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Game modes

One route, several ways to play. The mode is picked at creation and changes progression and ranking.

Sequential

The default mode: checkpoints are validated in the imposed order, from start to finish. Ranked by fastest time. Ideal for a run, a trail or a marked rally.

Free order

The start is imposed, then intermediate checkpoints can be validated in any order. On a point-to-point route the finish is the last point; on a loop the start is also the finish (return to the start to complete it). Ranked by time. Perfect for orienteering, treasure hunts or touring rallies.

Score

A fixed time window, and each checkpoint is worth configurable points. The goal: maximize your score before time runs out. Two structures to choose from: free (no imposed order, ends on time) or start/finish (imposed start, the finish ends the run). Ranked by best score, then time.

Star

A central point and branches to explore: you start from the center, visit a branch, return to the center, and so on. Branches can be done in any order, and the run ends on the final return to the center. Ranked by time. Designed for star rallies from a base camp.

Backyard

A loop to repeat within a time limit, backyard-ultra style. Three formats: fixed cadence (a new departure every X minutes), rolling limit (each lap completed under X minutes) or total window (as many laps as possible within the time). Scheduled notifications warn you before each departure, even with the app closed. Ranked by number of laps, then time.

Per-event override

A race (event) can impose a different mode than the route's, without changing the route itself. The same track can be run against the clock day-to-day, and as a backyard on event day.

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The beta is available on Android only for now.

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