← Games

How it works

A short guide for the game admin.

1. Create a game and its tasks

  • “+ New game” opens the editor. Add tasks by clicking on the map or with the “+ Add task” button; pins can be dragged.
  • Task types: GPS (reach the location / copy a code), Photo, Text, Choice (one or several correct).
  • Task scoring: Automatic (compares the answer/code), Admin (manually), or an AI suggestion for photos. Photos are always judged by the admin.

2. Routes — different tasks for different teams (optional)

  • Without routes every team gets every task, exactly as before. Turn routes on at the bottom of the editor (“+ Add route”): give it a name and a colour.
  • On a task you then tick which routes it lies on. Unticked = SHARED task, every team gets it — that is the usual case for the start and the finish.
  • When you publish a round you pick a route for each team; “Split evenly” does it for you. Each route shows its task count and point total — keep the routes comparably hard, otherwise it is not fair.
  • A team with no route gets only the shared tasks (not all of them) — a safeguard so a forgotten team never sees someone else's route. Publishing a round where a team would have no task is refused.
  • A route can also be switched mid-round from the round detail. Answers that already reached the server stay and still count; a finished team's route can no longer be changed.
  • Careful when deleting a route: its tasks become shared, so everyone will see them. The editor asks first.

3. Publish a round

  • In the editor, “Publish round” creates a round with its own code and teams. One game (template) can have several published rounds.
  • The round is created as Ready — teams can join in advance, but only see the tasks after the start.
  • “Duplicate” in the overview creates a copy of the game including its tasks (task codes are regenerated).

4. Getting teams in (QR / code)

  • “Print QR codes” — one sheet per team: a QR for the captain and one for a member. Scanning with the system camera opens the app (or a page with the code, if the app is missing).
  • A player can also type the 6-character round code into the app.
  • The captain submits answers for the team; members follow along. The captain role can be taken over in the app (needs a moment of signal).

5. The life of a round

  • Ready → Running → Finished. Start it by hand (“Start round”) or schedule it — then the round starts automatically at the chosen time.
  • A finished round lets nobody else in; it can be reopened.
  • A player can be removed — they lose access and the data disappears from their app.

6. Game modes (behaviour without signal)

  • Tasks: “All at once” or “One at a time” (the next unlocks after the previous one).
  • After answering, “Retry until correct”: an auto-scored question can be retried until it is right (works without signal). A photo moves on right away and is scored later.
  • After answering, “Move on”: answering is enough and the team goes to the next task; points (photos included) are totalled at the end.
  • Note: every task counts towards the score either way — this option only decides whether a wrong answer is retried or the team moves straight on.

7. During the game

  • The round map: green pins are tasks, pins with an icon and a name are players — they show throughout the game as long as the app is open. Whatever overlaps when you zoom out is joined into a bubble with a count (clicking it zooms in, or lists who is underneath); zooming in spreads the pins apart.
  • Answers and reviewing: one list of all answers in the round. Anything awaiting judgement (photos, manually scored, a failed auto-comparison) is at the top and marked. Accept / reject / adjust points right on the answer — including ones already handled. The “to review only” filter hides the handled ones.
  • Chat: messaging individual teams; the round shows the unread count.
  • Leaderboard: a public link (no sign-in) — send it to the teams.

8. When a team has no GPS

  • A GPS task is completed by arriving on site. If a player's GPS fails or they cannot reach the spot, there are two routes.
  • Fallback code: there can be a code on site (a sign or QR) — the player copies it and the task is done. You can see the task code in the task editor (and in the mobile app under task detail).
  • Manual acceptance: if the team made an attempt at the task (entered a wrong code), you can accept their answer in the round directly (with points). Without an attempt there is nothing to accept.

9. Without a signal

  • The app survives a loss of signal: answers are stored locally and sent automatically once you are back online.
  • The team never waits for the admin — a task that somebody has to judge (a photo) unlocks the next one as soon as it is submitted. The admin's review only affects the points.

10. The app — player and captain

  • Joining: the player scans the admin's QR or types the 6-character code, then enters a name. They either pick a team and role, or a team-specific QR joins them straight away.
  • The captain submits answers for the team, the others follow along. If the captain is out of action (flat battery, lost signal), somebody else can take the role over (needs a moment of signal).
  • Task states: ✓ accepted · ⏳ awaiting review · ✕ wrong · ⟳ still trying (wrong GPS code) · otherwise the number of points. For photos and manually scored tasks the player moves on right away.
  • Tabs: Tasks, Map, Results, Chat. The Map shows the tasks and, if the game allows it, you and your teammates; overlapping markers are grouped into a bubble with a count. Without a signal, answers are stored and sent automatically.

11. The app — admin

  • The admin signs in to the app and runs the round straight from a phone — useful out in the field.
  • Overview: a map with live team positions and task pins, the round code + QR (for the whole game and individual teams, swipe sideways), and a task detail on tap (brief, correct answer, fallback code — all copyable on tap).
  • Answers: the same reviewing as on the web (one list, pending items at the top). Chat with teams and the Players tab (removals) too.
  • A round can be started and finished in the app; scheduling a start time is web-only.
  • Alerts for a new message and for a new answer to review (allow notifications on your phone).

12. Player privacy and consent

  • Before joining, the player confirms their consent: the admin can see and score their photos and answers, and the team position is visible to teammates and the admin during the game. Without ticking it they cannot join.
  • The location is never stored (it is only relayed during the game). The content of a round — photos, names, answers, chat — is deleted or anonymised automatically once the retention period runs out (90 days after the end by default).
  • Towards the players, you as the organiser are the data controller: for minors you need the consent of their legal guardians, and do not set tasks that lead to photographing people without their knowledge.
  • Public documents: the privacy policy and data deletion (linked in the footer). Send them to a customer who asks what happens to the data.

Free account scope

  • Free account: at most 3 teams per round and 8 tasks per game — includes the full app (photos, GPS, chat, position map), with no time limit.
  • Edu account (for schools and non-profits, free on request): at most 5 teams per round and 12 tasks per game.
  • Need more? Contact us (see Support) — we'll discuss an extension or an unlimited account.