Build Your Own
Create your own playable geocache puzzle and share a single link.
Pick a builder below to make your own playable geocache puzzle. You enter the details and a secret final, and you get a single link to share. Players solve the puzzle in their browser, and your final coordinates or keyword stay on the server until they earn them, so there is nothing in the page for a player to peek at. No account is needed, and you keep an edit key to change or delete your puzzle later.
A carnival demolition game. Finders look over a cannon at a pedestal table stacked with cans, crates, jars, stone and glass, tap where the ball should go, and watch the pile tumble off in real 3D physics. Choose a starting point in the 30-level campaign, a run of 3 to all 30 levels, and an easy, standard or hard cannonball budget. Every cleared level is replayed on the server before it counts, verified progress survives retries, and finishing the selected run unlocks the reveal.
Open builderLaunch exploration pods around planets to disable signal jammers. Choose a mission from 50 space puzzles with limited shots, gravity bends and breakable obstacles. Each level has a clear objective, and verified mission completion unlocks your coordinates or keyword.
Open builderA tap-to-turn ridge runner seen from a fixed isometric angle. A ball rolls forward on its own along a narrow tiled path with no kerbs, and there is one control: tap and it switches to the other diagonal at once. Time it wrong and the ball rolls straight off the tiles. Pick whether a run is measured by distance or by jewels collected, how far or how many, and how hard the ramp gets. Every run is replayed on the server before it counts, the path is handed out a stretch at a time, and the reveal banks the moment the goal is passed.
Open builderPlayers swipe to slide a ball and paint every maze tile. Choose 1, 3, 5, or 10 boards from 1,002 puzzles, Classic or Limited Moves, and three themes. Every winning route is verified on the server before your final coordinates or keyword are revealed.
Open builderA rotate-the-tower drop game. A ball bounces on a tower of ring platforms and only ever moves up and down, while dragging turns the whole tower beneath it. Line a gap up and drop through; a hazard only costs a life if it sweeps past while the ball is in the air, so patience is always safe and a careless drag is the danger. Three clean rings in a row sends the ball into zoom, smashing through cracked rings in its path. Pick how many rings to descend, how many lives, and how hard the ramp is. Every run is replayed on the server before it counts, the tower is handed out a block at a time, and the reveal banks the moment the goal depth is passed.
Open builderA one-tap claw machine cache. A claw slides left and right along the top of the cabinet on its own, and the one control is a tap, which drops it. Whatever sits under the claw at that moment is what it comes back with, so the whole game is choosing the moment. A prize caught goes down the chute and its slot refills from the seeded floor, and a claw that comes back empty spends one of the misses the owner allows. A heart prize gives a spent miss back, if there is one to give back. After every drop the claw pauses while the prize is carried away and then sweeps on with the button still locked, so it always clears the slot it just emptied before the next drop. The claw speeds up as the catches add up, and that is the whole difficulty curve. Score is prizes caught and nothing else. Points, shinies and new friends are for the celebration, so they can never change whether your cache unlocks. Pick the grab tolerance, easy, standard or tricky, how many misses finders get, and how many prizes they have to catch. Every run is replayed on the server before it counts, and the reveal banks the moment the goal is passed.
Open builderA slingshot-and-glide landing cache. A friend sits on a ramp, and the one gesture has two halves: pull back to set the angle and the power, let go to launch, then hold a finger down in the air to go flat and glide. A glide kills the climb and slows the fall to a drift, so it is how a finder stretches a launch that is falling short. Out on the ground is a mattress, and coming down on it is a landing. Anything else that touches the ground costs a heart, and at zero hearts the run is over. The friends come from a seeded queue and they do not fly alike: the feather hangs about and glides beautifully but does not carry, the boulder carries a long way and glides like a boulder, and the egg is fragile, so it needs its whole body on the mattress rather than just its middle. The mattress narrows as the landings pile up, and that is the difficulty curve. Score is landings and nothing else. Distance, sweet landings, streaks and points are for the celebration, so they can never change whether your cache unlocks. Pick the mattress size, soft, standard or firm, the heart budget from one to five, and how many landings finders need. Every run is replayed on the server before it counts, every launch costs the same game time whatever a finder does with it, and the reveal banks the moment the goal is passed.
