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Pileup trainer

Several stations call you at once, each at its own pitch, speed and strength. Pick one voice out of the pile, type its callsign and press Enter to log it. It drops out, a new caller joins, and the rest keep calling.

translatemorsecode.com/games/pileup/Live
Time
120s
QSOs
0
Calling
–
Best
0

Work the pileup

  1. Several stations will call you at once, each on its own pitch and speed.
  2. Copy one callsign, type it and press Enter to work it.
  1. 1Set up the pileupChoose callers, speed and round length
  2. 2Start the pileupCallers join one by one, then keep calling
  3. 3Log one callsignPick one voice, type its call, press Enter

How to play

  1. Choose how many stations call at once (2 to 5), the speed (Slow, Normal or Fast) and the round length (60 seconds, 2 minutes or 5 minutes).
  2. Press Start the pileup. The callers come in one by one over the first second or two, then keep calling with short pauses.
  3. Pick one voice, copy its full callsign and type it in the Callsign box. Press Enter or Log it.
  4. If someone is calling that callsign, it goes in your log and a new station joins the pile. If not, it counts as a busted call.
  5. Keep going until the clock runs out, or press End now (a round ended early keeps no best). Read your score, then press Go again. Switch tabs and the round pauses until you resume.

What the trainer does

It plays a small contest pileup in your browser: several stations sending their callsigns over each other, the way a rare station or a busy contest station hears them.

  • A voice for every caller. Each station gets its own pitch between 450 and 850 Hz, its own speed and its own signal strength.
  • A pile that never empties. Work a station and it drops out; a new caller joins after a short pause, so the number calling stays the same.
  • A live log. Every callsign you work appears in a numbered log under the box.
  • Clear feedback. A wrong entry tells you whether no one is calling it or it is already in the log.
  • A score that means something. The end screen shows your contacts, your rate an hour, your busted calls and who was still calling.
  • Your best for each setting. The best number of contacts is kept on this device for every mix of callers, speed and round length.
  • A daily challenge. On days when Pileup is the featured game, the daily challenge from the games page gives everyone the same callers, with 3 stations calling at normal speed for 2 minutes.

How it works

Each station is a separate tone on the same audio output, so the calls overlap just as they do on the air. A station sends its callsign, waits between 0.6 and 2.8 seconds, then calls again. Because the pauses are random, the calls drift in and out of step with each other.

Pitches are kept at least 60 Hz apart whenever there is room. That gap is what lets you follow one tone through the others, the same skill a CW operator uses with a narrow filter. Volumes vary too: some callers are loud and easy, others sit under the pile.

Speeds follow the PARIS standard, where one unit lasts 1,200 ms divided by the WPM. A dot is one unit and a dash three, with one unit inside a letter, three between letters and seven between words. Each caller picks a speed in a band 8 WPM wide, and the band starts 1 WPM higher for each station in the pile.

Your rate is the number of contacts scaled to an hour: contacts divided by the round's seconds, times 3,600. Contest operators judge a run the same way.

Examples

The speed band for each setting and number of callers:

Caller speeds for Slow, Normal and Fast with 2, 3 and 5 stations calling
Speed2 callers3 callers5 callers
Slow10 to 18 WPM11 to 19 WPM13 to 21 WPM
Normal18 to 26 WPM19 to 27 WPM21 to 29 WPM
Fast26 to 34 WPM27 to 35 WPM29 to 37 WPM

Callsigns of the kind the game sends, and how long one call lasts at 11, 19 and 27 WPM:

Five sample callsigns in Morse and the length of one call at three speeds
CallsignMorse11 WPM19 WPM27 WPM
K1ABC-.- .---- .- -... -.-.6.9 s4.0 s2.8 s
DL4XY-.. .-.. ....- -..- -.--6.9 s4.0 s2.8 s
HB9QT.... -... ----. --.- -6.7 s3.9 s2.7 s
S59AB... ..... ----. .- -...6.2 s3.6 s2.5 s
W5E.-- ..... .2.7 s1.6 s1.1 s

Short calls like W5E come and go in a second or two, so they are easy to miss under longer ones. Numbers are long in Morse (five marks each), which is why the digit is often the hardest part to catch.

Tips for working the pile

Start with two callers on Slow and a 2-minute round. Move up one step at a time: a third caller first, then Normal speed.

Don't type as you hear. Copy the whole call in your head, then enter it, because a partial call is a bust. If you lose a station halfway, wait for it to call again.

Go for the easy one first. A loud, slow caller is a quick contact, and each one you work makes room for the next. If digits trip you up, drill them in the callsign sprint before coming back.

Good questions

Frequently asked questions.

About the pileup trainer

What is a pileup in ham radio?

A pileup is many stations calling one station at the same moment. It happens when a rare country or a busy contest station comes on the air. The station being called has to pick one callsign out of the noise, answer it, and move on to the next.

How do you pick one station out of a pileup?

Listen for a voice that stands apart: a pitch higher or lower than the rest, a stronger signal, or a slower or faster fist. Lock onto it and copy the whole call before you type. In this game each caller has its own pitch, at least 60 Hz from the others when there is room, so tuning your ear to one tone works.

What counts as a busted call?

Any callsign you log that no one is calling right now. A miscopied letter, a station you already worked, or a guess all count as busts. The game tells you which it was, and your total shows at the end of the round.

What is a good QSO rate?

The end screen turns your round into contacts an hour, the rate contest operators use. Logging 3 calls in 60 seconds is a rate of 180 an hour. Compare your rate across rounds at the same setting, since more callers and higher speeds make it harder.

Is this like RufzXP or Morse Runner?

It trains the same skills in a smaller way.

  • RufzXP sends one callsign at a time and speeds up as you get them right.
  • Morse Runner simulates a full contest with exchanges.
  • Pileup sits between them: several callers at once, callsigns only, in your browser with nothing to install.
Are the callsigns real?

They are made up but follow real patterns: a prefix from around the world (K, W, VE, G, DL, JA, VK, HB9, S5 and others), a call-area digit, then one to three letters. Any match with a real station is chance.

Why do bigger piles send faster?

Each extra caller raises the slowest speed in the pile by 1 WPM, as busy real pileups tend to run quicker. With five callers on Normal, the stations send at 21 to 29 WPM; with two, at 18 to 26 WPM.

Trust and limits

Private by design.
Honest about limits.

About this site
  • On your device

    Runs in your browser

    The tones are made on your device, and your best scores are saved on this device only.
  • Know the limits

    Easier than a contest

    The callsigns are invented and the pile has no noise, fading or exchanges, so it is easier than a real contest. Use headphones if the pitches blur together.
  • Who keeps it

    Who keeps it

    Maintained by Translate Morse Code, an independent site; last updated November 2026.

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