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JLTG.EU House Rules

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.

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

Reprinted Cards

Card Rules Clarified

Cards Newly Removed In This Game:

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

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

SizeHiding TimeHiding ZoneQuestion TimePhoto Questions
Small30 mins500 metres5 mins10 mins
Medium1 hour500 metres5 mins10 mins
Large3 hours1 km5 mins20 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:

SmallMediumLarge
Standard500m500m1km
with Prosperous Home750m750m1.5km
with Tiny Home250m250m500m
with Both375m375m750m

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. 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.

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.

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 one 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.

For the purposes of hiding, a square is considered a marked path. 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.

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

See Hiding Zones for a defintion of transit stops

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.

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.

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

TypeCardsSmallMediumLarge
MatchingDraw 3, Pick 15 mins5 mins5 mins
MeasuringDraw 3, Pick 15 mins5 mins5 mins
ThermometerDraw 2, Pick 15 mins5 mins5 mins
RadarDraw 2, Pick 15 mins5 mins5 mins
TentaclesDraw 4, Pick 25 mins5 mins5 mins
PhotosDraw 1, Pick 110 mins10 mins20 mins
HintsDraw 1, Pick 15 mins5 mins5 mins

The following photo questions have a different reward values:

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.

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

Measuring

Thermometer

Radar

Tentacles

Photos

Building Visible from the Stop

Biggest Body of Water

Current Sightline

Grocery Store Aisle

Largest Bike Stand/Cage Next to the Station

Park

Platform

Place of Worship

Restaurant Interior or Exterior

Selfie

Sky

Tree

Tallest Building Visible from the Stop

Tallest Mountain Visible from the Stop

Tallest Structure in your Sightline

Trace 1 km of Streets

Trace the Nearest Street/Path

Two/Five Buildings

The Widest Street

Cards

There are cards in this game. They can be used for a variety of purposes.

Curses

Curses are thing. Here are some curses.

Curse Of The Anonymous Benefactor

Seekers must place one dollar/euro/pound (or your country’s equivalent) in a public place and confirm that it has been taken by a stranger before asking another question. Seekers cannot speak directly to any strangers about the money.

Casting Cost: Donate money under the same circumstances.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Archaeologist

Send the seekers a photo of a building or structure whose age you can verify to within a century. The seekers must find a building or structure (whose age they can also verify) from the same century or earlier before asking another question.

Casting Cost: A standard photo of a building or structure.

“Building or structure” encompasses any manmade objects. To verify the age, you must have at least one credible source that specifically references that object. Partially rebuilt or renovated structures may use their original build date, but fully rebuilt structures (or structures designed to emulate an older structure) may not.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Bargain Hunter

Send the seekers a picture of a discounted price tag (or other written discount) that you found in the real world. They must find an item that is equally (or more) discounted, by percentage, before asking another question.

Casting Cost: A photo of a price tag.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Bird Guide

You have one chance to film a bird for as long as possible, up to [S 5] [M 10] [L 15] minutes straight. If, at any point, the bird leaves the frame, your timer is stopped. The seekers must then film a bird for the same amount of time or longer before asking another question.

Casting Cost: Film a bird.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Blind Wanderer

Seekers must ask their next question at least [S 2] [M 5] [L 15] km from where they are right now.

Casting Cost: Seekers must be at least [S 4] [M 12] [L 30] km from you.

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: Seekers must be at least [S 1] [M 5] [L 30] mi from you.

“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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Cairn

You have one attempt to stack as many rocks on top of each other as you can in a freestanding tower. Each rock may only touch one other rock. Once you have added a rock to the tower, it may not be removed. Before adding another rock, the tower must stand for at least five seconds. If at any point, any rock other then the base rock touches the ground, your tower has fallen. Once your tower falls, tell the seekers how many rocks high your tower was when it last stood for five seconds. The seekers must then construct a rock tower of the same number of rocks, under the same parameters, before asking another question. If their tower falls, they must restart. The rocks must be found in nature, and both teams must disperse the rocks after building.

