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Key Concepts

An event is the container for everything. It holds your teams, challenges, routes, and settings. It functions as a project container.

Every event has:

  • A name
  • A number of team slots
  • A duration (in days — the access window, not a gameplay timer)
  • A center location on the map
  • A visual theme (pirate, medieval, Christmas, and more)

You can create as many events as you want for free. You only pay credits when you start one with real participants.

Lifecycle of an event:

Event lifecycle: Create (free) → Configure (free) → Test demo (free) → Start real (costs credits) → Running (live) → Stop (done) → Results (export)

Event lifecycle: Create (free) → Configure (free) → Test demo (free) → Start real (costs credits) → Running (live) → Stop (done) → Results (export)

A team is a group of players who compete together. You create teams inside an event and assign each team a name and a number.

Players join their team by scanning a QR code or tapping a link you send them. Once they join, their phone becomes the team’s device — it shows the map, tracks their position, and lets them complete challenges.

Key facts about teams:

  • You set the maximum number of teams when creating the event
  • Each team can have one or more players sharing a single device (tablet mode), or each player can use their own phone (BYOD mode)
  • You can import teams from a CSV file instead of adding them one by one
  • You can mark a team as “Organization Staff” — staff teams can monitor the event from the app without competing

An alliance is a cooperative grouping of teams. Teams in the same alliance share a combined score while still competing individually. This creates a two-layer dynamic: teams compete within their alliance for individual ranking, and alliances compete against each other for the group ranking.

Use alliances when you want large groups (e.g., departments or offices) to cooperate while still encouraging individual team effort.

A challenge is a task that teams must complete to earn points. Challenges are the core of the gameplay — they are what players actually do.

MooveTeam supports 14 challenge types, grouped by what they ask players to do:

TypeWhat it does
QuestionsMultiple-choice or free-text questions
TypeWhat it does
Picture / VideoTake a photo or record a video as proof
Physical ActivityPerform a physical task (dance, pose, exercise)
TypeWhat it does
HintsShow information — a clue, a story, an instruction. No scoring.
Geolocated VideoPlay a video when the team reaches a location
TypeWhat it does
PuzzleReassemble a jigsaw image
Guess the WordFigure out a hidden word from clues (includes a hangman variant in the player app)
Find the PairsMemory card-matching game
Related WordsGroup words by category
Slot MachineLuck-based slot machine
TypeWhat it does
PrizesSpin a slot machine to win virtual prizes
TypeWhat it does
AR ShellFind virtual objects using augmented reality
Guess the SongIdentify a song from an audio clip
RobotsInteract with a programmable robot

Players do not manually pick challenges from a list. Challenges activate when something triggers them:

TriggerHow it works
GPS proximityThe player walks near the challenge location. The app detects it and opens the challenge.
QR codeThe player scans a physical QR code you placed at the location.
Bluetooth beaconFor indoor events — a small device triggers the challenge when players walk past it.
Map tapIf you enable it, players can tap an icon on the map to start the challenge (no walking required).
ChainingCompleting one challenge automatically triggers the next one.

Most outdoor events use GPS proximity. Indoor events use QR codes or Bluetooth beacons. You choose per challenge.

A route is a path through the event — a specific set of challenges in a specific order. You assign teams to routes.

Without routes, all teams converge on the same locations simultaneously. Routes split teams across different paths so they spread out across the map.

Example:

Routes example: Barcelona Treasure Hunt split into three routes — Gothic Quarter, Eixample, and Beach — each with different teams and challenges

Routes example: Barcelona Treasure Hunt split into three routes — Gothic Quarter, Eixample, and Beach — each with different teams and challenges

All three routes can have different challenges, the same challenges in different order, or a mix. You decide.

A segment is a phase or level within an event. Segments create progression — teams must finish one phase before the next one opens.

Segments function as sequential phases:

Segments example: three sequential phases — Exploration, Investigation, and Final Mission — each with its own challenges, unlocking in order

Segments example: three sequential phases — Exploration, Investigation, and Final Mission — each with its own challenges, unlocking in order

Without segments, all challenges are available from the start. With segments, you control the pace and create a narrative arc.

Premium feature: Dynamic segments can unlock based on time, score, or collecting specific objects — not just completing challenges.

These two are often confused. Here is the difference:

Objects (Collectibles) — help your own team

Section titled “Objects (Collectibles) — help your own team”

An object is a virtual collectible item that teams find to unlock progress. Teams earn objects by completing challenges, and they may need objects to unlock other challenges or segments.

Example: Complete the “Find the Key” challenge → receive the “Golden Key” object → use the Golden Key to unlock the “Open the Vault” challenge.

Objects create puzzle-like progression. They are tools for your benefit.

Gadgets (Sabotage tools) — mess with other teams

Section titled “Gadgets (Sabotage tools) — mess with other teams”

A gadget is a sabotage tool that teams use to attack rivals (e.g., a Screen Bomb that covers their display with an explosion). Each team starts with a limited supply.

The ten gadget effects:

GadgetWhat it does to the target team
BombExplosion animation covers their screen
Drunk ScreenScreen wobbles as if drunk
X-RayX-ray visual filter on their screen
Scaring GhostJump-scare effect
FartPlays a fart sound
LoveHearts animation covers their screen
FireworksFireworks animation
Broken ScreenScreen appears cracked
Inverted ScreenEverything flips upside down
Lock ScreenScreen locks temporarily — they cannot do anything

Gadgets are strategic: you have a limited number, so choosing when and who to target matters.

ObjectsGadgets
Who benefits?Your own teamHurts rival teams
PurposeProgression (unlock things)Competition (slow others down)
SupplyEarned by completing challengesFixed starting stock

Here is how the six building blocks fit together inside one event:

Event hierarchy: an event contains Teams, Challenges, Routes, Segments, Objects, and Gadgets — showing how each building block relates to the others

Event hierarchy: an event contains Teams, Challenges, Routes, Segments, Objects, and Gadgets — showing how each building block relates to the others

You do not need to use every building block. A simple event can be just teams + challenges. Routes, segments, objects, and gadgets add complexity — use them when the event design calls for it.


Next: Logging In — what you see when you open MooveTeam CMS for the first time.