Letters: Pick Route▶ GREEN = carry on east · 1st roll 3–6▶ RED = take the branch · 1st roll 1–2✕ Cannot take this path★ Power-up: banks a one-time bonus◉ Portal: one-time warp — the roll pop-up names the exact tile
Standings
Read the Rules
Handing these out? There is a four-page printable player
sheet — Rules PDF (2026-08-17). It covers
the turn, the roll colours, perks, portals and scoring for team members. This page
is the authoritative version; if the two ever disagree, this one is right.
Play in teams (up to 4). The host registers each player's OSRS username under a team before kick-off — a moderator can do it too, and a team captain can add or remove players for their own team.
Entry requirement: 24 Scurrius Spines to enter Labyrinth 1. The host verifies this at kick-off — the board does not track or enforce it. Note the spines are an entry cost, not scoring: only the first 3 copies of any item earn drop points.
Every team begins on the START tile (top-left corner). Each turn: finish the task on your current tile → roll the d6 → move that many tiles.
You cannot roll until your current tile's task is marked complete. No skipping ahead — one tile at a time.
The number you roll is the number of tiles you move. Roll a 2, move 2 tiles. The track runs left → right, and off the right-hand edge you drop to column 1 of the next row down — the board does that for you.
Arrow tiles stop you. If your move would take you onto a tile with arrows, you stop there, however many steps you had left. Rolling a 6 on the first turn moves you to (3,1), not six tiles, because (3,1) is an arrow tile. Standing on one you roll twice: the first roll picks the way — 1 or 2 is RED (take the branch), 3 to 6 is GREEN (carry on east) — and the second roll is how many tiles you move from there. Only the first roll’s colour matters, not its number. Where an arrow tile has just one way out there is no direction roll: you roll once, for the distance. A ✕ means that exit is shut.
Running off the right-hand edge drops you to the next row down, column 1 — the board does this for you. Off the right edge of the last row (or off the bottom) you arrive at the Boss Gate, and your token moves onto it. A boss gate is a tile like any other: it has a task — the gate requirement — and it has to be completed before you go through. Rolling is locked while you stand there. A host or moderator marks it done; a captain presses ✉ Ask a mod to clear, which sends the board’s own drop check with the request. Once it is cleared, → Enter Labyrinth N takes you to (1,1). (◉ warps are offered as an extra route in the roll pop-up — hover the ◉.)
Roll a d6 and move that many tiles. On an arrow tile you roll twice instead — first for the way (1–2 RED, 3–6 GREEN), then for the distance. GREEN is the arrow that carries on east along the track; RED is the one that branches away. A ✕ means that exit is blocked. Whenever a roll has more than one legal route the board pops up a button per route naming the exact tile it lands on, and whoever rolled — host, moderator or that team’s captain — clicks one; with only one legal route it just moves you.
Your ↻ Ring of Fortune is the one-per-team re-roll. It sits on your team card next to 🎲 Roll & move and is available whenever that is; pressing it rolls again straight away, and it is spent the moment you take it — so a re-roll you like no better is not free. There is no blue arrow and no blue face on the die any more.
★ power-up tiles bank a one-time perk the moment you complete them — a d8 roll (one move rolled on a d8 instead of the d6), a free tile skip, or a free path choice (any legal exit, no roll). Spend them from your team's card in ⚡ Live Event; each is logged. Your captain can spend all three. A team may spend only ONE ★ skip for the whole event, however many it earns. The skip writes off the task on the tile you are standing on — that tile counts as complete for its points, it is logged as a skip, and it unlocks exactly one roll. A skipped ★ tile banks nothing of its own, and a host or moderator hands the skip back if they ✗ Reopen the tile.
Winning: teams are ranked by tiles completed — most completed tiles is in the lead. If two teams are level on tiles, total points is the tie-breaker (see the Standings bar above the board). The event itself is won by the first team to clear the Final Boss requirement.
Anyone can follow along in 👁 Watch — it is in the Menu, and tapping the Standings bar — anywhere except a team row — opens it too. No passcode or join code needed: a mini-map of all three labyrinths side by side, the trail every team has walked (undone moves drawn faded), where everyone is standing, and a live activity feed. Follow pins one team and filters the feed to them; that choice is remembered on your own device and nobody else sees it. It is read-only — nothing in Watch changes the board — and it is the way to watch on a phone.
