Buy official scouts
Only official Cache Wars pieces with unique QR and serial IDs can enter the game.
A working team-review rulebook for official army men, QR ownership, recon scans, captures, MIA recovery, storage crates, defenses, public-safe deployments, and territory control.
Use this as the team review index. Each chapter is written as a draft rule system, not final legal policy.
The MVP should prove one question: do people care about finding and stealing each other’s real physical scouts?
Only official Cache Wars pieces with unique QR and serial IDs can enter the game.
Hide scouts in legal, accessible public places and submit a clue, radius, and safety checklist.
Other players see a search radius and clue but not exact GPS. They must physically find the piece.
A finder scans the QR code near the listed location, then chooses Recon or Capture if capacity is available.
Captured scouts enter processing before redeploy. Recon-tagged scouts stay in the field and create intel.
Cache Wars can sell physical and digital goods, but bought inventory should create more opportunities to play, not automatic map dominance.
A commander can own unlimited scouts, but only a capped number can actively score per territory cell. Extra purchased scouts sit in reserve until deployed elsewhere.
Newly purchased scouts must wait 12 hours after registration before they can score territory points. They can be named and profiled immediately.
Store-bought scouts start as Recruits. Veterans, Elites, medals, history, and strong territory value must be earned through survival and captures.
Stacking many scouts in one cell should have diminishing returns. Example: first 10 points count full, next 20 count half, overflow counts one-quarter.
Only one active General bonus and one active Medic protection can apply per territory cell per commander or alliance.
A purchased crate does nothing in storage. It only affects nearby armies after safe deployment, public verification, and defendable map presence.
Paid skins, banners, trails, profile frames, and base designs cannot directly add capture strength or territory points.
The basic emotional rule remains simple: if you find the physical scout, you get a result. Capture transfers ownership only when the scan is legitimate and the player has extraction capacity.
Finder must be within the allowed capture radius when scanning. Default launch rule: 500 feet.
Scanned QR must match the deployed serial number and cannot already be captured.
A scan must happen after deployment goes live and before the cache is removed, expired, or reported unsafe.
Players can report mismatched, misleading, or unsafe clue photos.
A player cannot capture their own active deployment unless recalling it.
Capture is extraction and ownership transfer. Recon is verified contact: intel, XP, pressure, and setup while the scout stays in the field.
Transfers ownership, uses extraction capacity, requires the finder to take physical possession, awards high XP, and creates strong territory impact.
Confirms the player physically found the scout without transferring ownership. The scout must be left in place. Awards intel, XP, and temporary territory pressure.
Used when a missing scout is found. Starts a recovery flow, awards recovery XP, and may return, transfer, or review ownership based on status.
Identifies, clears, or triggers a defense such as a mine, sensor, decoy, or bunker. It should always give the finder a useful result.
Recon should feel valuable even when capture capacity is full. Launch rule: 10 rewarded Recon Scans per day.
A recon-tagged scout can be marked for the scanner or squad for 24 hours, making a later capture worth bonus XP.
Recon adds temporary pressure against the owner’s territory score for 12-24 hours, weaker than capture but still meaningful.
Recon can show owner, role, rank, age deployed, broad defense hints, and whether a crate or squad support is nearby.
The owner gets a broad alert that a scout was spotted, creating tension without exposing the finder’s exact location.
Players out of capture slots can still support teammates by tagging targets, validating active caches, or probing defenses.
The core fairness rule is unlimited collecting, limited deployment, and capped scoring. Buying more figures expands collection and options, not instant map control.
A Commander may collect any number of official Cache Wars figures. Only troops assigned to the Active Roster may be deployed, and only live field deployments count toward territory control.
Players may collect unlimited official figures. Barracks units can be named, skinned, traded, and profiled, but they do not score territory.
Only selected roster units can deploy or score. Launch example: 10 slots for new commanders, expanding through safe play and earned progression.
Only live public deployments count at full power. They are vulnerable to capture and must obey safety, visibility, cooldown, and cell-cap rules.
Reserve can support territories, power defenses, or supply squads, but should count at reduced strength and require nearby field activity.
Deploying outside home territory, controlled cells, or supply lines requires a deployment order, recent capture, squad support, or storage crate.
Suggested launch cap: 5 live deployments per new commander, 2 scoring deployments per map cell, and 2 forward deploys per day unless earned.
Players should be able to hunt all night if they want, but they should not be able to extract every scout in the city. Extra finds become Recon Tags.
Players can scan unlimited finds, but only confirmed captures up to a rolling daily limit transfer ownership. Suggested launch: 3-5 captures per 24 hours.
