Guide
Play a quiz in Pirate Plunder
Pirate Plunder turns any set into a treasure hunt that the whole room plays at once. Nobody waits for the next question: each student answers at their own speed, and every right answer lets them open one of three treasure chests. A chest might hold coins, double or triple what they have, let them plunder a classmate or swap coins in a mutiny, or belong to the Kraken, who takes a share of their coins into its Hoard. The questions come round again until the time is up, so a set of ten keeps a class busy for as long as you choose. This guide follows one game from the settings to the report, on the room screen and on a player’s phone.
14 steps · about 5 min · written for a computer
Step 1: Choose Pirate Plunder
Press Host on a set and choose Pirate Plunder from the game modes. Its own rules appear under Game settings. Timed ends the game when the clock runs out, and the most coins win; set the minutes, from 1 to 60, with 7 to begin with. Race to coins ends it the moment one player reaches the target you set, a million to begin with. Leave Show instructions on for a class that has not played before: their phones explain the game before it starts. Randomize questions starts on in this mode, so every game asks the set in a new order.
Step 2: Open the room
Press Start hosting and the lobby appears, the same one as in a Classic game: the room code, the QR code and the join address, with each player’s name and robot arriving as they come in. When everyone is in, press Start.
Step 3: Players read how to play
With Show instructions on, every phone opens on How to play: answer right to open one of three treasure chests, a Plunder takes coins from a player you choose, a Mutiny swaps your coins with someone richer, beware the Kraken, and a wrong answer means a short wait. The Set sail! button unlocks after five seconds, so nobody skips it without a glance, and the phone moves on by itself after a minute.
Step 4: Answer at your own pace
Then the questions start, on the phone itself: the question, any picture, and the answers in the usual colours. Each player moves on as soon as they answer, so a quick reader and a careful one both stay busy, and when they reach the end of the set it starts again from the top. The bar along the top shows the player’s coins, their place in the room and the time left, and the trophy opens the leaderboard.
Step 5: A wrong answer costs three seconds
A wrong answer opens no chest. The phone says Not quite! and marks the right answer (a typed answer is written out instead), so the player leaves knowing it, and a ring counts down three seconds before the next question: long enough to make guessing slower than thinking.
Step 6: Choose a chest
A right answer brings up Choose a Chest!: three closed chests, and nobody can tell what is inside until they pick. Once the Kraken holds any coins, its Hoard is shown above the chests too, so everyone can see what the rarest chest would pay.
Step 7: See what was inside
The chest opens and says what it did. Most hold coins, from 10 to 100. Double Loot and Triple Loot multiply everything the player has, which is where the big jumps come from. Some hold a Plunder or a Mutiny, some belong to the Kraken, and now and then one is empty. Underneath, the other two chests open too, faded, so the player sees what they might have had. A tap anywhere moves on to the next question.
Step 8: Plunder or mutiny
A Plunder chest takes 10% or 25% of another player’s coins. The phone lists everyone who has coins, richest first, each with how much the plunder would take from them, so choosing is a quick sum. A Mutiny swaps the player’s coins with a classmate’s, and lists only those who have more, so a mutiny always pays; the player in first place never finds one.
Step 9: When someone plunders you
The player who was plundered sees a banner across the top of their phone, such as Zoe plundered you!, with the coins they lost; after a mutiny it names who started it. The banner does not stop the game: they carry on answering, and it goes after a few seconds. Every plunder and mutiny also goes up on the room screen.
Step 10: Beware the Kraken
Some chests belong to the Kraken. It takes a share of what the player holds, 10% or 25%, and adds it to the Kraken’s Hoard, which grows all game. A rare chest, Kraken’s Hoard!, gives the whole Hoard to the player who opens it and leaves it empty again. While the Hoard is empty, that chest never comes up.
Step 11: The room screen during the game
While the students play, the screen at the front shows the race: the top ten players with their coins, and an icon for what each one is doing at that moment, such as answering or picking a chest. Captain’s Log lists the plunders, mutinies, triples and the Kraken’s catches as they happen, and Kraken’s Hoard below it shows what the Hoard would pay. The clock counts down at the top (or the target is shown, in a race), beside the join address. To stop early, press End game and confirm.
Step 12: Game over
When the clock runs out, someone reaches the target, or you end the game, the room screen shows the Final Standings: third, then second, then the winner, with their coins. Each phone says Land ho! Game over and points the player to the big screen, then shows their own place, how many questions they got right, and the treasure they finished with.
Step 13: Read the results
Press See results under the podium for the full results: every player with a bar of right and wrong answers, how many they got right out of how many they answered, and their coins. The Questions tab turns it round: how often each question was answered right across the whole room, which shows at a glance what the class has not yet understood.
Step 14: The report afterwards
If you are signed in, the game is saved in Reports when it ends. Each student’s row shows the share of their answers that were right, with their coins beside it, and By accuracy puts the list in that order, since coins also depend on the chests. Pick a student to see every question: the first answer they gave, and, when the question came round again, how many times they answered it and how many of those were right. The Questions tab shows how often each question was answered right across the room.
Good to know
- Any set works, and every question type in it is asked the same way as in a Classic game. A short set of ten to fifteen questions plays well, because the questions come round again.
- The join address and the code stay at the top of the room screen for the whole game, so a student who arrives late can still join. They start with no coins.
- Pirate Plunder has no teams: every pirate plays for themselves.
- Doubles and triples add up fast, so a long game can reach millions of coins. The boards shorten big numbers, such as 1.2M.
- Only a right answer opens a chest, so the students who know the most get the most chances at treasure. What is inside is luck, which keeps the race open for the whole class until the end.