↻ Ring of Fortune — once per team for the whole event, throw away the number you just rolled and roll again. The button is on the team card beside 🎲 Roll & move, live whenever that is, and it vanishes once spent. It asks before it spends, because pressing it with no roll on the table is just an ordinary roll that cost you the Ring.
Tame the rat (pet drop) to skip a tile — spend it yourself from your team card with ★ Skip. It writes off the task where you stand, counts that tile as complete and unlocks one roll. ★ power-up tiles bank their bonus the moment the tile is completed and ◉ portals appear as an extra route in the roll pop-up, so nothing has to be placed by hand any more.
All drops must be obtained after the event start, with screenshot proof and a clan-approved witness. Every drop is credited to the player who got it — a host or moderator picks your name when they log it, so say who the drop belongs to when you hand it in. The points go to the team either way; the credit is a record of who contributed, and it shows in 📥 Drop Log and 📊 Rankings.
Group splits must be agreed before the boss; only the splitter's drop counts.
The "Np" on a tile is what it costs to clear, not what it pays. "20p Vorkath" means you must bank 20 points’ worth of Vorkath uniques, valued on the 💎 Point Sheet. Requirements on this board run from 8p to 25p; tiles written as an item count ("3× CoX Uniques") just need those items.
Every tile you complete is worth the same 10 points, whatever its requirement — a 25p tile and an 8p tile both pay 10. Harder tiles still pay off, just indirectly: the uniques you bank to clear them count as drop points in your total (see below). Because rank is decided by tiles cleared first, clearing more tiles beats clearing harder ones — a hard route only wins if two teams finish level on tiles and the drop points separate them.
Total points (the tie-breaker) = tile points + banked drop points + 100 per gate cleared — both boss gates and the final boss, so 300 at most + a 250 bonus for clearing all three. Only the first 3 copies of any one item score for a team.
No sniping, no buying drops, no account sharing — violators are disqualified.
Four roles run the board. The host is in charge of everything: teams, tile text, scoring, resets, moderators and captain codes. A moderator verifies tiles, logs drops, clears gates, places tokens and can roll for any team, but cannot change scoring, edit the board or appoint other moderators. A team captain marks their own tiles ✓ Complete, rolls, picks paths, spends ★ perks, undoes a bad move and manages the roster for their own team only — captains cannot ✗ Reopen a tile, log their own drops or clear their own gates — though they can ask for a gate to be cleared, and the drop check goes with the request. Ticking a tile is on the honour system (screenshot and clan-approved witness still apply); un-ticking one is not, so a disputed ✓ always goes to a host or moderator. Everyone else is a spectator: read-only, but they still see every team, position, roll, drop, point total and the whole audit log. The server enforces all of this, not just the buttons. Disputes are resolved by the host — host's ruling is final.
Mistakes can be taken back. If a tile was ticked off too early, a host or moderator clicks ✗ Reopen task — which also hands back a ★ skip if that is what wrote the tile off. If a team was already rolled and moved by mistake, ↶ Undo move — which the team's own captain can use as well — sends them back to the previous tile, reopens that task and restores a spent ◉ portal if the bad move used one, so the turn is simply replayed. Every correction is written to the audit trail by the server.
Quickstart for Clan Hosts
No code needed — everything is done in the browser:
Send your clan the event link — https://soulscapecc.com. There is nothing to download, install or open: the board, these rules and the live standings all come from that one URL, and everyone who opens it is looking at the same event.
Tell them they can follow it from Menu → 👁 Watch (or by tapping the Standings bar away from a team row). No passcode, no code, nothing to sign into: all three labyrinths as a mini-map, every team's trail, live rolls and an activity feed they can pin to one team. It is read-only, and it is the phone-friendly view — the full board still scrolls sideways.
Open ⚡ Live Event → Host Access and set a host passcode — at least 8 characters, using at least 4 different characters, and not one of the obvious ones; the board refuses those. This puts you in Host mode and locks editing for anyone else viewing. Wrong guesses are throttled after five tries, and you can change the passcode later from Roles & codes (it asks for the current one, with an optional "sign everyone else out").
Create up to 4 teams and add each player's OSRS username under a team.
