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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Add a team

The team goes in as Pending Verification. Accept it to generate its team code.

Spot registration

Accepted at once. Available from the registration cut-off until the hunt ends.

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. Challenge prize: only by winning a mid-event challenge that has it as a prize; it has no tag.
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 challenge) hands it out only while the player's current Trial is between From and Until. Rewards ignore this: their Trial decides.
Optional. After this Trial its tag refuses it.
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
Who can win it

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. Challenge prize: only by winning a mid-event challenge that has it as a prize; it has no tag.
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 challenge) hands it out only while the player's current Trial is between From and Until. Rewards ignore this: their Trial decides.
Optional. After this Trial its tag refuses it.
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

No blocked emails.

Team

Welcome Master Crafter

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