JLTG.EU House Rules
Germany July 2026 Edition
Introduction
Welcome to Jet Lag: The Game - Hide + Seek! This is a rewrite of the official rule book, that attempts to refine the rules and make for a better game, either with subtle modifications, or with outright changes to the rules.
This is based on games played by three friends: Kitty, ash and Moof.
As we’re hosting it on JLTG.EU, we call it the JLTG.EU House Rules
This rulebook updates every time we play the game with further clarifications as time goes by.
Differences From the Official Rules
Jet Lag: The Game - Hide + Seek comes with a set of cards, some rule books, and an investigation book. The official expansion introduced some new rules associated with the new cards. You can purchase them both in the Nebula Store.
This document has been rewritten quite extensively from the original rules, sometimes in order to standardise criteria across different sections, sometimes to place concepts closer to each other, sometimes to clarify the meaning of a rule, and sometimes to introduce new rules.
Some of these rule changes have been inspired by, or blatantly stolen from, the unofficial Jet Lag: Benelux Discord Server’s rewrite of the rules, and we have asked for feedback from a number of Jet Lag chats and forums, as well as our friends. We know these rules are not consistent with other groups’ rules, but we hope this too can serve as inspiration for others.
We use a custom deck of cards, in which some of the official cards have been changed to be more in line with our preferences and philosophy, as well as adding our own cards. We respect that Wendover Productions have put a lot of thought and work into creatign this game, and don’t want to encourage pirate versions of the game. As such, in the public version of this document we have left out the text and rules of specific cards if they have not changed from the official cards, and we encourage you to buy the official games from the Nebula Store to play with. That being said, the source code to our rule book is publicly available, and if you have a copy of the original cards and rules, it is possible, if labourious, to create the files necessary to have a complete version of this ruelbook.
We consider this to be the only rule book for the games we play, and we have retired the official rulebooks and Investigation Book from use.
This section is a non-exhaustive set of highlights of the major changes. It should not be considered normative.
The Prime Directive
First and foremost, we have explicitly stated The Prime Directive as a core philosophy of our games: Don’t Be A Dick. We have done this because we are not trying to play this game for content, but to be among friends.
Hiding
We tend to play Large games, and we found that the way the Wendover Crew play it for TV is not really compatible with the way we wish to play it. As such we have introduced a rule of one game day per player with a maximum game time of 9 hours. We’ve never really come close to that time, but it makes the footing equal for all players. You can see more about this in the chapter on Hiding.
We’ve also added a section on Time and Location Shifting in order to put some definition on how we move around at the beginning of the day. The Wendover crew have admitted on the Layover that they do something similar to our Location Shifting in their games. One rule that has made our life easier is to have the hider start in the hour before the seekers depart, so that the hider doesn’t have to get up ridiculously early, or the seekers spend hours waiting around for the game to start. One upshot of this is that hotels are much more predictable, and it is the hider’s job to book a hotel for all the players to use at the end of their round.
In terms of hiding spots, we’ve mostly clarified rules as a result of interesting stunts that the players have played. We’ve changed the “3 metres from a marked path” rule into a much more interesting “should be visible from a marked path” rule. We’ve had a lot of discussion about hiding inside buildings, especially on wet weather days. We’ve also covered some of the more esoteric ideas, such as hiding whilst swimming in a lake. This is mostly covered in the section on Hiding Spots
Seeking
We’ve added the concept of Lunch Time, something that whilst it wasn’t originally intended that way, has been successfully weaponised in games to avoid being cursed whilst on transport.
We’ve also been more explicit about Unscheduled Breaks, as we have needed to take some before, due to the high stress that this game can produce.
Questions
We use our own installation of the taibeled Jet Lag Hide and Seek Map Generator as a way of performing the mapping for the games we play, and we feel the game is a lot better for it. We didn’t sign up to do exercises in cartography as part of the game. As such, we’ve basically elided the extensive instructions in the original rule book about how to calculate Matching, Measuring and Tentacle questions, as we just assume that what the app says, goes.
We have added a few questions of our own, though:
We have also found that some photo questions were incredibly overpowered, and so we have changed them to be more expensive: Draw 3, Pick 1 during the long game and Draw 3, Pick 2 in the end game. For more information on which questions are affected, see the section on Photo Questions
Whilst the concept of taking photos ahead of time is already covered in the original rules, we’ve added a more extensive section on Caching of Photos
We also decided to define the mechanics of how Thermometer questions work, particularly with reference to when the question is asked, and how it interacts with cards that block questions, or the randomize card. You can see more about that in Thermometer Mechanics.
A lot of questions, and some of the cards in the deck, have required us to clarify the definition of certain things, such as buildings, bodies of water, and so on. We’ve added these definitions to each section as needed, but they’ve all been gathered together in the Definition of Terms page.
Cards
We’ve included all the cards the game has in this rule book. As explained above, we’ve left the text of the official cards out of the public version of this rule book, but any modified texts or rules are included.
We’ve defined a mechanism for drawing and picking cards, as it became increasingly obvious that the Wendover crew had made some implicit assumptions, but left the official rules ambiguous. We’ve documented it over at [Card Mechanics.]
We’ve created a couple of power ups: Double or Nothing, which basically recreates the Veto rules as explained in the original rule book and then ammended in the expansion, and the Veto Question or 15 Minute Time Bonus power up that basically does what it says in the title.
We’ve created an easter egg time bonus: the 4’33“ Time Bonus as nod to John Cage’s seminal classical music masterpiece.
We’ve defined two new concepts that apply to curses: Timeouts, that mean that curses are never interminable, and Immediate Vetoes, which allow the seekers to clear a curse immediately and continue the game for a steep price.
With curses, a lot of the modifications we’ve made are basically adjusting times or distances, such as for example in Curse of the Mediocre Travel Agent, where we halved the distances travelled and doubled the waiting time.
We have sometimes rewritten curses to be clearer, such as Curse of the Right Turn, which on first reading felt like it didn’t allow the seekers to continue straight on at an intersection.
And, of course, we have created our own curses, and even a blessing! A full list of them is in the Game Setup section
Country-Specific Rules
So far, we have played the game in two countries: 🇩🇪 Germany and 🇳🇱 The Netherlands. We have tailored a number of rules to each area, including setting which Administrative Zones we can use on the mapping app, which forms of Transit are available to use, and in the case of Germany, a rule that requires us to start each day in a station that has good ICE connections. See the section on Hiding., and the Definition of OSM Zones for more information.
Contributing to these rules
If something is still left unclear in these rules - we want to hear about it!
If you think you’ve found a typo in the rule book - we want to hear about it!
If you have a great idea for a card you’d like to see played in our games - we want to hear about it!
If you have a great idea for a rule that you think we haven’t covered here - we want to hear about it!
We ask that you open a New Issue in our House Rules Issue Tracker so we can keep track of it. We don’t promise to include all of your suggestions into these rules, but we will at least consider them.
What’s New In This Game?
A summary of what has changed in this version of the game. This is not an exhaustive list, and does not count as part of the rules.
Germany, July 2026
New Cards
- Curse of Climate Change
- Curse of the Ill-Advised Gamble
- Curse of the Reinheitsgebot
- Curse of the Wurst-Käse Scenario
- Veto Question or 15 Minute Time Bonus: 2 cards added
Reprinted Cards
- Blessing of the Left Turn, Curse of the Right Turn: Reworded the cards so the instructions are easier to understand.
- Curse of the Impenetrable Fog: Printed a second card
- Curse of the Mediocre Travel Agent: Halved the distance to travel, but doubled the waiting time.
- Curse of the Notable Erection: Rewritten the text to make it obvious that it blocks questions
- 5% Time Bonus: 2 more added, now 6 in the deck
- 10% Time Bonus: 4 more added, now 8 in the deck
Card Rules Clarified
Cards Newly Removed In This Game:
- Curse Of The Bird Guide
- Curse of the Gambler’s Feet
- Curse Of The Empty Mind
- Curse Of The History-Obsessed Squirrel
- Curse of the Impressionable Consumer
- Curse Of The Right Turn
- Curse Of The Touristic Consumerism
- Curse Of The Tulip Mania
- 60 Minute Time Bonus: Removed all 4
For a full list of cards to remove from the deck in this game, see Contents of the Hiding Deck.
The Prime Directive
This is a game that you play with friends, or at least people that you want to go and have drinks with, once the game is over.
This is also a game where the pressure and stress can get quite high, and where emotions can fly at any moment, unexpectedly.
As such, the one main rule above all other rules, that you should always keep in mind is:
Don't Be A Dick
This is also known as Wheaton’s law
Game setup for Germany 10-12 July 2026
Game map, starting location, valid transit network, and hiding zones
The game map is the entirety of Germany.
In taibeled you should choose railway stations and also railway halts.
This is a Large game.
The game consists of three rounds, a maximum of 9 hours per round, running from 10:00 to 19:00 on Friday 10th to Sunday 12th July 2026. Moof will be the first player. If the hider is not found during their round, then the maximum time will be allote to them.
The first round will start at Hamburg Hbf.
In order to give more of a chance of playing them, the hider will start each round with one card in their hand that is picked from the house cards. Whilst it’s not essential to do so, it’s reccommended it be one that hasn’t been played before.
Cards
Removed Cards
The following cards should be removed from the deck:
- pf4z: Curse of the Anonymous Benefactor
- 86qx: Curse of the Bargain Hunter
- vqzn: Curse Of The Bird Guide
- t8v1: Curse of the Cairn
- nx9x: Curse of the Distant Cuisine
- ahyt: Curse of the Egg Partner
- qmd3: Curse Of The Empty Mind
- 2sgm: Curse of the Freewheeler
- a61z: Curse Of The Gambler’s Feet
- szq7: Curse of the History-Obsessed Squirrel
- d42j: Curse Of The Impressionable Consumer
- t7ap: Curse of the Labyrinth
- 5rph: Curse of the Landline
- bnxd: Blessing of the Left Turn
- 8x6n: Curse of the Lemon Phylactery
- j818: Curse of the Luxury Car
- 4kgd: Curse Of The Mediocre Travel Agent
- bayp: Curse of the Notable Erection
- mjg7: Curse of the Okaihau Express
- xazy: Curse of the Post Office
- 34m9: Curse of the Queue
- a7yb: Curse of the Quill
- b7h5: Curse of the Ransom Note
- 443y: Curse Of The Right Turn
- vxkr: Curse of the Runner
- 71r2: Curse of the Shark
- wbx4: Curse of the Strider
- wfyy: Curse of the Strongman
- 76cz: Curse Of The Touristic Consumerism
- t3b9: Curse of Tulip Mania
- 05q6: Curse of the Unguided Tourist
- 8jhc: Curse of the Water Weight
- exz5: Veto
- sy5b: Veto
- x1dn: 60 Min Time Bonus
- 3d37: 60 Min Time Bonus
- 6d0y: 60 Min Time Bonus
- t1p8: 60 Min Time Bonus
Additionally, all four Double or Nothing cards should be removed, and replaced with the reprinted versions that have cards visible in the artwork.
There should be a total of 41 cards removed from the deck.
New Cards
- Curse of Climate Change
- Curse of the Ill-Advised Gamble
- Curse of the Reinheitsgebot
- Curse of the Wurst-Käse Scenario
- Veto Question or 15 Minute Time Bonus: 2 cards added
Reprinted Cards
- Blessing of the Left Turn, Curse of the Right Turn: Reworded the cards so the instructions are easier to understand.
- Curse of the Impenetrable Fog: Printed a second card
- Curse of the Mediocre Travel Agent: Halved the distance to travel, but doubled the waiting time.
- Curse of the Notable Erection
- 5% Time Bonus: 2 more added, now 6 in the deck
- 10% Time Bonus: 4 more added, now 8 in the deck
House Cards
This ia a list of all the house cards. Some may have been removed from this game.
