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Sheriffs vs Chickens

Two ways to win

The organizer picks one before the game starts.

First Caught

Sudden death.

  • Whoever finds their team first takes the night, straight away.
  • Hiding places don't score — nothing counts until somebody is caught.
  • If the clock runs out with nobody caught, nobody wins.

Posse Takeover

Bank time, swallow rivals.

  • Hold hideouts. The posse holding the most when the clock stops takes the night.
  • Catch a team and their banked time is gone.
  • Revolt — every hideout the caught team held throws off its masters. All time anyone had there is wiped, and the place is open ground again. Nobody inherits it; whoever wants it settles in afresh.
  • They ride with you from then on — one posse, and the posse stays together.
  • You take on whoever they were after.
  • Only the team that did the catching can win the night.

1. Teams

  • 1.1 Between two and ten teams take part. The organizer deals the costume themes — nobody picks their own.
  • 1.2 You join with the game code and a name, or the organizer puts your name in for you.
  • 1.3 Anyone on a team who joined on their own phone can speak for it: say when you've arrived, when you've left, and what you found.
  • 1.4 The organizer sets the night up and may ride along too. There is no referee.

2. The hunt ring

  • 2.1 Every team is after one other team, and one other team is after them.
  • 2.2 Once the hunt starts, everyone can see the whole ring — who is after whom — and who holds which hideout.
  • 2.3 Nobody ever sees where a team is. The only thing that says where you are is someone on your own team saying so.

3. The map

  • 3.1 The map shows the city as the organizer drew it: they trace the play area, set the meetup point, and place every hideout on it.
  • 3.2 Once the hunt starts, the map shows who holds what — every hideout carries the name of the team holding it, out in the open for everyone.
  • 3.3 The whole hunt ring is on there too, in plain view: who is after whom.
  • 3.4 When the final zone is drawn, the closing area is on the map as well. Once it has closed in around one hideout, holding ground outside it scores nothing.
  • 3.5 What the map never shows is a team. No dot, no trail, no last seen — the only way anyone learns where a team is, is from that team itself.
  • 3.6 Every team also gets a wanted poster with their photo on it. Print it, hang it, and let strangers point the way — that's fair play.
Map · Hunt onFinal zone closing
closing in⭐🤠held by Sheriffs🐔held by Chickens·unheld🦈held by Sharks124
3🤠 → 🐔 → 🦈 → 🤠

1 · The play area and the ⭐ meetup point

2 · Hideouts, each showing who holds it

3 · The whole hunt ring, who is after whom

4 · The final zone closing in

No team is ever drawn on the map.

4. Phases

  • 4.1 Lobby — teams are dealt and the roster closes.
  • 4.2 Hiding — you leave the meetup point and find somewhere to be. Nobody is caught yet.
  • 4.3 The hunt — go find the team you're after, and stay out of sight of the one after you.
  • 4.4 Final zone — the city closes in on one hideout, in steps the organizer set (or smoothly, if they chose so).
  • 4.5 Results — the clock stops and the winner is read out.
  • 4.6 The organizer starts the clock, and can hold the night while it runs. While it's held, nothing is earned and nothing is caught.
  • 4.7 How long each part lasts — the hiding, the hunt, and the final zone — the organizer sets before the night starts. They can also say how often the zone closes in: in steady steps, or smoothly.
  1. Lobbyteams dealt
  2. Hidingget lost
  3. Mainthe hunt
  4. Finalzone shrinks
  5. Resultswinner

5. Hideouts

  • 5.1 Hideouts are public places the organizer has put on the map.
  • 5.2 Someone on your team says when it has arrived and when it has moved on. One team, one place at a time.
  • 5.3 Time starts counting once the team has properly settled in — ten minutes, unless the organizer sets otherwise. Sit down, get a drink, take the place in. A team that walks in and straight back out has not visited at all.
  • 5.4 When the final zone sweeps past your hideout, it keeps counting for a short while after — a cushion the organizer sets — so a team sitting there has a moment to notice and get moving.
  • 5.5 We take you at your word: only say you've arrived when you're standing there.
  • 5.6 The organizer can close a hideout at any moment. If they do, move on.

6. Finds

  • 6.1 You've found a team when you're close enough to know it's them — in costume, in the flesh.
  • 6.2 Tap “We found them!” and that's the whole formality.
  • 6.3 The team that was found taps “We've been caught”. Both reports are made in good faith and nobody polices them.
  • 6.4 What a find does depends on the mode the organizer picked — see above.

7. Conduct

  • 7.1 Obey the law and the venue. If staff ask you to leave, leave.
  • 7.2 No trespassing, no private ground, no dashing across roads.
  • 7.3 Be decent to players and passers-by. Strangers may help you, but they owe you nothing.
  • 7.4 Put posters up only where posting is allowed.
  • 7.5 Nobody shares live location with anybody — not in this app, not in a mapping or chat app. Where a team is comes from that team and nowhere else.

8. Winning

Nobody is tracked. Where a team is comes from that team's own word.