CAMPAIGNS

Campaigns

Power, the town at large, crowds, risk and limits.

A campaign sends part of your team into town with hype. They come back with residents. Residents are your score.

Power

A campaign's power is the hype it carries, up to what the team can hold. Send more people to carry more hype; send more hype to use the people you send.

Where to go

TargetTripResidents won
Town at large30 min each wayPower × 0.5, less when the town is running low
Crowds8 min plus distance, up to 3 h(Power minus defense) × 0.6, up to the crowd's size

Crowds gather on empty lots around town. Unverified products' offices are never targets.

CrowdSizeDefenseShare of crowds
Small40050%
Medium1203035%
Large3009015%

A crowd refills from town at 12.5% of its size an hour. Every office has at least 4 crowds nearby; you can see who else is heading there.

Bigger offices grow slower

The more residents your office has, the harder new ones are to win. A campaign wins all of its residents for a new office, 80% of them at 1,500 residents and half at 6,000. It keeps the race open: an office that joins late grows fast and can catch up. The estimates on the campaign screen already include it.

Results vary

Each campaign wins up to 15% more or less than the plan. Mixed teams travel at the pace of their slowest member.

Limits

  • 30 campaigns a day.
  • 3 campaigns on the road at once (a Growth office's Launch Blitz is the exception).