How to Play

    Rules, modes, progression, and community systems

    QuiJutsu field guide

    Know what counts before the first question appears.

    QuiJutsu is a head-to-head anime knowledge game. This guide separates the rules shared by every match from the systems unique to Casual, Ranked, Tournament, Friendly, and Party play.

    First match

    1. 1Complete your profile and choose the anime titles you know.
    2. 2Enter Casual matchmaking from Home and stay in the queue.
    3. 3Answer eight questions; accuracy and response speed determine your score.

    Battle formats

    Choose the right arena

    Each mode has its own matchmaking pool and progression. Casual points appear in monthly, annual, and lifetime standings; Ranked and Tournament performance never changes them.

    Casual

    Available

    The everyday queue for practice and point-based competition without ELO pressure.

    • Questions prefer anime shared by both players' watched-title lists.
    • Every match contributes to monthly, current-year annual, and all-time lifetime Casual standings.
    • Monthly points reset each month and annual points reset each calendar year; lifetime points and career statistics continue.

    Ranked

    Available

    The global competitive queue, open to every player with at least 20 titles picked on their Profile.

    • Questions come from the titles you and your opponent share. Ranked needs at least 20 titles on your list.
    • Wins, losses, and opponent strength change your Ranked ELO.
    • Rematches are disabled; Play again returns you to the open queue.

    Tournament

    Live events

    Time-limited events with their own standings, queue, and ELO economy.

    • Every entrant begins each tournament at 1200 tournament ELO.
    • The queue starts close in ELO and widens the search as waiting time grows.
    • Casual and Ranked pause while a tournament is live; the final top 10 receive a permanent community invitation.

    Friendly challenges

    Available

    Play someone you know without changing public rankings.

    • Live challenges play together; Solo challenges let each player answer in their own time.
    • Questions prefer anime shared by both players' watched-title lists.
    • Play again finds a new opponent; a Casual rematch asks the same opponent.

    Shared rules

    Inside a standard match

    Casual, Ranked, Tournament, and Friendly matches share one question-composition system. The lower player level keeps the match fair.

    Eight questions
    Every standard match contains eight questions. Text questions are ordered from easier to harder before visual questions are inserted.
    Ten seconds
    You have ten seconds to answer each question. A timeout is submitted as an unanswered question.
    Visual positions
    Up to three approved visual questions appear at question numbers 2, 4, and 6 when suitable active assets are available.
    Anime selection
    Casual and Friendly prefer watched titles shared by both players. Ranked and Tournament draw from every approved title.
    Score
    Correct answers earn more at higher difficulty, with faster correct answers earning more of the available points. Wrong answers and timeouts reduce the score for that question.
    Winner
    The higher final score wins. If scores tie, the lower average response time across correct answers wins; effectively equal times produce a tie.
    Text-question composition by the lower player level
    LevelEasy (1–4)Medium (5–7)Hard (8–10)
    E800
    D710
    C620
    B530
    A / S431

    Visual questions replace text slots rather than increasing the match beyond eight questions. If a requested tier is short, the selector uses the closest approved pool it can safely provide.

    Player growth

    Several scores, different jobs

    Player level, account level, Casual points, Ranked ELO, and Tournament ELO are separate. Improving one does not silently rewrite the others.

    Player level
    E through S controls the difficulty composition used in standard matches. The lower player's level sets the shared composition.
    Account level
    XP increases your numbered account level. It reflects overall activity and unlock progress, not matchmaking strength.
    Casual standings
    The Monthly view resets at the start of each month, Annual totals the current calendar year, and Lifetime shows all Casual points earned. The same match points feed all three views.
    Competitive ELO
    Ranked ELO and each tournament's ELO are independent. Tournament entrants start at 1200 regardless of their Ranked rating.
    Badges
    Achievements track concrete milestones such as wins, answer speed, streaks, accuracy, and participation. Progress and earned badges appear under Collectibles.
    Coins and rewards
    Coins, XP, quests, and event rewards are settled by the server. The result screen is the source of truth for what a completed match awarded.

    How your player level is decided

    At signup: share of the catalogue you have watched
    Watched share of catalogueStarting level
    33% or lessE
    33% to 66%D
    66% or moreC
    After your first Ranked match: your ELO band
    LevelRanked ELO
    E0 to 1200
    D1201 to 1600
    C1601 to 2000
    B2001 to 2400
    A2401+
    SReserved for the global top 3 once the player base reaches 50,000. Awarded by the team and permanent once granted.

    New accounts start at 1000 Ranked ELO. Once you have played a Ranked match your ELO alone sets the level, so it can go down as well as up even if you have watched every title. Player level only drives match difficulty composition.

