New group
Do not fill the room first.
Play a smaller match, confirm callouts, then add players once the room and role goals feel stable.
Modes, rules, and win checks
Help your group understand the round before it starts: what kind of match you are playing, what each role is trying to do, and what counts as a clean win.
Quick answer
Before the match starts, the host should tell the group the room style, role goals, win check, and any option changes. Keep room search fields stable first; tune rules only after friends can join.
Pick the match purpose: first-time play, Hider practice, Seeker practice, or open public play.
Explain what Hiders and Seekers are trying to prove in this round.
Change one rule or option at a time, then keep a short result note.
| Question | Answer before start | Why it matters | If unclear |
|---|---|---|---|
| What kind of round is this? | Normal play, first-time lesson, Hider practice, Seeker practice, or open room. | Players judge the round by the correct goal. | Use the mode map below. |
| What counts as a good Hider round? | A believable spot, controlled movement, and enough delay to matter. | Hiders learn the right habit instead of chasing jokes or lucky spots. | Use the role goal table. |
| What counts as a good Seeker round? | Clear sections, useful callouts, and fewer repeated checks. | Seekers improve the route, not just the final result. | Use the win check table. |
| Did the host change a rule? | Name the old rule, new rule, and whether it affects joining or only match feel. | The group can undo a bad setup without arguing. | Use the rule change log. |
Player count and room size
The Steam description says 2-10 players are recommended and notes that the maximum depends on the host's network environment and may change with playtests. Treat that as a room planning note, not a reason to fill every slot on the first match.
| Group size | Best use | Rule focus | Watch for |
|---|---|---|---|
| 2 players | Learning the basic Hider and Seeker loop without group noise. | Use simple rules and review the first clue after each round. | Rounds can feel predictable if both players repeat the same route. |
| 3-4 players | Best learning size for most friend groups. | Assign simple Seeker sections and let Hiders practice believable placement. | One unclear callout can send the whole search off-route. |
| 5-7 players | Good for party rounds once players understand the match loop. | Keep room settings stable and use short callout rules. | Too many voices can hide the useful clue. |
| 8-10 players | Large social rounds when the host and group are already stable. | Use simple public-style expectations and avoid private practice rules. | Network, open slots, and chaotic callouts become easier to misread. |
On mobile, swipe sideways to compare every group size.
New group
Play a smaller match, confirm callouts, then add players once the room and role goals feel stable.
Returning group
If a larger room feels messy, keep the player count and simplify the rule card before changing multiple options.
Host check
If someone cannot join, fix access, slots, room details, and version before judging game mode balance.
60-second rules check
This quick check keeps a practice round from turning into a rules argument. Use it after the room is visible and before changing any match option.
| Check | Good answer | Start if | Pause if |
|---|---|---|---|
| Access and slots | Everyone expected for this round is in or has said they are skipping. | Late joiners will not be surprised by a started match. | Someone is still searching from an old room card. |
| Role goal | Each role has one job, such as believable placement or section callouts. | Players can repeat the goal in one sentence. | Half the group thinks it is normal play and half thinks it is practice. |
| Win check | The group knows whether it is judging the final result, delay, route quality, or a specific habit. | The review will not depend on a surprise standard. | Players disagree about what would count as a useful round. |
| Changed option | Only one rule or match option changed since the last test. | The group can tell whether that one change helped. | Several options changed and nobody knows which one matters. |
Mode and room style map
If your menu uses different mode names or offers extra match options, map them to the player task first. The group should understand what the round is for before tuning pressure, pace, access, or practice rules.
