195-0 World Draft

Geography games

13 Colonies GeoGuessr

GeoGuessr gives you a photograph and asks where in the world it is. 13-0 does the same thing to one small corner of the world, with a clue instead of a camera and the colonial seaboard instead of Street View. Thirteen colonies, thirteen clicks, thirteen points.

01

Photographs versus clues

The pleasure of a geography guessing game is the moment the evidence clicks into place: a road sign, a species of tree, the shape of a coastline you have seen a hundred times on a map. GeoGuessr builds that moment out of imagery. 13-0 builds it out of text.

Each round names no colony. It gives you a clue — the King's broad arrow cut into the tallest pines, or a royal charter hidden inside a hollow oak, or a colony that began as a Swedish trading post — and puts a map in front of you. Your job is to turn the clue into a place. The map has no place names on it, only a graticule and the shapes of the coast, so the clue is the whole of your information.

What the two have in common is the shape of the decision. You are never certain. You commit anyway, and then you find out how close you were — except that here, "close" has a precise meaning, which the next section explains.

02

Why these thirteen are unusually hard

Most geography games give you a lot of world to work with. The thirteen colonies are a strip of coast about 1,600 km long, and four of them — New Hampshire, Massachusetts, Rhode Island and Connecticut — are packed into the northern 300 km of it. On the game's map the entire New England group occupies less space than Virginia.

The distances are punishing. Trenton, the colonial capital of New Jersey, is roughly 90 km from Dover; Philadelphia is about 45 km from Trenton. And Delaware's border with Maryland runs for kilometres across open water in the head of Delaware Bay — the two colonies are about five kilometres apart at the closest point, which is why "near Delaware" and "in Maryland" are almost the same place.

This is exactly the problem a photo-guessing game solves with visual detail: a road marking, a language on a sign, a car's licence plate. A historical map has none of that, so 13-0 has to judge the click differently.

03

How the game judges a click

There is no distance score and no "you were 40 km away, here are 4,000 points". A click is either a hit or a miss, and the rule has two parts: the click has to be inside the colony, or near its border while inside no other colony at all.

That second condition is the one that keeps the game honest. Delaware and Maryland are so close that any tolerance generous enough to forgive a near miss would also forgive a click landing squarely in Maryland — and then the map would stop measuring whether you know where Delaware is. Water can be forgiven. A neighbouring colony cannot.

Your cabinet widens the tolerance, from nothing at all up to roughly 46 km, which covers the sort of near miss you make when you know the right bay but not the right shore.

The full campaign guide ↗

04

Want to test it instead of playing it?

There is a straight quiz version of this map on the site: thirteen prompts, a blank coastline, no clues and no tolerance. It is the fastest way to find out whether the geography below is actually in your head, and it takes about two minutes.

Take the 13 colonies map quiz ↗

05

What actually tells them apart

If you want to stop needing the clues, these are the physical features that identify each colony on a coastline with no labels on it. This is the same knowledge a photo-guessing player builds up, pointed at one seaboard.

06

A note on what this is not

13-0 is an independent game and has no connection to GeoGuessr, which is a separate product made by a different company. Nothing here uses its maps, its imagery or its scoring. The comparison on this page is only about the kind of game it is: you get partial evidence, you commit to a location, and you find out whether you were right.

07

FAQ — 13 colonies geography games

Q1.Is this GeoGuessr?

No, and it is not affiliated with GeoGuessr in any way. GeoGuessr drops you into a photograph and asks where you are. 13-0 gives you a written clue about a historical colony and asks you to click it on a map of the seaboard. They share the underlying instinct — place the thing from partial information — and almost nothing else.

Q2.Do I need to know the thirteen colonies to play?

No. The first clue of each round is a nickname or an anecdote that is often enough on its own if you know the history at all, and the game's result screen tells you what each colony was, so you learn them by playing. The second and third clues make it much easier, and those are what the cabinet buys.

Q3.Which colonies are hardest to place?

Delaware, Rhode Island and New Jersey, in roughly that order. Delaware is a thin strip beside a bay with Maryland a few kilometres away; Rhode Island is the smallest shape on the map with Connecticut pressed against it; New Jersey is a corridor between two rivers. The four New England colonies together occupy less space than Virginia.

Q4.Is there a timer?

No. Nothing in 13-0 is timed. You can study the coastline for as long as you like before clicking, and the map stays on screen after the round is settled so you can see where the colony actually was.

Q5.Can I play the same map again?

Every run reshuffles the order the thirteen are asked for, so you cannot memorise a sequence, but the map itself is fixed and always shows the colonial borders. Play it enough times and you stop needing the clues, which is the point.

Thirteen shapes. Do you know them?

Free to play, no account, and it takes about five minutes.

Play 13-0 ↗