- Curse of Climate Change
- Curse of the Distant Road Trip
- Curse Of The Divisive Dijk
- Curse Of The 5-minütige Verspätung
- Curse Of The Errant Thumb
- Curse Of The Game Changer
Curse Of The History-Obsessed Squirrel- Curse of the Ill-Advised Gamble
- Curse of Intentional Blankness
- Blessing Of The Left Turn
- Curse Of The Longest Rest
- Curse Of The Monumental Task
- Curse Of The Moral High Ground
- Curse Of The Notable Erection
- Curse Of The Quixotic Quest
- Curse Of Ratatouille
- Curse of the Reinheitsgebot
Curse Of The Touristic ConsumerismCurse Of The Tulip Mania- Curse of the Unknown Deity
- Curse of the Unreliable Railway
- Curse of the Wurst-Käse Scenario
- Double or Nothing
- Veto Question or 15 Minute Time Bonus
- 4’ 33“ Time Bonus
Hiding
The first thing that starts a round is that the Hider (or hiders) must travel to their hiding zone. The hider must start from in front of a defined transit stop and then has S 30 mins M 1 hour L 3 hours from their notional start time to find their hiding zone. At the start of the game, the hider must start from the agreed starting point.
Summary
| Size | Hiding Time | Hiding Zone | Question Time | Photo Questions |
|---|---|---|---|---|
| Small | 30 mins | 500 metres | 5 mins | 10 mins |
| Medium | 1 hour | 500 metres | 5 mins | 10 mins |
| Large | 3 hours | 1 km | 5 mins | 20 mins |
In Large games, no photo questions in the first 2 hours and 30 minutes.
Small and Medium games
In Small and Medium games, in the second and subsequent rounds, the hider must start from the location where they found the previous hider. They normally have 15 minutes to rest, and do the card exchange, though this may be extended if the other players agree. The hiding time starts from the moment the hider starts moving.
Large Games, and Time and Location Shifting
In Large games, the second and subsequent rounds must start in front of the transit stop on which the previous hiding zone was centered.
For 🇩🇪 Germany games: The hider must choose a location near their hiding zone where there is at least one ICE train per hour, and reasonable hotel rates nearby. This will be the starting stop for the next day’s run.
In large games, we optimise for maximising seeking time. As such, the hider should hide outside of game time. The hider can hide the night before their round, or may choose to hide on the same day as their round.
We acknowledge that we are not early risers, so if the hider chooses to hide the day of their round, then they can be travelling during the start of seeking time.
The players will agree a start time for the round, and a start time for the seekers, which will normally be an hour later. The hiding time will start, however, when the hider gets on the first train. So if the round starts at 9:00am, and the seekers start at 10:00am, the hider can get on a train at 9:37, and their hiding time will end at 12:37.
Whilst travelling to their hiding location, the hider must answer all questions as if they were at their destination transit stop.
For the first 2 hours and 30 minutes, the seekers may not ask any photo questions. For fairness, this applies whether the hider chose to hide the night before or on the same day.
We allow a certain amount of flexibility in the total hiding time if the hider has a location in mind that would give a better game experience for all the players.
If the hider is unable to reach their hiding zone within a reasonable amount of time from the start of their hiding time, then they must choose a new hiding zone. If the answers to any questions asked have changed, then the hider must inform the seekers of the new answers as soon as they have decided on a new location, for no extra cost in terms of cards.
Hiding Zones
The hiding zone is a S 500 m M 500 m L 1 km circle located somewhere within the game map.
A hiding zone must be centered around a transit stop; there may be other transit stops within your zone, but the hider has to choose a particular stop to be the hiding stop. Many of the seekers’ questions will reference this stop or force the hider to take pictures around it, so it’s important to know which stop this is. The hider must stay in this circle for their entire round.
For 🇩🇪 Germany games: We allow any railway station included in an Interrail ticket, including S-bahn stations. We also allow detached railway lines and heritage railway lines, but the round trip cost should not exceed 20 €. We allow funiculars if their stops are included in the standard taibeled filters. Metro and tram stops are disallowed. We specifically count the Wuppertal Schwebebahn, the Düsseldorf SkyTrain, and the Dortmund H-Bahn as railway lines, but the Dresden Schwebebahn as a funicular.
For 🇳🇱 Netherlands games: Any railway station is allowed. We also allow Rotterdam Metro Line B. Other Metro Stops or Tram Stops are disallowed. We also allow detached railway lines and heritage railway lines, but the round trip cost should not exceed 20 €.
The players may walk or use other means of transportation such as metros, trams, busses, funiculars, ferries, cable cars and so on to get to their stop, but the hider can only hide at the stops that are defined above. In the case that these transit systems are used in the hiding zone, such as to cross a canal, the transit system must have a minimum frequency of 15 minutes for the duration of the game time, or the seekers must be able to reach the hider by foot without exiting the game zone. If there is a cost to using such a system, and it is necessary, the round trip may not cost more than 20€
In all cases, the transit stop that is the centre of the hiding zone must have a frequency of at least one vehicle per hour for the duration of the game.
When the hider is in the hiding zone, they’re free to do whatever they like–go shopping, eat a meal, see the sights–but they should be online and available to answer questions at all times. They can also spend some time pre-caching questions, see Caching Questions
Changes in the size of the Hiding Zone
Certain curses and power-ups can change the radius of the hiding zone, or allow the hider to move it completely.
Curse of the Prosperous Home will increase your radius by 50%. Curse of the Tiny Home will decrease it by 50%. The calculations are therefore as follows:
| Small | Medium | Large | |
|---|---|---|---|
| Standard | 500m | 500m | 1km |
| with Prosperous Home | 750m | 750m | 1.5km |
| with Tiny Home | 250m | 250m | 500m |
| with Both | 375m | 375m | 750m |
The Move Power-Up allows the hider to move to any other station on the network within S 10 M 20 L 60 minutes of their current zone. Any expansion or decrease of the hiding zone will continue to apply to the new zone.
Exiting the Game Map
The hiding zone must be centered on a transit stop that is in the game map.
The players may exit the game map in order to get to the hiding zone, as long as the form of transit they are on re-enters the game map, or they change at the first station outside the map onto a train that heads directly back into the game map.
This is mostly for 🇩🇪 Germany games, to allow travel through stations such as Basel Bad Bf, which can be an interchange station outside the game map. The players can change onto a different train in Basel Bad Bf that continues onto Germany directly, but they cannot go to Zürich and then change onto a train to Singen.
Similarly, they can take an RE3 from Erzingen (Baden) to Singen (Hohtenweil) passing though Schaffhousen, Switzerland, if they don’t get off the train.
Hiding Spots
The hider must choose a spot to hide in their hiding zone.
As the end game can be long, sometimes several hours, the hiding spot should be somewhere comfortable for the hider.
The hiding spot may be hidden from casual view, but the hider must be clearly visible from a marked path. Hiding inside of a bush or thicket does not count, but hiding behind one, such that they are only visible from a certain angle on the marked path is allowed.
Hiders are encouraged not to hide inside of buildings. That being said, if the hider wishes to do so then the hider must at all times be visible from a marked path, such as by sitting by a window, and must be at the level of a marked path (generally street level). If weather is inclement in a way that fogs up windows, then the hider must stand in plain view of the path in the doorway.
If the seekers pass in front of the hider but don’t see them, then the hider is encouraged to let the seekers know this has happened. When it is or isn’t appropriate depends on the game, but the Prime Directive applies.
Hiders may choose to hide in a location that is reached by swimming or in a boat or other vehicle, as long as the conditions laid out above are kept to, or as long as the seekers can reach the hider through an alternative path, without exiting the hiding zone.
If the hiders choose to hide in a body of water, they must be clearly visible from a marked path, may not duck under the water to avoid the seekers’ gaze, and must continue to answer questions and handle cards as normal. The hider is allowed to enter and exit the body of water during the end game, but should have a fixed reference point on the shore or water body edge that they cannot move substantially from.
The End Game
The End Game begins when the seekers have arrived at the hiding zone and are off-transit. There is no requirement for the hider to inform the seekers that the End Game has begun. If the seekers leave the hiding zone, then the players are no longer in the end game.
If the players are not in the End Game, then they are considered to be in the Long Game.
As soon as the end game starts, the hider must stop moving and cannot move from their chosen hiding spot. Some cards, such as Curse Of The Untethered Spirit, may allow exceptions ot this rule.
If the seekers exit the hiding zone, then players are no longer in the end game, and the hider may choose to move freely in their zone. The hider is strongly discouraged from changing the answers to already established questions in this case.
Seeking
Once the hider has reached their hiding spot (or beforehand if the game is being time shifted), it is time for the seekers to try to find the hider.
They do this mostly by asking questions from a set list of about 80 questions. These are discussed in the Questions section.
But for every question asked, the hider can receive a reward in the form of one or more cards, and this is discussed in the Cards section.
Game Time
Game time, also known as seeking time, starts from the moment the seekers start to look for the hider. It’s counted until the moment the hider is found.
In Large games we set a maximum time for the round to last, normally 9 hours. The round ends at that point whether the hider has been found or not.
Additionally, through the use of time bonuses, the hider can expand their time to the Total Time, which is the one used for scoring. See Time Bonuses for more details.
Lunch Time
The hider and seekers must have a 30 minute lunch break some time during the game, normally between the hours of 11:30 and 14:00. The period must be taken as a whole, uninterrupted, and a team must take it at the same time. The hider and seekers can take their lunch break at different times. The teams can start lunch going by declaring it in the group chat.
During the lunch break, the following applies:
- The seekers cannot ask game questions of the hider
- The hider cannot play cards against the seekers
The seekers may board or alight from transit during the lunch break. As thermometers are not counted as asked until the end of the thermometer, the seekers may start a thermometer during the lunch break. Players are strongly suggested not to strategise during the lunch break, and actually take the break.
If one or both of the teams has not taken their lunch break by 13:30, then it will automatically be declared as lunch time.
The lunch break is counted as part of game time.
Unscheduled Breaks
Either team can unilaterally declare a break by stating it in the group chat. In general it should be at least 30 minutes, but the break can be extended by mutual agreement. No game questions can be asked, nor cards played during this period. The break is taken simultaneously by all players.
These break times do not count towards the game time. By mutual agreement players can choose to extend the round to use up that extra time, but never surpassing the maximum game time.
Definitions of Terms
Body of Water
In general, a body of water should be marked as such in your mapping application, and the water should be visible. It should be publicly accessible, though if a fee is required (e.g. a public pool) then standing outside the entrance counts. It should also be uncovered. If a body of water is partially covered (e.g. a canal going through a tunnel), only the uncovered section counts for the purposes of this game. If the body of water requires a button to be pressed or a valve to be opened for the water to be visible, such as a drinking fountain, then it doesn’t count. The body of water must have water in it: dry fountains, rivers, etc. don’t count.
An ice sculpture of a naked lady counts as a body of water.
Bridge
A bridge is an elevated structure, acting as a path, road or railway, intended to be crossed by pedestrians, cars, boats or other vehicles. Aqueducts are only bridges if they are intended for use by vehicles. Underpasses and tunnels do not count as bridges.
Building
A building is a human-made construction designed to shelter people, creatures or objects, that fully encloses an area, with walls and a roof that are connected, and directly on the ground or a human-made foundation, with a reasonable expectation of permanence in location for longer than a season. More than one human must be able to fit inside it with ease, maintaining reasonable personal space. They can be bigger on the inside than the outside. Constructions that are underground without a building on top of them are excluded. If in doubt, if it has a door through which you enter it, it’s a building.
Things that are buildings:
- houses
- office blocks
- signal boxes
- British telephone boxes
- wind turbines and windmills
- a triumphal arch
- the ticket office to the London Eye
Things that are not buildings:
- tents
- metro entrances that are not fully enclosed
- open bus shelters
- the TARDIS (no expectation of remaining in location for longer than a season)
- the London Eye (the structures designed to enclose are moving)
- model buildings (can’t fit a human in them. Minifigs are not human)
End Game
The End Game begins when the seekers have arrived at the hiding zone and are off-transit. There is no requirement for the hider to inform the seekers that the End Game has begun. If the seekers leave the hiding zone, then the players are no longer in the end game.
If the players are not in the End Game, then they are considered to be in the Long Game.
Frozen
{{ #include Definitions/frozen.md}}
Hiding Zone
See Hiding Zones
May not be played during the End Game
A card that may not be played during the end game may be played before the End Game even if it applies to the seekers during the end game.
Long game
See End game
Marked Path
A marked path is a path, street, road, way, lane, etc. that can be seen on the mapping app. It can be intended for vehicles or not, but it must be publicly accessible. If it is a road or street, then a vehicle must be able to drive into it without passing through some sort of control, such as a payment gate at a car park, or have passage prohibited by a sign, such as at the entrance of a bus station. Note that pedestrian traffic may be allowed in an area where vehicle traffic is not.
