First, catch the answer
A range that misses the answer scores zero, even if it comes close. Among correct ranges, the narrowest is the winner.
Check what number and unit the question asks for before you estimate.
Enter a lower and upper bound that you think contain the answer. If you know the exact answer, enter just one bound.
When the round ends, the answer, points and standings are revealed.
A range that misses the answer scores zero, even if it comes close. Among correct ranges, the narrowest is the winner.
If partial points are enabled, other correct ranges can score too. Their points decrease as their ranges get wider than the winner's.
Range multiplier sets the width where partial points reach zero: the winner's width multiplied by this value. Points taper from full at the winner's width to zero at that cutoff. An exact winning guess uses a width of 1 for this calculation. When partial points are off, only the narrowest correct range scores.
Cutoff points are 500 and 200.
The narrowest correct range sets the benchmark for each round. If partial points are enabled, it sets the scale for everyone else.
Bots and real people follow the same rules and are scored the same way. That is why Approx must be played with at least one opponent. Solo mode pairs you with bots, who are designed to mimic how real people play.
Bonuses add to the points earned in a round. Each game's rules set their percentages, and a bonus can be disabled by setting it to zero.
The narrowest correct range earns extra points. Tied winners each receive this bonus.
If the winning range has a width of zero, its player also earns a bonus for guessing the number exactly.
The first correct submission gets the full bonus; later correct submissions get progressively less.
This is the core design principle behind Approx - allowing players to set their own custom rules and enjoy the game with friends.
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