(Optional) In Roles & codes, set a moderator passcode and hand it to the people helping you run the event. Moderators verify tiles, log drops, clear gates, place tokens and can roll for any team — they cannot change scoring, edit the board or appoint other moderators. You can change or clear that passcode at any time.
(Optional) Still in Roles & codes, hit ↻ next to a team to mint that team's captain join code. It is shown once — copy it and send it to the captain, who enters it on the Host Access panel. A captain marks their own tiles ✓ Complete, rolls, picks paths, spends ★ perks, undoes a bad move and manages their own roster; they cannot ✗ Reopen a tile, log their own drops or clear their own gates. ✕ revokes a team's code.
(Optional) Click Edit Tasks to retype any tile, and use the 🖼 button on a tile to upload or paste a boss/item image.
(Optional) Open 📊 Rankings to set points per tile.
Run the event: each team marks its own current tile complete (✓) and rolls — a captain can do both for their own team, and you or a moderator can do it for anyone. Only a host or moderator can ✗ Reopen a tile, so a team can award itself a tile but cannot quietly take one back. Tokens move live, the Standings bar tracks who's winning, and the server writes every roll, move and correction to the audit trail.
It all saves to the server — teams, positions, the audit log, task edits, points and images. Anyone who opens this URL sees the same live event — every team, position, roll, drop, point total and the whole audit log are public with no sign-in at all — and the standings update in their browser the moment a tile is marked complete. Changing anything takes a credential: the host, any moderator you appoint, and each team's captain within their own team.
Adding Images to Tiles
Easiest — upload or paste (no code)
In Host mode, click Edit Tasks. A small 🖼 button appears on each task tile — tile art is host-only: a moderator or captain can open edit mode, but the button answers “Host only — sign in as host to do that.”, and the server refuses the change as well. Click it to open the image popup, then either:
Choose a file from your computer,
Drag & drop an image onto the drop zone, or
Paste with Ctrl/⌘+V — great for a screenshot or a "copy image" from the wiki or Discord.
Preview it, hit Save, and it appears on the tile instantly. Images are auto-resized to 256px and saved to the event server, so every viewer sees the new tile art within a second — no refresh, no re-sending anything. They survive refreshes, and are also included in Share HTML and Export/Import backups. Use Remove image to clear one.
Alternative — point a tile at a hosted image (in source)
If you prefer, the image field on a tile still accepts a path or URL — but it lives in the served index.html, so it needs a redeploy, and any image the host has saved in-browser for that tile overrides it:
image:"https://i.imgur.com/abc123.png" // any hosted URL — works everywhere
image:"images/vorkath.png" // only if that folder sits next to the
// hosted index.html on the web server
If an image ever fails to load, the tile quietly falls back to text-only — no broken-image icon.
Sprite size: any reasonable PNG works. Tiles are 130×92 px and use image-rendering: pixelated, so OSRS sprites stay crisp. PNGs with transparency look best.
Editing Tiles
In-browser editing (no code)
In Host mode, click Edit Tasks. The task tiles become click-to-edit (the START tile and blank tiles stay locked). Type new requirements directly, or use the 🖼 button to set an image. Click Done Editing to lock. Editing the board is host-only — moderators and captains run teams, not tiles, and the server rejects a task or image change from either of them. Changes save to the event server — no export step needed — and every other viewer’s board updates to the new wording within a second. They are also carried into Share HTML.
Editing in source (optional)
The board layout lives in the served index.html itself, not in the event data, so changing it means editing that file on the web server and redeploying — after which every visitor gets the new layout on their next load. Find the EVENT.labyrinths array; each tile is one object:
powerup — adds a ★ icon with hover tooltip (the tooltip only — powerupType is what actually banks the perk)
powerupType — "green", "skip" or "path" — the perk banked when that tile is completed
warp — adds a ◉ portal icon with hover tooltip (the tooltip only — warpTo/warpGate are what actually move the team)
warpTo — {c,r} the tile that portal lands on, usable once per team
warpGate — true sends the portal straight to that labyrinth's boss gate
arrows — array of path arrows (see below)
entry: true — marks the START tile
empty: true — renders a blank/dim tile
Path arrows
Arrows mark a junction. A move that lands on one stops there. Leaving it takes two rolls: the first picks the arrow by colour (1–2 red, 3–6 green), the second is the distance. One-exit junctions skip the first roll:
color — "green" (the FIRST roll being 3–6) or "red" (a 1 or 2), or "x" (blocked — that exit is shut). The board’s convention is green = the east/forward arrow, red = the arrow that branches away. A junction with only one exit needs no direction roll at all; if it has one whose colour was not rolled, that one is taken anyway. Any non-x arrow makes the tile a junction, which is what makes a move stop on it.