Open builderA tap-to-the-beat rhythm cache. A donut sits in the middle of the screen and rings spawn wide and shrink onto it, and the one control is a tap at the moment a ring lands. A twin ring is two rings a heartbeat apart and wants two quick taps, and a pink ring patches a crack back. A ring that slides past untouched cracks the donut, and so does a tap with no ring to answer it, so drumming on the screen breaks it faster than playing badly does. Enough cracks and the donut gives out. Score is rings hit and nothing else. A tap in the middle of the window is a perfect and builds a streak, but streaks are celebration only, so they can never change whether your cache unlocks. The window is a share of each ring's own approach rather than a fixed number of milliseconds, so it stays as generous at full speed as it was at the start. Pick the hit window, forgiving, standard or tight, how many cracks the donut survives, and how many rings finders have to hit. Every run is replayed on the server before it counts, and the reveal banks the moment the goal is passed.
Open builderA hold-and-release bridge cache. The avatar stands on the edge of a pillar with a gap in front of it, and the one control is a hold: press and a plank grows straight up out of the edge, let go and it falls flat across the gap. If the tip lands on the pillar opposite the avatar walks over and a new pillar arrives, and if the plank is short of the near edge or past the far one it falls in, so both sides of the window end the run. There is no miss budget: one bad plank and it is over, which is what keeps a blind fixed-length hold from ever getting far. The tip landing inside the glowing centre tile is a perfect and starts a double streak. The pillars narrow as the crossings pile up, and that is the whole difficulty curve. Score is crossings and nothing else. Perfects, streaks and points are for the celebration, so they can never change whether your cache unlocks. Pick the target width, wide, standard or narrow, and how many crossings finders have to string together. Every run is replayed on the server before it counts, and the reveal banks the moment the goal is passed.
Open builderAn aim-and-bounce brick breaker. A wall of numbered bricks descends one row every level, and there is one control: drag to set an angle and let go, and every ball a finder owns leaves on that line in a stream. Balls bounce off the walls, the ceiling and the bricks forever, and each hit takes one off a brick's number until it breaks. A green dot on every new row is a spare ball, kept for the rest of the run, so the train has to grow as fast as the wall gets tougher. The run ends when the wall reaches the launcher. Choose the look, the size of the board, how tough the bricks are, how many balls a finder starts with, and how far they have to get. Watch at up to four times speed once the shot is away. Every run is replayed on the server before it counts, and the reveal banks the moment the goal level is reached.
Open builderA one-tap orbit around a spiked ring. A rider circles the ring on its own and a tap reverses the direction of travel, so the whole game is knowing when to turn back. Spikes sprout on the ring, each one announced by a warning beat long enough to react to, then they go live for a moment and retract, and touching a live one ends the run. Every spike that pulls back with the rider still alive scores, so the score is spikes survived and nothing else. The rider speeds up as the score climbs and the spikes come closer together. Pick the spike density, sparse, standard or dense, and how many spikes finders have to survive. Every run is replayed on the server before it counts, and the reveal banks the moment the goal is passed.
Open builderA drag-to-steer gap-threading cache. A puck sits low on the field and walls scroll down toward it, each one solid except for a single gap, and the one control is a drag: slide the puck left and right and thread that gap, then the next, then the next. The field never stops moving and nothing a finder does can slow it down, so the game is reading a row early and steering steadily. The gaps drift rather than jump, which is what keeps every course threadable by a finder who is paying attention, and they narrow as the rows pile up. There is no miss budget: one wall and it is over, which is what keeps a puck nobody is steering from ever getting far. Threading near the middle of a gap is a clean thread, and it pays a coin, builds a streak and drops a gem every few in a row. Score is rows threaded and nothing else. Coins, gems, streaks and points are for the celebration, so they can never change whether your cache unlocks. Pick the gap width, wide, standard or narrow, and how many rows finders have to thread in a row. Every run is replayed on the server before it counts, the puck moves no faster than a thumb can drag it, and the reveal banks the moment the goal is passed.
Open builderA one-tap gravity flip along a blocked corridor. The runner sprints to the right on its own and a tap turns gravity over, so it falls to the other side, and a second tap in mid air sends it back from wherever it is. Blocks stand on the floor and hang from the ceiling and touching one ends the run, but the middle of the corridor is always safe, so a late correction is a real option. Score is blocks passed and nothing else. Gold stars double the points for a few obstacles, and points are celebration only, so a star can never change whether your cache unlocks. The corridor speeds up as the score climbs and the same gap buys less thinking time. Pick the speed ramp, gentle, standard or brisk, and how many blocks finders have to pass. Every run is replayed on the server before it counts, and the reveal banks the moment the goal is passed.
