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Glossary

Every term, in one place

A quick-reference list of the game terms used across these docs. Each one links to the page that actually explains it in full.

Campmate
A mutual connection, accepted on both sides, that unlocks duos, shielding a friend's ground and gifting. See Camp
Cell (hex)
The map's basic unit of territory: a small hexagon. Every claim, path or loop, resolves to whole cells. See Territory
Charges
Your weekly allowance for arming a boost power-up on your next activity only: 5 a week, gone if unused. See Stash
Combo
Consecutive days with at least one claim, shown on the map panel with a warning when ground is close to lapsing. See Territory
Credits
The arcade currency of your stash: paid out alongside every prize drop and by duplicate drops, spent on merges. Earned by playing, never sold. See Stash
Duo
Going for a run, walk or ride with a Campmate at the same time on overlapping ground. Your first one together earns you both a prize drop, once per pair. See Camp
Fade
How territory lapses: streets fade after 30 days (loop ground after 14) unless you re-run them. See Territory
Ghost Route
The route planner: tell it the minutes you have and it plots the line that claims the most new ground. See Ghost Route
Goodwill
Your weekly gifting allowance: 2 a week, only unlocked in a week you got out and did something drop-eligible, spent one per gift, and never banked. See Gifting
LP (leaderboard points)
The Campaign Board's points total: cells claimed plus whatever gear and boosts add, capped so no stack of power-ups is ever worth more than half again the raw ground. See Leaderboards
Pity
A floor that guarantees at least one TURBO power-up in your next prize drop once you have gone long enough without one. See Stash
Prize drop
An unopened container of power-ups, earned by playing: the first eligible run of the day, big loops, takeovers and field finds. See Stash
Secret Stash
A prize drop pinned to the real street where you found it, left for a Campmate or an open link to collect in person. See Gifting
Shield
A shield placed on a hex you own, or a Campmate's, which absorbs one takeover attempt and then crumbles. See Stash
Turf War
A run of hexes changing hands between you and one other player: ground you lost or ground you took. Your recent Turf Wars, both directions, are listed on the leaderboard page. See Leaderboards
Virgin ground
A cell nobody has ever claimed before. Taking one is recorded permanently as a first in recorded history, even after the street itself changes hands. See Territory