letter — optional A/B/C/D label shown on the tile
to — {c,r} jump target for this exit, used by "blue" shortcuts: the team lands straight there instead of stepping one tile
shift — 1, 2, or 3 to offset stacked arrows on the same edge
What happens when no arrow matches
The engine falls back in a fixed order, so you only need arrows where the path actually turns:
No arrow in the rolled colour → one tile east, unless that exit carries a "x".
Every exit blocked → the board offers the remaining legal directions (S, N, W, E in that order) as a ✕ detour rather than stranding the team.
East off the last column → the path snakes round to column 1 of the next row down.
East off the last column of the last row, or south off the bottom row → the boss gate for that labyrinth.
North or west off the edge is not a move at all.
Boss Gates & Final Boss
Two boss gates separate the three labyrinths, plus one final boss at the end. Find them in EVENT.bossGates and EVENT.finalBoss.
The drop check. Whenever a gate is opened the board audits that labyrinth’s completed tiles against the drops the team has banked, spending each copy once and reporting what is verified, what is short, what it cannot read, and what was written off with a ★ skip. Only copies that actually scored are counted, so duplicates past the cap cannot cover a tile. It is a check, not a decision: it never clears a gate, and it does not look at the gate’s own requirement — that stays a human judgement, which is why the verdict says so on its face.
A team reaches a gate by running off the end of a labyrinth — east off the last column of the last row, or south off the bottom row — or through a warpGate portal. The token moves onto the gate, and from that moment the gate’s requirement is that team’s current task: it shows on the team card as “complete to go through”, it raises the ⏳ pending marker, and Roll stays locked until the gate is cleared. Arriving costs nothing at all — a gate is a task to finish, not a toll. (No ◉ portal on this board leads to a gate, so there is nothing to charge on the way through; if one is ever added, it is charged when the team goes through and handed back by ↶ Undo.) Clearing a gate is a host or moderator action; a captain cannot certify their own gate, but ✉ Ask a mod to clear raises a request with the board’s drop check attached, which staff approve or decline. Once cleared, → Enter Labyrinth N walks the team through — clearing and going through are two separate steps. All three gates, the final boss included, are worth gate points each (default 100, set in 📊 Rankings), and clearing all three pays the full-completion bonus (default 250).
Per-gate fields
{
after: 1, // appears after labyrinth 1
name: "Phantom Muspah",
req: "2× CoX KIT or a CoX Mega Rare",
postNote: "After boss → next labyrinth",
art: "horned", // fallback SVG: horned | dragon | reaper | chest
image: "images/muspah.png" // your boss image (or "" for SVG)
}
EVENT.finalBoss is the same object minus after and postNote, plus label — the big heading over the requirement (currently "GZ YOU WIN!"). Leave label out and the win tile prints undefined.
Adding boss images
Same as tiles — paste a URL or local path into the image field. There is no 🖼 uploader on a gate, so this one is a source edit and a redeploy, not an in-browser change. The image is framed by the stone-and-gold archway frame so both gates and the final boss look uniform regardless of source.
Choosing fallback art
If you leave image: "", the gate falls back to a built-in SVG illustration. Pick one with the art field:
"horned" — demon silhouette with glowing eyes
"dragon" — dragon skull with bone teeth
"reaper" — hooded figure with scythe
"chest" — open treasure chest (default for the win tile)
Event Rules & Mechanics
Teams & the live board
The event is played in teams — up to 4. Before kick-off the host opens ⚡ Live Event and creates the teams; each player's OSRS username is then registered under a team by the host, a moderator, or that team's own captain. Each team gets its own colour and a token on the board, and all teams start together on the START tile.
