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Game Mechanics


The core mechanic of MooveTeam. GPS transforms any physical space into a playing field.

  1. Place challenges at specific GPS coordinates from the back-office
  2. Players see the points on the app map
  3. When a player physically approaches a location, the challenge activates
  4. The team completes the challenge and earns points
TypeMechanismUse
GPS ProximityThe device detects proximity to the coordinatesOutdoor, cities
Map TapThe player taps the icon on the map (configurable)More open-ended events
QR CodeScan a physical QR codeIndoor, museums, offices
Manual (code)The player enters an activation codeIndoor, staffed events
ChainingA completed challenge activates the next oneNarrative sequences

Each challenge awards a configurable amount of points upon completion. The score determines the real-time ranking.

Organizers can rename the scoring unit from “points” to anything that fits the event theme — “coins,” “stars,” “gold,” etc. The CMS provides separate singular and plural fields (max 50 characters each). If not set, the app uses the default localized label for the device language.

  • Global ranking: Overall leaderboard of all teams
  • Segment ranking: Leaderboard limited to the active segment (configurable)
  • Alliance ranking: Combined score of allied teams

Routes allow different teams to follow distinct paths within the same event, avoiding crowding and creating variety.

Route design: City Scavenger Hunt with three parallel routes — Route A (Gothic Quarter) with Teams 01 and 04, Route B (Eixample) with Teams 02 and 05, Route C (Barceloneta) with Teams 03 and 06 — each with their own set of challenges

Route design: City Scavenger Hunt with three parallel routes — Route A (Gothic Quarter) with Teams 01 and 04, Route B (Eixample) with Teams 02 and 05, Route C (Barceloneta) with Teams 03 and 06 — each with their own set of challenges

  • Prevent all teams from being at the same point
  • Create different experiences within the same event
  • Adapt difficulty per route
  • Cover wider geographic areas

Segments divide an event into phases or levels, creating a progression where teams must complete a group of challenges before advancing.

Segment progression: Three segments — Exploration (3 completed challenges), Investigation (3 challenges), and Final Resolution (1 final challenge) — connected by automatic unlock arrows

Segment progression: Three segments — Exploration (3 completed challenges), Investigation (3 challenges), and Final Resolution (1 final challenge) — connected by automatic unlock arrows

Dynamic segments add advanced logic:

  • Unlock by collecting objects
  • Conditional unlock (if the team has object X, it gains access to segment Y)
  • Timed unlock (activates after a certain time)

The following segment-related features are marked with a crown icon and require a premium subscription:

  • Segment switching lock — prevents teams from returning to previous segments
  • Active segment ranking — shows ranking only for the currently active segment
  • Hide chat — disables the in-game chat for specific segments

Objects create a strategy layer by requiring teams to collect items to progress.

Object chain: Challenge "Find the Key" awards Object "Golden Key", which is required for Challenge "Open the Chest", which awards Object "Secret Map", which unlocks Segment 3

Object chain: Challenge "Find the Key" awards Object "Golden Key", which is required for Challenge "Open the Chest", which awards Object "Secret Map", which unlocks Segment 3

Objects can have a 3D representation (glb/gltf format) that players can view in augmented reality through their device camera.


Gadgets are sabotage tools that add competitiveness. A team can use a gadget to hinder other teams.

  1. Teams receive an initial stock of gadgets
  2. During the game, they can “send” a gadget to another team
  3. The gadget affects the receiving team (delays their progress, temporarily blocks them, etc.)
  • Deciding when to use gadgets (timing)
  • Choosing which team to target (competitive strategy)
  • Managing the limited gadget stock

Alliances group teams that must cooperate to achieve joint success. Allied teams share their score.

When teams are assigned to an alliance, they can view each other’s collectible item inventory in the player app. The Inventory screen shows a Personal/Alliance tab bar, where the Alliance tab lists all member teams and their collected items. This feature activates automatically when teams have alliance assignments — no separate CMS toggle is needed.

  • Large events with many teams
  • Encouraging inter-team cooperation
  • “Faction war” dynamics

From the admin panel you can:

  • GPS Tracking: View the position of all teams in real time on the map
  • Live Scoring: View the ranking updated in real time
  • Staff Profile: The staff profile in the app allows monitoring without the back-office

You can assign teams as “Organization Staff,” granting them access to monitoring features from within the app itself.


There are 4 event themes: Default, Christmas, Pirates, and Halloween. Themes are set per event in the CMS. Each theme changes:

  • Colors, fonts, and overall visual style
  • Map tile style and icons
  • Sound effects (activation, win, lose, interaction)
  • Gadget visuals
  • Photo editor stickers
  • Ambient particle effects (e.g., snow for Christmas)

Individual challenges can have custom audio files that override the theme’s default sounds. Organizers upload .mp3 or .wav files (max 5 MB) to the Gallery and assign them per challenge:

  • Introduction SFX — plays when the challenge activates
  • Correct Answer SFX — plays on a correct answer
  • Incorrect Answer SFX — plays on an incorrect answer

If no custom audio is set, the active theme’s default sound plays.

ElementCustomization
Event logo512 x 512 px on main screen
Custom logo211 x 70 px at the bottom of the app screen
Custom mapOverlay on Google Maps
Map iconsCustom icons (Premium)
ColorsApp background color
AvatarsCustom team images

Players can join an activity in several ways:

MethodFlow
EmailSend an invitation email with an activation link
QR CodeThe player scans a QR code, which installs the app and loads the game
Deep LinkDirect URL that opens the app and loads the activity
ManualThe player searches for the activity within the app manually

QR activation flow: 6 steps — Generate QR in MooveTeam CMS, Player scans QR, App is installed, App loads the activity, Player joins team, Game begins

QR activation flow: 6 steps — Generate QR in MooveTeam CMS, Player scans QR, App is installed, App loads the activity, Player joins team, Game begins


The platform supports 6 languages for its administrative interface and event configuration:

  • English
  • Spanish
  • French
  • Dutch
  • Polish
  • German

MooveTeam supports different event formats:

  • City scavenger hunts
  • Treasure hunts in parks
  • Urban escape games
  • GPS rallies
  • Office or meeting room activities
  • QR or manual code activation
  • Icebreakers and group dynamics
  • Gamified escape rooms
  • Activities played from any location
  • Quiz shows via video conference
  • Collaborative virtual challenges
  • Combines indoor, outdoor, and remote elements
  • Part of the team on-site, part remote
  • Transitions between indoor and outdoor

A well-balanced event combines challenge variety, gadget economy, and pacing.

  • Challenge variety: Mix 3–4 challenge types per event. Alternating between knowledge (Questions), physical (Physical Activity), creative (Picture/Video), and puzzle (Puzzle, Guess the Word) challenges keeps teams engaged and lets different team members contribute their strengths.
  • Gadget economy: Limit gadget stock to 3–5 per team. Scarce gadgets force strategic decisions — when to sabotage, and who to target. Unlimited gadgets become noise. See Objects / Gadgets — Strategy tips for detailed guidance.
  • Pacing with segments: Use segments to control progression. Break long events (2+ hours) into 2–3 segments with natural transitions (rest stops, transport, lunch). Segments prevent exhaustion and create narrative structure.
  • Difficulty curve: Place easier challenges first (Hints, simple Questions) and harder ones later (Robots, multi-step puzzles). This gives teams time to learn the app before facing complex mechanics.

For complete event configurations with recommended challenge mixes, durations, and gadget settings, see Game Design Recipes.