Open builderPlayers fit three offered blocks at a time onto an eight by eight board, and every row or column they complete clears away to make room. Reaching the score or the number of cleared lines you set reveals your final coordinates or keyword. The run is replayed and verified on the server, so the answer never sits in the page and a faked win will not pass.
Open builderA one-tap tower stacker seen in isometric 3D. A slab slides back and forth above the tower and a tap drops it: whatever overlaps the slab below survives, the overhang shears off and tumbles away, and the next slab comes in across the other axis, so the tower narrows from two directions at once. Land one dead centre and it snaps into line, grows back a little and starts a streak, and the longer the streak runs the louder the screen gets. Three modes: Classic ends the run if a slab misses the tower entirely, Precision asks for a number of perfect placements in a row and never ends a run for a bad drop, and Steady Hand only ever shrinks the slab so nobody is locked out by one slip. Pick the mode, how forgiving the perfect window is, how fast the slabs speed up, and how far up finders have to get. Every run is replayed on the server before it counts, and the reveal banks the moment the goal is passed.
Open builderPlayers flick a crumpled paper ball into a trash can while a fan pushes it off line, with a new wind speed and angle on every throw and the can standing at a close, medium or long distance. Pick the scene, the difficulty, how many makes it takes, and whether a miss limit ends the session. Every throw is replayed on the server before anything is unlocked, so a claimed score proves nothing on its own and your reveal is never in the page.
Open builderTurn an image into an interlocking jigsaw with the piece count and canvas size you choose. Players zoom, move pieces, and snap matching edges into locked groups. The original image and neighbor map stay out of the player, and every connection is checked on the server before the final coordinates or keyword can be revealed.
Open builderYour picture starts hidden under a handful of big circles, and every circle a player touches splits into four smaller ones, so a little more of the image shows each time. Hide the final coordinates, a keyword, or anything else in the picture. You choose how much has to be uncovered before the full-resolution version unlocks, and that figure is kept on the server, so the page cannot be told what it needs to reach. Your picture is resized in the browser and the original never leaves your device.
Open builderPlayers see a photo, a category and a one-line clue, with the answer drawn underneath as blanks that fill themselves in one letter at a time while the clock runs. The moment they start typing a second, shorter clock starts, so nobody can wander off to search for the answer halfway through. Choose the categories, the two clocks, how much of the answer gets given away and how many photos they must name, and add up to twenty of your own pictures for a cache that is really about your own area. Every answer is matched on the server and your reveal is never in the page.
Open builderA tile-matching puzzle where the diagonals count as well as the rows and columns, which changes how the whole board reads. Players swap neighbouring tiles to line up three or more and meet each level's objectives, clear a number of one tile, break the crates, and walk the cache containers down to the bottom row, all inside a move budget rather than against a timer. Pick how many levels they must clear, from 1 to 10, and how hard the boards get. Every level is replayed on the server before it counts, and running out of moves only costs the level in progress.
Open builderA one-button drift runner seen from a fixed isometric angle. The car drives itself along a narrow road floating over nothing, and the road only ever runs in two directions: hold anywhere and the car leans toward one of them, let go and it leans back toward the other. Time each corner and it drifts round; get it wrong and it goes over the edge. Pick how far a player has to drive, from 300 to 3000 metres, and how hard the ramp is. Players are only ever given the stretch of road they have driven to, the whole run is replayed on the server before it counts, and the reveal is banked the moment the goal is passed.
Open builderPlayers search original illustrated scenes, collect and combine objects, and solve a linked chain of mechanisms to get the outpost generator running again. Choose Guided or Classic assistance and set the final coordinates or keyword. The story graph, randomized puzzle answer, signed progress, and reveal stay on the server.
Open builderA one-button knife-flip runner seen from the side. The knife flies forward on its own and every tap throws it up and sets it spinning, so the only question is when. Time the taps and it clears the gaps, flips through the watermelons, log rounds, jelly stacks and crates for points, and vaults the posts; get it wrong and it lands on a spike or drops into a pit. A run is a sequence of levels, and each one ends on a finish board painted with five scoring zones: whichever zone the knife lands in multiplies everything it sliced on that level, so a level is worth triple or nothing depending on where it comes down. Pick how many levels a player has to clear, from 1 to 12, whether they must also reach a total score, and how hard the ramp is. Players are only ever given the stretch of course they have run to, the whole run is replayed on the server before it counts, and the board maths is recomputed there rather than trusted.