| Room style | Use when | Host should say | Win check | Avoid |
|---|---|---|---|---|
| First-time lesson | New players are learning roles, controls, and room flow. | "This round is for learning one Hider habit and one Seeker route." | Everyone can explain what they tried after the round. | Changing several options before players understand the basic loop. |
| Hider practice | The group wants to improve spot choice, outline, stillness, and recovery. | "We are judging whether the spot looked believable, not only whether it won." | Hiders delay the search or force Seekers to inspect details carefully. | Treating every found Hider as a failed round without asking what clue gave them away. |
| Seeker practice | The group wants cleaner sweeps, better callouts, and fewer repeated checks. | "Clear one section, call it, then rotate to the next." | Seekers find clues faster or can name the areas already checked. | Random chasing that leaves parts of the room unsearched. |
| Open public play | The room is open to players outside your group if the host chooses that access style. | "This is open play; expect players outside our group and keep rules simple." | The match stays understandable even when players do not share voice chat. | Private practice rules that strangers cannot understand from context. |
| If a menu label sounds like | Treat it as | Explain it like this | Keep stable until |
|---|---|---|---|
| Casual, normal, quick, or standard | Normal play or first-time lesson. | "We are learning the core loop before testing special goals." | Everyone understands Hider and Seeker basics. |
| Private, friends, or passworded | Controlled friend room. | "Use the shared room card; do not change access during search." | All expected friends can find and enter the room. |
| Practice, custom, or option-heavy | One habit test, not a pile of changes. | "We changed one thing; judge that one thing after the round." | The group knows which setting changed and why. |
| Public, open, or listed | Simple rules that strangers can follow. | "Keep callouts simple and avoid private practice assumptions." | The room is still readable to players outside your group. |
Host start script
A short script prevents half the group from playing normal rounds while the other half thinks it is practice. Use it after friends can already see and join the room.
Round style: first-time / Hider practice / Seeker practice / open play
Hider goal: ________
Seeker goal: ________
Win check: Hider delay / Seeker find / route quality / group review
Rule changed this round: none / ________
After round, review one clue: ________
1. Room first
Do not explain advanced rules until players can join and stay in the lobby.
2. One goal
Give each role one simple job so the result is easy to review.
3. One change
If an option changes, say what changed and why before the next round.
4. One review
After the round, review one clue, not every mistake at once.
Example: first-time round
Round style: first-time lesson
Hider goal: pick a believable spot
Seeker goal: clear one section
Win check: explain what worked
Review: one hiding clue
Example: Hider practice
Round style: Hider practice
Hider goal: reduce outline clues
Seeker goal: name the first clue
Win check: delay and clue quality
Review: shape or movement
Example: Seeker practice
Round style: Seeker practice
Hider goal: use believable clusters
Seeker goal: call checked sections
Win check: route quality
Review: skipped area
Role objectives
A player can lose the round and still learn the right lesson. Use role objectives to separate the final result from the habit being practiced.
Hider objective
Seeker objective
| Role | Primary goal | Good round even if not perfect | Review question |
|---|---|---|---|
| Hider | Blend into a believable place and force a careful search. | Seekers had to inspect the area before finding the clue. | Was the giveaway color, outline, movement, lighting, or placement? |
| Seeker | Find hiding mistakes through a repeatable route. | The team checked sections in order and avoided duplicate searches. | Which section was skipped, rushed, or called out poorly? |
| Host | Keep the round understandable and change rules slowly. | Players can say what the round was testing after it ends. | Did the rule change help the match or confuse the result? |
Win condition checks
The game may decide the round result, but your group still needs a clean review. Track what happened, what changed, and whether the round taught the habit you wanted.
