WHAT IS URBAN ADVENTURE DRIVE?
URBAN ADVENTURE DRIVE is an urban exploration game played while traveling by car. There is no predetermined route or set destination. The Pilot draws cards on the phone that guide you through the city, change the direction of your journey, and introduce new situations, observations, and choices.
The city becomes the game board, and each new card shapes the route as you drive. The goal is not to reach a destination quickly, but to enjoy the journey itself, discover new places, and have fun together.
Safety comes first. No card, instruction, or Adventure Points you earn are more important than driving safely and following traffic laws.
DRIVER AND PILOT
In URBAN ADVENTURE DRIVE, the Driver and Pilot form one team. The Driver drives the car, and the Pilot leads the adventure. The Driver focuses on the road, while the Pilot reveals each new card, observes the surroundings, and guides you through the game.
The Pilot draws cards, communicates the instructions, and records the journey in the Pilot Log, a specially designed sheet for tracking the game. The Driver makes decisions, takes part in Driver Moments, and always decides whether a maneuver can be completed safely.
If more people are traveling with you, they become part of the crew and can help with searches, observations, and decisions.
One crew. Different roles. One shared adventure.
HOW TO START THE GAME
Start in a safe place while the car is parked. The Driver must have a valid driver’s license, and the vehicle must have the required insurance and be legally permitted to operate on public roads.
The Pilot opens URBAN ADVENTURE DRIVE on the phone and prepares the Pilot Log. When the crew is ready, the Pilot selects PLAY, draws the first card, and reads the instruction.
The first card begins your urban adventure.
HOW TO READ A CARD
The card is the most important element of URBAN ADVENTURE DRIVE. Each one is another clue along your route and can take the adventure in a completely new direction.

At the top, you’ll find the card type, duration, and Adventure Points. The large Road Cue gives you a clue about where the instruction is leading, and the card title appears below it.
Directly below the card graphic is the INSTRUCTION section, which tells you exactly what to do. Selected cards may also include additional sections such as ACTION, CHOICE, DRIVER MOMENT, or an option to use the digital dice, depending on what happens during that part of the adventure.
If a dice option appears, the card always explains what each result means and how it may affect what happens next.
Everything you need to play the card is right there on the screen.
CARD TYPES
Every card belongs to one of four types. Its color and symbol let you recognize the type immediately and give you the first clue about what might happen next.

DRIVE / GREEN — the city leads you onward. The card defines the next part of your drive and may take you into a completely new part of the city.

ACTION / RED — time to do something. The card introduces an activity or situation that adds variety to the journey and may affect what happens next.

FIND / YELLOW — look carefully around you. The card turns the city into a search area and gives you a specific target to spot along the way.

CHOOSE / BLUE — now the decision is yours. The Driver, Pilot, or entire crew is given a choice that may change the direction of the adventure.
DURATION
Not every card takes the same amount of time. A small gray icon next to the card type indicates how long its instruction may remain active.

QUICK — a quick action. The instruction is short and usually ends within the next few minutes or intersections.

TIMED — time matters here. The card specifies how long the instruction remains active, for example 3 or 5 minutes.

