01 · The Round Loop
A panorama, a world map, and nothing in between but deduction.
- Five rounds, one map Five rounds drawn from the map you queued into, each worth up to 5,000 points. A perfect game is 25,000.
- Nothing tells you where you are No counter, no region name, no hint. Your only inputs are the pixels in front of you and the compass on the minimap.
- Pan before you move A full turn from the drop point costs two seconds and usually settles the continent. Walk off early and you miss the sign behind you.
- The pin is a claim, the button is the commit Clicking the minimap drops a marker you can drag freely. Only the Guess button locks it, and then the round is over.
- Distance is the only currency Your score comes from the great circle distance between your pin and the true panorama. The right country is worth little placed 900 km off.
- The result screen is the lesson Each round ends with a line from your pin to the target. Look at what surrounded the target before clicking through.
- The clock is a setting, not a rule Classic games let you pick the round timer, from no limit down to seconds. A timeout places no pin at all.
02 · Scoring & Distance
One exponential curve decides everything. Learn where it falls away.
| Distance from the target | Round score on the world map | What that usually means |
|---|---|---|
| Under 150 m | 5,000 | A perfect round. On the world map anything inside roughly 150 m rounds up, so you never need the exact house. |
| 1 km | about 4,997 | Right street, wrong block. The curve is nearly flat here, so hunting the exact corner rarely repays the clock. |
| 10 km | about 4,967 | Right town. A realistic ceiling for a rural drop with one readable sign. |
| 50 km | about 4,835 | Right region. A strong result from vegetation, poles and road paint alone, with no text. |
| 100 km | about 4,676 | Right province. The usual outcome when you know the country instantly and place on instinct. |
| 500 km | about 3,576 | Right country, wrong end of it. Common in Brazil, Russia, Australia, Canada and the United States. |
| 1,000 km | about 2,558 | Right corner of the world. You had the region and missed the country, or missed by half a large one. |
| 2,000 km | about 1,308 | Right continent, nothing more. Still worth placing, because an unplaced round scores zero. |
| 5,000 km | about 175 | Wrong continent. The curve has collapsed, so 5,000 km and 9,000 km score nearly the same. |
03 · Game Modes
Seven ways to play the same panorama, each rewarding a different habit.
- Classic Five rounds on any map with the timer and movement rules you choose. This is where you learn, because a drop can take as long as you want.
- Duels One opponent, both sides on 6,000 health. The lower score each round loses health equal to the gap, and the match ends at zero.
- Team Duels The same health rules with a shared pin. Your side gets one guess per round, so disagreements are settled before the lock, not after.
- Battle Royale A large lobby that shrinks each round. The Countries variant takes a life for a wrong country; the Distance variant cuts the worst guesses.
- Country Streak One continuous run with no round limit. Name the country and it advances, miss once and it resets to zero.
- Daily Challenge One five round game per day on the same locations for everybody, single attempt. Useful for measuring yourself against the field.
- Explorer Country by country play that awards a medal per country. It builds the regional vocabulary every other mode quietly assumes you have.
04 · Movement Rulesets
Three rulesets that behave like three different games.
- Moving Arrows, panning and zoom all enabled. You can follow the road until you find text, which makes signage the clue and the clock the constraint.
- No Move Locked to the drop panorama, still able to turn and zoom. Text is whatever is in view, so poles and bollards carry the answer.
- NMPZ No move, no pan, no zoom: one fixed frame per round. Strong players here read soil, foliage and road paint before looking for words.
- The queues are rated separately Competitive play is split by ruleset, so your standing under full movement and under NMPZ are different numbers that do not transfer.
- Move with a reason or not at all Every step burns clock. Walk toward something you already spotted, a junction or a lettered building, rather than down the road in hope.
- Zoom is a microscope, not comfort Zoom to read a plate shape, a pole top or four letters on an awning. Zooming at random on an empty verge burns the round.
05 · Camera & Vehicle Clues
The car that took the photo is a clue, and so is the camera bolted to it.
- Camera generation Coverage was shot with successive camera rigs, each with its own resolution, colour and sky seam. Generation narrows the country list before you read a word.
- Older generations are a shortlist Several countries were driven once, years ago, and never revisited. A washed out panorama is a list of a handful, not of two hundred.
- The vehicle under the blur Roof racks, aerials, snorkels and bumper outlines survive the blur. Some runs used one recognisable vehicle for a whole country; Kenya is the classic.
- Blur shape and rig type The mask over the car differs between runs, and backpack coverage removes the vehicle entirely while raising the horizon.
- Dirt, water spots and lens marks A smear or dust pattern repeats across every panorama from one drive. Spotting it identifies the run, which is narrower than the country.
- Unofficial panoramas User contributed 360 photos appear where no car could drive. They cluster in particular countries, and many community maps exclude them.
- The coverage date The copyright line in the corner dates the drive. With the season on the ground it rules out countries covered only in another year.
06 · Language & Script
Script narrows the world to a region. The rest of the frame picks the country.
- Read the script first Cyrillic, Greek, Georgian, Armenian, Arabic, Thai, Khmer, Devanagari, Hangul and the Japanese kana each cut the map down before any translation.
- Latin diacritics are near decisive The Romanian comma below, the Polish stroked l, the Czech hacek and the Turkish dotless i each belong to a very short list of countries.
