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Chao Board

Eight downhill courses, ten tricks, and a purse you lose every time you crash.

Updated

Board is the downhill mode: your chao rides a course from the top to the finish line, collecting rings and throwing tricks. Open it from the garden panel with the Board button.

Rings banked here go into the same wallet the Market and the festival stalls spend from, so Board is the fastest way to fund everything else.

How a run works

You manage two things: speed and your purse.

Speed comes from the slope, from pushing and from tucking. Rings come off the road. Both are at risk the whole way down, because a wipeout costs every ring you are carrying.

There is no time limit and no lives. A crash does not end a run. It costs speed, your rings and 150 points, and then you carry on. The run ends when you cross the line.

Controls

ActionKeys
SteerA / D, or the arrow keys
Push (held)W or Up
Tuck (held)Shift, S or Down
JumpSpace
RestartR

Push kicks the road like a skateboard. It gives less as you speed up and stops helping once you are quick.

Tuck is worth roughly +24% terminal speed and halves how hard you can carve. Hold it on the fall line and drop it for corners.

Touch and gamepad are both supported: one thumb steers and pushes, the second finger hops and flicks tricks.

Tricks

Every jump is a trick. Which one depends on what you hold, and six have their own keys.

TrickInputPoints
GrabSpace + left120
ShiftySpace + right150
Shove-itZ180
KickflipQ220
SomersaultSpace + tuck250
HeelflipE260
BackflipSpace alone300
360 SpinX380
HandplantV420
540 SpinC700

Landing clean pays the points and keeps some speed. Running out of air mid-trick means crashing on landing.

Nine of the ten are landable from flat ground. The 540 is the exception: its window off a flat hop is negative, so no reaction however fast will buy it. It is the move you take a ramp for.

The courses

Eight courses in a strict chain. Each opens when you clear the one before it, meaning finish it in either mode. You do not have to win a race to progress.

CourseUnlocked byRace prizeNotes
City EscapeOpen from the start500Two banked sweeps, a narrow left, and a steep finish.
Sunside SurfClear City Escape500Island hop a hot coastline: a full loop, a bridge that comes apart behind you, and something enormous in the water.
Flooded ForestClear Sunside Surf500Surf the river down: log grinds, boulder jumps, and a 21° plunge through the trees.
Avalanche!Clear Flooded Forest500Drop the cornice and run the mountain: tree islands, buried logs, and a 26° north face.
Aquatic MineClear Avalanche!500Ride a flooded working: timbered sets, swinging hoist buckets, and standing water in the invert.
Cargo RunClear Aquatic Mine800Ride the inside of the hold: sweeper arms, drifting pods, and a spiral through the girders.
Meteor HerdClear Cargo Run1,200Ride the outside of a falling rock: a live bombardment, ice vents, and a horizon 75 units away.
Ring DivideClear Meteor Herd2,000Saturn's B ring, hip-deep in ice: a live bombardment overhead and boulders on a faster orbit closing from behind.

Prizes flatten at 500 for the first five and then step up hard. The last three are a different kind of ask.

Aquatic Mine

Aquatic Mine is the fifth rung, added in 1.4.6. It was inserted below the three space courses rather than added above them, so Cargo Run, Meteor Herd and Ring Divide keep their positions as the endgame — anyone who had cleared the ladder now has one new course sitting in the middle of it.

It is a 180° open trough of radius 20: 3460 units over 21 segments, par 94.4s. That is the same radius Cargo Run uses, on purpose — the mine teaches the tube at exactly the size the next rung then tests.

The floor costs you, and that is the whole course. Standing water runs down the invert. Riding the bottom is the lazy line and the slow one, so the fast line sits a few degrees up the wall and stays there for a thousand units at a time. Measured on the generator’s own runs: 87.4s and one crash holding the dry ledge against 201.6s and twelve crashes coasting through the water.

⚠️ The water is shallow, and that is deliberate. Climbing out of it fights gravity continuously, so deep water would need a line high enough to cost more than the water it dodges — past that point the fastest way through is straight down the middle and the mechanic silently inverts. The drifts run 1.5 units deep, where the dry line is worth about twelve seconds. The sump runs 3.4, deliberately past the crossover, which is why its ring trail runs down the middle of the water rather than around it.

Mine carts are parked at the ends of the grind rails.

Grind rails

A rail locks your lateral position while you are on it — you ride its line, not yours. Jumping clears it.

Two rail faults were fixed in 1.4.6:

  • Rails caught riders out of the air from any height and then steered them down the rail’s line. A rail is now caught only from the ground or on the way down.
  • Pressing jump while grinding never got you off the rail: the bail was undone by the collision pass on the same frame.

Race and Time Attack

Time AttackRace
RivalsNone5 on desktop, 3 on mobile
Rings paidPurse × 1Purse × 3
Course prizeNoneOn 1st place only

Time Attack pays only the purse you carry over the line. No prize and no multiplier.

A race triples the purse and adds the course prize if you finish first. Second place still triples the purse and gets nothing extra. Winning Ring Divide is worth 2000 rings plus three times whatever you were carrying.

Rivals are physical. They push you and you push them, and being shoved into a barrier can put you down.

Your purse

Rings you pick up ride with you. They are worth points, they pay out at the end, and carrying a lot makes you slightly faster, up to about +6% terminal speed, saturating around 45 rings.

A wipeout zeroes them. Every ring you were carrying is gone, with up to ten scattered onto the road to chase down.

The payout takes the purse you finished with, not the purse you collected. A run that crashes at the last corner banks nothing.

After a crash you get 5 seconds of invulnerability.

What puts you down

  • Hitting a wall hard. A glancing scrape costs drag; a real sideways impact is a wipeout.
  • Mines, which are a wipeout and the harshest speed loss in the game.
  • Running out of air mid-trick.

Cars are different: you plough through one, keep most of your speed, and lose rings rather than control. Ledges bump you and scrub speed without taking control away.

Three power-ups help: a speed boost, a magnet that pulls rings in, and a shield that absorbs one wipeout.

Score and grade

ComponentValue
Each second under par+120
Each ring+20
Each car smashed+40
TricksTheir own points
Each crash-150

The total is floored at zero.

Your grade is your score as a fraction of what the course could theoretically yield:

GradeShare of course potential
S80% or more
A60%
B40%
C22%
Dbelow 22%

Because par time and rings both feed the score, an S needs a fast line, a full purse and tricks. You cannot grind one to cover the others.

Records

Each course keeps six numbers.

RecordMeaning
Best timeFastest finish
Best scoreHighest score
Best gradeThe grade from your best-scoring run
ClearsFinishes, not attempts
Race winsRaces taken in 1st
Best placeBest finishing position in a race

Best time and best score are tracked separately and are usually different runs, because the fast line skips rings and tricks.

Best grade follows your best score, not your best time. A quicker run with a worse score will not raise your grade.

Clears count finishes only, so an abandoned run does nothing for unlocks, and only a clear opens the next course.