How a turn works — the 3-step version
Every team does the exact same three steps, every turn, in this order:
Do the task & check it off. Complete the drop or points the tile asks for (screenshot + clan-approved witness), then hit ✓ Complete on that team. The team's own captain can do this, and so can a moderator or the host. A banked ★ Skip writes the task off instead and still counts the tile as complete — but only a host or moderator can ✗ Reopen it afterwards, so an over-eager ✓ has to be undone by someone outside the team.
Roll the d6. The team's captain rolls; a moderator or the host can roll for any team. The Roll button stays locked until the current tile is marked complete — so no team can move on until they've actually finished the tile they're standing on. A banked ★ free tile skip is the only way to unlock it early, and it does that by marking the tile complete, which is why a skip is worth exactly one roll. At a boss gate Roll is locked outright and stays locked even once the gate is cleared: the team leaves with → Enter Labyrinth N, never by rolling.
Move to the next tile in the direction your roll gives you (see colours below). Whatever tile you land on becomes your next task — and it too must be completed before you can roll again.
Keep repeating until you reach the boss gate at the end of the labyrinth — and the gate is the labyrinth’s last task: its requirement has to be met and cleared before the team goes through. The START tile and blank tiles have no task, so the very first roll is free.
The rule that drives everything: one tile at a time. A team can only complete their current tile — you can't work ahead, and you can't roll past an unfinished task.
Where do we start, and which way do we go?
Every team begins on the START tile — the highlighted tile in the top-left corner (column 1, row 1).
The default direction is left → right (eastward). If your tile has no arrows drawn on it, you just move one tile to the right — no decision needed.
Arrows beat the default. The moment a tile shows arrows, forget "go right" and instead follow the arrow whose colour matches your roll. Arrows are how you turn a corner, drop down to a lower row, branch onto a side route, or hit a dead end.
A ✕ arrow means that exit is walled off — you cannot leave the tile in that direction.
Running off the right-hand edge drops you to column 1 of the next row down — the board does that for you. Off the right edge of the last row, or off the bottom, you arrive at the boss gate instead.
The very first turn, step by step: A team sits on START (top-left), which has no task, so the captain (or a moderator, or the host) rolls the d6 straight away. Say they roll a 6: they do not move six tiles — they move to (3,1) and stop, because (3,1) is an arrow tile. They complete that task, it gets checked off, and leaving (3,1) takes two rolls: the first decides the way — a 1 or 2 takes the red S arrow, a 3 to 6 the green E one — and the second is how many tiles they move from there.
What your d6 roll means
The number you roll is the number of tiles you move — that is all it decides. It does not choose a direction.
1–6 tiles along the track: left → right, then down to column 1 of the next row.
You stop early on an arrow tile. Landing on one ends the move whatever is left of the roll — so a 6 can be worth one tile.
On an arrow tile you roll twice. The first roll’s colour picks the way — Green ▶ on 3–6 carries on east, Red ▶ on a 1 or 2 takes the branch — and the second roll is how far you go. The dice choose the direction, not you. Where a junction carries two arrows of the same colour they are lettered A/B/C and you pick between those.
✕ that exit is shut. A tile whose forward exit is walled carries an arrow showing the way round.
Off the right-hand edge of the last row, or off the bottom, is the boss gate — a big roll near the end takes you there rather than overshooting.
Winning & the Standings bar
Teams are ranked by tiles completed — the more tasks a team checks off, the further along they are, so the team with the most completed tiles is in the lead. When two teams have cleared the same number of tiles, total points breaks the tie — and every completed task tile is worth a flat 10 points, whatever "Np" its text shows, because the Np is what the tile costs to clear, never what it pays. So what separates level teams is banked drop points, plus 100 per boss gate and the 250 bonus for clearing all three, and the team that cleared its tiles on heavier bosses edges ahead. Note this only applies at a tie: on tile count alone, clearing more tiles always beats clearing harder ones. If two teams are still level on both, the one further round the board ranks higher. The Standings bar above the board (mirrored inside ⚡ Live Event) shows every team's rank, a 👑 on the leader, their tile count, points and current location, all updating live — plus a ⏳ marker when a team still has a task to finish before they can roll — including an uncleared boss gate, whose requirement counts as that team’s task. Tap a team in the Standings bar to follow it — the board jumps to that team’s labyrinth and their token gets a ring; tap them again to stop. Tap the bar itself, away from any team, and it opens 👁 Watch.