Casting Cost: Build a rock tower.

You cannot begin fulfilling the casting cost of this curse if you 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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Chasm

For the next three questions that the seekers ask, they must roll a die. If they roll a 1, 2, 3, or 4, that question is automatically randomized.

Casting Cost: Discard a randomize.

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

“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.

Blocks: Transit

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Clone

Find a stranger in public and note the following things about them:

  • Do they have long sleeves or short sleeves?
  • Do they have long pants/skirt or short pants/skirt?
  • Do they have glasses or no glasses?
  • Do they have a hat or no hat?
  • Do they have a bag or no bag?

The seekers must find a stranger with the same qualities before asking another question.

Casting Cost: Find a stranger.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Curious Explorer

Seekers must spend at least [S 10] [M 20] [L 30] minutes in a museum before asking another question. If there is an entry fee, they may wait in the lobby or directly outside.

Casting Cost: Seekers must be off-transit within 1 km of a museum that is open for at least another hour.

“Museum” is anything categorized as a museum by the mapping app you are using. Players may also choose to wait outside if the museum is closed by the time they arrive. “Off-transit” means that players have physically disembarked their last form of transit and that it has left the station (i.e. you cannot temporarily step off a train while it’s stopped to fulfill the condition.)

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Data Leak

For the rest of the run, seekers must tell you their route and destination every time they board any form of transit. They may not disembark at any other destination unless forced to.

Casting Cost: Discard [S 4] [M 6] [L 10] minutes worth of time bonuses.

“Route” includes start and end destinations and the line of transit (if applicable.) If forced off a route for any reason, the hider must be notified immediately. Players may not discard part of a time bonus; they must discard cards in their entirety. It is possible that players may have to discard more than the required number of minutes in order to pay for this curse.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Distant Cuisine

Find a restaurant within your zone that explicitly serves food from a specific foreign country. The seekers must visit a restaurant serving food from a country that is an equal or greater distance away before asking another question.

Casting Cost: You must be at the restaurant.

The restaurants used for this curse must explicitly reference a single country or region within a single country in either their name or some other public-facing material such as a menu. If a restaurant associates itself with multiple countries or a region larger than a single country (such as an “Asian” restaurant), it cannot be used for this curse. Distance from a given country is measured from your exact location to the nearest point in that country.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Divine Blessing

For the rest of the round, keep all cards drawn. Hand size limit still applies.

Casting Cost: Discard 3 curses.

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.

A Dijk is defined as any earth work for used for water management

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Drained Brain

Choose three questions in different categories. The seekers cannot ask those questions for the rest of the run.

Casting Cost: Discard your hand.

This curse may be used (and its price paid) during the time interval between a question and its answer, allowing a player to discard their hand before receiving the reward from a given question. You may not, however, ban the question that has just been asked, even if you have not yet answered it. Questions removed frcom the game using this curse cannot be asked, even for increased cost.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Egg Partner

The seekers must acquire an egg before asking another question. This egg is now treated as an official team member of the seekers. If any team members are abandoned or killed (defined as crack, in the egg’s case) before the end of your run, you are awarded an extra [S 30] [M 45] [L 60] minutes. This curse cannot be played during the endgame.

Casting Cost: Discard two cards.

The egg can be from any type of animal, but it must be a real egg (a chocolate egg or a plastic egg, for example, would not count.) Any visible fracture, however small, counts as killing the egg. If you do not want to buy items during the course of your game, or object to this curse to ethical grounds, this curse should be removed from the deck. For any other curse that requires all seekers to do something, the egg counts as a seeker. For example, Curse of the Lemon Phylactery after this curse has been played would require the egg to have a lemon attached to it.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Empty Mind

Search through the deck and choose any three cards to add to your hand. You must play this curse immediately.

Casting Cost: You cannot draw cards for the rest of the round.