Open builderA rotation puzzle on a 7 by 7 grid. Players tap a corner where four tiles meet and those four spin one step clockwise, hunting for a 2 by 2 block of one colour or four of a colour in a row or a column. Cleared tiles fall away, the board refills, and a well chosen tap can chain. There is a move budget rather than a timer and every tap costs one, so the pressure is on choosing well rather than on hurrying. Pick how many levels they must clear, from 1 to 10, and how many colours the board uses. Every level is replayed on the server before it counts, and running out of moves only costs the level in progress.
Open builderPlayers tap to keep a basketball in the air and drop it cleanly through one floating rim after another, and only a run that sinks your hoop target unlocks your final coordinates or keyword. Pick how many they have to sink, from 5 up to 25. Missing a rim is a harmless airball, so the pressure is on the ones they go for. The court is handed to the browser a few rims at a time and each stretch is checked before the next arrives, so the rims ahead are not in the page to be read and your reveal is never there either.
Open builderYour Wherigo cartridge ends by showing the finder a completion code. They type it on the play page, the server checks it, and only then does it hand back your final coordinates or geochecker keyword. A cartridge cannot make network calls, so this is the only way the real answer never ships inside the .gwc, which leaves nothing in the file worth decompiling.
Open builderA chain of 6 to 8 words where every neighboring pair makes a compound word or a common phrase. The first and last words are given; players link the middle with hearts to spare and dynamite to earn. Completing the chain reveals your final coordinates or keyword.
Open builderPlayers get a tray of loose letters and an open board, and have to build a connected crossword that uses every tile, with every word a real one. A valid grid reveals your final coordinates or keyword. The server checks the whole grid, so there is nothing to peek at.
Open builderPlayers guess five-letter words and get back only two numbers: how many letters are right and in the right place, and how many more are in the word somewhere else. Landing the word reveals your final coordinates or keyword. The answer stays on the server.
Open builderSeven letters in a honeycomb, one required center letter. Players hunt for words of four letters or more until they reach the score bar you set, and hitting it reveals your final coordinates or keyword. The answer list stays on the server.
Open builderSix five-letter words in a waffle grid, scrambled. Players swap letters with Wordle-style color feedback and have to solve the board within the swap budget. Solving it reveals your final coordinates or keyword. The solution stays on the server.
Open builderPlayers climb from your start word to your end word, changing one letter at a time, and every rung has to be a real word. Reaching the top reveals your final coordinates or keyword. Unsolvable pairs are rejected when you create the cache.
Open builderPlayers fill in the blanks of a grid where every row across and every column down is its own equation, digits 1 to 9, and the number in the bottom right corner has to satisfy both its row and its column at once. Clearing your number of grids in a row reveals your final coordinates or keyword. Pick how many grids they need, from 1 up to 10, and a difficulty, with board sizes ramping from 3x3 up to 4x4 as they go. Every grid is generated fresh on the server, so the answer is never in the page.
Open builderA trebuchet flings a golden ammo can down a wooded trail. Players aim the launch angle and power, bounce off springy boughs and benches, dodge mud, thickets, trunks and muggles, and try to fling it past the distance target you set. Every throw is verified by replaying it on the server, never trusted from the page.
Open builderPlayers drag a pipe from each endpoint to its matching partner until every square is filled, and a bridge square lets one pipe cross another without touching it. Pick the difficulty, how many boards must be finished, and a color theme. You do not lay out the boards: they come from a bank that was checked in advance for a single solution, so no cache can ship an impossible puzzle. The server validates the finished routes, so your final coordinates or keyword are never in the page.
Open builderPlayers swipe through the letters on a wheel to spell words, and every word they find fills itself into a small crossword. Pick the difficulty, how many crosswords they must finish, and whether hints are offered. You do not write the words: the puzzles come from a bank of 2,000 that were checked in advance, so no cache can ship an impossible board. Only the blank grid and the wheel letters are ever sent to the browser, and the server checks every word, so your final coordinates or keyword are never in the page.
