Vancouver transforms into your giant game board — 24 territories, one island, and a race to claim them all before time runs out! Armed with 6 challenge cards, your team will navigate real streets, complete challenges, and outsmart rivals to lock down zones. But watch out — every captured territory is up for grabs if your opponents surround and challenge you to a showdown.
Will you go the long way, or spend points to unlock Super Powers like Sea Crossing, Opponent Tracking, or even the Nerf Dart Tactical Freeze Blaster to stop your rivals dead in their tracks? Feeling bold? Cast a Spell to cut off their transit or force them to face the chaos of a Full Card Shuffle.
Keep your 6 cards fresh, manage your points wisely, and prepare for ruthless takeovers. Every move counts — and only the team that locks down 13 territories first, or holds the most when time runs out, claims victory.
Tie? You’ll settle it in a Sudden Death Showdown.
Are you ready to rule the island?
Game Summary
This stage is an urban strategy adventure where two teams compete to control the most territories before time runs out or one team locks 13 zones. The city is divided into 24 territories, and players must physically travel, complete challenges, and outsmart their rivals to take control.
The Game Field — The Island Concept
The City of Vancouver serves as the game field, imagined as an island divided into 24 territories that teams race to control. Everything outside these territories is considered the Imaginary Sea 🌊, which cannot be crossed unless your team has unlocked the Sea Crossing Power, allowing direct movement to any coastal zone.
You may attempt to capture the same territory again if you fail, but only after you’ve successfully claimed at least one other territory first. This keeps the game moving and prevents teams from getting stuck on a single location.
Starting the Race
Both teams start together in the same location, side by side. At the beginning of the game, each team draws 6 active challenge cards from their own deck. These 6 cards form the team’s active hand, which they will use to attempt captures as they move across the map. After each challenge attempt—whether successful or not—the used card is immediately replaced from the deck, so that each team always holds 6 active cards on hand throughout the game..
How to Capture Territories
To capture a territory, your team must physically enter the territory and successfully complete one of your 6 active challenge cards. It is entirely up to your team to decide which card from your active hand to attempt in that territory.

If you succeed, the territory is claimed as yours, but it remains open for takeover. Opponents can challenge your control by first capturing two neighboring territories, then entering your claimed zone and declaring a battle. If they win the battle, they take and lock the territory under their name, making it uncapturable. If they lose, the territory is locked under your name, securing it as part of your final score.
Battle Card Example:

Movement Rules
Teams can move freely through neutral (uncaptured) territories without restriction. However, once a territory is claimed by the opposing team, you’ll need to acquire a Super Power to pass through it, unless you choose to declare a battle to try to take it over. If you have unlocked the Sea Crossing Super Power, you may bypass the land grid entirely by crossing the imaginary sea and moving directly to any coastal territory.
Spells — Surprise Penalty System
Spell Cards are not held by default. Instead, they are drawn by your opponent on your request, but only if you’ve purchased the Cast a Spell Super Power.
When you use Cast a Spell, your opponent draws a random Spell Card from the Spell Deck, and the effect is applied immediately. The spell stays in effect until they capture their next territory, unless otherwise stated on the card.
Example Spell Effect:

Spell Cards are randomly drawn, making them unpredictable tactical weapons that can disrupt your opponent’s plans when used wisely.
Super Powers & Points
Teams can earn points by completing certain challenges throughout the game. These points can be spent at any time by announcing the purchase to the game master. Super Powers provide tactical advantages and can be used once per game, unless otherwise specified.
Available Super Powers include:
- 🚪 Territory Bypass — Transit through enemy-controlled zones without restriction.
- 🌊 Sea Crossing — Move across the sea to reach any coastal zone.
- 🛰️ Opponent Tracking — Track your opponent’s location for 5 minutes.
- 🪄 Cast a Spell — Make life harder for your opponent and slow them down.
- 🔄 2-Card Swap — Swap 2 active challenge cards with your opponent.
- 🌀 Full Shuffle — Replace all team’s active challenge cards.
- 🎯 Nerf Dart Super Power — Tactical Freeze Blaster
Nerf Dart Super Power — Tactical Freeze Blaster
Your team can purchase the Nerf Dart Super Power, granting you three darts that you can use to “freeze” your opponents on the field. If you physically hit an opposing player with a dart, their entire team must freeze for 15 minutes wherever they are. You may attempt to fire up to three times during the game, but only successful hits apply the penalty, while missed shots are wasted and cannot be retried. Use your shots wisely to disrupt your opponents’ progress at the most strategic moment.
Active Challenge Hand Rule
Throughout the game, each team must hold exactly 6 active challenge cards at all times. After a card is used or attempted, whether successful or not, it must be immediately replaced by drawing a new one to keep a full hand of 6 cards.
If a team fails or decides to skip a challenge, they receive a veto penalty, which may include a time freeze, point deduction, or other consequence as determined by the game master. This rule ensures that teams stay active, make strategic decisions, and keep the game moving forward.
Winning Conditions
The game ends when the time limit runs out or when one team successfully locks 13 territories. If both teams are tied at the end, the winner is decided by a Sudden Death Challenge, with the first team to complete it declared the victor.