Round style: ________
Hider result: hidden / found / delayed search / unclear
Seeker result: found / missed / repeated route / unclear
Rule or option changed: ________
Main clue: color / shape / movement / lighting / placement / route
Keep rule next round: yes / no / retest
| Result type | What it means | Good review question | Next action |
|---|---|---|---|
| Hider wins quickly | The spot may have worked, or the search route may have missed a section. | Did Seekers check the right section before time or pressure mattered? | Repeat the spot once or improve the Seeker route before changing rules. |
| Hider is found quickly | The hiding clue was obvious or the Seeker route found the right area fast. | What was the first clue: shape, color, movement, lighting, or placement? | Fix one Hider clue before changing the room style. |
| Seekers repeat areas | The win or loss is hard to read because the route was unclear. | Which section was checked twice, and which section was skipped? | Use a section callout rule for the next round. |
| Rule change confuses the result | Too many variables changed at once. | What was the last rule or option changed? | Rollback to the previous rule and retest once. |
| Scorecard item | Hider check | Seeker check | Use next round |
|---|---|---|---|
| Placement | Did the hiding spot belong near nearby objects or surfaces? | Did the search route include that kind of object cluster? | Choose one better cluster or add that cluster to the search order. |
| Outline | Did the shape still read like a player? | Did Seekers call shape, color, or movement as the clue? | Fix one visible clue instead of changing the whole rule set. |
| Route | Did the Hider exploit a skipped or repeated section? | Did Seekers finish sections in order? | Assign first sections before the next start. |
| Rule clarity | Did Hiders know whether delay, survival, or clue quality mattered? | Did Seekers know whether speed, route, or callouts mattered? | Repeat the host script with a simpler win check. |
Safe rule changes
Rule changes are useful only when the group can tell what changed. If the room offers match options, change one option, explain the reason, play one round, then decide whether to keep it.
| Change area | Use when | Say before start | Undo if |
|---|---|---|---|
| Access, slots, region, room name, password, or filters | The group cannot find or enter the room. | "This affects joining. Use the new room card." | A friend who could find the room loses it. |
| Practice goal | Players are learning one role habit. | "We are judging this round by the habit, not only the final result." | The group cannot explain what was being practiced. |
| Pace or pressure option, if available | The round feels too chaotic or too slow for the current group. | "This changes match feel, not the room search details." | Players cannot tell whether the new pace helped. |
| Public room expectations | Players outside the friend group may join. | "Keep callouts and rules simple because not everyone shares our chat." | The round depends on private rules that new arrivals cannot know. |
Changed rule or option: ________
Old setup: ________
New setup: ________
Affects joining? yes / no / unsure
Round result: ________
Keep, undo, or retest: ________
Common rule misunderstandings
Most rule arguments come from different players judging different goals. Use this table to pick the right review instead of restarting with more confusion.
| Misunderstanding | What is really happening | Better rule wording | Next round fix |
|---|---|---|---|
| "Hiders only win if nobody sees them." | The group may be practicing delay, believable placement, or recovery. | "For this round, a good Hider spot makes Seekers inspect carefully." | Review the clue that revealed the Hider. |
| "Seekers are bad if they miss one spot." | The route may have been unclear even if individual scans were fine. | "Clear sections and call out checked areas before chasing guesses." | Assign first sections before the next round starts. |
| "A rule change fixed the match." | Several things may have changed at once. | "We changed one rule; keep everything else stable for one round." | Use the rule change log and retest the same goal. |
| "Public rooms can use private practice rules." | Players who join later may not know the agreement. | "Keep public rules simple unless everyone clearly agrees." | Use a private or passworded room if available for detailed practice rules. |
Next steps
Use the room settings guide to separate search fields from match options.
Open room settingsUse the beginner guide once the group understands the room style and win check.
Open beginner guideUse the role guides after the group agrees what the round is testing.
Use normal game and platform options. Avoid account tools, bypass tools, and changes you cannot easily reverse.
FAQ
Confirm the room style, role goals, win check, player slots, access state, and whether the group is practicing Hider spots, Seeker sweeps, or normal play.
No. Keep search-critical room fields stable while friends join, then change match options one at a time after the room is visible.
The Steam description says 2-10 players are recommended and notes that the maximum depends on the host's network environment and may change with playtests. For a new group, start smaller before filling the room.
Hiders should aim to look believable in the room, avoid unnecessary movement, and make Seekers spend time checking the wrong details.
Seekers should clear the room in sections, compare object clusters, call out checked areas, and avoid repeating the same search path.
Change one rule or option at a time, then play one round or run one search test before keeping it.
Use the closest room style in this guide and focus on the player task: first-time play, Hider practice, Seeker practice, or public play.
Name the room style, Hider goal, Seeker goal, win check, and anything that changed since the last round.