The path is considered to end when it changes name. If the path is unnamed, then it ends at the nearest intersections.
A square or area that is adjacent to a marked path is considered part of it, even if the name changes, unless it has marked paths upon it. For the purposes of tracing marked paths, only the path in the mapping program needs to be traced, any square or other adjacent area can be left out.
Parks are not marked paths but may have marked paths on them.
Off-Transit
Off-Transit means that the seekers are no longer aboard a Vehicle. If the seekers are required to be off-transit, then they must exit the vehicle at the designated stop and wait two minutes before boarding the same or a different vehicle.
OSM Zone
An OSM zone, or just zone is an OpenStreetMap Zone, the meaning of which can vary by country.
The official Jet Lag term for these is Administrative Divisions
For 🇩🇪 Germany games, the zones we allow are:
- 4 - Bundesland
- 6 - Landkreise (Districts)
- 8 - Gemeinden (Municipalities)
For 🇳🇱 Netherlands games, the zones we allow are:
- 4 - Provinces
- 8 - Gemeenten (Municipalities)
Platform
A Platform is the contiguous area in a Transit Stop on which a person can board or alight from a Vehicle. This may include gravel or grass areas directly adjacent if they are obviously part of the platform. Sections that are marked as no unauthorised entry, or similar, don’t count. If the transit stop has no specific marked area, for example a bus stop, then the pavement or area immediately adjacent to the stop is considered the platform.
Street Intersection
A Street Intersection is the intersection between two roads or streets intended for cars, or any pavement or other surface intended for pedestrians that is part of a street or road. Bike lanes do not count for this definition. Neither do paths intended solely for pedestrians.
Structure
A Structure is a human-built creation designed to stand or bear loads, directly in contact with the ground or a human-made foundation, which cannot be moved by a human without the aid of tools or disassembly. Structures that the players bring with them are excluded.
Things that are structures:
- buildings
- tents
- large caravans that require towing.
- large parasols
- lamp posts
- pylons and radio masts
- artificial embankment or dijk
Things that are not structures:
- small self-propelled caravans
- trees
- hedgerows
Transit Stop
A transit stop is any marked location where a vehicle would stop as part of its route. Temporary stops count, but cancelled stops do not.
A hiding zone is centered around a transit stop, but not all of them are valid locations for a hiding zone. See Hiding Zones for a definition of what is considered valid
Vehicle
A Vehicle is a machine used to transport people that belongs to a public transport network, such as a train, tram, bus or boat. You must be able to use the Vehicle under the rules for it to count. Specifically, cars do not count as Vehicles for the purposes of this game.
Visible from the Stop
Something that is Visible from the stop must be viewed from outside an exit to a Transit Stop, if it has one. If the stop has multiple exits, then any of them can be chosen. If the stop does not have exits, e.g. a bus stop, then it must be visible from the stop marker or shelter.
Questions
Throughout the game, the seekers will be asking questions of the hider in order to try and work out where they may be. Questions must always be answered truthfully, except when lying is explicitly allowed, such as in the Curse Of The Trickster.
Summary
| Type | Cards | Small | Medium | Large |
|---|---|---|---|---|
| Matching | Draw 3, Pick 1 | 5 mins | 5 mins | 5 mins |
| Measuring | Draw 3, Pick 1 | 5 mins | 5 mins | 5 mins |
| Thermometer | Draw 2, Pick 1 | 5 mins | 5 mins | 5 mins |
| Radar | Draw 2, Pick 1 | 5 mins | 5 mins | 5 mins |
| Tentacles | Draw 4, Pick 2 | 5 mins | 5 mins | 5 mins |
| Photos | Draw 1, Pick 1† | 10 mins | 10 mins | 20 mins |
| Hints | Draw 1, Pick 1 | 5 mins | 5 mins | 5 mins |
† The following photo questions have a different reward values:
- Tallest Structure in Your Sightline
- Tallest Building Visible from the Stop
- Trace the Nearest Street/Path
- Trace 1 km of Streets
They are worth Draw 3, Pick 1 in the long game and Draw 3, Pick 2 in the end game.
Mapping software
In all the JTLG.EU games, we use our instance of the Taibeled Jet Lag Hide And Seek Map Generator, and that is the authoritative map. If detail that is not in that map is needed, then the authoritative map is OpenStreetMap—and in the case of a dispute due to a changeset affecting the map, the latest data is always the correct one.
Asking questions
Map-based questions should be asked in the game chat by posting the JSON summary of the question that is copied from Taibeled. The hider should then reply with the answer that applies to them based on that question.
If the questions are location-based but not covered by the mapping software, then the question can be asked in plain english on the chat.
All questions are based on the location of the seekers at the moment they ask them. The hider has a tracker that allows them to verify the seeker’s position.
In the case of Photo Questions the photo must be sent into the group chat.
Time to answer
All questions must be answered within the specified time. If the hider fails to answer within that time, then the hiding time is paused until the question is answered, and the hider will receive no reward (i.e. no cards) when they do answer it.
The seekers may not ask more than one question at a time. They cannot start the timer on three questions in parallel
Thermometer questions are not considered asked until the end of the thermometer. See Thermometer for more information.
Reward
When the question is answered then the hider receives a reward in the form of being able to draw and pick cards into their hand. See the summary above for how many cards will be drawn and picked. The cards may be picked any time after the question is asked, even before responding. See Card Mechanics for more info.
Repeating Questions
Once a question has been asked, asking it again has an additional cost. Each time a question is asked, the same cost is added to it again, and so on cumulatively.
So if the seekers ask a matching question against hospitals, the first time, it will be Draw 3, Pick 1. If they ask a second matching question agains hospitals, at that point the hider can Draw 3, Pick 1, then Draw another 3 and Pick another 1. Should the seekers choose to ask a matching question against hospitals a third time, then the hider would get to Draw 3, Pick 1, then Draw another 3, and Pick another 1, and finally Draw a third 3, and Pick another 1.
See also Card Mechanics for some more info on this.
It’s important to note that “the same question” is specific about the question, but not about the location. So if the matching question against hospitals is asked three times in three different locations, that counts as repeating, but asking the matching question against hospitals and then the matching question against libraries in the same spot does not count as repetition.
In the case of Administrative Zones, a Zone 4 and a Zone 8 question count as two different questions.
Free questions
There are some questions that are always free:
- Can you check this map is correct?
- What question should we ask?
- Have we already passed in front of you?
- Are you within the blue lines?
If the seekers have to exit the blue lines to get to where the hider is, then this must be stated when this last question is asked.
Hints
The hider can offer hints that are not covered by the standard questions. If they are accepted by the seekers, they count as Draw 1, Pick 1.
If the hider gives a hint without prior permission from the seekers, then that hint is given for free.
Matching
Is your _____ the same as my _____?
Valid answers: Same, Different
Most of these questions are covered by the Taibeled app, and the logic of that app is what counts for this round.
These questions should be answered within 5 minutes.
In exchange for answering these questions, the hider should normally Draw 3, Pick 1 card.
Matching Questions Not In The App
Marked Path
A marked path is a path, street, road, way, lane, etc. that can be seen on the mapping app. It can be intended for vehicles or not, but it must be publicly accessible. If it is a road or street, then a vehicle must be able to drive into it without passing through some sort of control, such as a payment gate at a car park, or have passage prohibited by a sign, such as at the entrance of a bus station. Note that pedestrian traffic may be allowed in an area where vehicle traffic is not.
The path is considered to end when it changes name. If the path is unnamed, then it ends at the nearest intersections.
A square or area that is adjacent to a marked path is considered part of it, even if the name changes, unless it has marked paths upon it. For the purposes of tracing marked paths, only the path in the mapping program needs to be traced, any square or other adjacent area can be left out.
Parks are not marked paths but may have marked paths on them.
Landmass
A landmass is area of land that is in one piece, not broken up by a waterway. If the hider is on a landmass that is entirely surrounded by the landmass the seekers are on, it counts as a match.
This question has the potential for a lot of discussion to ensue. Please remember the Prime Directive
Transit Line
The hider is considered to be on the same transit line as the seekers if there is at least one direct train connection between the two every two hours.
The app has a “Station on the same train line” option, but this only covers trains and has been foudn to be unreliable. We don’t recommend its use, and the hider should always respond to the “station on the same line” automated question using the above criteria, and reminding the seekers that the rule book criteria has been applied.
Same First Letter
We can generally use the app for this question. On the off-chance that it does not work, then the name of the transit stop as indicated in the app is what counts.
“’” as in ’s-Hetogenbosch is not a letter, so the first letter is “s”.
If the seekers ask from a station with various names that are separately visible in the mapping app, they should specify which name they are using. If the hider is at a station with various names, then they should have picked one to be the centre of their hiding zone, and must use that one.
Matching Questions In The App
- Commercial Airport,
- Major City,
- Aquarium,
- Zoo,
- Theme Park,
- Mountain,
- Museum,
- Hospital,
- Cinema,
- Library,
- Golf Course,
- Foreign Consulate,
- Park,
- Station first letter,
- Station name same length,
Station on same train line,(see above)- Zone,
- Zone starts with same letter
An OSM zone, or just zone is an OpenStreetMap Zone, the meaning of which can vary by country.
The official Jet Lag term for these is Administrative Divisions
For 🇩🇪 Germany games, the zones we allow are:
- 4 - Bundesland
- 6 - Landkreise (Districts)
- 8 - Gemeinden (Municipalities)
For 🇳🇱 Netherlands games, the zones we allow are:
- 4 - Provinces
- 8 - Gemeenten (Municipalities)
Measuring
Compared to me, are you closer to or further from _____?
Valid answers: Hider Closer, Hider Further.
Most of these questions are covered by the Taibeled app, and the logic of that app is what counts for this round. In case the hider and seekers are the same distance, then this counts as “Hider Closer”.
These questions should be answered within 5 minutes.
In exchange for answering these questions, the hider should normally Draw 3, Pick 1 card.
Measuring Questions Not In The App
International Border / OSM Zone Border
These questions measure to the nearest border of the county or OSM Zone that each team is at. They don’t have to be in the same zone.
An OSM zone, or just zone is an OpenStreetMap Zone, the meaning of which can vary by country.
The official Jet Lag term for these is Administrative Divisions
For 🇩🇪 Germany games, the zones we allow are:
- 4 - Bundesland
- 6 - Landkreise (Districts)
- 8 - Gemeinden (Municipalities)
For 🇳🇱 Netherlands games, the zones we allow are:
- 4 - Provinces
- 8 - Gemeenten (Municipalities)
Sea Level
This question requires the seekers to supply their altitude as measured on one of the seekers’ GPSes. It should be on the most accurate reading possible. The hider must also determine their altitude using a GPS. For avoidance of doubt: 10m above sea level is closer than 12m below sea level.
Body of Water
The measurement is to the nearest edge of the body of water.
In general, a body of water should be marked as such in your mapping application, and the water should be visible. It should be publicly accessible, though if a fee is required (e.g. a public pool) then standing outside the entrance counts. It should also be uncovered. If a body of water is partially covered (e.g. a canal going through a tunnel), only the uncovered section counts for the purposes of this game. If the body of water requires a button to be pressed or a valve to be opened for the water to be visible, such as a drinking fountain, then it doesn’t count. The body of water must have water in it: dry fountains, rivers, etc. don’t count.
An ice sculpture of a naked lady counts as a body of water.
Measuring Questions In The App
- Coastline,
- Commercial Airport,
- Major City,
- High-Speed Rail,
- Aquarium,
- Zoo,
- Theme Park,
- Mountain,
- Museum,
- Hospital,
- Cinema,
- Library,
- Golf Course,
- Foreign Consulate,
- Park,
- McDonalds,
- 7-Eleven,
- Train Station
Thermometer
After traveling ______, am I hotter or colder?
Valid answers: Hotter, Colder.
These questions should be answered within 5 minutes.
In exchange for answering these questions, the hider should normally Draw 2, Pick 1 card.
Available Thermometers
- 400 m
- 1 km
- 5 km
- 15 km (Only in Medium or Large games)
- 75 km (Only in Large games)
Thermometer Mechanics
- The Seekers must decide on which thermometer they are using.
