Scuttle

Three
ways to
settle it

The same walking, the same stamps, the same road. Whoever sets it up picks the argument before anybody starts.

Free to join, whichever one you are put in.

The Scuttle battle pass screen, showing a team on tier 4 of 12 with two cards in hand

Pick the fight
you want

Five walkers share one road, with you one mile behind Dan. 5 4 3 2 1 YOU DAN 1 MILE

One road.
Everybody
on it.

Every walker on one board, effort adjusted so the cyclist has no head start. Your phone tells you when somebody is within a mile of you, which is the moment it stops being a step counter and starts being a race. The default, and always will be.
A shared road forks equally towards the final and the plate. REDSvBLUES WEEKS 1 TO 3 REDS BLUES THE FINAL THE PLATE Nobody is ever out.

Beaten,
not out.

Teams are drawn against each other and a tie runs two or three weeks rather than one, so no wet Saturday decides it. Lose and the road forks rather than ending: the plate runs to the last day and has a winner of its own.
Twelve tiers climb one road, with three power cards planted along it. 1 2 3 4 5 6 7 8 9 10 11 12

Win a week.
Take a card.

Four sprints run every week, scored on that week alone, so the team losing the whole thing can still win Thursday. Wins climb a twelve rung ladder, and nine of the twelve rungs hand a card over. Your team votes on where each one goes.

The cup and
the pass

The Scuttle cup screen, showing the bracket, a running final and the plate league
The draw, this week's fixture with its score running, and the plate underneath. A team in the plate can still watch the final.
The Scuttle pass screen, showing tier, cards in hand and this week's sprints
Your rung, the cards in your hand, and how this week's four sprints went. Whoever played a card at you is named on it.

No card
takes back
a mile.

It counts fewer of the next ones, in whole days, starting tomorrow. Walk harder and you walk it off, and a team that has gone quiet loses next to nothing to it.

Cards only ever aim up the board, the team in front cannot play one at all until somebody overtakes them, and nothing anybody plays touches your own total, your place on the road, or a stamp you have struck.

A fanned hand of power cards shows a headwind taking miles from the next three days. NEXT 3 DAYS AT 0.7x -9 MILES TODAY TUE WED THU FRI SAT SUN

Three cards,
and that is all

No rarities, no packs, nothing to buy. On the fantasy routes the same three take that world's own names, so a headwind on the pilgrim's road is the Slough of Despond.

Tailwind

Your team's next two days count for a third more. It lands on your own lot and harms nobody, and it is the first one the ladder hands over, so nobody's first taste of the game is being hit by something they had not seen yet.

Toll

Five miles off one rival, once. The only flat one, and the only one that does not care how far anybody walks next. Aimed at a team above you, and your team votes on which.

Headwind

A rival's next three days count for less. Play a second one at a team already carrying one and it lengthens their bad weather rather than deepening it, so no amount of cards can make a headwind impossible to walk out of.

Land's End to John o' Groats

874 miles end to end. 11 stamps to collect.

Land's End 0 mi Tintagel 60 mi Cheddar Gorge 135 mi Severn Bridge 250 mi Ironbridge 380 mi Shap Fell 505 mi Scottish Border 584 mi Loch Lomond 674 mi Glen Coe 752 mi Inverness 826 mi John o' Groats 874 mi

Be first
up the hill

Scuttle lands on iPhone and Android shortly. Leave your email and we will tell you the day it does, and nothing else.

Which phone

One email, on launch day. No newsletter, and we never pass it on.