Game Settings
Quick Reference
| Setting | Options | What It Does |
|---|---|---|
| Routing Strategy | Randomised, Open Exploration, Guided Path, Secret | How players move between locations |
| Navigation Display | Map, Labelled Map, Location List, Custom Clues | How locations appear to players |
| Completion Type | All, Minimum | Whether all or some locations must be completed |
| Auto-Advance | On/Off | Automatically move to next group when minimum met |
| Show Team Count | On/Off | Display how many teams are at each location |
| Check Method | Check-In Only, Check-In/Out | How players complete locations |
Example Game Structures
Murder Mystery: Choice vs. Information
Structure: Multiple location groups by area, each with low minimum
Group 1: Crime Scene Area (5 locations, minimum 2)
- Routing: Open Exploration
- Auto-Advance: OFF
- Display: Custom Clues
Group 2: Witness District (4 locations, minimum 1)
- Routing: Open Exploration
- Auto-Advance: OFF
Secret Group: Detective's Archives (3 bonus locations)
- Additional clues for thorough investigators
- Accessible anytime via QR codes hidden in main locations
Why it works: Players choose speed vs. thoroughness. Rush ahead and miss clues, or explore everything and get full information. No auto-advance means players control when they’re ready to move on.
Campus Scavenger Hunt with Bonuses
Structure: Open exploration with optional secret challenges
Main Group: Campus Landmarks (12 locations, minimum 8)
- Routing: Open Exploration
- Display: Labelled Map
- Team Count: ON
Secret Group: All Libraries (5 locations)
- Bonus points for collectors
- Doesn't affect game completion
- Serendipitous discovery via GPS radius
Why it works: Complete freedom with optional challenges. Secret group adds depth for engaged players without blocking others from finishing.
Large Event: Spread and Guide
Structure: Random start, then linear story
Group 1: Opening Locations (10 locations, max 3 shown)
- Routing: Randomised
- Display: Labelled Map
- Team Count: ON
Group 2: Story Sequence (6 locations)
- Routing: Guided Path
- Display: Custom Clues
- Completion: All
Secret Group: Easter Eggs (hidden throughout)
- Extra narrative or humor
- Not required
Why it works: Randomised routing spreads crowds at start, then everyone converges into narrative sequence. Secrets add replayability.
Progressive Challenge Hunt
Structure: Each area unlocks the next with increasing difficulty
Group 1: Beginner Area (8 locations, minimum 5)
- Routing: Open Exploration
- Auto-Advance: ON
Group 2: Intermediate Area (6 locations, minimum 4)
- Routing: Open Exploration
- Auto-Advance: ON
Group 3: Expert Area (4 locations, all required)
- Routing: Guided Path
- Display: Custom Clues
Secret Group: Master Challenge (2 locations)
- For experts seeking extra difficulty
Why it works: Progressive difficulty with auto-advance. Players move forward when ready. Secret group provides post-game challenge.
Setting Details
Routing Strategy
How players progress through your game.
Randomised Route
- Randomly assigns locations from available pool
- Good for spreading players across large areas
- Requires “Max Locations” setting (how many shown at once)
Open Exploration
- All locations visible simultaneously
- Players choose their own path
- Best for exploration-based experiences
Guided Path
- Players visit locations in specific order
- Shows one location at a time
- Forces “All” completion (can’t skip locations)
Secret
- Hidden bonus locations
- Never shown to players
- Only accessible via QR code, link, or GPS
- Doesn’t affect game progression
Navigation Display
How location information appears to players.
Map
- Visual map with unlabeled markers
- Requires GPS coordinates for locations
Labelled Map
- Map with location names shown
- Requires GPS coordinates
Location List
- Text list of location names
- No map required
Custom Clues
- Block-based custom content
- Show hints, images, puzzles instead of names/maps
- Most flexible - you design what players see
Completion Type
How many locations must be completed to advance.
All Locations
- Every location in the group must be completed
- Automatically advances when group is complete
- Required for Guided Path routing
Minimum N Locations
- Complete at least N locations to advance
- Allows skipping some locations
- Works with Auto-Advance setting
Auto-Advance
When to move to the next location group.
Enabled
- Automatically advances when minimum completion met
- Players don’t manually trigger next group
Disabled
- Players stay in current group until all locations done
- Even if minimum is met, they can complete extras
Structure Groups
Organize locations into phases or chapters.
- Each group has its own routing/navigation/completion settings
- Players progress through groups in order
- Use groups for multi-phase games or different gameplay styles
- Secret groups can exist alongside regular groups
Show Team Count
Display how many teams are at each location.
Enabled
- Shows “3 teams here” at each location
- Helps with crowd management
- Useful for collaborative or competitive games
Disabled
- Hides team presence
- Maintains mystery/immersion
Check Method
How players mark locations as complete.
Check-In Only
- Scan QR code once to complete
- Simple, quick progression
Check-In and Check-Out
- Scan to arrive, scan again to leave
- Tracks time spent at location
- Prevents premature progression