Open builderPlayers swipe to slice cache containers thrown up in arcs, one point each, but muggles fly through the same arcs and slicing three of those ends the run on the spot. Beat the target score before the last volley lands and the cache is revealed. The round is served one volley at a time and audited on the server, so it cannot be precomputed or faked.
Open builderPlayers slide a board of 1s, 2s and multiples of three one cell at a time, joining a 1 and a 2 into a 3 and matching tiles from there, until they build the goal tile you pick (48 up to 384). Only a real, server-verified game reveals your final coordinates or keyword, so the answer never sits in the page and a faked win will not pass.
Open builderPlayers drop geocaching symbol tiles into a narrow well, where matching tiles merge and the pile settles into chains, until they build the goal tile you pick. Only a real, server-verified run reveals your final coordinates or keyword, so the answer never sits in the page and a faked win will not pass.
Open builderPlayers steer a trail around the board collecting cache containers, dodging litter and their own tail, with optional power-ups. Collect the number you set and the cache is revealed. Only a real, server-verified run reveals your final coordinates or keyword, so the answer never sits in the page and a faked win will not pass.
Open builderPlayers whack the critters popping out of the holes, one point each, but a cache container costs them two, so aim matters as much as speed. Beat the target score before the clock runs out and the cache is revealed. The round is served one wave at a time and scored on the server, so it cannot be precomputed or faked.
Open builderPlayers take on a computer opponent at American checkers, and only beating it unlocks your final coordinates or keyword. Pick the difficulty, from a gentle opponent that blunders now and then up to one that searches nine moves ahead, choose which side the finder plays, and pick one of five illustrated boards: a geocaching set of ammo cans against film canisters on a topographic map, carved wood, deep space, a tide pool, or a night market. Every move is judged on the server against its own copy of the board, so the game cannot be won from the console and your reveal is never in the page.
Open builderPlayers tap to keep a bird flapping through gap after gap in the pipes, and only a run that passes your pipe target unlocks your final coordinates or keyword. Pick how many pipes they have to clear, from 5 up to 100. Every run is replayed on the server before anything is unlocked, so a claimed score proves nothing on its own and your reveal is never in the page. Flappy games are hard, so a modest target goes a long way.
Open builderPlayers hop a chicken across lane after lane of traffic, and only a run that reaches your lane target unlocks your final coordinates or keyword. Pick how far they have to get, from 20 lanes up to 200. The road is dealt fresh for every player and every run is replayed on the server before anything is unlocked, so a claimed score proves nothing on its own and your reveal is never in the page.
Open builderShapes flash up around the board and players have to tap the squares while leaving the circles alone. A square scores a point, a circle costs two and freezes the scoring for a moment, so tapping everything in sight loses badly. Pick the target score and whether the round runs 30, 60 or 90 seconds. Every tap is replayed on the server before anything is unlocked, so a claimed score proves nothing on its own and your reveal is never in the page.
Open builderPlayers hop a frog up through the traffic, then ride the logs across the river to reach the lily pads at the top. Only a run that completes your number of crossings unlocks your final coordinates or keyword. Pick how many crossings they need, from 1 up to 20. The board is dealt fresh for every player and every run is replayed on the server before anything is unlocked, so a claimed score proves nothing on its own and your reveal is never in the page.
Open builderPlayers clear a hidden minefield, and only a fully cleared field unlocks your final coordinates or keyword. Pick the size, from a 9x9 field with 10 mines up to a 30x16 expert field with 99, and pick a balloon or classic look. Every field is dealt fresh on the server for each player and is guaranteed solvable by logic alone, so nobody has to guess and the answer is never in the page.
Open builderPlayers defend six cities and three missile batteries from waves of incoming warheads, tapping to fire counter missiles that leave a fireball where they burst. Every level rebuilds the skyline and refills the batteries, and the waves come faster each time. Only a run that clears your number of levels with something still standing unlocks your final coordinates or keyword. Pick how many levels they need, from 3 up to 20. Every shot is replayed on the server before anything is unlocked, so a claimed score proves nothing on its own and your reveal is never in the page.
Open builderPlayers drag out every word you hide in a letter or number grid, and only a completely cleared list unlocks your final coordinates or keyword. Type your own words, pick a 12x12, 15x15 or 18x18 grid, and choose whether words may run diagonally or backwards. The grid is built fresh on the server for every player and your reveal is never in the page.
