Rush is the fastest mode in the game — and the only one where nobody waits for anybody. Each player gets their own sequence of questions and works their way up at their own speed. There are no rounds, no scoring screens, no pauses. There are twelve rungs and the question of who gets to the top first.
In every other mode the round waits for the slowest person. Not in Rush. Everyone has their own position in the question list, and clicking faster gets you the next question faster. You still see all the pieces climbing side by side on the board in real time, so you notice immediately when someone pulls away.
That creates a pressure the rest of the game does not have: you know that every second of thinking is a second in which someone else has already clicked. At the same time every wrong answer costs a rung you just earned. Two wrong answers in a row can undo an entire comeback.
You will not run out. The game builds a stack of 50 questions at the start and automatically tops it up as soon as anyone approaches the end, so a long match with eight players never runs dry.
The threshold in each question is recalculated every time and sits randomly between ten and forty per cent away from the true answer. Sometimes "More" is right, sometimes "Fewer" — there is no pattern. Anyone who stubbornly picks the same side every time lands at fifty per cent in the long run and never reaches the top.
Which question pool is used depends on the Guess Ladder pool the lobby has selected — Standard, General knowledge or Fun.
A single mistake drops you to 10 and you need two correct answers to make it back. It is the only moment in Rush where thinking is worth the time.
The threshold is rounded to a "nice" value. When it is a very clean number well below what you would have expected, "More" is often correct — the threshold was deliberately placed far away.
Mathematically, a 70 per cent hit rate at double speed gets you to the top faster than 90 per cent at a crawl. When in doubt, click rather than deliberate.