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Hide & Seek

Playable now

Seekers count down while hiders vanish — and the Game Master keeps narrowing the map.

Players
2–4
Time
about 20 min
Effort
moderate
Space
large

Equipment: none

Play Hide & Seek

How it works

Seekers close their eyes and count; everyone else hides inside an agreed area. The classic failure mode is a stalemate: one hider finds a perfect spot and the game stops. The Game Master fixes that by shrinking the playable area over time, forcing hiders to relocate, and issuing hot-or-cold hints that keep the seekers moving. It is the game where the screen is genuinely refereeing something the players cannot referee themselves.

Roles

  • Seekermin 1 · max 1

    Counts down, then searches. Must call out a found hider by name.

  • Hidermin 1 · no cap · default

    Hides within the agreed area and relocates when the Game Master says so.

Phases

  1. 1

    Boundary Setting~3 min

    Players walk the perimeter together and name the four edges aloud before anyone hides. This is the single most important safety step in the game.

  2. 2

    Countdown~1 min

    Seekers count aloud with eyes closed while hiders disperse.

  3. 3

    Search~12 min

    Open play. The Game Master shrinks the area, triggers relocations, and gives hints.

  4. 4

    Last One Standing~3 min

    A single hider remains. The area shrinks to its smallest and hints go public.

What the Game Master may propose

ZONE_CHANGERULE_MODIFIERBONUS_OBJECTIVETIME_EXTENSIONROLE_CHANGE

Themes it draws from: shrinking boundaries, forced relocation, hot and cold hints, sound signals, visibility rules.

Example twists

  • “The playable area is now everything between the bench and the gate. Anyone outside that line has sixty seconds to move inside it.”
  • “Every hider must change hiding place before the count of twenty. Go now.”
  • “The seeker is getting warmer. Hiders within thirty paces of the seeker must hum once.”
  • “For the next two minutes, hiders may only hide in places where they can still see open sky.”

Safety profile

Contact policy
none
Max intensity
moderate
Players separate
yes, inherently
Daylight required
yes
Max generated rule length
180s (derived from intensity)
Hazard categories enforced
18

Inherent risks

  • Hiders deliberately move out of sight, so nobody can see if one is in trouble.
  • The best hiding places are the dangerous ones: undergrowth, drainage ditches, sheds, vehicles.
  • A hider who strays outside the agreed area may be missed entirely at the end of the round.
  • Enclosed hiding spots can trap a player or cut off their air.
  • Players hiding alone may be approached by strangers out of the groups sight.

Never proposed in this game

  • Suggesting any hiding place that is enclosed, lockable, underground, or inside a vehicle.
  • Suggesting hiding in water, ditches, drains, culverts, or dense thorny undergrowth.
  • Sending a hider anywhere that requires crossing a road or leaving the named area.
  • Suggesting anyone hide on private property, in a building, or behind a fence.
  • Encouraging players to split from the group entirely or to go somewhere out of earshot.
  • Climbing a tree, wall, or structure to hide.