Open builderPlayers fly a ship up a scrolling starfield, shooting down waves of aliens on the difficulty and lives you choose. Clearing the level reveals your final coordinates or keyword. Every clear is verified by replaying the run on the server, never trusted from the page.
Open builderPlayers drive a marker through a procedural maze from the top left start to the bottom right exit, a fresh maze every play. Reaching the exit reveals your final coordinates or keyword and reports the server-measured time it took. Set an optional time limit, the clock runs on our server so it cannot be cheated.
Open builderPlayers slide numbered tiles around a grid to put them back in order, one move at a time around the single empty space. Solving the classic 15 puzzle reveals your final coordinates or keyword. Pick the grid size, 3x3 up to 5x5. Every winning run is replayed and checked on the server, never in the page.
Open builderPlayers jump pegs over each other on the classic 15 hole triangle board, removing the jumped peg each time, trying to finish with a single peg left. Winning it down to one peg reveals your final coordinates or keyword. The whole move log is replayed and checked on the server, never in the page.
Open builderPlayers fill a grid with two colours so every row and column balances, with no three of a colour in a row and no two rows or columns alike. Pick which grid sizes to include, from 4x4 up to 10x10, and clearing them all in order reveals your final coordinates or keyword. A fresh, uniquely solvable puzzle is generated on the server for every player, so the answer is never in the page.
Open builderPlayers place their own fleet, then duel a computer opponent that fires back after every shot they take. Sinking every enemy ship reveals your final coordinates or keyword. The enemy fleet is dealt fresh on the server and never sent to the page, so nothing can be seen ahead of time.
Open builderPlayers clear a paddle-and-ball brick breaker, bouncing the ball to smash bricks, catch power ups like fireball and multiball, and fight through the levels you choose. Clearing the level goal you set reveals your final coordinates or keyword. Every level clear is checked on the server, never in the page.
Open builderPlayers flood a 14 by 14 grid with one color at a time, starting from the top left corner, until the whole board matches within the move budget you set. Flooding the board reveals your final coordinates or keyword. Every winning run is replayed and checked on the server, never in the page.
Open builderPlayers watch a melody of colored pads light up one step at a time and play it back, with one more step added each round they get right. Playing back the number of rounds you set in a row reveals your final coordinates or keyword. Every round is checked on the server, and one wrong tap ends the run, but there is no limit on tries.
Open builderPlayers remove equal digits or pairs that total 10 along clear rows, columns, diagonals, and row wraps. Clearing the full board reveals your final coordinates or keyword. Every run is replayed on the server before the protected answer is released.
Open builderBuild a quest of missions, trivia, ciphers, riddles, and GPS check-ins, each worth points. Players work through them in any order the unlock rules allow, and crossing your point goal reveals the final coordinates or keyword. Add hints with a point cost and mark missions required. Everything is checked on the server, never in the page.
Open builderUpload a zoomed-in map photo with a red mark on a hidden spot, and players work out where it is and submit the coordinates. Land close enough to the mark and your final coordinates or keyword are revealed. The secret location is checked on the server and never sits in the page.
Open builderPlayers guess your secret word or phrase one letter at a time before their guesses run out. Pick one of six perils, from the classic gallows to walking the plank, a launching rocket or a draining GPS, and set the difficulty. Solving it reveals your final coordinates or keyword, or let a fresh word be picked daily. The word is checked on the server, never in the page.
Open builderPlayers take on the computer at Connect 4. Getting four in a row before it does reveals your final coordinates or keyword. Choose geocaching cache-type discs or classic two-colour pegs, a difficulty, and who moves first. The whole game runs on the server, so there is nothing on the page to peek at.
Open builderPlayers view a satellite map and drop a pin to guess a hidden location, getting warmer or colder feedback, from freezing to on fire, with every check. Landing inside the radius you set reveals your final coordinates or keyword. The hidden spot is checked on the server and never sits in the page.
Open builderBattleship on a map: players fire guesses at a hidden location and each shot reports only the range it landed in, like less than 500 m or more than 2 miles, never the exact distance or direction. Past shots stay pinned so players triangulate and zero in. Landing inside the radius you set reveals your final coordinates or keyword. The hidden spot is checked on the server and never sits in the page.