- They must then announce to the hider that they are starting a thermometer, including which thermometer they are using.
- They must then move at least that distance before asking the question.
- The seekers can only start one thermometer at a time
- They can cancel a thermometer at any time before ending it, just by announcing that.
The seekers are not considered to have asked a question until the end of the thermometer. This implies that:
- The seekers may ask other questions as normal during a thermometer.
- The hider cannot draw cards.
- The seekers cannot end the thermometer if they are blocked from asking questions.
If the seekers ask the question before moving the declared distance, then the question is considered asked, the reward is given, and the hider returns a null answer.
Randomising Thermometers
When the question is asked at the end of the thermometer, the hider may choose to randomise it.
- If the randomised thermometer is smaller than the original, then the seekers have to use up that thermometer instead.
- If the randomised thermometer is larger than the original, then the seekers can choose either to retract the question and try to reach the distance, or consider it asked and recieve a null answer.
- Either way the hider gets the reward
Radius
Are you within _____ of me?
Valid Answers: Inside, Outside
These questions should be answered within 5 minutes.
In exchange for answering these questions, the hider should normally Draw 2, Pick 1 card.
This is known as a Radar question in the original game, but the mapping app calls it a radius
This question places a marker on the map, and a radius of the specified length is drawn as a circle around it. Radius questions only work as a 2-dimensional circle on a map, vertical distance is ignored.
If the hider is not currently travelling to their hiding zone (see Large Games, and Time and Location Shifting), then this question is about their current location. If the radius would encompass part of the hiding zone, but not the hider’s location at the time of answering, it would count as Outside.
Radii
Available radii are:
- 250m
- 500m
- 1km
- 2km
- 5km
- 10km
- 15km
- 40km
- 80km
- 160km
- Custom (known as choose in the original game)
The custom radius can be of any size. If the custom option is used more than once, it carries the same question penalty, even if different radius is used.
Tentacles
Are you within ____ km of me? If so, which _____ of the ones within ____ km of me are you nearest to?
Valid Answers: Not inside, or one of the possible options
These questions should be answered within 5 minutes.
In exchange for answering these questions, the hider should normally Draw 4, Pick 2 cards.
This question places a marker on the map, and a radius of the specified length is drawn as a circle around it. Then all the possible options of that type are split inside that radius. Tentacle questions only work as a 2-dimensional circle on a map, vertical distance is ignored. If the hider is not in the radius, then they should answer “Not Inside”.
We only accept calculations made by the mapping app, except in the case of Transit Lines. This means that whatever is tagged that way in OSM is what counts for this question.
Planning mode is particularly powerful for this question.
Available tentacles.
- 25km radius
- Zoos
- Aquariums
- Theme Parks
- Transit Lines (not available in app, Metro lines in the original)
- 2km radius
- Museums
- Libraries
- Cinemas
- Hospitals
You cannot use a 2km tentacle for a 25km question
Transit Lines
In the case of transit lines, the hider should answer the question “On which line is the transit stop nearest to you”? If there are multiple stops that fit that possibility, or multiple lines go through that stop, then the hider can choose which line.
For the sake of this question any named suburban or regional line that goes on tracks counts. It does not necessarily have to be the same stop as the one the hiding zone is centered at. If the hider is outside the radius, then they should respond with “not inside”
The following are considered transit lines if part of them are within the tentacle’s radius:
- Funiculars
- Metro
- Regional Express (RE or similar) trains
- Regional (RB or similar)
- S-bahn
- Schwebebahn
- Stadtbahn
- Tram lines
- U-bahn
Photos
Send me a photo of ______
Valid answers: The requested photo/image, or “I cannot answer that question”
These questions should be answered within S 10 M 10 L 20 minutes.
In exchange for answering these questions, the hider should normally Draw 1, Pick 1 card. However, some questions are considered much more powerful, and have a higher cost: Draw 3, Pick 1 in the long game and Draw 3, Pick 2 in the end game.
Those questions are:
- Tallest Structure in Your Sightline
- Tallest Building Visible from the Stop
- Trace 1 km of Streets
- Trace the Nearest Street/Path
Not all photos are available in all sizes of game. See Available Photos by Game Size for a list, or it is also marked in each individual photo page.
General rules regarding photos
In general, photos should be taken by the hider on their phone, and in the phone’s normal aspect ratio. They should be uncropped and unzoomed, and should be taken without too much looking up or down. If possible, they should have at least three distinct features, though that is only required for some photos. The idea is for the photos to be useful, if cryptic. Drones are not allowed.
The exceptions to the unzoomed rule are:
- A Building Visible from the Stop
- Tallest Building Visible from the Stop
- Tallest Mountain Visible from the Stop
- Tallest Structure in Your Sightline
Logos and text, including house numbers, that could be used to identify a location, can be masked before sending
Photos can include features that are outside of the game map, if appropriate. e.g. if the hider is in a Germany game, at the Swiss border, and the Tallest Mountain Visible from the Stop is in Switzerland, then it can be used for a photo.
Caching of photos
In general, photos can be taken by the hider ahead of time to use when questions are asked during the long game. This is known as caching. Those that are tied to the transit stop can also be cached during the end game. All other photos during the end game should be taken on demand. The photos that can be cached in the various stages of the game are covered in their respective pages. The ones that can be cached during the end game are:
- A Building Visible from the Stop
- Largest Bike Stand/Cage Next to the Station
- Platform
- Tallest Building Visible from the Stop
- Tallest Mountain Visible from the Stop
How Seekers Can Use Photos
The seekers may not:
- Use a reverse image search tool
- Use street view or a similar tool
- Use AI tools in general
- Ask friends for help identifying things
The seekers may:
- Use a satellite view
- Browse the user submitted photos on a mapping app, as long as they are static
- Ask a local for help, whilst being respectful
In general, the Prime Directive applies.
Tracing questions
Tracing paths must always be done using information from the reference mapping data (i.e. OpenStreetMap). Whilst not all the fine detail is necessary, significant veering, turns, etc. should definitely be included.
A marked path is a path, street, road, way, lane, etc. that can be seen on the mapping app. It can be intended for vehicles or not, but it must be publicly accessible. If it is a road or street, then a vehicle must be able to drive into it without passing through some sort of control, such as a payment gate at a car park, or have passage prohibited by a sign, such as at the entrance of a bus station. Note that pedestrian traffic may be allowed in an area where vehicle traffic is not.
The path is considered to end when it changes name. If the path is unnamed, then it ends at the nearest intersections.
A square or area that is adjacent to a marked path is considered part of it, even if the name changes, unless it has marked paths upon it. For the purposes of tracing marked paths, only the path in the mapping program needs to be traced, any square or other adjacent area can be left out.
Parks are not marked paths but may have marked paths on them.
Summary of Photo Questions
| Photo | Cost | Small | Medium | Large | Cached (end game) | Zoomed |
|---|---|---|---|---|---|---|
| A Building Visible from the Stop | Draw 1 Pick 1 | ✅ | ✅ | ✅ | ✅ | ✅ |
| Biggest Body of Water | Draw 1 Pick 1 | ❌ | ❌ | ✅ | ❌ | ❌ |
| Current Sightline | Draw 1 Pick 1 | ✅ | ✅ | ✅ | ❌ | ❌ |
| Five Buildings | Draw 1 Pick 1 | ❌ | ❌ | ✅ | ❌ | ❌ |
| Grocery Store Aisle | Draw 1 Pick 1 | ❌ | ✅ | ✅ | ❌ | ❌ |
| Largest Bike Stand/Cage Next to the Station | Draw 1 Pick 1 | ❌ | ✅ | ✅ | ✅ | ❌ |
| Park | Draw 1 Pick 1 | ❌ | ✅ | ✅ | ❌ | ❌ |
| Platform | Draw 1 Pick 1 | ❌ | ✅ | ✅ | ✅ | ❌ |
| Place of Worship | Draw 1 Pick 1 | ❌ | ✅ | ✅ | ❌ | ❌ |
| Restaurant Interior or Exterior | Draw 1 Pick 1 | ❌ | ❌ | ✅ | ❌ | ❌ |
| Selfie | Draw 1 Pick 1 | ✅ | ✅ | ✅ | ❌ | ❌ |
| Sky | Draw 1 Pick 1 | ✅ | ✅ | ✅ | ❌ | ❌ |
| Tree | Draw 1 Pick 1 | ✅ | ✅ | ✅ | ❌ | ❌ |
| Tallest Building Visible from the Stop | Draw 3 Pick 1/2 | ❌ | ✅ | ✅ | ✅ | ✅ |
| Tallest Mountain Visible from the Stop | Draw 1 Pick 1 | ❌ | ❌ | ✅ | ✅ | ✅ |
| Tallest Structure in your Sightline | Draw 3 Pick 1/2 | ✅ | ✅ | ✅ | ❌ | ✅ |
| Trace 1 km of Streets | Draw 3 Pick 1/2 | ❌ | ❌ | ✅ | ❌ | ❌ |
| Trace the Nearest Street/Path | Draw 3 Pick 1/2 | ❌ | ❌ | ✅ | ❌ | ❌ |
| Two Buildings | Draw 1 Pick 1 | ❌ | ✅ | ✅ | ❌ | ❌ |
| Widest Street | Draw 1 Pick 1 | ✅ | ✅ | ✅ | ❌ | ❌ |
Available Photos by Game Size
Available in Small games:
- A Building Visible from the Stop (Cached; Zoomable)
- Current Sightline
- Selfie
- Sky
- Tree
- Tallest Structure in your Sightline (Draw 3, Pick 1/2; Zoomable)
- The Widest Street
Available in Medium games
- A Building Visible from the Stop (Cached; Zoomable)
- Current Sightline
- Grocery Store Aisle
- Largest Bike Stand/Cage Next to the Station (Cached)
- Park
- Platform (Cached)
- Place of Worship
- Restaurant Interior or Exterior
- Selfie
- Sky
- Tree
- Tallest Building Visible from the Stop (Draw 3, Pick 1/2; Zoomable)
- Tallest Structure in your Sightline (Draw 3, Pick 1/2; Zoomable)
- Trace the Nearest Street/Path (Draw 3, Pick 1/2)
- Two Buildings
- The Widest Street
Available in Large games
- A Building Visible from the Stop (Cached; Zoomable)
- Biggest Body of Water
- Current Sightline
- Five Buildings
- Grocery Store Aisle
- Largest Bike Stand/Cage Next to the Station (Cached)
- Park
- Platform (Cached)
- Place of Worship
- Restaurant Interior or Exterior
- Selfie
- Sky
- Tree
- Tallest Building Visible from the Stop (Cached; Draw 3, Pick 1/2; Zoomable)
- Tallest Mountain Visible from the Stop (Cached; Zoomable)
- Tallest Structure in your Sightline (Draw 3, Pick 1/2; Zoomable)
- Trace 1 km of Streets (Draw 3, Pick 1/2)
- Trace the Nearest Street/Path (Draw 3, Pick 1/2)
- Two Buildings
- The Widest Street
Any Building Visible from the Stop
Note
- Available in Small Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Can be cached in the end game
- Can be zoomed
Must stand directly outside a station entrance. If there are multiple entrances, you may choose. Must include roof and both sides, with the top of the building in the top ⅓ of the frame.
A building is a human-made construction designed to shelter people, creatures or objects, that fully encloses an area, with walls and a roof that are connected, and directly on the ground or a human-made foundation, with a reasonable expectation of permanence in location for longer than a season. More than one human must be able to fit inside it with ease, maintaining reasonable personal space. They can be bigger on the inside than the outside. Constructions that are underground without a building on top of them are excluded. If in doubt, if it has a door through which you enter it, it’s a building.
Things that are buildings:
- houses
- office blocks
- signal boxes
- British telephone boxes
- wind turbines and windmills
- a triumphal arch
- the ticket office to the London Eye
Things that are not buildings:
- tents
- metro entrances that are not fully enclosed
- open bus shelters
- the TARDIS (no expectation of remaining in location for longer than a season)
- the London Eye (the structures designed to enclose are moving)
- model buildings (can’t fit a human in them. Minifigs are not human)
Biggest Body of Water
Note
- Available in Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
Must include either both sides of body of water or the horizon. If a body of water is visible from the hider’s zone, but no part of it touches the zone, it does not count. However, if a large body of water partially touches the hider’s zone, but the part of it inside the zone is smaller than another body of water in the zone, the larger overall body water would still be considered the largest in the zone.