“Immediately” means that this curse never enters your hand; it is played the moment it is chosen. Cards must be chosen before the next question is asked.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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: Roll a die. If it’s a 5 or 6, this card has no effect.

30 meters is measured parallel to the ground. The die can, and likely should, be rolled on an inclined surface. If the die is lost or does not land cleanly on one side, it cannot be counted. Any bonuses awarded to the hider should be delivered immediately.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

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

Blocks: Nothing

Timeout: [S 60] [M 60] [L 60]

Immediate Veto: [S 90] [M 90] [L 90]

Curse Of The Express Route

Seekers cannot disembark any transit for the next [S 10] [M 20] [L 30] minutes, unless they’ve reached the end of a line.

Casting Cost: Discard at least [S 10] [M 15] [L 20] minutes worth of time bonuses.

Players may not discard part of a time bonus; they must discard cards in their entirety. It is possible that players may have to discard more than the required number of minutes in order to pay for this curse.

Blocks: Curses, Transit

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of Featherless Flight

Construct a paper airplane. You may practice throwing it, but you get one official attempt to measure how far it flies horizontally. The seekers must construct, throw, and retrieve an airplane from at least the same distance before asking another question.

Casting Cost: Throw and retrieve a paper airplane.

A paper airplane may take any form, but must be constructed entirely from paper. The paper airplane may be thrown from a height in order to achieve extra lateral distance.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The 5-Minute King

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]

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]

Curse Of The Freewheeler

The next three questions that the seekers ask must be asked while on a moving form of transit.

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

Curse Of The Gambler’s Feet

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.

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.

Blocks: Nothing

Timeout: None

Immediate Veto: None

Curse Of The Gilded Inquiry

Secretly choose one question. If the seekers ask that question after this curse is played, the question is automatically vetoed and you instantly draw and keep three extra cards.

Casting Cost: The seekers’ next question is free.

“Vetoed” in this case should be treated identically to a veto card being played; the question is not answered, no reward is given, and it is removed from the game for the rest of the round.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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: This curse must be cast at least 75 meters from any named street.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Hidden Hangman

Before asking another question or boarding another form of transportation, seekers must beat the hider in a game of hangman. To play, the hider chooses a 5 letter word, and the game ends after either a correct word guess or 7 wrong letter guesses (head, body, two arms, two legs, and a hat). The hider must respond to all queries within 30 seconds. The seekers cannot challenge the hider for 10 minutes after a loss. After [S 1] [M 2] [L 3] losses, the seekers must wait 10 more minutes and then the curse is cleared.

Casting Cost: Discard 2 cards.

The chosen five-letter word must be a real word, found in a dictionary, in the language that the game is being played in. You cannot, for example, use a French word if all players only speak English. If the hider ever fails to respond to a query in 30 seconds, this curse is instantly cleared.

Blocks: Curses, Questions, Transit

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Hide-And-Seek-Ception

All seekers but one must close their eyes. Without discussion, the remaining seeker must go somewhere at least 300 meters away and not within direct eyeshot in any direction. The other seekers must find them, without asking them for any information, before asking another question.

Casting Cost: The seekers must be off-transit, at least 300 meters from a transit station.

The hiding seeker may call or text the other seeker(s) when they are in position, but no more communication is allowed. “Off-transit” means that players have physically disembarked their last form of transit and that it has left the station (i.e. you cannot temporarily step off a train while it’s stopped to fulfill the condition.)

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

Only transit stops valid for hiding in count for the radius

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Impenetrable Fog

For the next hour, any time the seekers reach a street intersection, they must assign each direction to a number on their die. They may assign a direction to multiple numbers, but each direction must be assigned to at least one. Then, they roll the die to see what direction to go.

Casting Cost: Roll a die. If it’s odd, this curse has no effect.

“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.

Blocks: Nothing

Timeout: [S 60] [M 60] [L 60]

Immediate Veto: [S 90] [M 90] [L 90]

Curse Of The Impressionable Consumer

Seekers must enter and gain admission (if applicable) to a location or buy a product that they saw an advertisement for before asking another question. This advertisement must be found out in the world, and must be at least 30 metres from the product or location itself.