After capacity is full, additional scans become Recon Tags. The finder gets XP/intel, but the physical scout must stay in place.
Limit captures from the same map cell, such as 2 per 6-12 hours, so one player cannot wipe out a neighborhood in one sweep.
Limit captures from the same owner per day outside official events, protecting new players and families from being cleared out.
Recruit costs 1 extraction slot, Veteran costs 2, Elite or General costs 3, and storage crates require special crate extraction.
Captured scouts cannot immediately redeploy. Normal scouts process for 12 hours, special units 24 hours, crates 24 hours, and high-value units may take longer.
Cooldowns make captures meaningful and prevent players from instantly redeploying bought inventory to flood a map.
Player scans a new official scout into their account. The scout enters a 12-hour muster period before scoring.
Scout can be deployed, assigned a name/personality, fitted with cosmetics, or kept in reserve.
Owner places the scout in a public-safe location, adds clue photo, radius, safety checklist, and optional story text.
Cache appears after a 30-minute anti-camping delay. Default capture radius: 500 feet. Minimum active time before owner recall: 6 hours.
Finder scans the QR on-site. Ownership transfers, capture history updates, and the scout enters a 12-hour redeploy cooldown.
Owner recalls a stale or reported cache. Recovered scouts have a 6-hour cooldown and do not gain capture credit.
Medic-protected scouts avoid transfer but become Wounded for 48 hours. They cannot score or redeploy until healed.
Rank gives players a reason to care about individual pieces instead of treating them as disposable tokens.
Default rank for a new official scout. Easy to risk, cheap to replace, and ideal for early deployment.
Earned after a scout survives deployments or participates in captures. Valuable but risky to hide.
High-history scouts with meaningful territory power. Losing one should hurt.
Special pieces should add tactical choices, not break the game. Each needs a clear power, limit, and counter.
Power: On a successful capture, a Sniper can claim one bonus Recruit from the defender’s reserve if the defender has one available.
Limit: Cannot steal Veterans, Elites, Generals, or other specialty units. One Sniper bonus per capture.
Counter: Medic can block the bonus steal once per cooldown.
When captured: If captured, the Sniper loses its charged shot for 72 hours and transfers as a normal Veteran until recharged.
Power: Protects one deployed scout in the same territory from being captured outright. The finder still gets points, but the protected scout returns to the owner as Wounded.
Limit: One protection per Medic per 7 days. Wounded scouts cannot be redeployed for 48 hours.
Counter: Sniper bonus steal fails if Medic protection is active.
When captured: If captured, the Medic transfers ownership but enters Recovery and cannot protect a scout for 72 hours.
Power: Adds a territory command bonus. While deployed in a zone, all friendly scouts in that zone count +20% strength.
Limit: Only one General bonus can apply per territory. Generals are visible as high-value targets.
Counter: Capturing a General gives a season medal and transfers the General like any other piece.
When captured: If captured, the territory bonus ends immediately and the General is locked from redeployment for 24 hours.
Power: Improves clue quality and search fairness. A cache with a Scout Leader can use a wider radius but must include a stronger clue photo.
Limit: No combat bonus. Useful for family-friendly events and beginner zones.
Counter: Can be captured normally.
When captured: If captured, the Scout Leader keeps its history and can be redeployed after the normal captured cooldown.
Defense should make high-value territory more strategic as the game matures, but the finder should still feel rewarded. Avoid turning physical discovery into a failed dice roll.
If it is deployed and you find it, you can capture it unless a specific defense effect triggers. Even then, the scan should award XP, intel, pressure, disable a defense, wound a unit, or start recovery.
If a player finds a deployed scout and has extraction capacity, the capture should usually succeed. Defense creates consequences, not constant denial.
Alerts the owner or squad that a scout or crate was scanned nearby. It does not block capture.
One-time defense that may wound an attacking scout or block a bonus steal. The finder should still get a positive outcome.
Protects high-value deployments by requiring a break-cover scan before capture or by adding a short contested window. Use sparingly.
Creates a false signal or secondary clue. Finding it grants XP and clears it. Too many decoys will make the game annoying.
The rare exception that can convert a capture into Wounded recovery once per cooldown. The finder still receives credit and XP.
A crate is a larger capturable support cache. It houses digital supplies for nearby armies, but it has stricter safety rules because a physical box in public needs to be obvious, permissioned, and non-suspicious.
A crate is an official QR-coded storage box, not a normal scout. It must be clearly branded, weather-safe, and approved for the location type.
The box may contain physical cards or stickers, but its real game contents are digital: med kits, repair parts, recon pings, rally flags, crate skins, or field-only badges.
