A card can run. On a GPS trail the host gives it more spots and a clock, and the boss a team walked to has moved on by the time it gets there β in order, so the loop can be learned, or at random, so it cannot.
Moving cards are off on every trail. A host turns them on for a GPS trail in setup and ticks one box with it: they answer for their players' ages and for every spot a card moves to. Off works at any time, and every card goes home.
Players are told before they chase. The map and the trail's instructions say some cards move on a clock, beside the terms every player accepts.
A moving card keeps its hiding spot and adds up to 12 escape spots, placed on its own page by tapping the map or standing there.
| Type | Kind |
|---|---|
| Ally | Ally |
| Animal | Collectable |
| Boss | Enemy |
| Creature | Collectable |
| Foot Soldier | Enemy |
| Monster | Enemy |
The card types that may take a route. A host chooses which of those cards run, and where.
Each spot carries its own clue in each of the story's languages, so the card's hint points at where it is now.
A card stays at each spot for the time its host picks β 30 seconds or more in order, 60 or more at random β then moves on. Its pin wears a clock, and the pin's popup and the card's map on the board count down to the second.
Tap a moving pin and it says when it moves. When the clock runs out the pin hops; nobody has to reload anything.
In order, a card walks its spots and loops back to its hiding spot, so a team that learns the loop can wait at the next one. At random it jumps to any of its spots but the one it is leaving.
A rabbit can lap the pond in order, 30 seconds a spot. A boss can turn up at any spot on its list, a few minutes at a time.
Every action at a moving card checks a fresh fix β accurate to 20 metres, no older than 15 seconds β against where the card stands now. A fight that ends just after it moves still counts where it started, for 120 seconds or half the stay, whichever is shorter.
Reach a card that stands still once and you can fight it from anywhere. A moving card asks again every time β that is the chase.
A trail's difficulty is its story's estimate plus its moving cards: 10 points a card, 5 more for a stay under 10 minutes, 5 more at random, 50 at most. While any card moves, the trail reads Hard or harder.
The trail's public page draws the meter with a line saying it counts the moving cards.
Moving cards run on GPS trails, which come with a paid plan. Every stop needs internet, location permission and a usable outdoor position.
A team that loses the signal still sees the card where it last was; the next fix catches up.