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Trivia, with territory

You're not playing a quiz.
You're playing for a map.

Right answers claim hexes. Other players see your ground — and some of them will come for it.

Last hex claimed 4d ago· Record streak 26
01 /

The board right now

Last hex claimed
4d ago
PowerZapper took ground on Grasshoppers & Mantises
Standing record
26 straight
TarikJ holds Spider-Man Movies
Reigning #1
828 V
PowerZapper, watching the ladder
Highest wall standing
ZapWall 15
ZapRival dares you to climb
02 /

The loop

01

Play

Zaps land one at a time. Read, pick, lock in — the timer doesn't wait.

02

Claim

Finish a game, take the hex. Your score stands guard on it.

03

Defend

Duels and castles come for your ground. Your Charge and your ZapWall fight back for you.

04

Climb

Finish whole tiers and earn ground on bigger maps. The top is one map for everyone.

03 /

Sixty seconds inside

04 /

The arcade floor

ZapStack

solo · ~2 min

Ten questions on one topic you pick yourself — birds, movies, chemistry, whatever you actually love. No clock. Miss one and you still finish the stack smarter.

4,311 stacks on the shelf

Play a stack

ZapRush

solo · 60 s

The same knowledge, on a sixty-second fuse. Every right answer banks a Volt you keep forever — rush records are the spine of the leaderboard.

your best run follows you forever

Arena

versus · live map

One shared map per topic. Right answers claim hexes everyone can see, and holding ground is worth Volts every day — until someone comes for it.

130 rivals ranked and waiting

Feeling lucky? One press, one random game, zero decisions. We pick the machine, you play it.

Fresh on the shelf

All stacks →

05 / What you win, you hold

The board doesn't reset.

Arena ground can be conquered — your Charge is all that stands between your hex and a duelist. Territory can't be taken at all: castles trade positions, nothing is ever wiped. Trivia with consequences, played on ground that remembers.

LAW 01

The board remembers

Nothing resets, nothing wipes. Your ground stays on the map while you sleep, work, and live your life.

LAW 02

Your score does the fighting

Your Charge defends every Arena duel; your ZapWall holds the Territory line. You don't have to be online.

LAW 03

Revenge is legal

Duel back the Arena hex you lost, or castle the position you want returned. Grudges are content.

06 /

The standings

07 /

The territory

20
Zapegories
170
Subcategories
835
ZapCores
4,373
ZapStacks
08 /

Free runs deep

Free$0
  • Every game mode — claim, duel, castle, climb
  • Every map and every free ZapCore
  • 5 ZapRush runs a day
  • The full ladder — all seven leaderboards
Zap+$4.99/mo · or $29.99/yr
  • Ad-free play — always
  • The Zap+ mark beside your name
  • Direct support for an independent game

PowerZaps buy extra ZapRush runs — more play, never better odds. Nothing in the shop answers a question for you.

09 /

Before you ask

Do I need to be a trivia genius?

No. Every map has easy ground and hard ground, and difficulty is labeled before you play. You climb by playing, not by knowing everything on day one.

What happens when someone takes my Arena hex?

You get the notification, they get the ground, and the grudge becomes content — duel it back by beating the Charge now guarding it. On Territory maps nobody can take ground away: castles swap positions, nothing is lost.

Is it pay-to-win?

No. PowerZaps buy extra ZapRush runs — more attempts, never better odds. There is nothing to buy that answers a question for you.

What does free actually include?

The whole game: every mode, every map, claiming, duels, castles, the full ladder, five ZapRush runs a day. Zap+ removes ads and lifts the limits.

How does a duel work?

Both of you play the same ZapStack that guards the hex. More correct answers wins. Equal scores go to the faster total time — and a dead tie stays with the defender.

The map doesn't fill itself.

Free to join. Your first hex is one ZapStack away.

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