In general, a body of water should be marked as such in your mapping application, and the water should be visible. It should be publicly accessible, though if a fee is required (e.g. a public pool) then standing outside the entrance counts. It should also be uncovered. If a body of water is partially covered (e.g. a canal going through a tunnel), only the uncovered section counts for the purposes of this game. If the body of water requires a button to be pressed or a valve to be opened for the water to be visible, such as a drinking fountain, then it doesn’t count. The body of water must have water in it: dry fountains, rivers, etc. don’t count.
An ice sculpture of a naked lady counts as a body of water.
Current Sightline
Note
- Available in Small Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
Hold the camera in front of you horizontally. Anything you can see without twisting fully round on your seat is fair game.
Grocery Store Aisle
Note
- Available in Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
No zoom. Stand at the end of the aisle, shoot directly down.
Largest Bike Stand/Cage Next to the Station
Note
- Available in Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Can be cached in the end game
- Cannot be zoomed
Needs writing
Park
Note
- Available in Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
No zoom, phone perpendicular to the ground. Must stand 5 feet from any obstruction.
The park must be marked as such on the mapping app
Platform
Note
- Available in Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Can be cached in the end game
- Cannot be zoomed
Must include a 2m × 2m section with three distinct elements. The litmus test for the distinct elements is: if someone went to that place and found what you took a picture of, they could confidently match it, and be sure it wasn’t taken somewhere else.
A Platform is the contiguous area in a Transit Stop on which a person can board or alight from a Vehicle. This may include gravel or grass areas directly adjacent if they are obviously part of the platform. Sections that are marked as no unauthorised entry, or similar, don’t count. If the transit stop has no specific marked area, for example a bus stop, then the pavement or area immediately adjacent to the stop is considered the platform.
Place of Worship
Note
- Available in Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
Must include a 2m × 2m section with three distinct elements. The litmus test for the distinct elements is: if someone went to that place and found what you took a picture of, they could confidently match it, and be sure it wasn’t taken somewhere else.
Restaurant Interior or Exterior
Note
- Available in Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
No zoom. Must take the picture through the window from outside the restaurant.
This definition needs updating to talk abotu the exterior
Selfie
Note
- Available in Small Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
Selfie mode. Phone perpendicular to ground, arm fully extended, using your phone’s default lens with no zoom.
Sky
Note
- Available in Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
Place phone on ground, shoot directly up using your phone’s default lens with no zoom.
Tree
Note
- Available in Small Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
Must include the entire tree.
Tallest Building Visible from the Stop
Note
- Available in Medium Large games
- In exchange for answering this question, the hider should normally Draw 3, Pick 1 card in the long game and Draw 3, Pick 2 cards in the end game.
- Can be cached in the end game
- Can be zoomed
This is the tallest building from your perspective, not the objectively tallest building. If you can see the Burj Khalifa miles and miles away, but a nearby apartment building is taller from your perspective/sightline, you would send the apartment building.
If the stop has entrances, then you must stand immediately outside of the entrance. If not, then you must stand at the stop. If there are multiple entrances, you may choose. Must include roof and both sides, with the top of the building in the top ⅓ of the frame.
In general, the transit stop itself cannot count as the tallest building visible from the transit stop. The exception would be if atop the transit stop is a tall building whose purpose is unrelated to the transit stop. For example, atop Grand Central Station is the MetLife building. This would count as the tallest building visible from the transit station.
A building is a human-made construction designed to shelter people, creatures or objects, that fully encloses an area, with walls and a roof that are connected, and directly on the ground or a human-made foundation, with a reasonable expectation of permanence in location for longer than a season. More than one human must be able to fit inside it with ease, maintaining reasonable personal space. They can be bigger on the inside than the outside. Constructions that are underground without a building on top of them are excluded. If in doubt, if it has a door through which you enter it, it’s a building.
Things that are buildings:
- houses
- office blocks
- signal boxes
- British telephone boxes
- wind turbines and windmills
- a triumphal arch
- the ticket office to the London Eye
Things that are not buildings:
- tents
- metro entrances that are not fully enclosed
- open bus shelters
- the TARDIS (no expectation of remaining in location for longer than a season)
- the London Eye (the structures designed to enclose are moving)
- model buildings (can’t fit a human in them. Minifigs are not human)
Tallest Mountain Visible from the Stop
Note
- Available in Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Can be cached in the end game
- Can be zoomed
Tallest from your perspective/sightline. If you could see Mount Everest many many miles away, but another nearby mountain looks taller from your perspective, you would send the nearby mountain.
Max 3x zoom; top of mountain must be in top ⅓ of frame.
Tallest Structure in your Sightline
Note
- Available in Small Medium Large games
- In exchange for answering this question, the hider should normally Draw 3, Pick 1 card in the long game and Draw 3, Pick 2 cards in the end game.
- Cannot be cached in the end game
- Can be zoomed
This is the tallest structure from your perspective, not the objectively tallest structure. If you can see the Burj Khalifa miles and miles away, but a nearby apartment building is taller from your perspective/sightline, you would send the apartment building.
Must include top and both sides. The top must be in the top ⅓ of the frame.
A Structure is a human-built creation designed to stand or bear loads, directly in contact with the ground or a human-made foundation, which cannot be moved by a human without the aid of tools or disassembly. Structures that the players bring with them are excluded.
Things that are structures:
- buildings
- tents
- large caravans that require towing.
- large parasols
- lamp posts
- pylons and radio masts
- artificial embankment or dijk
Things that are not structures:
- small self-propelled caravans
- trees
- hedgerows
Trace 1 km of Streets
Note
- Available in Large games
- In exchange for answering this question, the hider should normally Draw 3, Pick 1 card in the long game and Draw 3, Pick 2 cards in the end game.
- Can be cached in the end game
- Cannot be zoomed
Trace 1km of marked paths. The trace must be continuous, and it must include at least 5 turns of at least 45º. No doubling back is permitted, but the trace may cross itself. North should always be at the top of the image.
The trace must be done based on OpenStreetMap.
Standard Definitions
A marked path is a path, street, road, way, lane, etc. that can be seen on the mapping app. It can be intended for vehicles or not, but it must be publicly accessible. If it is a road or street, then a vehicle must be able to drive into it without passing through some sort of control, such as a payment gate at a car park, or have passage prohibited by a sign, such as at the entrance of a bus station. Note that pedestrian traffic may be allowed in an area where vehicle traffic is not.
The path is considered to end when it changes name. If the path is unnamed, then it ends at the nearest intersections.
A square or area that is adjacent to a marked path is considered part of it, even if the name changes, unless it has marked paths upon it. For the purposes of tracing marked paths, only the path in the mapping program needs to be traced, any square or other adjacent area can be left out.
Parks are not marked paths but may have marked paths on them.
Trace the Nearest Street/Path
Note
- Available in Large games
- In exchange for answering this question, the hider should normally Draw 3, Pick 1 card in the long game and Draw 3, Pick 2 cards in the end game.
- Cannot be cached in the end game
- Cannot be zoomed
Trace the nearest marked path. The trace should happen from intersection to intersection, or cul-de-sac. North should always be at the top of the image. If the path is closed e.g. it’s circular, or round a square, and there is only one intersection, then the entire path should be included in the trace
The trace must be done based on OpenStreetMap.
Standard Definitions
A marked path is a path, street, road, way, lane, etc. that can be seen on the mapping app. It can be intended for vehicles or not, but it must be publicly accessible. If it is a road or street, then a vehicle must be able to drive into it without passing through some sort of control, such as a payment gate at a car park, or have passage prohibited by a sign, such as at the entrance of a bus station. Note that pedestrian traffic may be allowed in an area where vehicle traffic is not.
The path is considered to end when it changes name. If the path is unnamed, then it ends at the nearest intersections.
A square or area that is adjacent to a marked path is considered part of it, even if the name changes, unless it has marked paths upon it. For the purposes of tracing marked paths, only the path in the mapping program needs to be traced, any square or other adjacent area can be left out.
Parks are not marked paths but may have marked paths on them.
Two/Five Buildings
Note
- Two Buildings available in Medium Large games
- Five Buildings available in Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
Must include bottom and up to four stories.
A building is a human-made construction designed to shelter people, creatures or objects, that fully encloses an area, with walls and a roof that are connected, and directly on the ground or a human-made foundation, with a reasonable expectation of permanence in location for longer than a season. More than one human must be able to fit inside it with ease, maintaining reasonable personal space. They can be bigger on the inside than the outside. Constructions that are underground without a building on top of them are excluded. If in doubt, if it has a door through which you enter it, it’s a building.
Things that are buildings:
- houses
- office blocks
- signal boxes
- British telephone boxes
- wind turbines and windmills
- a triumphal arch
- the ticket office to the London Eye
Things that are not buildings:
- tents
- metro entrances that are not fully enclosed
- open bus shelters
- the TARDIS (no expectation of remaining in location for longer than a season)
- the London Eye (the structures designed to enclose are moving)
- model buildings (can’t fit a human in them. Minifigs are not human)
The Widest Street
Note
- Available in Small Medium Large games
- In exchange for answering this question, the hider should normally Draw 1, Pick 1 card.
- Cannot be cached in the end game
- Cannot be zoomed
In the long game, this must be the widest marked path in the hiding zone.
In the end game, this must be the widest marked path visible to the hider. In this case, the definition of “widest” is subjective: if there is a motorway visible in the distance, but there is a footpath next to the hider that looks larger to them, then they should send the footpath. The hider can choose a path that is not marked if they feel it is more appropriate.
The photo must include both sides of the marked path. It does not have to be of the widest point on the path, as long as the photo is representative of the width.
If the widest marked path is a dual carriageway, or has some sort of split in the middle, including bike lanes or tram tracks, then it should be included in the photograph. Bike lanes, etc. that are either side of the marked path do not need to be included.
Please remember to stay safe when taking this photo. Don’t take silly risks in order to get the perfect photo.
Standard Definitions
A marked path is a path, street, road, way, lane, etc. that can be seen on the mapping app. It can be intended for vehicles or not, but it must be publicly accessible. If it is a road or street, then a vehicle must be able to drive into it without passing through some sort of control, such as a payment gate at a car park, or have passage prohibited by a sign, such as at the entrance of a bus station. Note that pedestrian traffic may be allowed in an area where vehicle traffic is not.
The path is considered to end when it changes name. If the path is unnamed, then it ends at the nearest intersections.
A square or area that is adjacent to a marked path is considered part of it, even if the name changes, unless it has marked paths upon it. For the purposes of tracing marked paths, only the path in the mapping program needs to be traced, any square or other adjacent area can be left out.
Parks are not marked paths but may have marked paths on them.
Cards
Cards are the main weapon that the hider can use against the seekers. Every time the seekers ask a question, the hider can draw one or more cards to keep in their hand. These cards represent opportunities to accumulate hiding time, either by giving the seekers side quests that will slow them down, or simply by giving extra time at the end of the round.
There are three types of cards:
There are four different collections of cards:
- The deck is the main body of cards to draw on
- The hand is the set of cards a hider can make use of. It is subject to a hand limit
- The discard pile is where cards that have been played or discarded go to. It should be empty at the start of a round. It is separate from the other collections.
- The excluded cards are cards that are removed from the deck before the start of the game, normally covered in Game Setup. It is important that this collection be separate from the discard pile, as you can sometimes look through the discard pile.
Entropy
Before the game starts, the hider should be satisified with the level of entropy in the deck. Some like to shuffle it ahead of time, some want to use their already-shuffled deck through multiple rounds.
There is no obligation to shuffle the deck in between draws, but it can be done if the hider feels the need. That being said, the discard pile should not be shuffled into the deck during a round. The exception would be in the case of the hider running out of deck, in which case the hider should shuffle the discard pile and make it into a new deck.
Card Mechanics
When a question is asked, this allows the hider to draw cards. How many depends on the type of question, and this is summarised over at the questions summary, as well as indicated on each question page. The hider can draw and pick cards any time after the question is asked, even before they answer.
The instructions will come of the form “Draw x, Pick y”. The actions to take are as follows:
- The hider draws x cards from the top of the deck.