A live crate supports nearby armies in its assigned map cell and adjacent cells. Launch rule: one active crate bonus per commander or squad per district.
A crate only turns on if the owner has at least three live scouts in nearby public cells or one recent capture in the crate radius. Buying a crate alone does not score.
A finder scans the crate QR on-site. Ownership transfers, unspent digital supplies become spoils, and the crate enters a 24-hour lockdown before redeployment.
Crates should be limited to approved parks, public events, partner storefronts, or permissioned public venues. No random unattended boxes under benches, near buildings, or around utilities.
Heals one Wounded scout 24 hours faster. One use per scout.
Restores one disabled specialty ability after cooldown.
Shows enemy cache density in a broad cell, never exact GPS.
Gives a squad a temporary capture-pressure bonus in one adjacent cell.
Unlocks a crate, scout, or commander cosmetic tied to the find location.
Physical pieces will get lost, moved, trashed, stolen, or picked up by non-players. MIA should be a normal status with story, recovery rewards, and scoring safeguards.
The scout is live in the field and counts for capture, XP, territory, and survival progression.
A hunter reports not found, unsafe, inaccessible, or moved. One report creates a warning but does not immediately remove scoring.
Triggered by repeated unique reports, owner recall failure, stale age, or unsafe location reports. Survival XP pauses and territory score is reduced.
Owner gets 48-72 hours to confirm with a fresh photo, recall it, move it safely, or mark it MIA. False confirmation hurts reputation.
The scout no longer scores, cannot redeploy, keeps its profile/history, and shows last known area, owner, deployment date, and recovery reward.
If someone later scans the physical scout, it starts a recovery flow and records “Recovered after X days MIA.” Honest recovery earns XP.
The game has to reduce the value of simply stealing physical pieces. A scout outside the official transfer flow becomes locked until returned, recovered, transferred, or reviewed.
Physical possession is not ownership. The app ledger decides who can deploy, trade, score, and use a scout.
Physical possession is not ownership. The app ledger decides who owns, can deploy, can trade, and can score a scout.
Ownership can transfer through verified field capture, approved MIA recovery, or in-app trade/transfer initiated by the current owner.
If a player scans a scout they possess but did not capture legitimately, it becomes locked and cannot score, deploy, trade, gain XP, or use abilities.
The digital owner is notified when a locked or conflicted scout is scanned, including broad location and timestamp.
Repeated conflict scans reduce commander reputation, deployment limits, capture eligibility, and may trigger moderation.
A finder who discovers a lost scout should be rewarded through recovery XP, bounty, return flow, or review rather than punished.
The QR code should open a full identity page for that physical figure. Players should care about specific scouts, not just anonymous points.
Serial number, name, faction, job type, rarity, current owner, origin city, and first deployment date.
Randomized or owner-written traits such as cautious, bold, stubborn, lucky, explorer, trickster, or guardian.
Short biography plus generated milestones after major captures, long-distance travel, season wins, or owner changes.
Every deploy, capture, recall, protection, wound, trade, event badge, and territory victory stays attached to the scout.
Rank, experience, survival streak, capture streak, distance traveled, cities visited, and medals won.
Existence in the world should make a scout more interesting. Time, captures, travel, and survival all build lore.
A scout earns XP when it remains live and public-safe without being reported. Longer survival increases story value but should cap daily.
A scout earns XP when it is found and captured. The finder’s account also earns commander XP.
A scout earns distance milestones when redeployed in new cells, towns, cities, or states.
Badges such as First Capture, Crossed State Line, Survived 30 Days, Captured a General, or Founder Drop Found.
Rank never resets when captured. Ownership changes, but the scout’s story and earned identity stay intact.
Recommended model: use a real geographic hex grid, likely Uber H3, so every deployment belongs to a stable map cell. The app can roll small cells up into districts, cities, states, and national campaigns.

A territory is controlled by the commander or team with the highest active strength in that cell. Strength comes from deployed scouts, captured scouts stationed in reserve, and specialty bonuses.
For MVP, territory should update from real captures and deployments. Avoid abstract raid dice until the physical hunt loop is proven.
Fast neighborhood play. Best for MVP and dense cities.
Rolls up multiple local cells into visible control zones.
Season leaderboard layer for local bragging rights.
Aggregates city control for seasonal wars.
Long-term public leaderboard once player density exists.
A cell is controlled by the commander or alliance with the highest active score after deployment caps, rank value, and specialty modifiers.
If the top two sides are within 10% strength, the cell becomes Contested and pays reduced season points to both sides.