Casting Cost: The seekers’ next question is free.

Any object or display whose primary purpose is to raise awareness of a product, service, or business counts as an advertisement. If the advertisement is for a specific service, such as a massage, the seekers must pay for and receive the service advertised. If the advertisement is for a location but not a specific service, such as an amusement park, the seekers must enter that location. Locations that are not private businesses, such as a public park, do not count. If you do not want to be forced to potentially spend money to fulfill this curse, it should be removed from the deck.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse of Intentional Blankness

Casting Cost: Intentionally left blank.

Blocks: Nothing

Timeout: None

Immediate Veto: None

Curse Of The Jammed Door

For the next [S 0.5] [M 1] [L 3] hours, whenever the seekers want to pass through a doorway into a building, business, train, or other vehicle, they must first roll 2 dice. If they do not roll a 7 or higher, they cannot enter that space (including through other doorways). Any given doorway can be re-attempted after [S 5] [M 10] [L 15] minutes.

Casting Cost: Discard two cards.

Seekers must roll two d6 dice. Dice can only be rolled to enter a doorway once the doorway is visible to the seekers. For example, if you are attempting to roll to enter a train, you cannot roll the dice before the train arrives; you must be able to see the train door first. Doorways within a building that lead to other parts of the same building, such as a store within a train station, do not need to pass a dice check. If there is any reasonable dispute as to whether something counts as a separate building, err on the side of doing a dice check. If the curse expires while a doorway is on cooldown, that cooldown also immediately expires.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Labyrinth

Spend up to [S 10] [M 20] [L 30] minutes drawing a solvable maze and send a photo of it to the seekers. You cannot use the internet to research maze designs. The seekers musts solve the maze before asking another question.

Casting Cost: Draw a maze.

“Solvable,” in this context, refers to a conventional solution to the maze—you must be able to draw an unbroken line from the start of the maze to the end of the maze. Your time limit begins from the moment you draw your first line; time spent gathering materials does not count. You may discard your maze and start drawing a maze at any point, but you cannot restart your timer. You may not consult the internet or any other materials when drawing your maze; it must come entirely from your own head.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Landline

For the next two hours, seekers may only use their phone for game-related purposes while it is charging via a wall outlet.

Casting Cost: Seekers must be at least [S 2] [M 4] [L 40] km from you.

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.

Blocks: Nothing

Timeout: [S 120] [M 120] [L 120]

Immediate Veto: [S 180] [M 180] [L 180]

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.

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

Blocks: Nothing

Timeout: [S 10] [M 20] [L 30]

Immediate Veto: [S 15] [M 30] [L 45]

Curse Of The Lemon Phylactery

Before asking another question, the seekers must each find a lemon and affix it to their outermost layer of their clothes or skin. If, at any point, one of these lemons is no longer touching a seeker, you are awarded [S 30] [M 45] [L 60] minutes. This curse cannot be played during the endgame.

Casting Cost: Discard a powerup.

The lemon must be a real lemon. It can be affixed using any means, but must be constantly touching the seeker’s skin or clothes. Once the lemon falls, the hider should be informed of their bonus immediately.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Long Shot

Once this curse is cast, the seekers have five minutes to provide one guess as to what transit station you are centered at. If they are correct, you must tell them so. If they are incorrect, they are frozen for [S 18] [M 27] [L 45] minutes.

Casting Cost: Seekers must be within [S 1.5] [M 4] [L 40] km of you.

When seekers are “frozen,” they cannot make progress on clearing other curses or take any form of transit. If they are currently on transit when they become frozen, they must disembark at the next opportunity and wait out the rest of their freeze period at that station. Players may walk around freely while frozen for non game-related reasons, but must resume from the place where they were frozen when the freeze period concludes.

Blocks: Curses, Transit

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Luxury Car

Take a photo of a car. The seekers must take a photo of a more expensive car before asking another question.

