URBAN SPHINX

A city-sized adventure

Follow the clues.
Find your way.

Team up, uncover each Trial, and race to the final location. No app install required.

Built for the real world, and the people you explore it with.

PLAYER ACCESS

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Spot registration

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Picture

Choose a picture

Add an ability

What it does. Its strength comes from the event's ability values (Gameplay configuration → Abilities → Values).

Optional. Picks a Modern, Medieval or Magical name for this ability and fills the name and picture.
What players see. Make it fit the story: Taser, Crossbow, Spyglass…
Its tag: scanning its NFC tag or QR adds it. Reward: given free when a team clears that Trial. Both: either way, once per team. Mid-event challenge prizes are made inside the challenge (Trial & Storyboard Configuration).
Counted in the order they get it. One copy per team; in a single-player event every player is a team of one. Limited items can't be stolen.
Given free the moment a team clears this Trial, on its path only. Moving a team forward gives the rewards of the Trials skipped.
Its tag (or a mid-event challenge) hands it out once the player has reached this Trial. Rewards ignore this: their challenge decides.
Tag works forWhich players its tag works for. Tick challenges: the tag then works only for players on the paths that play one of them (1B = the second challenge of Trial 1). Nothing ticked = every player.

Optional. Where the tag goes; it labels this tag's box in the offline network checklist.

Their boosters

1:00

Ability values

Bleed takes a % of HP. Stuns and defences last a % of the game duration (), counted on the play clock, so pauses don't count.

AbilityAttackDefence lasts

Use it on…

Add a mid-event challenge

Countdown shown on every phone before it is revealed
Prizes each winner gets one of each · made here, edited only here
Who can win it open to every path

Add an item

Optional. Fills the name, what it does and the picture.
What players see, up to 40 characters.

% of a full bar; 100 = a full bar.

Its tag: scanning its NFC tag or QR adds it. Reward: given free when a team clears that Trial. Both: either way, once per team. Mid-event challenge prizes are made inside the challenge (Trial & Storyboard Configuration).
Counted in the order they get it. One copy per team; in a single-player event every player is a team of one. Limited items can't be stolen.
Given free the moment a team clears this Trial, on its path only. Moving a team forward gives the rewards of the Trials skipped.
Its tag (or a mid-event challenge) hands it out once the player has reached this Trial. Rewards ignore this: their challenge decides.
Tag works forWhich players its tag works for. Tick challenges: the tag then works only for players on the paths that play one of them (1B = the second challenge of Trial 1). Nothing ticked = every player.

Optional. Shown if a team taps its tag before Available from.
Optional. Where the tag goes; it labels this tag's box in the offline network checklist.

Settings

Blocked emails

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Team

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