dummies to practise movement, character switching, attacks, valid zones, pins and handling the jugg. It runs locally after signing in, even if the connection drops.

Review the rules of Jugger