- Domain suffixes on signage Van livery, awnings and billboards carry web addresses. A two letter country suffix on a van is among the most reliable single clues.
- Phone number shape Digit count, grouping and the leading pattern differ by country, and separate neighbours that happen to share a language.
- Road sign typefaces Highway authorities pick a typeface and keep it for decades. British, German and French direction signs separate at a glance.
- Chains and brands travel in patterns Fuel brands, banks, convenience chains and telecom logos map onto countries, and sometimes onto single regions inside one.
- A language is not a country Spanish, Portuguese, French, Arabic and Russian each span many states. Words give you the family; poles, plates and paint give you the member.
07 · Roads & Infrastructure
Roadside furniture is the most reliable text free evidence on the page.
- Which side they drive on Around seventy five countries drive on the left. Confirm from parked cars, oncoming traffic or the steering wheel of a passing vehicle.
- Centre line colour Yellow centre lines point at the Americas plus Japan and Korea; white covers most of Europe, Africa and Oceania. The fastest filter there is.
- Bollards The highest value object at the roadside. Height, cross section, colour band and reflector shape are national, and many countries run one design.
- Utility poles Wooden poles with crossarms, slim concrete, steel lattice and the Stobie poles of South Australia all say something. Note the insulator count.
- Guardrails and chevrons Rail profile, post spacing and the arrangement of chevron boards on a bend are standardised nationally and change at the border.
- Licence plates Plate proportions, background colour, the blue European Union strip and whether front and rear match will cut a shortlist to one.
- Road surface and shoulder Tarmac colour, kerb profile, edge line width and the gap between road and vegetation form a signature that holds across a country.
08 · Landscape, Sun & Season
When the built environment gives you nothing, the ground and the sky still do.
- Sun position gives the hemisphere Near midday the sun sits south in the northern hemisphere and north in the southern. Read shadows against the compass and you halve the planet.
- Orient with the minimap compass The compass tells you which way the camera faces. Without it a shadow is just a shadow, so orient first and interpret second.
- Vegetation Eucalyptus for Australia, birch and pine for the Nordics and Russia, olive and cypress around the Mediterranean, palms in the tropics.
- Soil colour Deep red lateritic soil runs through much of Brazil, sub Saharan Africa and northern Australia. Pale sand and volcanic black carry their own lists.
- Terrain and horizon The horizon separates the Andes from the Great Plains, taiga from steppe, and flat Baltic farmland from rolling Atlantic pasture.
- Season and light Snow, bare branches, harvested stubble and the height of the sun date the drive, and often eliminate a hemisphere on their own.
09 · Competitive Duels & Ranks
Ranked play is not about the best guess. It is about the guess that survives the exchange.
- Health, not points A duel turns on the gap between the two scores, not either alone. 4,200 against 4,300 costs nothing; 4,200 against 900 is most of a match.
- The multiplier punishes long matches Damage is multiplied by a figure that climbs as the match runs on, so a round survivable early can end the game later.
- Locking early applies pressure Once you commit, the other side is on a shortened countdown. A slow pin in a winning position throws that advantage away.
- Divisions and rating Ranked seasons place you in a division and move you on results, and because rulesets are rated separately you hold one standing in each.
- Play the scoreline, not the map Ahead on health, take the safe centre of the country. Behind on health, commit to a region, because a tidy draw does not save you.
- Equal scores do nothing Identical scores deal no damage. A round where both sides nail the country only advances the multiplier, which favours whoever leads.
10 · Practice & Improvement
The skill is a lookup table you build by hand. There is no way around that.
- Country before distance Until you name the right country most of the time, precision work is wasted. Country Streak is the honest scoreboard for that stage.
- Work through Explorer country by country One country at a time builds the associations the world map assumes you carry. Slower than random drops, and the reason strong players are strong.
- Review the line after every round Open the result, see where the target was, and name the clue you missed. Two minutes of that beats another ten rounds.
- Keep a written clue list Write down the bollard, the pole, the plate, the paint. Writing it by hand moves a clue from recognised to recalled.
- One region at a time Spend a week on South America, then a week on the Balkans. Shallow familiarity with everywhere behaves exactly like a coin flip.
- Play NMPZ deliberately Removing movement and zoom forces you to read the frame instead of hunting a sign. It makes full movement rounds feel slow and obvious.
11 · Pro Tips
Habits that compound.
- Settle the hemisphere first Vegetation, sun position and centre line colour resolve the hemisphere in seconds, removing most of the map before you read any text.
- Place inside the country, not on its edge A pin on a border can land in the wrong country and lose the round outright. Knowing only the country, aim for its middle.
- One strong clue beats three weak ones A single bollard you know cold beats three impressions you half remember. Trust the object you can name.
- Zoom the minimap before you lock A pin that looks right at world zoom can be two hundred kilometres out. One second of zoom is often worth a thousand points.
- Always place something A round with no pin scores zero. A continent level guess on a dying clock beats an empty map, so pin early and refine.
- Learn the map you queued into Community maps have coverage biases, and the widely played ones lean toward particular countries. The pool sets your prior before the panorama loads.
- Review beats volume Players who run three hundred rounds and never look back plateau. Players who run a hundred and study every miss keep climbing.