Pursuit
Use spells on your route to hamper the sorcerer.
A sorcerer is on your tail, a little faster than you whether you walk, jog or ride. Spells lie all along your route, and passing one casts it: a tornado sweeps the sorcerer back, and a slow sends it to sleep. Reach the next one before it reaches you.
Pursuit is played on a route of your own rather than a park. Import a GPX file from Strava, Garmin, Komoot or anywhere else that exports one, start anywhere on it and go whichever way you like. A route you import stays on your handset.
Hints
- When you stop, it stops. Waiting to cross a road costs you nothing.
- Build into it. The sorcerer’s pace follows your average, so a fast first minute is a pace you then have to keep.
- Finish stronger than you started: every stretch above your average is ground it doesn’t get back.
- Don’t turn back. The chase runs the way you set off, so walking back takes you towards the sorcerer, and it keeps coming.
- Cutting a corner is fine, but stray more than 50 metres from the route and you stop gaining while it keeps coming.
- Nobody checks a route for roads or water. Choose one you’re happy to be on while glancing at a handset.
Scoring
| When | You score |
|---|---|
| You cast a spell | 1 point |
| You reach the end of a route that doesn’t loop | The game ends, and your score is the total |