The switches a host flips on the day, and the things that hold whatever is flipped: one story runs as a plain tour or a full RPG, as a race or at each team's own pace, for one afternoon or all season with the board clearing every night.
A story carries one flag. Off, it is a plain QR hunt: scan, collect, answer, score. On, it is everything in this handbook. The switch is on the story, not the trail.
A plain QR scavenger hunt. Players scan codes, collect cards, answer questions and score points. No combat, no coins to spend, no gear. It is the right shape for a corridor of exhibits, a first visit, or a party of five-year-olds where the point is finding things.
Scan, collect, score.
Everything in basic mode, plus enemies fought through the duel, a coin economy with a merchant, traps that make you choose, allies who hand out gear, bosses locked behind the things you had to find first, and — if you want it — a marketplace the teams trade in.
Scan, fight, spend, unlock.
The same venue can run a plain tour for a school group in the morning and a full RPG for a family afternoon — from two stories and two sets of codes.
The library's five-year-old story is a full RPG; its youngest players fight a boss.
A race has one starting gun and one deadline for everybody, and pays the first-find bonus. A self-paced trail starts each team's clock when it arrives and pays no bonus.
On a race the board has one clock and the whistle ends everyone's run; a team whose time is up can read the market and buy nothing. On a self-paced trail each team runs against its own deadline, and a family on Tuesday plays the same trail as a family on Saturday.
The demo trail is self-paced and clears nightly.
On a plan that allows recurring daily runs, set a ranking hour. At that hour, the badges are awarded, the finishing positions stamped, the day banked, and the day's teams cleared — in that order, all or nothing. Every card is back on the trail in the morning.
A season venue's board is the day's. A team that finishes at four is on the board until the hour, takes its badges and its position, and is gone by morning; the account that played keeps its badges and its record of the day.
The demo trail clears at the default hour, so each day's board starts empty.
Your plan sets how many teams play at once, and there is no fee per player. The number of players you expect is what every card's copies are cut from: the party size times the rarity's percentage, rounded up.
A trail full to its seats tells the next walk-up it is full, and lets them watch. A card that has run out of copies says so; the nightly clear brings the copies back with the morning.
The demo trail's copies are cut for the party its host named, like every trail's.
Four badges. Finisher, for finishing a trail. Top 10%, 5% and 1%, by finishing rank when the race is called or the day clears — the highest tier only, rounded so a small board's winner takes the top.
| Badge | How it is earned |
|---|---|
| Finisher | Finish a trail. Every trail you complete adds one. |
| Top 10% | Top 10% of the board when the race is called or the day clears |
| Top 5% | Top 5% of the board when the race is called or the day clears |
| Top 1% | Top 1% of the board when the race is called or the day clears |
A trophy shelf on the account, with each badge counted as many times as it was earned. A guest team's badges go with the team when the board resets; an account keeps them.
The four badges ship seeded; their art is drawn once, by the operator, and worn by every trail.
A host can ask a phone to be within a radius of a pinned code — 10 to 1000 metres — before a capture counts. It is a deterrent against a photographed code, never a boundary: the position is whatever the browser posts.
A code with presence on asks the phone where it is. Too far, and the card says so in tens of metres and never in a direction; no fix, and the card says that instead. A coarse fix gets the benefit of the doubt.
The demo trail runs presence off; a code on a web page has no place to stand.
A phone camera opens the code in the browser. Joining costs a team name; a guest holds no email at all. The scanner in the browser reads the trail's own codes and nothing else.
Point the camera at the code, tap the link, name the team, play. On a phone with no code reader the trail's own scanner opens the camera; on an iPhone it decodes in the page rather than waiting for a reader the browser does not have.
The demo deck's first code opens the same way a printed one does.
The trail runs in English or Spanish. A story is written in one language and translated in place, card by card; a player reads the trail in their own language when the story speaks it, and in the trail's otherwise.
The card, the board, the messages and the badges follow the player's language. A story translated into Spanish shows its Spanish cards to a Spanish reader and its English cards to everybody else.
The demo deck is bilingual, every species real.
A phone needs to reach the site to open a card. Nothing else is needed — the stylesheets, the scanner and the games are served by us, never from a CDN — but a basement corner with no bars is a code that scans and then spins.
Mount the codes where the signal reaches. A card opens over the network once and the game on it runs in the page; a card that will not open is a signal problem, not a code problem.
Every library story runs the same way — a hunt runs in a museum basement, which is why nothing comes from a CDN.