A new side must hold the lead for 6 continuous hours before ownership flips. This prevents drive-by temporary captures from instantly changing the map.
Adjacent owned cells grant a small bonus, but cap it tightly so dense local play matters more than buying many pieces.
Unvisited deployments decay after 14 days unless found, scanned, recalled, or refreshed through a verified public check-in.
Cache Wars has to feel like respectful public exploration. The game should reward safe deployments, accurate clues, cleanup, recovery, and normal-looking behavior in public spaces.
Players may only deploy pieces where a normal person could safely and legally stand, look around, and retrieve the object without trespassing, damaging property, or alarming others.
Players may only deploy where a normal person can safely and legally stand, look around, and retrieve the object without suspicion.
Every deployment needs public-access confirmation, placement category, clue photo, safety checklist, and report options.
Scouts and crates should say Cache Wars game piece, not dangerous, scan QR or visit cachewars.com/found, and include support contact.
New players place basic scouts only. Trusted commanders unlock more deployments, specialty units, events, and crate eligibility.
Normal scouts expire after 14 days, event scouts after 48-72 hours, and crates after 24-72 hours unless partner-approved. Stale caches stop scoring.
Scoring captures should default to 6am-10pm local time unless an official event allows night play. Late-night scans can still report safety.
Players can report unsafe, private property, missing, suspicious, bad clue, damaged, inaccessible, owner cheating, or cleanup-needed deployments.
Safe deployments, accurate clues, MIA recovery, recon restraint, and cleanup improve trust. Unsafe placements and chain conflicts reduce limits.
Alliances make the game social, but ownership should stay individual so every QR-coded scout keeps its own story.
Alliances are called Squads. Launch cap: 2-5 commanders. Large alliances can exist later, but small squads keep local competition readable.
A squad can combine territory score, but each scout still has one owner and one permanent history ledger.
Squadmates cannot capture each other’s active scouts unless the owner marks the cache as a trade or training cache.
Season rewards should credit both the squad and individual contributors so one whale cannot carry passive teammates.
Leaving a squad freezes your contributed territory score for 24 hours before it follows you, preventing instant map sabotage.
Cache Wars should deploy official pieces that cannot simply be bought. Field-only finds keep the map exciting and protect the game from becoming purely transactional.
Cache Wars can seed official story scouts in public events, parks, partner stores, and city campaigns. These can only be earned by field discovery.
Rare game-owned pieces with fixed lore, unique art, and special badges. They cannot be purchased directly.
Time-limited drops during seasonal wars, launch weekends, scavenger hunts, or sponsored local events.
Some abilities should only exist on found pieces, not store packs, to keep discovery meaningful.
This is the part to delay until the capture loop has density. Draft rule: territory conflict should be earned through real-world finds first.
Territory strength equals deployed scout points plus active specialty bonuses.
Captured enemy scouts reduce the defender’s strength and add to the attacker’s army.
A player can trigger a zone challenge only if they have active scouts in or near that territory.
MVP should avoid random dice battles. Let real-world captures decide territory until density proves raids are needed.
Every season archives winners, awards medals, and soft-resets territory control without deleting scout history.
Digital purchases should make armies more personal, more collectible, and more social without selling raw capture power.
Digital paint schemes, faction colorways, seasonal uniforms, base art, profile portraits, and in-app figure renders. No direct territory score bonus.
Commander profile frames, squad banners, territory claim banners, and victory plaques shown on maps and leaderboards.
Optional capture animations, deployment smoke, scan effects, and territory highlight styles. Cosmetic only and toggleable.
Premium nameplate templates for individual scouts: engraved, veteran, relic, neon, desert, arctic, and founder styles.
Earned cosmetic track with free and paid tiers. Paid tier accelerates cosmetics only, not rank, capture power, or territory strength.
Local event skins and city badges that can be earned in the field or bundled with physical event kits.
These are non-negotiable game rules, not support copy.
These are the next mechanics worth pressure-testing before building the mobile game logic.
Cleanest rule: yes. Medic creates the only exception by converting capture into wounded recovery.
Keep specialty units rare enough that most captures involve normal scouts. Otherwise the game becomes pay-to-win.
Territory control can reset. Scout history, medals, rank, and ownership should never reset.
Current draft: 12 hours after capture, 6 hours after recall, 48 hours if wounded. This needs playtesting.
Skins can show achievements and identity, but paid cosmetics should never imply stronger capture power.
Recon should matter enough to feel rewarding, but capture must remain the stronger territory event.
Defense should create friction and consequences, not make field discovery feel like a failed scan.
Crates likely need approved parks, events, partner storefronts, or permitted public venues.