One Monday, while everyone else shops for magnets, you'll be racing through the most notorious gold-rush town in history.
There are places where history is preserved.
And then there are places where history refuses to stay buried.
More than a century ago, thousands came through this narrow valley chasing a promise buried somewhere beyond the mountains. Some found gold. Some found fortune in other ways. Some found neither.
And some never left.
One story has survived every retelling — documented, disputed, and repeated so often that nobody can quite remember where fact ended and legend began.
We aren't going to tell you what it is. That's the point.
Somewhere among Skagway's streets, its saloons, and its shadows, the pieces are waiting. You will not be handed a map. You will be handed clues — one sealed envelope at a time.
And remember: in Skagway, not everything you are told is true.
One Monday. One town. One story it never finished telling.
The Pursuit is a walking race through Skagway's gold-rush district, run entirely on sealed envelopes. History, cunning and charm get you further than speed. Every corner hides a challenge. And every person on your team is carrying a secret they are not allowed to tell you.
Every player draws a sealed side mission at the start — a small act of con-artistry to pull off in plain sight, all day, without anyone figuring out what you're doing.
Optional — switch it on if your group wants it. Each team starts with a single keychain and trades it up, charm only and no money, stop by stop into something worth bragging about. Best item and best story win.
When the race ends, everyone reconvenes for the reveal at a legendary Broadway room. Who was doing what all day — and whose story holds up?
You will not be handed a map. Each envelope tells you a little more of the story — and points, obliquely, at where to go next. Solve it, take your photo, and only then break the next seal. We are not going to tell you what's inside. That's the point.
Six envelopes, opened one at a time. Each one cracks the story a little wider — and gives away nothing you haven't earned.
Every player draws a secret mission to pull off in plain sight. On this team, trust is optional.
By the last envelope the facts won't all line up. Your team decides what can actually be known — and defends it at the Tribunal.
History, cunning, and charm will get you further than speed.
Take your time getting ready. The race kicks off whenever the group is ready and runs 3–4 hours. The Tribunal wraps well before the 9:00 PM departure — leaving plenty of time to explore Skagway on your own terms.
A note on cell service: Skagway has almost no coverage, and what little exists is swamped when the ships dock. The Pursuit runs entirely on sealed envelopes — no data required at any point. One phone per team acts as the camera. No signal, no problem.
The ship departs. The stories last longer.
There is, however, considerable satisfaction in being the team that solves it.
Coming soon