Top Countries
1 Germany 2 USA 3 Brazil #4 Slovakia #5 Japan #6 France #7 UK #8 Canada #9 Spain #10 Czechia #11 Poland #12 India #13 Italy #14 Sweden
Top Players
1 IronPanda77 2 NeonLynx12 3 TurboKoala55 #4 PixelViper31 #5 RapidOtter08 #6 FrostFalcon24 #7 BlazeTiger61 #8 SwiftFox45 #9 QuickBadger19 #10 CrimsonWolf83
Reflex · 1v1 duel

Signal Sprint - 1v1 Green Light Reflex Duel

Signal Sprint on FlagDuel is a free 1v1 reflex duel: the signal cycles red, amber and green on timings drawn from the shared round seed, only a tap while the light is green scores, the green window opens at 0.56 seconds and shrinks by 0.04 seconds per point down to a floor of 0.3 seconds, a tap on red or amber is a jump start that locks you for 0.9 seconds, and the first player to 10 wins the round.

Red, amber, green. Only one of them pays, and it does not stay long.

The green window opens at 0.56 seconds, which is comfortable, and then closes by four hundredths of a second for every point you score. Nothing about the light itself gets quicker - the cycle keeps its own seeded time - but the door you have to get through keeps narrowing until it reaches its floor at 0.3 seconds and stays there.

Amber is where the duel is actually lost. It looks like the last step before green and it invites you to leave early, and a tap on red or amber is a jump start that locks you out for 0.9 seconds - long enough for a green to come and go while you watch it. Ten greens takes the round.

How to play

  1. Press START - the signal begins cycling red, amber and green on the same schedule on both boards.
  2. Tap only while the light is green. The window opens at 0.56 s and shrinks 0.04 s per point down to 0.3 s, and a tap on red or amber is a jump start that locks you for 0.9 s.
  3. First player to 10 greens takes the round. Win 2 of 3 rounds to take the match.

Fair play

Live players first

A real player from a new country every match. When nobody is free, you face a recorded run — a real person’s taps replayed, never a script.

Same task, both sides

Identical signals, targets, grids and sequences — and every click visible on both halves.

Free, no sign-up

Every duel is free; accounts arrive later only to save your name on leaderboards.

Rewards

Champion belts

Win streaks forge belts worn next to your name: bronze at 3, silver at 5, gold at 10 wins in a row.

Country rankings

Every live win lifts your flag on the world board in the header — real duels only, practice matches never count.

Victory cards

Milestone wins will mint a shareable victory card with your name, flag and the story of the match.

Soon

Frequently asked questions

Why does the signal run a full red-amber-green cycle?

So that the moment of truth arrives with warning rather than out of nowhere. A light that simply flashed would measure raw reaction; a cycle measures something harder, which is holding still while the amber tells you green is coming. The whole difficulty lives in the gap between knowing and being allowed.

How many points before the green window stops shrinking?

Seven. The window opens at 0.56 seconds and loses 0.04 for every point scored, so the eighth green and everything after it is played at the 0.3 second floor. A duel to ten therefore has a comfortable half and a brutal half, and the scores are usually still level when the floor arrives.

Does a shrinking window punish fast and slow players equally?

No, and that is deliberate. A narrowing window takes nothing from a player who was already inside it comfortably and takes everything from one who was scraping through, so the gap between the boards widens as the score climbs. Whoever is behind at five is usually further behind at eight.

Why is amber the light that empties most scoreboards?

Because it is the only part of the cycle that predicts. Red says wait and green says go, but amber says soon - and soon is what your hand acts on when you are chasing a point back. The 0.9 second lock is priced for exactly that moment: it costs more than the point you were trying to save.