From the 2022 archive

Everything
Is Game.

A four-day private competition for five friends, played through a packed travel schedule, a custom card battler, and a live website.

Format Four-day private gamePlayers Five friendsRoute Arizona + San DiegoStatus Archived

What it was

The weekend was the game.

From May 19–22, 2022, five friends moved through greater Phoenix and San Diego with one competition running across the whole trip. Sixteen scored activity blocks ranged from five-minute yard games to a zoo photo hunt, kart racing, axe throwing, and a sandcastle build. Each stop could award victory points, coins, and cards for later.

The website was the scorekeeper and the side game, not the center of the experience. It held the ledger, shop purchases, trivia, hidden codes, and a digital adventure while the schedule, printed rules, physical cards, travel, and people carried the event.

EVERYTHING IS GAMERECONSTRUCTED LEDGER
01Player One460PTS22COINS
02Player Two405PTS31COINS
03Player Three380PTS18COINS
04Player Four340PTS26COINS
05Player Five315PTS40COINS
ACTIVITIESRINGSHOPWEB GAME
16scored activity blocks
6games of Ring
139shop card designs
30–40cards in a legal deck

The actual itinerary

Four days, kept on one ledger.

The master schedule was as important as the software. It connected reservations, travel, meals, materials, scoring, and downtime so the game could keep moving.

  1. Arrive, seed, and play Ring

    The group reached the Arizona house, received the opening logistics and coin grants, established the first economy, and played the first two Ring games after dinner.

  2. Eleven Arizona activity blocks

    The route ran from yard games through Topgolf, mini golf, Halo, kart racing, VR, two arcade challenges, billiards, laser tag, and bowling—then returned to the house for Ring games three and four.

  3. Fly to San Diego and finish

    An early flight led into a zoo photo hunt, axe throwing, disc golf, the tallest-sandcastle challenge, midway games, and the last two Ring games before dinner and a party.

  4. Close the ledger and head home

    No new scoring was planned. The remaining schedule was breakfast, the beach, checkout, and staggered trips home after a game that had stayed live for the whole weekend.

How it worked

Eight connected layers.

These details come from the rules, schedule, activity sheets, card catalog, and archived application. Player data remains private.

01

A four-day route

A master schedule coordinated arrivals, meals, materials, reservations, transit, and play across greater Phoenix and San Diego.

02

Sixteen live challenges

Yard games, golf, Halo, karting, VR, arcade games, billiards, laser tag, bowling, a zoo photo hunt, axe throwing, disc golf, sandcastles, and midway games all had their own scoring rules.

03

Scores and coins

Each result could award victory points, coins, and a special card. The website kept the five-player leaderboard and coin ledger current between stops.

04

A working economy

Players spent coins in a limited-stock shop, sold cards back, traded cards and coins, and could even exchange future shopping or Ring turn order.

05

Deckbuilding

Each player assembled a legal deck of 30 to 40 cards from a base deck, activity rewards, and 139 different shop designs priced across six tiers.

06

Six games of Ring

The custom card battler used a shrinking hex board, hidden three-card plans, simultaneous reveals, snake turn order, and fire closing in from the edge.

07

The web game

During transit and downtime, signed-in players answered trivia, solved codes with optional hints, and found achievements in a small digital adventure.

08

Wagers and passive play

Players could make recorded wagers involving points, coins, cards, and upcoming turn order while asynchronous challenges kept the game moving between scheduled events.

What carried forward

The screen should keep the shared state, not become the whole game.

01 The master schedule, rules cards, materials, and transit plan did as much work as the website.

02 Coins gave a player another route to strength even when the victory-point race was going badly.

03 Side awards turned small moments—one bullseye, one hole-in-one, one unusual zoo photo—into useful game state.

04 Activity reward cards made the real-world results matter again when everyone sat down to play Ring.

05 The host needed fast ledger corrections and clear rulings because a live trip never followed the document exactly.

06 Software built around five named people and one exact itinerary was an event artifact, not yet a reusable product.

A separate experiment

Everything Is Game 2 is in early private development.

It is a separate prototype, not the next Blue Grey Games release. When there is something ready for public use, it will appear in the studio updates.

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