Winning outright is separate from the leaderboard: the event is won by the first team to reach and clear the Final Boss requirement, at which point the host crowns them. Tiles-then-points only decides the standing if nobody gets there.
Who can run the board? (Host, moderators, captains, spectators)
Running the event is split across four roles, and the server enforces every one of them. In ⚡ Live Event → Host Access the host sets a passcode (minimum 8 characters, at least 4 different ones, obvious ones refused); moderators sign in with a moderator passcode and captains with a per-team code, both issued from Roles & codes. Wrong guesses are throttled — five misses from one address and the delay starts doubling.
Host — full control: create and delete teams, edit task tiles and images, set the scoring numbers, reset the event, import and export a backup, crown the winner, appoint moderators, mint captain codes, and change the host passcode (needs the current one, with an optional "sign everyone else out").
Moderator — runs the event day to day: ✓ Complete and ✗ Reopen tiles, log drops, clear boss gates, ⤓ Place a token, roll and move any team, manage rosters, and mint or revoke captain codes. Cannot change the scoring settings, edit the board, or appoint other moderators.
Team captain — acts for their own team only: mark their tiles ✓ Complete, roll, choose the path, spend ★ perks, ↶ Undo, and add or remove their own players. A captain cannot✗ Reopen a tile, log drops, clear gates or place a token — but they can ✉ Ask a mod to clear a gate, which sends the board’s drop check with the request. So a team can award itself a tile on the honour system — screenshot and witness still apply — but only a host or moderator can take one back, which is what keeps a disputed ✓ reviewable.
Spectator — no code at all, read-only.
This is enforced by the server, not hidden in the browser: passcodes are stored hashed server-side, every change carries a signed token, and the audit log is written by the server itself — moderators and captains cannot append to it at all. Reading, though, is restricted to nobody: the board is fully public, so a signed-out spectator sees every team, position, roll, path, drop, point total and the entire audit log. The roles only decide who may change things.
Letter labels (A / B / C / D / E)
Where a tile shows more than one coloured exit, each is tagged with a letter so the team can name the branch they are going for before they roll. The lettered exits on a tile lead to different tiles: on every lettered tile on this board the green exit runs east and the red one drops south (Labyrinth 1's blue C jumps straight to (1,2)), so the letter names both the colour you are hoping for and where it puts you. The roll pop-up repeats the letter on each route button, so you can check the call against what you actually rolled.
Special tiles
★ Power-up tiles — completing the task banks a one-time bonus for your team, and a ★ button appears on your team card to spend it later. Three kinds: a d8 roll (take this move on a d8 instead of the d6), a free tile skip (write off the task where you stand — one per team for the whole event), or a free path choice (take any legal exit without rolling). Hover the ★ to see which. The skip works the other way round from the other two: GREEN and path wait until the current task is done, while the skip is live only while it is unfinished, because writing that task off is what it does. Spending it marks the tile complete for its points, records it as a skip so the gate drop check reports it rather than asking for drops that were never banked, and unlocks a single roll. It banks no ★ of its own, even on a ★ tile. A captain may spend all three for their own team, and every perk spend waits for the server to confirm before the team actually moves.
◉ Portal tiles — while your team stands on a portal, the roll pop-up offers ◉ portal as an extra destination alongside the normal route, naming exactly where it lands. Each portal can be taken once per team. Labyrinth 1's two portals are paired with each other. In Labyrinth 2 the (1,5) portal rewinds you back up to (1,2) to re-farm what you missed, and the mid-labyrinth portal on (3,4) jumps straight to Boss Gate 2 — forfeiting the nine scoring tiles after it, so only take it if you can already clear the gate. Labyrinth 3's portal goes straight to the Final Boss.
↶ Undo move gives back everything the undone move spent — the tile's task is reopened, a spent ◉ portal is returned, and any ★ earned on that tile is taken back. Arriving at a boss gate spends nothing: if you cannot meet the requirement, close the prompt and nothing is lost. No ◉ portal on this board leads to a gate, so reaching one never costs you a portal. A ★ skip is the one thing ↶ Undo does not give back: the tile it wrote off stays written off, because the perk was spent to retire that task rather than to make the move. A host or moderator hands a skip back with ✗ Reopen.