- Of those x cards, the hider should pick y of them to put in their hand.
- If the new number of cards is above the hand limit, then the hide must either discard or play enough cards to bring the hand down to the limit.
Warning
If there are several rewards, then this sequence must be completed for each reward before proceeding to the next. So if you have to Draw 3, Pick 1 twice, you must Draw 3, Pick 1, and then discard or play down to your hand limit before you Draw 3, Pick 1 a second time.
However, if a card that requires a new draw is played during step 3, such as a Discard 1, Draw 2, then this is considered part of the same sequence, and the draw can happen before the hider has completed playing or discarding down to the hand limit.
Hand Limit
At the start of the game, the hider has a hand limit of 6 cards, that is to say, they cannot hold more than 6 cards in their hand after drawing and picking.
The hand limit can be affected by some cards. Power ups such as Draw 1, Expand 1 allow the hider to increase their hand size limit for the rest of the round. Some curses, such as Curse of the Open Mind change or remove the hand limit entirely.
Important
A card that modifies the hand limit is effective as soon as it is played. This means that you can play one during step 3 of the sequence above, and the hand limit is modified from that point on.
Discarding
A card is discarded onto a discard pile, which must be kept separate from the deck. In general it will not be usable again in the game.
Playing a card
A card can be played at any time, unless that type of card is currently blocked. See Blocking Further Curses for more info on when that can happen.
In general, when the hider plays a card, a photo of that card should be sent to the seekers. The main exceptions are:
- If a curse has a variable condition, such as a dice roll, that fails, there is no need to notify the seekers
- If the card is a power up that does not affect the seekers directly, such as a Discard 2, Draw 3, then there is no need to notify the seekers.
Inappropriate Cards
If a card is inappropriate for a game, either because it was left in the deck by accident, or because it clearly does not work for reasons that have nothing to do with the players, then the hider should quietly discard it and replace it with a newly-drawn card. This should only happen before cards are picked in step 2 of the above sequence.
This only applies if the card makes no sense in the game, not because it may be inconvenient for the hider
For example, the Curse of the Touristic Consumerism is not appropriate for playing outside of the Netherlands. Similarly, if a card requires purchasing goods, and there is no chance to do so on the day the round is played, it is also inappropriate.
Curses
Curses are one of the most interesting parts of the game, as they actively challenge the seekers into having to do side quests or other things that give the hider a time advantage.
Playing curses can be emotionally trying for the seekers, especially when they come out of the blue, or are constantly cropping up without a break. Keep in mind the seeker’s mental state when playing them, especially near the end of the round or game day, when they will be tired. Keep in mind that the aim of this game is to have fun, and that comes above the seekers trying to find the hider or the hider trying to delay the seekers. If in doubt, remember that you’re going to have a drink with the seekers later, and you don’t want that to feel awkward.
As always, the Prime Directive applies.
Playing a Curse
The hider should take a picture of the curse card and send it to the seekers when it played. It is considered played as soon as the seekers receive it, even if it remains unread. Unless otherwise specified, any time related to the curse starts from when the card has been played. Once it has been played, then it should be discarded.
Casting Cost
Curses generally have a casting cost, which tends to correlate with how much time the seekers will have to lose in order to complete it, or alternatively happen to fit in with the Bit. This is indicated on the bottom of the card.
The casting cost must be played immediately alongside playing the card.
If the casting cost involves something that happens by chance, such as a dice roll, you only need to notify the seekers if the chance succeeds. If it fails, then it should be silently discarded.
If the casting cost requires the hider to discard a certain amount of time bonuses, then they must discard at least that amount of time in fixed value time bonuses. They cannot subdivide a card. e.g. if they are required to discard 15 minutes of time bonuses, but only have two 10 minute time bonuses, than they should discard both those time bonuses in order to play the card, and cannot make up the remaining 5 minutes. Percentage time bonuses cannot be used as part of the sum. Neither can the Veto Question or 15 Minute Time Bonus.
Clearing Curses
When the curse is completed, the seekers should generally send photographic or video evidence, and the hider can then declare the curse as cleared, meaning that the restrictions on it no longer apply. The seekers should send the evidence without delay.
Sometimes, photo or video evidence is not possible, in that case, the seekers can declare the curse cleared.
Blocking
Blocking Questions
Some curses will block further questions until the curse is cleared. The seekers can choose to ignore the curse, but they won’t be able to find out more information until it’s cleared.
If a curse is played between a question being asked and it being answered, the answer must still arrive in the normal amount of time, as the block does not apply retroactively.
Starting a thermometer does not count as asking a question. But seekers cannot finish a thermometer if they are blocked from asking questions. See Thermometer Mechanics for more information.
Blocking Transit
Some curses will stop the seekers from getting on transit until the curse is cleared. The seekers can choose to ignore the curse, but they won’t be able to get onto a vehicle until it is cleared.
If the seekers are already on a vehicle when the curse is played, they may stay on the vechicle until their destination, but may not block further transit until the curse is cleared.
Blocking Further Curses
Some curse cards will block further curses from being played until the curse is cleared. This is indicated in their individual card page, but the general rule is that if the curse blocks the seekers from answering questions or boarding transit then that card blocks further curses from being played.
Important
If there is a conflict between this general rule and what is on the individual card page, the individual card page takes precedence
Note
Blocking curses does not stop power ups from being played.
Curse Timeouts
In order to stop the game getting stale, most curses now have a timeout value. As a general rule, unless otherwise stated on the card, the curse will automatically be cleared after S 30 M 45 L 60 minutes. The hider should generally notify the seekers of the timeout, but the seekers can also declare this unilaterally.
Some cards will apply “until the end of the round”, and so they do not have a timeout.
Some cards are event-based, such as “for the next three questions”. They also do not have a timeout.
Each individual card page has a the timeout specified on it.
Important
If there is a conflict between these general rules and what is on the individual card page, the individual card page takes precedence
Immediate Vetoes
If the seekers find they can’t, or don’t want to clear the curse, and wish to keep the flow of the game going, they have the option of an immediate veto. This can be called at any point before a card times out, and means that the curse is cleared instantly, but the hider receives a time bonus equivalent to a maximum of 1.5 times the timeout period, rounded down to the nearest 15 minutes. If the card has no timeout period, then the maximum time bonus is S 45 M 60 L 90 minutes.
The time bonus that the hider received is calculated by subtracting the maximum time bonus from the time elapsed between the card being played and the immediate veto being called, rounded up to the nearest 5 minutes.
For example:
- Curse of the Unguided Tourist has a standard time-out of S 30 M 45 L 60 minutes. When playing a Large game, they decide after 27 minutes that they want to use the Immediate Veto option. The hider then gets a 65 minute time bonus, as 90-27=63, rounded up to the nearest 5 is 65 minutes.
- Curse of the U-Turn is event-based, and so has no time-out. If the seekers choose not to get off at the next stop, then they can choose to veto this card for a cost of S 45 M 60 L 90 minutes
Important
If there is a conflict between these general rules and what is on the individual card page, the individual card page takes precedence
Cards that can only be played once per round
To avoid annoying the seekers unnecessarily, some cards can only be played once per round. This means they can be duplicated, or returend to the hand, but they can only be used as discard cards if the curse has already been played. For example, there are several copies of Curse of the Impenetrable Fog in the deck, but it can only be played once.
The cards that can only be played once are marked as such on each individual card’s page.
Curse Of The Anonymous Benefactor
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Archaeologist
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Bargain Hunter
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
The discount cannot be found online or in a publication; it must be in a store that is selling that item in-person. The discount must be clearly marked as being a discount on a price tag or poster; it can’t just be an item that happens to be cheaper than normal. Social engineering of any kind cannot be used to negotiate or create a discount that was not there before entering the store.
Curse Of The Bird Guide
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
The bird must be in frame from the moment the video starts. It is considered “in frame” so long as there is any recognizable portion of the bird on camera. The seekers have unlimited attempts to accomplish this. The bird must be alive, of the genus aves and not be captured for purpose of this curse, though it may be already in captivity. It most definitely cannot be pining for the fjords.
Curse Of The Blind Wanderer
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Bridge Troll
The seekers must ask their next question from on or under a bridge.
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
“Bridge” is defined as any elevated structure, acting as a path, road or railway, intended to be crossed by pedestrians, cars, boats or other vehicles. Aqueducts are only bridges if they are intended for use by vehicles. Underpasses and tunnels do not count as bridges. All seekers must have some part of their body under some part of the bridge when the next question is asked. If there are no bridges on the game map, this curse should be removed from the deck.
Curse Of The Cairn
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
The hider cannot begin fulfilling the casting cost of this curse if they would be otherwise unable to play a curse; once the cost is fulfilled, this curse must be cast immediately.
“Found in nature,” in this context, does not necessarily mean found in a natural space or untouched by humans; it simply means that you must find the rocks yourself, and cannot buy them. Bricks, tiles, bits of concrete, etc. are allowed as long as they are not attached to an existing structure. Do not damage anything to complete this curse.
Curse Of The Chasm
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse of Climate Change
In recent years the weather has become a source of much consternation, and we all deserve a little respite. Seekers must find and enjoy a climate-controlled location for S 10 M 20 L 30 minutes, before they can board transit. The location must be fixed, and cannot be a station or inside one.
Casting Cost: Discard at least S 5 M 10 L 15 minutes of Time Bonus
Blocks: Transit
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
“Climated Controlled” means it must actively have heating or cooling running during the game. If the seekers are currently in a vehicle, they can continue to their destination and find a location there. Climate-controlled vehicles do not count towards the time.
Curse Of The Clone
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Be mindful of people’s privacy. Do not take photographs without consent.
Photo evidence is not required to cast or clear this curse.
Long sleeves are defined as sleeves that extend past the elbow, and long pants/skirts are defined as extending past the knee. The american definition of “pants”, also known as trousers is acceptable. A dress counts as a skirt.
Curse Of The Curious Explorer
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Data Leak
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Distant Cuisine
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse of the Distant Road Trip
Seekers cannot ask any questions until they either find and photograph a license plate from a province, state, or country the same distance or further than the one shown in the Hider’s photo, or until S 15 M 30 L 60 minutes have passed. The Seekers must send a clear photo of any matching license plate as proof.
Casting Cost: The Hider must take and send a clear photo of a license plate before sending this curse.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90** This card may only be played once per round**
The distance to the nearest border of the country or region is counted. Distance is measured from the Seekers’ location. A Vienna convention sticker or EU-style blue flash on the number plate count as indicating an international plate. If the Seekers have not found a suitable license plate in S 15 M 30 L 60 minutes, the curse is void.
Curse Of The Divine Blessing
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Divisive Dijk
The next question must be asked from on top of a dijk.
Casting Cost: A picture of a dijk in the hiding zone.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
A Dijk is defined as any earth work for used for water management
Curse Of The Drained Brain
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Egg Partner
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Empty Mind
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Endless Tumble
Seekers must roll a die at least 15 metres and have it land on a 5 or a 6 before they can ask another question. The die must roll the full distance, unaided, using only the momentum from the initial throw and gravity to travel the 15 metres. If the seekers accidentally hit someone with a die you are awarded a S 10 M 20 L 30 minute bonus.
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Errant Thumb
For the next hour the hider may respond to up to 3 photo questions with a thumb covering half the picture.
Casting Cost: Discard 20 minutes of time bonuses. Photos cannot be cached. Time to answer is halved for these questions.
Blocks: Nothing
Timeout: S 60 M 60 L 60
Immediate Veto: S 90 M 90 L 90
Time to answer changes to S 5 M 5 L 10 minutes. This question does not apply to map questions - Trace Nearest Street/Path or 1km of Streets Traced
Curse Of The Express Route
Please consult the original card
Casting Cost: Discard at least S 10 M 15 L 20 minutes worth of time bonuses.
Blocks: Curses, Transit
Timeout: S 10 M 20 L 30
Immediate Veto: S 15 M 30 L 45
If a vehicle is labelled to go to a destination and changes direction to do so, the seekers must remain on the vehicle until the labelled destination or the curse is cleared.
If a vehicle reaches a destination and then changes to a different destination, then the end of the line has been reached.
A circular transit route (e.g Berlin Ringbahn) has no end of the line.
