Guide
How to play hide and seek in a city
Hide and seek in a city is the playground game with three changes: the play area is a few square kilometres, the hiders have to give their position away at fixed intervals, and a catch has to happen in person. Those three turn a game that ends in a bush into one that lasts an evening.
What you need
Two people is technically enough, one hiding and one seeking, but it comes alive at six. You need a boundary everyone agrees on, a phone each, and a group chat to send photos to. Nothing else. No props, no printed cards, no equipment.
Draw the boundary before anything else
Pick the area before you pick teams, because its size decides everything else. A single neighbourhood is a ninety minute game. A city centre with a river through it is a whole evening.
Use edges everyone can recognise without looking at a map: a ring road, a canal, three tram stops in a row. Then say it out loud before anyone runs. The most common way this game falls apart is two people holding different ideas of where the edge was.
Split the teams unevenly
One team hides, everybody else seeks. An even split is the wrong instinct. Hiders have to stay together and seekers can spread out, so two or three hiders against four or five seekers is a better game than three against three.
Pick one hider to send for the team. Every reveal goes from that one phone, so the team has a single voice and nobody argues about who posts what.
Give the hiders a head start
Fifteen minutes is the number to start with. It is enough to reach a tram and put two neighbourhoods between you and where you were standing, which is the entire point of playing at this scale. Seekers stay where they are and watch a clock. No following, no listening, and no driving slowly in the general direction.
Then make the hiders show themselves
This is the rule that turns a stalemate into a game, and it is the one most people leave out.
Every 20 minutes the hiders must give their position away, and they do not get to choose how.
Alternate two kinds of reveal:
- A pin. The exact spot they are standing, sent to everyone.
- A photo. A picture of whatever is around them, unedited, taken where they stand.
The photo is the better half. A pin is just a coordinate, but a photo is a puzzle, and four seekers arguing about which bridge is in the background is most of the fun of the evening.
Hold them still after every reveal
A reveal costs the hiders five minutes standing exactly where they sent it.
Without this the rule is toothless: a hider sends a photo, runs immediately, and the reveal tells the seekers nothing they can use. With it, every reveal is a real risk, and the hiders spend the game weighing whether to be somewhere interesting or somewhere they can survive standing still.
Make leaving the area cost something
Somebody will step outside the boundary, and almost always by accident. Give them fifteen seconds to get back in. Stay out and their exact location goes to every seeker, and keeps going every two minutes until they are back inside.
Cheating in this game is rarely malicious, it is drift. A cost that arrives on its own is easier on everyone than an argument in a group chat.
How it ends
Two ways, and agree on both before anyone runs:
- A seeker reaches a hider in person and says so. One caught hider means the whole team is caught, which is why hiders move together.
- The clock runs out with the hiders still free, and the hiders win.
Set that end time when you set the boundary. Six hours is a long evening. Three is a good first game.
Optional: give them dares
Some hiders will find one good basement and sit in it. To stop that, give them a list of things to do before the end: ride one stop on any tram, photograph something taller than a church, buy something round. Each one needs a photo, and the photo goes to the seekers.
Now hiding well and winning pull against each other, which is where all the interesting decisions live.
Playing it safely
This is played in real traffic. Look up from the phone at crossings, do not climb anything, do not go anywhere you would not go on a normal evening, and do not trespass to hide. Anyone who is genuinely lost or hurt says so in the group chat and the game stops. It is a game.
Or let an app run it for you
Everything above works run by hand with a group chat and a stopwatch. What it costs is one person refereeing instead of playing: timing the reveals, judging the boundary, and remembering who owes a freeze.
That is the part On The Run does. You draw the play area on the map with a finger. The app runs the head start, decides pin or photo, and times every freeze. It also tells the seekers the moment someone steps outside the line. There is no account, and joining is always free.
More on the rules in the FAQ.