🦐 YOU
🦐 Pip_99
🦐 Nautilus
Current Lap Prompt

Name countries in Europe (Enter as many as you can!)

The game

What is Krillocity?

Krillocity is a race to name as many answers as you can, where the rare ones count for more.

A prompt such as "Name a fruit" comes up for everyone in the room at once, and the clock gives you 30 seconds. Every answer you type and send is judged as it lands: apple is fine, and so is rambutan, but they are not worth the same. Each accepted answer swims your krill forward along the seabed, a short way for the answer everyone gives and a long way for the one almost nobody does.

A race is 7 prompts, and your distance at the end is your score. You race up to 15 other players in an open race, or up to 15 friends in a private one, everyone on the same track, and watch every krill pull ahead or fall back as its answers land.

prompts in a race
7
on each prompt's clock, for as many answers as you can type
30s
racers at most on one track, in a private race
16

The name

What does Krillocity mean?

Krill, a krillion and velocity, in one word.

Krillocity is Krillion's race, and its name says so: Krillion, the rarest-answer game whose own name is a pun on one in a million with a small crustacean inside it, with velocity on the end. Krillion asks for one answer a prompt and pays for how rare it is. Krillocity keeps the prompts and the tiers, starts a 30-second clock, and pays for every answer you can get out before it runs down, so speed matters here as it never does in the dive.

The krill fits a race, too. Antarctic krill move in swarms that can hold tens of thousands of animals to the cubic metre, all swimming the same way at once, which is roughly what a full room of 16 racers looks like when a prompt lands and every lane surges forward together.

A short history

Where the name-as-many-as-you-can game comes from

Asking someone to name as many things as they can against a clock is one of the oldest tests in psychology, and one of the oldest party games.

  1. 1938

    Word fluency

    L. L. Thurstone's study of primary mental abilities counts word fluency as one of them, measured by timed tests that ask for as many words as possible, such as words that begin with a given letter.

  2. 1944

    The easy answers come first

    W. A. Bousfield and C. H. W. Sedgewick time people naming members of a category and find the same curve every time: answers pour out at first, then slow to a trickle as the easy ones run out.

  3. 1967

    F, A and S

    Borkowski, Benton and Spreen ask people to say as many words as they can starting with a letter in a fixed time. The letters F, A and S become a standard test of the kind, still given by neuropsychologists.

  4. 1973

    Colours, animals, fruits and towns

    Bernard Isaacs's set test asks older patients to name up to ten of each of four sets. Naming animals for a minute becomes one of the most common quick checks of memory and language.

  5. 1988

    Scattergories

    Milton Bradley's party game gives players a letter, a list of categories and a timer. An answer scores only if no other player wrote it, so the common answer is worth nothing.

  6. Now

    The race

    Krillocity keeps the clock and the category, counts every answer you can name, and pays the rare ones more, live against everyone else on the track.

Why it works

Why the rare answers come last

Decades of fluency tests describe the same pattern, and it is the pattern a race rewards.

  • Most answers come in the first seconds

    Bousfield and Sedgewick's curve rises steeply and flattens: most of what a person will name in a minute comes in its first part, and the rest arrives slowly. The early answers are the ones everybody has, which is why they score least.

  • Answers arrive in clusters

    Angela Troyer and colleagues showed in 1997 that people name in runs from one corner of a category (farm animals, then pets, then birds) and jump between them, and that the runs and the jumps both add to how many they name. When the answers dry up, a switch is what starts them again.

  • A minute is about twenty

    In fluency norms published in 1999, healthy adults named roughly twenty animals in a minute, with the count falling with age and rising with years of schooling. Nobody runs out because the category does; they run out of what comes to mind.

The method

How to name more in 30 seconds

Quantity and rarity both count, so a good prompt starts fast and ends somewhere nobody else goes.

  1. 01

    Read it in the count-in

    Every prompt shows for two seconds before its clock starts. Use them to pick the corner of the category you will start in, so your first answer is typed the moment the clock runs.

  2. 02

    Empty the obvious ones fast

    The answers everyone gives still swim you 100 m each. Type them in a burst, short, and press Enter after each one.

  3. 03

    Switch corners when you slow down

    When answers stop coming, jump to another part of the category rather than waiting: from tropical fruit to berries, from capitals to islands. A fresh corner gives a fresh run.

  4. 04

    Spend the last seconds going rare

    By the end of the clock the easy answers are gone for everybody. That is when the answer only you would think of is worth looking for: an answer at One in a Krillion swims you 1,000 m.

Ten answers to one prompt, and how far they swim
5 Plankton answers50 points
2 Too Clever answers30 points
1 Schooler answer30 points
1 Rare answer60 points
1 Deep Cut answer85 points
10 answers in 30 seconds255 points, 2,550 m

The one Deep Cut is worth 85 points, more than the five Plankton answers together (50). The common answers still matter: they are the quickest points on the clock, and a racer who names only rare ones names too few.

In this game

How a race in Krillocity runs

Every room runs on one shared clock, so everyone in it sees the same prompt at the same moment.

  1. 01

    The count-in

    The prompt comes up for two seconds before its clock starts, the same prompt in every lane.

  2. 02

    The clock

    30 seconds to name as many answers as you can. Each is judged as it lands, and every lane moves as its answers are accepted.

  3. 03

    Between prompts

    As the clock runs out the race swims on, and a moment later the judge krill brings the next prompt down over the last. The standings beside the track keep moving the whole way.

  4. 04

    The finish

    After prompt seven, FINISH: the winner is called and crowned, and the report lists every place, its points and what it paid. The room's next race counts in on its own clock. Stay, and you are in it.

Vocabulary

Race terms, defined

The words psychologists use for naming against the clock, and the ones this game uses for its race.

Verbal fluency
How many words a person can produce under a rule in a fixed time. Psychologists test it two ways, by meaning and by sound.
Category fluency
Naming members of a category, such as animals or fruits, against the clock. Every prompt in a race is a test of it.
Letter fluency
Naming words that begin with a given letter, as in the F, A and S test.
Cluster
A run of answers from one corner of a category: farm animals, then pets.
Switch
The jump from one cluster to the next. Switching often is how people keep naming when the obvious answers run out.
Lane
One racer's line along the track's floor. An open race has 16, a private one up to 16, and yours is always the nearest.
Plankton
The tier for an answer nearly everyone gives: 10 points, 100 m.
One in a Krillion
The tier for an answer almost nobody reaches: 100 points, 1,000 m.