Planning a team activity or field game for 100 or more participants at a conference, trade show, or company day is genuinely complex. Event producers and HR managers run into two structural obstacles that threaten the experience: per-device or per-participant pricing that sends costs soaring, and physical bottlenecks that form when dozens of people arrive at the same station simultaneously.
Why Does Per-Device Pricing Fail Large Events?
Billing by participant or device makes large-group production financially unworkable. At an event of 100+ players, licensing costs under such models climb steeply, forcing organizers to compromise on content quality or drop the activity altogether because of budget limits.
The model also carries financial risk: if you purchased licenses for 100 devices and only 60 participants actually showed up, most platforms still charge for all 100, with no refund for unused seats.
How Do Per-Team Credits Change the Equation?
Switching to flexible credits per team of 4 to 6 people completely changes the economics. Instead of paying for every phone separately, you buy credits for the number of teams actually playing: 100 participants means roughly 20 teams. This significantly lowers the cost while keeping group engagement high.
Splitting into small, tight teams also improves the dynamics directly: players collaborate on missions and brainstorm the riddles together, and organizers pay only for active teams, with full budget transparency.
What Are the Estimated Costs for 100 Players on Each Model?
A cost analysis for a 100-person event (20 teams of 5) illustrates the differences between the models. Some platforms publish full price lists, others require quotes for large groups, and the models themselves differ fundamentally: per device, per event, or per team. The table below sums it up, as of August 2026.
| Platform | Billing Model | Estimated Cost for 100 Players | Public Pricing |
|---|---|---|---|
| Spotix | Per-team credits | Pay for ~20 teams only, not 100 devices | Yes, fully published |
| GooseChase | Per event and participants | $99 up to 10 players; larger tiers unpublished | Partial; large groups by quote |
| PlayTours | Monthly subscription by active devices | $159/month (up to 120 devices) | Yes, published tiers |
| Loquiz | Subscription plus per-device fee | €9 base + €9 per device monthly (roughly €900 for 100 devices) | Yes, detailed on their site |
How Do You Prevent Physical Bottlenecks at Mass Events?
Running 100+ simultaneous players requires logistics that prevent dozens of people from crowding around the same exhibit or sign. Bottlenecks stall the game and create queues and frustration. The solution: parallel routes that spread the teams out, and fast mass entry at the starting point.
With parallel routes, the system assigns teams different starting stations across the venue. Teams pass through the same stations in different orders, guaranteeing even distribution and zero queues.
Event managers track every group in real time through the live events dashboard: team locations, progress percentages, bonus awards, and media moderation. Entry is managed through the access codes system, letting teams join within seconds straight from the browser, with no app download. Full pricing details are on our public pricing page.