If necessary, the seekers should make a reasonable attempt to supplement their tickets to reach as far as they need to on the current vehicle. e.g. if they haven’t previously purchased the high speed supplement in the Netherlands and the train now takes them onto it, they should purchase the supplement on their phones.
If the seekers are required to exit the vehicle either because they do not have relevant tickets, or because someone in authority requires it, then they are considered to have reached the end of the line.
Curse Of Featherless Flight
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The 5-Minute Monarch
Remove all 5-minute bonuses from the deck for the rest of your run. After doing so, you must reshuffle the deck.
Casting Cost: Discard two 5-minute bonus cards.
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90** This card may only be played once per round**
Curse Of The Freewheeler
Please consult the original card
Casting Cost: Seekers must be at least S 2 M 4 L 40 km from you.
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The 5-minütige Verspätung
For the next S 30 M 45 L 60 minutes, the Seekers may only take transit that is delayed by at least 5 minutes.
Casting Cost: Discard 15 minutes worth of time bonuses. Seekers cannot be on transit. The stop the Seekers are at must have at least 3 trains per hour.
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90** This card may only be played once per round**
The delay must be at tthe time of boarding. Any projected delay or catch up after boarding doesn’t count. Should not be combined with curse of the Jammed Door.
Curse Of The Gambler’s Feet
For the next S 10 M 20 L 30 minutes, seekers must roll a die before they take any steps in any direction. They may take that many steps before rolling again.
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 10 M 20 L 30
Immediate Veto: S 15 M 30 L 45
Please consult the original rules
Curse Of The Game Changer
Get ready for a Game Changer! As we know, Sam is the boss, and he’s been here the whole time! For the rest of the round, a question only counts if prefixed with “Sam Says…”
Casting Cost: Roll a die, 1-3 is No, 4-6 is Yes. Ask the Seekers “Yes or No” and if they get it right, the card has no effect.
Blocks: Nothing
Timeout: None
Immediate Veto: None ** This card may only be played once per round**
If the hider says “ok” or otherwise reacts to the question, they don’t have to respond unless it was prefixed with “Sam Says…”. The clock will not start ticking until the question is asked proeprly. Capitalisation counts. The Hider is under no obligation to point out the Seekers’ errors.
Curse Of The Gilded Inquiry
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Grass-Toucher
The next question that the seekers ask must be asked at least 75 m from any named street on your mapping application. As always, no trespassing.
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Hidden Hangman
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions, Transit
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Hide-And-Seek-Ception
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The History-Obsessed Squirrel
ADHD Impulsivity strikes again! Seekers must pick one of the top things to see according to Wikitravel or Wikipedia in their current location, or next stop if travelling. The destination must be within S 0.5 M 1 L 3 km of the current location or next stop. When there they must either write a two paragraph summary or record a 1 minute video explaining the history of the chosen location.
Casting Cost: Discard two cards.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
The seekers can choose when to stop if they are travelling. The location must be accessible. If no suitable location is available within the constraints, then the curse is declared void.
Curse of the Ill-Advised Gamble
Roll a die and keep a running count of the result until you reach or exceed 21. Discard the last roll, and inform the seekers of the number you have reached, and the number of rolls it took you to get there. Before asking another question, the seekers have to get a number between your total and 21, inclusive, by rolling one die the same number of rolls or less. If they fail, they must roll one die and wait that number of minutes before attempting again. The seekers may not attempt this within S 50 M 100 L 200 metres of a transit stop
Casting Cost: Roll a die til you get over 21.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Only transit stops valid for hiding in count for the radius
Curse Of The Impenetrable Fog
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 60 M 60 L 60
Immediate Veto: S 90 M 90 L 90** This card may only be played once per round**
“Intersection” here is defined as any point along a named path or street (i.e. has a name on whatever mapping app you choose to use) where the player has an opportunity to turn onto one or more different named paths or streets. If there are somehow more than six divergent paths, a random number generator can be used instead of a die. If the road exits the hiding zone, or is longer than 300 m, turn around. You only need to roll once to exit a roundabout.
Curse Of The Impressionable Consumer
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse of Intentional Blankness
Casting Cost: Intentionally left blank.
Blocks: Nothing
Timeout: None
Immediate Veto: None
Curse Of The Jammed Door
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
The seekers must roll 2d6.
The dice can only be rolled when the doorway is visible to the seekers and they intend to enter it. If they are intending to roll to enter a vehicle, you must be able to see the vehicle’s door before rolling.
The seekers need only roll once to enter a building. There is no need to roll for every door inside, unless it connects to another building. Shops inside train stations, malls, etc. count as separate buildings for this curse.
Vehicles that stop inside a building, e.g. a train in a train station, also count as separate buildings. It is not necessarily to roll to exit a vehicle, even if exiting does leave the seekers inside a building that they have not previously entered. So no need to roll when getting off a train in a station.
Only game-relevant doors count. There’s no need to roll to go to the toilet, or a waiting room, or a shop in order to get something to drink whilst waiting for a train. However, if the current curse requires the seekers to e.g. purchase something from a shop, then they should roll to enter it.
Fare gates are not doors.
Doors that are open most of the day, but are still visible, do count as doors.
If in doubt, err on the side of it being a door.
If a location has entrances with doors, and entrances without doors, then the seekers can legitimately choose to enter the space through the doorless entrance without needing to roll. They must use that entrance, however. They cannot enter through a door without rolling just because there is a way to get through without a door.
If the seekers exit a space, and wish to re-enter it, then they must roll again.
If the curse expires whilst the seekers are waiting to re-roll, then the wait also expires at the same time as the curse.
Standard Definitions
A building is a human-made construction designed to shelter people, creatures or objects, that fully encloses an area, with walls and a roof that are connected, and directly on the ground or a human-made foundation, with a reasonable expectation of permanence in location for longer than a season. More than one human must be able to fit inside it with ease, maintaining reasonable personal space. They can be bigger on the inside than the outside. Constructions that are underground without a building on top of them are excluded. If in doubt, if it has a door through which you enter it, it’s a building.
Things that are buildings:
- houses
- office blocks
- signal boxes
- British telephone boxes
- wind turbines and windmills
- a triumphal arch
- the ticket office to the London Eye
Things that are not buildings:
- tents
- metro entrances that are not fully enclosed
- open bus shelters
- the TARDIS (no expectation of remaining in location for longer than a season)
- the London Eye (the structures designed to enclose are moving)
- model buildings (can’t fit a human in them. Minifigs are not human)
Curse Of The Labyrinth
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Landline
Please consult the original card
Casting Cost: Seekers must be at least S 2 M 4 L 40 km from you.
Blocks: Nothing
Timeout: S 120 M 120 L 120
Immediate Veto: S 180 M 180 L 180
Any outlet on a train or other vehicle as well as a wall, floor, or piece of furniture counts, including USB sockets and lighter sockets.
Blessing Of The Left Turn
For the next S 10 M 20 L 30 minutes, the seekers cannot turn right at any street intersection. If, at any point, they find themselves in a dead end where they cannot continue forward or turn left for another 300 metres, they may do a full 180. A right turn is defined as a road at any angle that veers to the right of the seekers. Veering towards the left can never be considered a curse.
Casting Cost: Discard a card.
Blocks: Nothing
Timeout: S 10 M 20 L 30
Immediate Veto: S 15 M 30 L 45
This curse only applies to street intersections, meaning the intersection between two roads intended for cars (or pedestrian sidewalks along those roads.) This curse would not have any effects indoors, or in an areas where there are no streets. Cycle paths do not count as streets
Curse Of The Lemon Phylactery
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Longest Rest
The Hider must send a picture of a tombstone with a clearly visible date of death on it. The Seekers must find a tombstone with an older date of death on it. If there is no older date of death, then send the oldest date in the graveyard.
Casting Cost: A picture of a gravestone in the hiding zone.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
A graveyard should me marked as a graveyard or cemetery in the mapping app, or be attached to a place of worship. Plaques inside or outside a place of worship count.
Curse Of The Long Shot
Please consult the original card
Casting Cost: Seekers must be within S 1.5 M 4 L 40 km of you.
Blocks: Curses, Transit
Timeout: None
Immediate Veto: S 18 M 27 L 45
If the seekers fail at their guess, they may choose to exchange the time they are frozen for a time bonus worth the same amount of time. This would allow them to continue the game without pausing.
Standard Definitions
{{ #include ../Definitions/frozen.md}}
Curse Of The Luxury Car
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Mediocre Travel Agent
Choose any publicly-accessible place within S 250 M 250 L 500 m of the seekers’ current location. They cannot currently be on transit. They must go there, and spend at least S 7 M 7 L 15 minutes there, before asking another question. They must send you at least three photos of them enjoying their vacation, and procure an object to bring you as a souvenir. If this souvenir is lost before they can give it to you, you are awarded an extra S 30 M 45 L 60 minutes.
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Mind Meld
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Monumental Task
Seekers must ask the next question next to a monument.
Casting Cost: A picture of a clearly identifiable monument within the hiding area. Text can be masked.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
A Monument is one marked as such in the mapping app the game is using
Curse Of The Moral High Ground
Seekers must ask the next question from an altitude that is higher than that of the Hider.
Casting Cost: Inform the seekers of your current altitude.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
A screenshot of the height measurement should be provided by both the Hider and Seekers. The Hider may crop out or otherwise hide compass directions and coordinates if necessary. If the Hider moves after the curse is played, the altitude provided at the time of playing the curse remains the valid one.
Curse Of The Non-Dominant Hand
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Notable Erection
Seekers must find a building that is either named after a person notable enough to have their own Wikipedia page, or is mentioned on a notable person’s Wikipedia page. Before asking another question, they must send a photo of the building, and enough information to verify the notable nature to the hider for validation.
Casting Cost: Discard a curse and another card.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
The Wikipedia page may be in any of the languages understood by the players, or any of the official or co-official languages of the location that is selected. In the case of a language the Hider doesn’t understand, then a translation of the relevant paragraph should be provided along with a link to the original. Screenshots of the relevant paragraphs count, as well as a link to the original. The standard definition of building applies here.
Curse Of The Okaihau Express
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Team members who are able to physically speak have to sing. Passenger princesses, egg partners, and DBJUNGLESKOGs are exempted from having to sing. All other team members must sing.
If using a helpdesk, helpdesk may choose to do the verification for you.
The full lyrics are as follows:
She starts out from Otiria, the smallest train you’ve seen This is the Okaihau Express
An engine and a guardsvan with a carriage in between This is the Okaihau Express
The driver doesn’t worry if he takes the journey slow Driving the Okaihau Express
He’s got all day to do it in and 30 miles to go Driving the Okaihau Express
She was goin’ round the bend doin’ 10 miles an hour The whistle began to shriek
Well she caught that bull in the middle of the brisket And the engine smelled of steak for a week
There’s puppies in an apple box, pippies in a sack Riding the Okaihau Express
But no-one knows the difference when they’re drippin’ from the rack Riding the Okaihau Express
She stops at lake Omapere, to take some water in This is the Okaihau Express
The fireman takes a bucket, the driver takes a swim This is the Okaihau Express
Okaihau to Otiria, it’s just a single track This is the Okaihau Express
You can’t turn it at the terminus, you just reverse her back This is the Okaihau Express
Curse Of The Open Mind
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Oracle
Seekers must flip a coin and predict its outcome while it is in the air. If they are correct, they do it again. If they are wrong, they must start again. They may not ask another question until they get it correct three times in a row.
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Overflowing Chalice
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Passenger Princess
The hider selects one seeker to be the passenger princess for the next S 15 M 20 L 30 minutes. The other seeker is the driver. The passenger princess is not permitted to do any research, hold any maps, or discuss the game in any way. They may be involved in clearing curses if instructed to do so.
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 15 M 20 L 30
Immediate Veto: S 20 M 30 L 45
Please consult the original rules
Curse Of The Plagued Word
For the next S 30 M 30 L 60 minutes, asking a question creates a S 0.5 M 2 L 8 km radius where questions cannot be asked until this curse expires.
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 40 L 60
Immediate Veto: S 45 M 45 L 90
Curse Of The Planespotter
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
An airplane is any manned, powered, fixed-wing aircraft. Helicopters, hot air balloons, gliders, paragliders, parachutes, and drones do not count. Neither do paper planes.