    Play together

    Friends, challenges, and Party Mode

    Direct challenges are for remote head-to-head play. Party Mode turns a shared screen into a host-led group game.

    Friends and challenges

    Available

    Find players by user code, manage invitations, and start a private match from Friends or a player profile.

    • Live challenges require both players to be ready.
    • Solo challenges preserve the first player's run until the opponent completes theirs.
    • Messages and user-generated content can be reported for review.

    Party Mode

    Available

    A host creates a room for teams playing together around a TV or projector.

    • The host can build up to eight rounds from text and visual question types.
    • Equal, Buzzer, and Timed play modes support different group formats.
    • Players join the room on their own devices while the shared display shows the game.

    Collection system

    Spirits, and how you get them

    Spirits are the collection currency. Each one matches an approved character in the community-reviewed Anime Asset Library, and players decide together which level a character belongs to.

    01

    Rookie

    Earned only

    02

    Prodigy

    2 Rookie

    03

    Elite

    2 Prodigy

    04

    Legend

    2 Elite

    05

    Godly

    2 Legend

    Earning Spirits

    Eight rewards, all of them named and none of them random. Every payout is exactly one Spirit, and the same play always pays the same thing.

    Where Spirits come from
    What you didWhat you get
    Finish all three Daily Quests and claim them1 Rookie
    Play streak reaches day 71 Prodigy
    Play streak day 25, 75, 125, and so on1 Elite
    Play streak day 50, 150, 250, and so on1 Legend
    Play streak day 100, 200, 300, and so on1 Godly

    Your play streak advances when you finish a match, not when you open the app. Streak days that hit no milestone still pay coins, they just pay no Spirit. Day 7 pays its Prodigy once per streak and nothing on days 14, 21 or 28, so rebuilding a broken streak earns it again. Every day count rolls over at midnight UTC.

    Combining upward
    Two Spirits of one level make one of the next, so a Godly costs 2 Legend, 4 Elite, 8 Prodigy or 16 Rookie. This concentrates your unlocks rather than adding to them: 16 Rookie Spirits unlock 16 Rookie assets, or one Godly asset. It cannot be undone, and Spirits never split back down. Combining is capped at 1 Godly and 2 Legend a month, and those caps chain, because a combined Godly spends 2 Legend. Combining opens when unlocking does.
    Voting on a level
    Open a character in the Asset Library and pick the level you think it deserves. Any signed-in account gets one vote per character and can change it as often as it likes, with no daily limit. Guest accounts cannot vote. The level with the most votes wins, not the average, and a tie settles on the lower level. Votes are counted once a day rather than instantly. At 10,000 votes on one character the level is certified and stops moving for good. Until then it is provisional, set by the reviewers who approved the entry, and a curator can still correct it.
    Spending Spirits
    One Spirit unlocks one asset at its own level in Collectibles. There is no discount for buying up: only a Godly Spirit unlocks a Godly asset. The level is recorded at the moment you unlock, so a later vote never changes an asset you already own. A character reaches the shelf once its level is certified and QuiJutsu holds the licence for its series, which is why the shelf is empty today.
    Licensing gate
    Spirits-to-assets conversion will remain unavailable until QuiJutsu secures the appropriate licenses. The app does not promise a launch date.

    Beyond matches

    Contribute, support, and stay safe

    QuiJutsu treats community knowledge as reviewed material, subscriptions as support rather than competitive power, and account controls as part of the product.

    Anime Asset Library
    Browse open-source anime asset records, add details and citations, or review entries. Accepted work builds contributor trust; well-known facts can be passed without citation by authorized reviewers.
    Question contributions
    Registered players can submit text or visual questions within their tier quota. Trust-level-1 members can review submissions they did not create; two confirms approve and two rejects decline. Approved text enters translation, while an approved visual still needs the administrator's secure image-transfer step before it can go live.
    Supporter tiers
    Supporter, Champion, and Legend add badges, cosmetics, contribution quotas, streak freezes, and account tools. They never increase answer scores, ELO, or matchmaking priority. Legend is capped at 500 active lifetime places.
    Tournament invitation
    Finishing in a tournament's final top 10 grants a one-time permanent profile invitation to connect with the QuiJutsu team for suggestions and community events.
    Account and safety
    Settings provide privacy, language, subscription, and account controls. Reports support moderation, and the Contact and Delete Account pages explain how to reach the team or remove data.

    Planned, not promised

    Daily Challenge is not part of the current public flow, and licensed Spirit conversion has no announced date. Guide status labels will change when those systems actually launch.

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