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Glossary

Every word we made up, defined. The same definitions follow you around the site — hover a term anywhere and it explains itself.

Anchor

A fresh foothold. Your first position on a map anchors you; everything after grows outward from it.

Arena

The competitive hex board for a learning path we call ZapCore. Every hex is a ZapStack — claim it by playing, defend it with your Charge, or duel to take someone else's. One Arena per ZapCore, shared among all players.

Castle

Challenge an adjacent opponent's ZapLand. Beat their ZapWall in a ZapRush to swap positions. Like castling in chess — your ZapLands trade places. Uses one daily ZapRush run.

Charge

Your correct-answer percentage on an Arena hex. That's the score a duelist has to beat — replay to raise it.

Claim

Claim is picking an empty position on the ZapMap, play the ZapStack linked to it. Score at least 1 correct answer to claim it as your ZapLand.

Decay

Every fortify shakes the fence line: adjacent enemy ZapWalls drop by 1, never below 10. It's not personal — it's pressure.

Duel

Challenge an adjacent opponent's hex in the Arena. Play the same ZapStack and beat their score to take it. Equal scores go to the faster time; a dead tie stays with the defender.

Fortify

Fortify — play a ZapRush on your own ZapLand to raise its ZapWall. If your streak beats the current ZapWall, it becomes the new value. Uses one daily ZapRush run.

Frontier

The edge of your reach — the hexes your next claim can legally touch. Expansion starts at the frontier.

General Map

The top of the pyramid. One map for the whole game, where every hex is an entire root Zapegory. The loudest ground there is.

In-Play

A locked hex. A game is running on it right now — nobody else gets in until it resolves.

Ladders & Badges

Eight ladders, each counting something different — volts, knowledge, territory, conquest, defense, persistence, fortification, skill. Climb tiers, collect badges. Earned badges never get taken back.

Perfect Run

A ZapStack finished at 100%. Dead center, not a single Zap missed.

PowerZaps

The spendable currency. Out of daily runs? PowerZaps buy extras — spent where it counts, gone when it's spent.

Record

The highest standalone ZapRush streak on a topic, and the name holding it. Beat it and the name changes. The old holder gets a notification, not a warning.

Replay

Run your own ZapLand's ZapStack again to push the Charge up. A better score sticks. A worse one changes nothing.

Streak

Consecutive correct Zaps in a ZapRush before the miss. One number, compared everywhere: records, walls, other people's nerve.

Volts

Your power score: every ZapRush run you've ever banked — forever — plus the Arena hexes you hold. ZapMap Volts are land worth, not score.

Zap

One question, a few answers, one timer. The smallest unit of ZapInto — everything else is Zaps in formation.

Zap+

The membership: ad-free play and the Zap+ mark by your name — every subscription keeps the game running. It never buys results.

ZapBot

The house. When a player leaves the game, ZapBot inherits their ground and defends it with the scores they left behind.

ZapCores

Learning paths within a subcategory. Each ZapCore groups related trivia games and has its own conquestable map.

Zapegory

A top-level trivia topic — the broadest category in ZapInto. Topics range from History to Video Games.

ZapFolio

Your inventory. Every position you own and every claim you haven't placed yet — one page to take stock between sessions.

ZapLand

ZAPCORE MAPS

A ZapLand is your claimed position on the map. Your score becomes the ZapLand's Charge — the score opponents must beat to take it.

ZapLand

TERRITORY MAPS

A ZapLand is your claimed position on the map, defended by a ZapWall number. The higher the ZapWall, the harder it is for opponents to take.

ZapMap

ZAPCORE MAPS

ZapMap where players compete for positions. Each position is a ZapLand defended by a ZapWall. Fortify your ZapWall to strengthen it, or Castle adjacent opponents to swap positions.

ZapMap

TERRITORY MAPS

ZapMap where players compete for positions. Each position is a ZapLand defended by a ZapWall. Fortify your ZapWall to strengthen it, or Castle adjacent opponents to swap positions.

ZapRush

Endless or infinite trivia. Answer questions until you get one wrong. Your streak earns Volts and counts toward the leaderboard. 5 free runs daily.

ZapStacks

Curated trivia games. Play a ZapStack to answer questions, earn Volts, and claim territory.

ZapTrail

Your completion map. How far you've cleared a topic — ZapStacks into ZapCores, ZapCores into Zapegories — and exactly what's left.

ZapWall

The number defending a ZapMap ZapLand. Starts at 14, never drops below 10. Castles have to beat it; fortifying raises it to your streak.