Curse Of The Pomologist
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Specificity is defined by the title of the Wikipedia page (e.g. “Golden Delicious” is a variety of apple that has a Wikipedia page, so finding a Golden Delicious apple would require the seekers to do the same. “Summerset” is a variety of apple that does not have a Wikipedia page, so you could send the Wikipedia page for “apple” and the seekers could respond with anything that would fall under the category of “apple”). You cannot create a Wikipedia page. The fruit in question may be botanically or culinarily considered as a fruit. Rhubarb counts, Raspberries count, Pine Cones count, but not Pine Kernels.
Curse Of The Pong Champion
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Post Office
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Prophet
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Prosperous Home
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Queue
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Quill
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Quixotic Quest
Seekers must ask the next question next to a Windmill. Digital depictions, or depictions the Hiders have on or with them, don’t count.
Casting Cost: A picture of a windmill in the hiding zone.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Wind turbines count as Windmills. As do static depictions of windmills on murals and the like. In the case of actual working windmills, the Seekers should remain a safe distance. In some cases a minimum distance will be required by the actual windmill itself.
Curse Of The Ransom Note
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of Ratatouille
The next question must be asked next to a Rathaus or Town Hall. The seekers may not use an internet-connected device to find the town hall.
Casting Cost: A picture of the Hider’s Town Hall.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Photo Must include roof, both sides, with the top of the building in top third of the frame. Can be zoomed.
Curse of the Reinheitsgebot
Before asking another question, the seekers must buy a beer that complies with the Reinheitsgebot, drink the beer, and then say “Reinheitsgebot” three times. They should send photographic evidence of the opened or poured beer that identifies the brand. Alcohol-free beers are ok, as long as the beer complies with the original ideal of the Reinheitsgebot—Pils good, Weizen bad.
Casting Cost: A picture of an open or poured beer that complies with the Reinheitsgebot
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90** This card may only be played once per round**
In order to meet the Reinheitsgebot, the beer must be made with only malted barley, hops, yeast and water. It should not say “Weizen” on the ingredients. In order to identify the beer, the pictures can include the bottle, or the pump clip or an engraved glass, etc.
Curse Of The Rewind
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Right Turn
For the next S 10 M 20 L 30 minutes the seekers cannot turn left at any street intersection. If at any point, they find themselves in a dead end where they cannot continue forward or turn right for another 300m they may do a full 180. A left turn is defined as a road at any angle that veers to the left of the seekers.
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 10 M 20 L 30
Immediate Veto: S 15 M 30 L 45
Please consult the original rules
Curse Of The Runner
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Seabird
Seekers must photograph a bird within 3 meters of a body of water before asking another question. If, after S 30 M 45 L 60 minutes, no bird has been photographed, this curse is automatically cleared.
Casting Cost: Please consult the original card
Blocks: Curses
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
“Body of water” and “off-transit” are defined as standard. The bird must be alive, of the genus aves and not be captured for the purppose of this curse, although it may already be in captivity. Its metabolic processes can definitely not be history.
Curse Of The Seventh Seal
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Shark
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90** This card may only be played once per round**
You may not board any form of transit until this curse has been cleared, even if there is space to walk around the vehicle you want to board. If you are on a form of transit while this curse is played, it will take effect when you alight.
Curse Of The Shrewd Critic
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Sniper
Send the seekers a photo you’ve taken of them within 20 seconds of taking it. Upon receiving this curse, they have 3 minutes to take a photo of you and end your run. If they fail, draw and keep five cards. You no longer have a maximum hand size.
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
All seekers must be visible in the photo provided. The 3 minutes begins from the moment the curse and photo are delivered.
Curse Of The Soothsayer
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of Spotty Memory
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Strider
Walk or run any total distance over the course of 15 minutes. The seekers must travel that same distance together, on foot before asking another question (e.g. the hider runs 3 km, the seekers must each walk/run 3 km).
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Strongman
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of The Tiny Home
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Touristic Consumerism
Buy a stroopwaffel, and bring it to the Hider. If the waffle is not mostly intact, then the Hider receives a S 30 M 45 L 60 minute time bonus.
Casting Cost: Discard two cards.
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
The Stroopwafel can be one of a pack, as long as at least one of them is relatively intact, it will do. Visible cracks, or significant pieces that have fallen off are not considered intact. Things that produce crumbs, even relatively large crumbs, still count as intact. In case the sides don’t agree, a third party can be called to mediate. Or a social media post with a poll.
Curse Of The Trickster
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Tulip Mania
The Seekers must send a photo of a Tulip before asking their next question.
Casting Cost: A photo of a tulip.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
A photo of a fake tulip or an artistic depiction of a tulip counts. The tulip must be flowering, non-flowering plants or bulbs do not count.
Curse Of The Unguided Tourist
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions, Transit
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse of the Unknown Deity
Seekers must go to a place of worship, and pray to the relevant deity from outside as they roll a die. If the seekers are blessed with a roll of 4 or above, then they may ask the next question. If not, they must wait S 5 M 7 L 13 minutes until they can pray again.
Casting Cost: You must be at or near a place of worship.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
A place of worship includes any permanent building, temple, or shrine that is marked as such on the outside or on Google Maps. It can belong to any religion or spiritual tradition listed on the List of religions and spiritual traditions page of Wikipedia. Random brooks, streams, trees, etc. that are not positively identified as a place of worship do not count, neither does “capitalism”, “mammon” or similar ideas count as a religion.
Curse of the Unreliable Railway
You’ve been Deutsche Bahned! Seekers must disembark their current mode of transportation at the next station (as long as that station is serviced by another of the same form of transportation in the next S 30 M 30 L 60 minutes.)
Casting Cost: Seekers must be heading towards you (their next station is closer to you than they currently are)
Blocks: Curses, Transit
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
“Next Station,” in this context, refers to the next station that the seekers’ current mode of transit will stop at; if there are any stops along the line that their current route will skip, those should be disregarded. If you are not sure whether the seekers are on transit, or whether their route will stop at a particular station, you may ask them for that information. If there is any ambiguity, you should tell them what you believe their next station is when this curse is cast to confirm that you didn’t misread their tracker. Even if the seekers’ current mode of transit would eventually bring them further away from you, this curse may still be played so long as their next station is closer; a line that heads in away from you but temporarily curves towards you is a particularly advantageous situation for this curse.
Curse Of The Untethered Spirit
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: None
Immediate Veto: S 45 M 60 L 90
This curse can only be played during the endgame. The hider must turn their tracker on as soon as this curse is played. The seekers may choose to disable their tracker.
Curse Of The Urban Explorer
For the next hour seekers cannot ask question when they are on transit or in a train station.
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 60 M 60 L 60
Immediate Veto: S 90 M 90 L 90
Please consult the original rules
Curse Of The U-Turn
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Transit
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Void
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Curse Of Water Weight
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse of the Wurst-Käse Scenario
Before asking another question, one of the seekers must purchase and consume something made with sausage or cheese or both. A photo of the unwrapped food should be sent before eating it.
Casting Cost: The hider must provide a similar photo.
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Vegan alternatives are permissible. This can be cleared at a station or on a train.
Curse Of The Zipped Lip
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Curse Of The Zoologist
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Curses, Questions
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
Please consult the original rules
Power Ups
Power Ups
Power ups are cards that can be played at any time. They should be discarded immediately after use. The hider only needs to inform the seekers that they have been played if they affect the seekers directly.
Discard 1, Draw 2
This card allows you to remove an undesirable card in your hand and replace it with two newly drawn cards from the deck. Because you discard this card when you play it, the total number of cards you hold does not alter: you discard 1, draw 2, and then discard this 1.
If you do not have enough cards to discard, then you cannot play this power up.
Discard 2, Draw 3
This card allows you to remove any two undesirable cards in your hand and replace them with three newly drawn cards from the deck. Because you discard this card when you play it, the total number of cards you hold does not alter: you discard 2, draw 3, and then discard this 1.
If you do not have enough cards to discard, then you cannot play this power up. You cannot discard fewer than 2 cards in your hand, not including this one.
Discard 3, Draw 4
This card allows you to remove any three undesirable cards in your hand and replace them with four newly drawn cards from the deck. Because you discard this card when you play it, the total number of cards you hold does not alter: you discard 3, draw 4, and then discard this 1.
If you do not have enough cards to discard, then you cannot play this power up. You cannot discard fewer than 3 cards in your hand, not including this one.
Discard Me
Please consult the original card
Double or Nothing
Play instead of answering a question. No answer is given and no reward is earned. The question is considered answered, and if asked again the cost is doubled.
This is equivalent to the Veto mechanic of the original game.
Draw 1, Expand 1
This card allows you to draw one extra card when played, and it also expands your hand limit by 1.
As you discard this card once you’ve played it, the number of cards you hold does not change, even if the hand limit has.
Draw 2, Expand 2
This card allows you to draw 2 extra cards when played, and it also expands your hand limit by 2.
As you discard this card once you’ve played it, the number of cards you hold only goes up by one.
Duplicate Another Card
This card creates a duplicate of any other card currently in the hider’s hand. If it is in the hand at the end of a round, then it can be used to duplicate any fixed value time bonus in the hand.
To play this card, the card being duplicated should be played as normal, including casting costs and photos to the seekers, but instead of discarding that card, this power up is discarded instead. Only the card is duplicated. Any casting cost must be paid again.
Keep in mind that some curses cannot be played twice, even if they have been duplicated. See Cards that can only be played once per round for more infromation.
Move
Please consult the original card
Please consult the original rules
Nothing
Please consult the original card
Randomize Question
This card can be played in response to any question, except for hints, instead of answering it.
When this card is played, the seekers must randomly choose a different unanswered question from the same category. They can use dice or a random number generator on their phone for this. The newly selected question is automatically asked instead, and then answered as normal. As the question to be asked must be different from the current question, then this card cannot be played if there are no more unanswered questions left in that category.
The original question is not considered asked, and as such can be asked again later on for the normal cost. This also means that any timing related to the question counts from when the randomize card is played. Judicious use of this power up would allow a hider in a large game to be asked a photo question, wait 20 minutes, randomize it, and then wait another 20 minutes before answering it.
There are specific rules about how this card applies to Thermometers, see Randomizing Thermometers for more information.
Time Trap
Please consult the original card
Please consult the original rules
Veto Question
Play instead of answering a question. No answer is given, and no reward is earned. The question can no longer be asked for the rest of the round.
Note
These rules are as played in the first expansion. The original rules for the veto have been rewritten and now exist as the Double or Nothing power up.
We have removed two of these cards from the standard deck and replaced them with Double or Nothing cards.
Veto Question or 15 Minute Time Bonus
Play instead of answering a question. No answer is given and no reward is earned. The question may not be asked again. Counts as a time bonus at the end of the round.
For the purpose of the game, this is a power up, and may not be discarded as if it were a time bonus.
Time Bonuses
Time Bonuses
Time bonus cards come in varying values and count towards the hider’s final hiding time. These cards cannot be “played,” and the only way that they leave the hider’s hand is if they are discarded.
Time bonuses are added to the hider’s final hiding time only if they are in the hider’s hand at the end of the round; discarding a time bonus means that it will no longer count towards their final hiding time.
The hider should aim to hold as many time bonuses at the end of a round as possible.
Fixed Value Time Bonuses
A fixed value time bonus is one that states a value in minutes. With the exception of the 4’33“ Time Bonus, the cards have three values on them, for Small Medium and Large games. The value for that game is what should be summed at the end. They are normally referred to by the value assigned to the large game. So a S 2 M 3 L 5 time bonus is known as a “5 minute time bonus”
4’33“ Time Bonus
The 4’33“ Time Bonus counts as a 5 minute time bonus for the purposes of calculation, including when you have to discard a certain amount of time. It is not counted as a 5 minute time bonus for cards that specifically mention them such as Curse of the 5-Minute Monarch
Veto Question or 15 Minute Time Bonus
This card is a power up, and only counts as a time bonus at the end of the round, where it is worth S 6 M 9 L 15 minutes. It cannot be discarded as a time bonus, or used for calculations during the round. See Veto Question or 15 Minute Time Bonus for more details.
Percentage Time Bonuses
Percentage Time bonuses state a percentage on them. This percentage is calculated based on the total number of minutes that the seeker took to find the hider, and does not apply to any other time bonuses, so they cannot be cumulative.