Abstract As a pedagogical and ludic tool, the game Trayectopia 1 was designed to engage the complexities of everyday mobilities through storytelling. In this paper, we explain storytelling, games and ludic initiatives in urban planning processes, the conceptual basis for Trayectopia, and how to play the game. Trayectopia contributes to a more situated form of urban and design and planning by incorporating multiple knowledges—particularly those emerging from diverse mobility experiences—into the process. Including new stories is crucial to new forms of thinking to address complex and fast-changing urban planning challenges. Keywords