Casting Cost: A photo of a car.

You must be able to identify the car in question when sending the photo, and the seekers must agree that it is, in fact, the car that you claim it is. Use the MSRP of the car, factoring in its year of production, and disregarding any add-ons or modifications that may have been paid for. (For example: upgrades to the car’s interior, special tires, custom colors, etc.) The photo sent to the seekers must include enough of the car for it to be identifiable. All of these rules also apply to the car found by the seekers. If you cannot confirm a car’s exact production year or exact model, both sides must come to a consensus on which model and year to use for determining price.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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: Their vacation destination must be further from you than their current location.

“Publicly accessible” in this context follows the same rules as “publicly accessible” in the context of hiding spots. The destination does not need to be a single point; it can be a small general area like a park or store. The souvenir can be literally any physical object. It does not need to be with the seekers at all times, but it must be with them at the moment that the hider is caught.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Mind Meld

On the count of three, any two seekers say any word at the same time. Assuming they’re not the same word, they must wait [S 1] [M 3] [L 5] minutes, and both seekers say a new word that they believe to be the midpoint between the last two words. You may not say any words that have already been said, or do anything at all to indicate what word you will say next. Seekers may not ask another question until they both say the same word.

Casting Cost: Discard a 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.

A Monument is one marked as such in the mapping app the game is using

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Non-Dominant Hand

For the next [S 30] [M 45] [L 60] minutes, seekers may not use their dominant hand for any game-related task. That includes using their phone, completing a challenge, or writing anything on a map. If you’re ambidextrous, choose a hand.

Casting Cost: Discard a 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.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Okaihau Express

Seekers must record and send a video of themselves singing the full, memorized lyrics of Okaihau Express by Peter Cape—without any outside support—before asking another question. It is up to you, however, to prove if they have made a mistake.

Casting Cost: Discard three time bonuses.

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

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Open Mind

You no longer have a hand size limit.

Casting Cost: Discard your hand.

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: Discard two cards.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Overflowing Chalice

For the next three questions, you may draw (not keep) an additional card when drawing from the hider deck.

Casting Cost: Discard a card.

Matching questions become draw 4, keep 1. Measuring questions become draw 4, keep 1. Thermometer questions become draw 3, keep 1. Radar questions become draw 3, keep 1. Photo questions become draw 2, keep 1. Tentacle questions become draw 5, keep 2.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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: Discard two cards.

If there are more than two seekers, there is still only one passenger princess. If there is only one seeker, this card cannot be played. The passenger princess may speak to the other seeker(s) as normal, but must effectively act as though the game does not exist and cannot provide any substantive commentary that could help the other players in any way.

Blocks: Nothing

Timeout: [S 15] [M 20] [L 30]

Immediate Veto: [S 20] [M 30] [L 45]

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: Seekers must be at least [S 2] [M 6] [L 40] km from you.

Blocks: Nothing

Timeout: [S 30] [M 40] [L 60]

Immediate Veto: [S 45] [M 45] [L 90]

Curse Of The Planespotter

The seekers must take a photo of an airplane and send it to the hider before asking another question.

Casting Cost: Seekers must be within 15 km of a commercial airport.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Pomologist

Send the seekers a photo of a fruit, along with a link to its corresponding Wikipedia page. They must find the same type of fruit before asking another question.

Casting Cost: A photo of a fruit.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Pong Champion

Throw a die into a container (maximum 15 cm in diameter) from any distance you choose. You have three attempts. Seekers must throw a die into a container from the same horizontal distance before asking another question, but must wait [S 1] [M 3] [L 5] minutes between attempts.

Casting Cost: Successfully land the die in three attempts.

Players may not practice or solicit any external support from people outside the game. The hider attempt follows the same parameters as the seeker attempt. The dice must come to rest in the cup; if they enter but bounce out, they are not scored.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Post Office

Seekers must successfully mail a letter with their next question in it to your home address before asking another question.

