The route
Ten regions, and most of them are on the other side of the world.
Drag the globe. Antarctica really is underneath Nevada and the far side of the Moon really is facing away — on a flat map those are lines across a rectangle, and here you have to turn the thing over to find them.
Rachel
playable nowNevada
The ten
Drag to spin, or use the arrow keys. The legs are drawn as great circles, so they follow the surface rather than cutting through the planet. Region 10 is not on this planet at all, so it has no pin and no arc. Region 01 is the one you can play; the other nine are greyboxed — rooms at their real size, with the roads between them, holding nothing yet.
The same route, as a board
Not a map of where these places are. A board showing the order you walk them.
Five geographic versions came before this one and every one of them fought itself. At true scale Rachel, Groom Lake and Papoose sit inside forty miles of each other and the Pentagon is two miles from NASA headquarters, so five of the ten regions collapse into two points — which forces inset blow-ups, forces a scale break to fit Antarctica on the page, and spends the rest of the canvas on empty ocean.
The globe above settles that argument by taking the job away. Where these places are on Earth is answered there, accurately, and you can spin it. Which frees this to be the thing a route map is actually for: stops in order, with the ground between them numbered.
Solid strips are roads you drive. Dashed ones are crossings — a brow, a ship, a plane, a rocket — where the two ends are not neighbours and the line makes no claim about the ground. Which is which is read from the game's own route data when this is drawn, so the board cannot quietly disagree with the world.