← 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) or Admin (manually) — those are the two options the editor offers. 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 color.
  • On a task you then tick which routes it lies on. An unticked task is shared and every team gets it, which 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.
  • A task's number is per team. A shared task has a different number on each route. Switching a team's route renumbers its tasks right away, based on the new route.
  • The route wizard (compass icon next to a route in the editor) suggests the task order: pick which tasks belong to it, it sorts them as the crow flies from a chosen start point, and you can then fine-tune the order by hand.

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. If the game is set to "Who answers: Anyone on the team", every member can answer. 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 progress modes

  • 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 totaled 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.
  • A single task can be set differently from the whole game (editor, "Task behavior" section): "Save the answer and continue", or "Wait for the correct answer", regardless of the game's progress mode.

7. During the game

  • The round map: green pins are tasks, pins with an icon and a name are players, shown throughout the game as long as the app is open. Overlapping pins join into a bubble with a count — clicking it zooms in, or lists who is underneath, and zooming in spreads them apart again.
  • Answers and reviewing: one list of all answers in the round, with anything awaiting judgment (photos, manually scored, a failed auto-comparison) at the top and marked. Accept, reject or adjust points right on the answer, including ones already handled. The “to review only” filter hides the handled ones. A task the team sent nothing for is in the No answer section, and you can accept it anyway.
  • 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). If the team sent nothing, accept the task in the No answer section.
  • A task with the "Reveal on site" option (editor, "Task behavior" section) hides the description and answer from players until they arrive on site or enter the fallback code. The task is downloaded to the app ahead of time, so a determined player could still read it early. The app supports this from version 1.2.0, older app versions cannot join such a round at all.
  • If a team cannot reach the location and has no fallback code either, unlock the task and answer manually. The "Unlock" button is next to the task in the answers list and in the No answer section.

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. In a game set to "Who answers: Anyone on the team", the team can split up and everyone answers; if two people answer the same task, the correct answer counts (after a captain takeover, answers sent after the takeover count). 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.
  • The overview shows a map with teams and tasks, the round code and QR codes. Opening a task shows its brief, correct answer and fallback code, which you can copy.
  • 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 anonymized automatically once the retention period runs out (90 days after the end by default, adjustable per game).
  • Towards the players, you are the data controller under the GDPR: 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 the links to anyone who asks how their data is handled.

13. Account scope and pricing

  • Free account: at most 3 teams per round and 8 tasks per game. The limit applies separately to each round and each game, not as a total for the whole account. Older or finished rounds don't count towards it. Every feature is available, and the account has no time limit.
  • Free account for educational use (edu): at most 6 teams per round and 12 tasks per game. A school, club or non-profit activates it themselves in the account — it's a self-declaration. Commercial events and corporate team-building don't belong here.
  • The free and educational accounts may have at most 1 unfinished round at a time — published or running, until you finish it. Free up a slot by finishing a round on the Games page. The annual account and credits (Round Plus, Large event) have no such limit.
  • Round Plus: a credit for one round, 12 teams, unlimited tasks, price 490 Kč, valid 12 months from purchase.
  • Annual account: 12 teams, unlimited tasks, unlimited rounds for 12 months from purchase, price 2 490 Kč.
  • Large event: a credit for one round, 25 teams, unlimited tasks, price 1 490 Kč, valid 12 months from purchase.
  • Agency plans and unlimited licenses are arranged by invoice — contact us through the Support page.
  • The receipt arrives by email. The operator isn't VAT-registered, so prices are final.

The full pricing is on the Pricing page.