Skip to main content
A HotPotato match runs through a fixed set of phases. This page explains what happens in each one so you know what your players will see.

The phases

1

Waiting

Players join with /hotpotato join <arena> and wait in the lobby. The match stays here until enough players are in. The minimum is set per arena with setmin.
2

Countdown

Once the lobby has enough players, a countdown starts with on-screen titles. If players leave and the count drops below the minimum, it returns to waiting.
3

Round

Some players become the potato, the rest are runners, and a round timer counts down. Holders pass the potato by hitting runners. When the timer hits zero, every remaining holder is eliminated.
4

Round transition

A short pause cleans up, teleports the survivors, and picks fresh potatoes before the next round starts.
5

Ending

When one player is left, they win. Fireworks and rewards fire, stats are saved, and after a short delay everyone is sent to the return spawn and restored.

Passing the potato

Combat damage is turned off during a game, so players cannot hurt each other. A hit only does one thing: it passes the potato.
  • A potato holder hits a runner: the runner becomes the potato, the holder becomes a runner.
  • The potato item is locked to the holder’s hotbar. It cannot be dropped, moved, swapped, or eaten.
  • The holder wears a colored glow helmet so everyone can spot the potato across the map.
Pair a short round timer with several potatoes to keep every player moving. A long timer with one potato makes for a tenser, slower hunt.

Spectators

When a player is eliminated, they become a spectator.
  • They are put into spectator game mode and teleported to the arena’s spectator spawn.
  • They stay in the match and can watch, but they no longer count as playing.
  • When the match ends, their inventory, game mode, and location are restored.
Spectators can fly through walls, so they can wander off the map. Set an arena bounds box to keep them inside the arena.

What players cannot do mid-game

While in a game, players are protected and limited so the match stays fair. They take no fall or combat damage, lose no hunger, and cannot break, place, or bucket blocks. See anti-grief for the full list.