Open builderPlayers slide and merge geocaching symbol tiles until they build the goal tile you pick (256 up to 2048). Only a real, server-verified game reveals your final coordinates or keyword, so the answer never sits in the page and a faked win will not pass.
Open builderPlayers get a daily 9x9 Sudoku with no starting numbers, solved only from the greater-than and less-than signs between cells. Solving the day's puzzle reveals your final coordinates or keyword. A new, uniquely solvable puzzle is generated on the server every day, the same for everyone, so the answer is never in the page.
Open builderPlayers fill an arithmetic grid where every row and column uses each number once and every outlined cage hits its math clue. Solving it reveals your final coordinates or keyword. A fresh, uniquely solvable puzzle is generated on the server for every player and every load, so the answer is never in the page and no two solvers share a board. Players pick the grid size, 4x4 up to 7x7.
Open builderPlayers fill a 9x9 Sudoku played with pictures instead of numbers, where every row, column and 3x3 box holds each of the nine pictures once. Solving it reveals your final coordinates or keyword. Pick the difficulty and which set of pictures players see. A fresh, uniquely solvable puzzle is generated on the server for every player and every load, so the answer is never in the page.
Open builderPlayers flip tiles to find every matching pair of geocaching icons, and clearing the board reveals your final coordinates or keyword. Choose the board size, an optional mistakes limit, and an optional time limit. The layout is dealt fresh on the server, so nothing is hidden in the page.
Open builderPlayers decode emoji puzzles into common sayings, and getting enough right reveals your final coordinates or keyword. Choose how many correct guesses win. The sayings come from a built-in bank and stay on the server, dealt one at a time, so nothing is hidden in the page.
Open builderA growing game of hangman: players guess letters one at a time against a hidden five-letter word. A hit reveals that letter; a miss adds another hidden word, so there is more to solve. Reveal every word to find your final coordinates or keyword. The words change daily and are checked on the server, never in the page.
Open builderPlayers get a fresh movie every day, shown as a film still with the people erased, and name it with a dashes hint for the title. Naming the day's movie reveals your final coordinates or keyword. Miss it and they wait for tomorrow. The answer stays on the server, never in the page.
Open builderPlayers get a themed word search: a grid where every letter belongs to a hidden theme word, plus one spangram that spans the board. They trace words in any direction, and finding them all reveals your final coordinates or keyword. The boards come from a built-in bank and the answers stay on the server, never in the page.
Open builderPlayers sort sixteen words into four hidden groups of four, learning each group as they find it. Sorting all four groups reveals your final coordinates or keyword. The groups are checked on the server, never in the page.
Open builderPlayers guess words and learn whether your secret word comes alphabetically before or after, narrowing the range until they land on it. Solving it reveals your final coordinates or keyword.
Open builderPlayers crack your secret code of coloured number pegs, four to six long, scored guess by guess until they get it. Cracking it reveals your final coordinates or keyword. The code is checked on the server, never in the page.
Open builderPick a difficulty and players get a fresh math puzzle every day: find the calculation that equals the target number, with green, yellow and gray feedback on every guess. Solving the day's puzzle reveals your final coordinates or keyword. Miss it and they wait for tomorrow. The equations stay on the server, never in the page.
Open builderPlayers guess four words (Quordle) or sixteen words (Sedecordle) at once, every guess scored against all the boards with green, yellow and gray feedback. Solving every board reveals your final coordinates or keyword. The words change daily and are checked on the server, never in the page.
Open builderPlayers walk toward a hidden spot guided only by distance and a compass, then answer a question or get the final coordinates when they arrive. Chain multiple stages and gate them by time of day.
Open builderPlayers run the dinosaur, jumping cacti and ducking birds until they hit the target score you set. Only a real, server-verified run reveals your final coordinates or keyword, so the answer never sits in the page and a faked score will not pass.
Open builderThe classic daily Wordle as your own cache. There is a new secret five-letter word every day, with green, yellow and gray feedback and six tries, and solving the day's word reveals your final coordinates or keyword. You do not pick the word, and it is checked on the server, never in the page.
Open builderPlayers get a fresh country every day, shown only as a silhouette, and name it in six tries with distance, direction and proximity after every guess. Naming the day's country reveals your final coordinates or keyword. Miss it and they wait for tomorrow. The answer stays on the server, never in the page.
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More builders are on the way. Each one turns a CacheSleuth puzzle into a sharable, self contained cache you can place in the field.