Da rules
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
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.
- Lobbyteams dealt
- Hidingget lost
- Mainthe hunt
- Finalzone shrinks
- 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
- 8.1 First Caught — the first team whose report lands takes the night. If the clock stops with nobody caught, the team holding the most hideouts wins, just as in Posse Takeover — so the night always has a winner.
- 8.2 Posse Takeover — when the clock stops, the posse holding the most hideouts wins. A team that has been swallowed cannot win.
- 8.3 If only one posse is left standing, they win on the spot.
- 8.4 Dead heat — posses level on hideouts held are parted by who caught the most teams, then by the most holding time. Level on all three share the win. Nobody's name decides it.
Nobody is tracked. Where a team is comes from that team's own word.