City Spaces — SydneyPlayer app

Pookster House

Step One

Let's get your teams set up

One person goes first and sets up the teams. Your code came with the link.

Everybody else joins after using the same code.

Step two · the first phone only

Who is playing?

Tap any two to five of them — you do not have to take them in order, so pick the names you like. Four to fifteen players in total, so a team is two or three people. Only the first phone is asked this. Everyone else is handed the same list.

Fixed for this edition

  • Nothing between rolls. No wait after a roll, no wait after you claim — the travel happens before the claim, so a clock there is just dead time.
  • Five minutes off the dice after every two laps. Keep walking, keep doing the task, or sit down. It is a rest, not a penalty.
  • Five declines in a row costs three minutes.
  • Nothing else is on a clock — no game timer and no set finish time. You stop when you all agree to stop.
  • $10,000 starting balance for every team.
  • $2,500 every time you pass the Refuelling Point.

You are on

REFUELLING POINT

What to do

Roll to begin.
 

leave this game on this phone

PassportCity Spaces · Sydney

0/22

How the page reads

  • Dashed and ghosted — nobody holds it yet. The price is showing.
  • Stamped in the tone colour — yours.
  • Stamped in the tone's own ink — somebody holds it. Every stamp is drawn in its set's colour, so this page always reads as the sets you are collecting.
  • The dot in the corner says whose it is — your colour or a rival's. A rival's stamp shows the ticket you would pay, not the price.
  • The tones are a collection to fill in. They are worth having on the page; they do not change any number.

Every team, live

Where everyone stands

The big number on the right is total worth — money in hand plus the claim price of every space that team holds. It is not their cash.

The idea

You collect the city

Roll, travel, do the thing the place asks of you, and stamp it into your passport. The team holding the most when you call it a day wins — cash plus everything stamped.

Your turn, step by step

  • Roll two dice. You move that many spaces along the passport. The app tells you where you have landed and handles the money.
  • An unclaimed space? Travel there, do the task, and tap Claim it — the app takes the price out of your balance and stamps it. Or Decline it, which leaves it open to everyone including you — including later in the same game, if the place was shut when you got there and has opened since.
  • A rival's space? The ticket comes out automatically the moment you land — you do not have to work it out, and you do not travel there. You then draw a Pawprint card.
  • Your own space? Nothing to do. No travel, no task.
  • Land on the Refuelling Point exactly? You travel to it — Darling Harbour, in front of IMAX. Roll past it? You carry straight on to the space the dice named. Either way you are paid $2,500 and you draw a Pawprint card.

Getting around

  • The Refuelling Point is at Darling Harbour, in front of IMAX.
  • You cannot roll while you are moving. Get off at the nearest stop or station first — the roll only counts once you are off the transport and standing still.
  • If the place is shut, unsafe, or you cannot get to it, flag it as a Risk. The space stays unclaimed, it costs you nothing, it does not count toward the five-declines lock, and every other team is told. You have two. If more than two places are a problem today, stop and tell the group — that is a day to pause.
  • Public transport, walking and cycling only. No rideshare, no taxis.
  • Film or photograph everything and post it to your team chat.

The only two times you wait

  • Nothing between rolls, and nothing after a claim. There is no per-roll floor at all.
  • Five minutes after every two laps of the passport. A breather. You can keep walking, keep doing the task, or sit down — you just cannot roll. Three or four hours on your feet in a city is a long time, and the game should make you stop occasionally.
  • Three minutes if you decline five times in a row. Declining everything and rolling on is a way of farming the Refuelling Point instead of collecting the city, so it costs you. Claim anything and the count goes back to zero.
  • A place that is shut now may be open later, so nothing is ever taken off the board — not by a decline and not by a Risk. Flag it, and come back to it if it opens.
  • No wait at all at the Roadblock. Keep rolling — and after five tries you walk through it whether or not you rolled a double.
  • There is still no game timer. Nothing ends until you all agree to stop.

Pawprint cards

Odd total — Sabotage  Even total — Reward

You draw a card when you pass or land on the Refuelling Point, when you land on a rival's space, and when you land on a Pawprint space. Forty-two cards: 25 Sabotage, 17 Reward.

A card is either yours to keep or it happens at once, and that is the whole rule. A card you can keep sits in Your cards at the bottom of the play screen until the moment suits you. Everything else is done the instant you draw it — if it needs no choice from you, the City has already done it by the time you read it; if it needs a rival or a space naming, the buttons for that appear under the card itself. There is no menu of actions anywhere, and nothing can be played that the card did not ask for.

Read the card out loud. Every phone is told what happened, so nobody's spaces or balance change without an explanation — and if a card needs something said in words, use Tell the other teams on the play screen. There is no wait after a Pawprint.

Money — the app is the City

  • Every team starts on $10,000.
  • Passing the Refuelling Point pays $2,500.
  • A ticket — what you pay for landing on a rival's space — is deducted automatically and paid straight to the owner.
  • Short of the full amount? You pay what you have and your balance goes to zero.
  • Nobody is ever knocked out. On zero you keep playing and keep collecting at the Refuelling Point.
  • You can hand a space back to the City at any time to raise cash.

The roadblock

Land on it and you are held up. Roll a double to get moving again — and keep rolling, there is no wait between attempts. Five failed tries and you walk through it anyway, so nobody loses their evening to the dice.

It cannot touch you in your first five rolls. Arrive before that and you have simply beaten the roadworks — nothing happens and you roll on. Nobody's game should stall in the opening minutes.

Ending it, and what we keep

  • There is no finish line. When you have all had enough, any team taps Finish the game and every phone shows what each team collected.
  • A game is kept for up to 48 hours from when it started — whichever comes first. Then it is deleted outright. We do not hold on to it and there is nothing to come back to, so screenshot the result if you want to keep it.
  • Your game code is the game. Open the same code later and you rejoin that same game, exactly where it was. A new game needs a new code.
Look after each other. Nothing on a clock that involves eating or drinking fast, no climbing, no crossing against lights for a photo. Anyone can sit a task out — the rest of the team carries it.

The circuit — all 28 spaces, in order

So the Roadblock and the Pawprints stop arriving out of nowhere. The passport strip scrolls through the same loop from wherever you are standing.

This game

Nothing yet

POOKSTER HOUSE GAMES™ · PLAY CORNER

© 2026 Pookster House Games™, a division of Pookster House. All Rights Reserved. Pookster House™ and Pookster House Games™ are trademarks of Pookster House.

© 2026 Pookster House Games™, a division of Pookster House. All Rights Reserved. Pookster House™ and Pookster House Games™ are trademarks of Pookster House.