CONTINUE — keep driving and observing. There is no set time limit. The instruction remains active until the condition required by the card is met, for example until you find the specified place or spot a particular object.
ROAD CUES
A Road Cue is the large symbol in the center of the card and one of its most important graphic elements. At a glance, it gives you a clue about where the instruction is leading and what you can expect at the end.
It may indicate a specific direction, maneuver, choice, parking, entering or exiting a highway, or another situation related to what happens next in the adventure. The Road Cue is a clue. The instruction on the card tells you exactly what to do.
LEFT — the instruction ends with a left turn.
RIGHT — the instruction ends with a right turn.
STRAIGHT — at the end of the instruction, you will continue straight ahead.
FOLLOW ROAD — the instruction ends with you continuing along the current road, following its course.
U TURN — at the end of the instruction, you will make a U turn, if it can be done safely and legally.
STOP — the card suggests taking a break from the adventure. Find a safe and legal place to park and take a break. If you don’t need a break, the Pilot skips the card and draws another one.
PARKING — the instruction leads you to find a safe and legal place to park.
HIGHWAY — the instruction may lead you to enter or exit a highway. The card always clearly indicates which of these maneuvers applies.
LEFT OR RIGHT — at the end of the instruction, you will choose between turning left or right.
LEFT OR STRAIGHT — at the end of the instruction, you will choose between turning left or continuing straight.
STRAIGHT OR RIGHT — at the end of the instruction, you will choose between continuing straight or turning right.
LEFT / STRAIGHT / RIGHT — at the end of the instruction, you will choose one of three directions.
ANY DIRECTION — the instruction ends with the option to choose any safe and legal direction.
The Road Cue shows what you can expect at the end. The instruction leads you to that moment.
ADVENTURE POINTS
Every card has a specific Adventure Points value. After completing the instruction, the Pilot records the points earned in the Pilot Log. To complete the adventure, your crew needs at least 100 unspent Adventure Points.

You can also spend points during the game. Selected cards offer additional possibilities, such as a special choice, a fun virtual purchase, or the use of digital dice that may change what happens next in the adventure.
Spend or save? The choice is yours. Every purchase reduces the number of points you have, so sometimes it is worth saving them, and sometimes it is worth using them to see what happens next.
You can stop the game at any time, regardless of how many points you have earned. Safety is always more important than your score or completing the adventure.
DRIVER MOMENT
The Driver has the road, but also has their moments. A Driver Moment appears on selected cards to add a little humor, bring a smile, and give the Driver a chance to influence the adventure.
It may be a fun question, a quick choice, a short reaction, or a decision that surprises the rest of the crew and changes what happens next. The Pilot reads the Driver Moment aloud, and the Driver can answer a question, make a choice, or make a decision without using the phone.
Sometimes one decision from the Driver is all it takes to send the entire adventure in a completely different direction.
PILOT LOG
The Pilot Log is a record of your urban adventure. The Pilot uses it to record Adventure Points earned and spent, interesting observations, and information requested by selected cards.
After completing each card, the Pilot also draws the corresponding Road Cue in the space provided. With each new card, the Pilot Log fills with symbols, notes, and traces of what happened during the game.
By the end, you are left with more than just a score. The Pilot Log becomes a unique visual record of your adventure, and it will look different every time.
The Pilot Log is optional. You can download and print it before starting the game.
DOWNLOAD PILOT LOG
EXPLORE, DON’T SEARCH
Not everything needs to be found on a map. If a card asks you to spot a coffee shop, park, interesting building, or another place, don’t ask GPS where it is. Let the city surprise you. Observe your surroundings and see what appears along the way. That’s what the adventure is all about.
And if at some point someone asks, “OK… but where exactly are we?”, that’s part of the fun too. But if you lose your bearings, the area no longer feels right, or you simply decide it’s time to head back, turn on navigation and choose a safe route. The adventure can wait.
The card tells you what to look for. The city decides where you’ll find it.
ENDING THE GAME AND RETURNING
Every adventure eventually comes to an end, but you decide when that moment arrives. Once you have at least 100 unspent Adventure Points, you can officially end the game, calculate your final score, and see what your completed Pilot Log looks like.
Want to keep going? Nothing is stopping you. You can continue collecting points, use the opportunities that appear on the cards, and see where else the city takes you.
When the adventure truly comes to an end, turn on navigation and safely return home or to the place where you started the game.
100 points let you end the game. Curiosity can take you further.
SHARE YOUR ADVENTURE
Your adventure may be over, but your Pilot Log can travel a little farther. If you had a great time, take a photo of your completed Pilot Log and send it to us along with the names of the Driver and Pilot.
You can also write a few words about your adventure. Where did the cards take you? What surprised you the most? Which moment will you remember best?
We’d love to feature selected stories and Pilot Logs on our UAD Fun Page, so other players can see just how differently every urban adventure can unfold.
Your drive. Your story. Share the adventure.
