Pin every card to the map β drag it there, or stand on the spot. Players open the trail link, walk into a pin's circle and open its card: treasure to collect, a question to answer or, in RPG mode, a monster to duel. No container to hide, and no label to replace after rain.
Free β your first 2 trails, 5 teams at a time, no card. GPS trails come with a paid plan.
A GPS trail written, locked, pinned and played to the boss. Every word is on screen.
A scavenger hunt whose stops are places on a map instead of codes on a wall. You pin each card to a spot β a bench, a gate, the oldest oak in the park. Teams follow the map on a phone, and a card opens once they stand inside its circle.
Opening a card is the start of the encounter, as it is on a QR trail. Some cards collect straight away. Others ask a question, or stay locked until the team holds the cards they name. In RPG mode some fight back, and every enemy is a duel on the phone. Eggtrail checks what a team holds and keeps the score.
You choose how close a team must stand, from 20 to 100 metres β 30 unless you change it. Inside the circle the pin says In reach and the card opens.
A found card leaves the map for the team's collection. A locked boss stays off it until the team holds the keys, and then its pin appears.
A team opens the trail link in the phone's browser and allows location. One phone per team, and nobody makes an account.
Nothing to print, cut or tape. The walk is the setup.
Start from a ready-made story in the library, or write your own around the place β by hand, or with the AI assistant you already use.
When you build the trail, choose GPS locations instead of QR codes, and how close a team must stand: 20 to 100 metres.
Drag each card onto the map, or stand on the spot and pin it where you are. Pins may stand close together β a team inside two circles opens both cards.
Walk the route with a phone and move any pin that sits wrong. Press Start, share the link, and the board keeps the score from the first card.
Same cards, same score, same leaderboard. Only how players find the cards changes.
A code stays where it is taped. A pin is a place on a map, and a place on a map can change.
Give a monster, a boss, an ally or a runaway animal more spots and a clock, and it moves between them β in order, so the loop can be learned, or at random. Moving cards are off until you turn them on, and turning them on means you answer for your players' ages and for every spot.
A van parked on the spot the morning you start? Move the pin on the map while the trail runs. The next check measures the new spot, and a team that already reached the card keeps it.
A locked card stays off the map until a team holds what it needs. Once the last key is in the Pack, the boss's pin is there.
A story is a template. Build a new trail from it, pin its cards in another park, town or country, and walk the new route before you start.
Four ways a GPS trail stalls, and the fix for each.
Tall buildings and heavy tree cover make a phone's position wander. A check accepts a position accurate to 20 metres, so a tight circle belongs in the open; under trees, size the circle up.
A team walks with one eye on a phone. Pin the bench, not the traffic island, and keep every spot a moving card visits on a path.
Signal and position change from corner to corner. Walk every pin with a phone on mobile data, and move the ones where the map puts you somewhere else.
A circle is an area, not a spot. A clue on the pin β the bench by the bandstand β shows on the map, so a team knows where to stand and what to look at.
Free β your first 2 trails, 5 teams at a time, no card. Your own stories and GPS trails need a paid plan.
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