👁 Watch — the phone view
👁 Watch in the top menu is a read-only live view that needs no code at all — spectators, captains, moderators and the host all see exactly the same thing, and nothing in it changes the board. It shows all three labyrinths shrunk to a mini-map so they fit on a phone, the path every team has taken traced from the audit log (undone moves drawn faded), a feed of rolls, completions and drops as they happen, and a Follow picker that pins one team to the top. Follow is remembered on your own device only — nobody else can see who you are following. Tapping the Standings bar above the board opens it — except on a team row, which follows that team instead. The full board still scrolls sideways on a phone by design; Watch is the phone answer.
Editing this rules text
The "Read the Rules" panel below the board is separate plain HTML. To change it, edit the <ol> inside <div class="rules-panel"> directly.
Save & Share
Saving — automatic
Everything you do is saved on the event server automatically: teams and players, tile positions, the hash-chained audit log, your task edits, point values, and uploaded images. Every viewer of this URL sees the same board update live. Close the tab and reopen it later — the event is still running. No manual save step.
Two settings stay on your own device instead of the server: Sound: On/Off and Watch mode's Follow team. Nobody else sees them and they do not travel with the event. And nothing is queued for later — if the server cannot be reached you get a toast saying that change was not saved, and a board that cannot reach the server at all opens read-only.
Hand out a finished board — Share HTML
In ⚡ Live Event → Share HTML, the host downloads a self-contained .html with the board customizations baked in — task edits, per-tile point overrides, the scoring settings (tile points, gate, completion bonus, duplicate cap) and images included, no images/ folder to send alongside.
This is a frozen snapshot, not a way to run the event. The downloaded file has no backend: with no server to sign in against it opens locked in spectator view — the board, the tasks and the artwork are all there to browse, but there is no adding teams, no rolling, no completing tiles and no Edit Tasks, and no passcode will unlock them. Expect a “Shared event server unreachable” notice when it opens, and it will never receive updates you make here. Use it for archiving a finished board, printing, or handing someone a starting point they can edit in the HTML. To actually run or watch the event, share the link instead.
Snapshots — Backup / Import
You no longer need to move an event between machines: it lives on the server and follows the URL, so the host can carry on from any browser just by entering the passcode again.
Export backup still writes a full JSON snapshot of the running event (teams, positions, hash-chained audit log and every override) — worth taking before anything risky. Import pushes a snapshot back, which overwrites the shared event for everyone, so it is host-only and best treated as a restore-from-disaster button rather than routine.
What a backup does not contain: passcodes and codes. The host passcode, the moderator passcode and every captain code are kept separately by the server, so an import leaves them exactly as they are and nobody is signed out. The audit log in the file has to re-hash correctly from the first entry or the server refuses the import outright.
Audit log — Export CSV
The log is written by the server, not by the browser that acted: a moderator or captain cannot append to it at all, and anything the host pushes in has to re-hash correctly or the server refuses the whole write. Each move entry now carries the roll that caused it, and completions, drops, gate clears, perk spends and undos are all logged the same way.
Export CSV (in the Audit Trail section) saves every entry with its hash chain, for record-keeping or dispute resolution. The panel itself only shows the newest 60 rows, so the CSV is the way to read the whole thing. Verify integrity re-hashes the chain from the first entry. Neither button needs a passcode — a spectator can check and export the log too.
Sharing & running
Discord / clan forum: post the link — https://soulscapecc.com. Everyone who opens it joins the same live board as a spectator; changing anything needs a credential — the host passcode, a moderator passcode, or a team captain code — and the server, not the browser, decides what each one may do.
Spectators need nothing: no file, no passcode, no refreshing. Standings, tokens and the audit trail update in their browser the moment anyone acts — host, moderator or captain. Nothing is hidden from them either: a signed-out viewer sees every team, position, roll, drop and point total, and the whole audit log.
During the event: the host runs the board on a projected screen or Discord screen-share; the Standings bar and tokens update live as teams complete tiles and roll.
Watching on a phone: the big board scrolls sideways by design, so send people to 👁 Watch in the menu — or tap the Standings bar anywhere except a team row. It is read-only and needs no credential: all three labyrinths shrunk to fit one screen, the path every team has taken (undone moves drawn faded), and an activity feed you can narrow to one team. Follow pins a team for that device only.
Print version: click Print for a clean printable board (controls and panels hidden).