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A petling can't train while it is:
Each round costs the petling 8 energy, so from full energy it manages about 9 rounds before it naps. On a computer, the arrow keys (or A/D) move and Space or Enter acts.


Balancing
Score: metres
Your petling rides a beach ball that keeps tipping over: hold left or right to lean it back up. It speeds up as you go, the ground gets bumpier and rocks knock the ball sideways. The run ends when it tips over.

Dodging
Score: balls dodged
Hold left or right to run. Rings on the grass show where each ball will land. Later come big slow beach balls, balls from both sides (stand still!) and lines of four. You have 3 hearts, and a hurt petling sometimes finds a heart to win one back.

Jumping
Score: stumps landed
Tap once to lock the swinging angle, then again to set the power and leap. Land on the tree stumps: taller stumps and wider gaps come as you go. Hitting a trunk or the ground is a tumble; the third tumble ends the run.

Tug of War
Score: duels won
Mash the paw button to pull the rope your way. Play the practice bot or find a rival (see Tug duels below). Wins add up over time instead of counting a best run.

Frisbee Catch
Score: catches
Run under the frisbee's shadow and jump when the ring glows gold. Throws get faster and wider as you catch more; three misses end the round.
A round gives 2 to 10 Bond depending on the score: the closer to the game's gold goal, the more. A score of 0 gives nothing. The petling's daily Bond limit (40) still applies.
| Game | Score needed for each Bond amount |
|---|---|
| Balancing | 1m+ → 263m+ → 388m+ → 4113m+ → 5138m+ → 6163m+ → 7188m+ → 8213m+ → 9238m+ → 10 |
| Dodging | 1+ → 213+ → 318+ → 423+ → 528+ → 633+ → 738+ → 843+ → 948+ → 10 |
| Jumping | 1+ → 23+ → 34+ → 45+ → 56+ → 67+ → 78+ → 89+ → 910+ → 10 |
| Frisbee Catch | 1+ → 23+ → 35+ → 46+ → 57+ → 68+ → 79+ → 811+ → 912+ → 10 |
| Tug of War | A duel: win 10, lose 3. The practice bot: win 5, lose 0. |
Personalities change this: Sporty (Jumping, Dodging), Graceful (Balancing) and Brave (Tug) get ×1.25, and Playful gets ×2 in Frisbee Catch. See personalities.

Every petling has three missions in each game. All but Tug use its best single run; Tug counts wins over time.
| Game | Missions | First mission teaches | All three win |
|---|---|---|---|
| Balancing | Balance for 50m · Balance for 120m · Balance for 250m | Handstand | |
| Dodging | Dodge 10 obstacles · Dodge 25 obstacles · Dodge 50 obstacles | Roll Over | |
| Jumping | Land on 3 stumps · Land on 6 stumps · Land on 10 stumps | Backflip | |
| Tug of War | Win 1 duel · Win 3 duels · Win 5 duels | Take a Bow | |
| Frisbee Catch | Catch 3 frisbees · Catch 7 frisbees · Catch 12 frisbees | High Five |

Trophies are decorations for your home, once per account. They can't be gifted, traded or sold.
| Game | Trophy: any petling wins the medal | Master Trophy: one petling reaches |
|---|---|---|
Balancing | Balancing Trophy | 400 m in one run |
Dodging | Dodging Trophy | 100 balls dodged in one run |
Jumping | Jumping Trophy | 20 stumps landed in one run |
Tug of War | Tug of War Trophy | 10 duel wins |
Frisbee Catch | Frisbee Catch Trophy | 24 catches in one run |
Every week (Monday 00:00 UTC to the next Monday) each petling can win a ribbon in each game, set by its best this week (Tug: wins this week). The ribbons sit at the three mission goals.

Balancing, Dodging, Jumping and Frisbee Catch have world leaderboards (“Top balancers” and so on), all time and this week, listing each player's best with the petling that set it. They're just for bragging rights: no prizes.