Casting Cost: Seekers must be within 1km of a post office that is open for the next hour. You must provide them your home address.

After the letter has been mailed, they may also use any other form of communication to ask you the question.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Prophet

Rearrange the top ten cards of the deck in any order you choose.

Casting Cost: Discard two cards.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Prosperous Home

Expand the radius of your hiding zone by 50%.

Casting Cost: Discard at least [S 10] [M 15] [L 20] minutes worth of time bonuses.

Players may not discard part of a time bonus; they must discard cards in their entirety. It is possible that players may have to discard more than the required number of minutes in order to pay for this curse.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Queue

Seekers may not ask another question until they’ve waited in line for at least five minutes. They may wait in different lines, but they cannot wait in the same line more than once. They may not let people cut in front of them in line, and lines must have at least two people when they enter them.

Casting Cost: You must currently be in line somewhere.

Players are considered no longer in line once there are no more people in front of them.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Quill

Before asking another question, the seekers must spell out the name of the category they intend to use (e.g. PHOTO or MATCHING) by sending photos of handwritten letters they’ve found in the world. The letters do not all need to be found in the same place, but they must be created by other people and not printed by any kind of machine. They cannot use a letter twice.

Casting Cost: Seekers must be at least 150 meters from any transit station.

The category words are: MATCHING, MEASURING, RADAR, THERMOMETER, PHOTO, TENTACLES. There must be reasonable evidence to suggest that a handwritten letter was written directly on the surface by a person (with a pencil, pen, marker, paintbrush, spray can, chalk, etc.) and not printed.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Ransom Note

The next question that the seekers ask must be composed of words and letters cut out of any printed material. The question must be coherent and include at least 5 words.

Casting Cost: Spell out “ransom note” as a ransom note (without using this card).

You cannot begin fulfilling the casting cost of this curse if you would be otherwise unable to play a curse; once the cost is fulfilled, this curse must be cast immediately. The printed material cannot be printed by the seekers; the letters should be gathered from magazines, newspapers, or any other material that the seekers encounter in the wild. “Coherence” in this context does not necessarily mean complete sentences, but the hider should be able to discern the meaning of the question without further clarification. You may use easy-to-understand abbreviations for certain words (such as a “2” instead of “to.”) If the question requires additional context outside of the basic sentence itself, this context does NOT need to be provided in the form of a ransom note. For example, if you are asking a thermometer question, you can simply ask something along the lines of, “Went 10 km. Hotter/colder?” Any information about where you started and ended the thermometer can be provided as normal, in the form of a location pin or text.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

Photo Must include roof, both sides, with the top of the building in top third of the frame. Can be zoomed.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Rewind

Seekers must ask their next question from the exact place they asked their last question.

Casting Cost: The last question must have been asked during the end game.

It is the responsibility of the hider to keep track of where the last question was asked (and therefore where the seekers must return before asking their next question.)

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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: Discard a card.

This curse only applies to street intersections, meaning the intersection between two roads intended for cars (or the pedestrian sidewalks along those roads.) This curse would not have any effect indoors, or in an area where there are no streets.

Blocks: Nothing

Timeout: [S 10] [M 20] [L 30]

Immediate Veto: [S 15] [M 30] [L 45]

Curse Of The Runner

For the next [S 30] [M 45] [L 60] minutes, the seekers are only allowed to run or be still. They may not walk.

Casting Cost: Discard [S 4] [M 6] [L 10] minutes worth of time bonuses.

“Running” is defined as a gait that does not have a double-support phase (i.e. both feet cannot be touching the ground at the same time.) If players want to be still and place both feet on the ground simultaneously, they must do so for 5 seconds or longer. Players may not discard part of a time bonus; they must discard cards in their entirety. It is possible that players may have to discard more than the required number of minutes in order to pay for this curse.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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: Seekers must be off-transit within 1 km of a body of water.

“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.

Blocks: Curses

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Seventh Seal

Your current hiding time, excluding bonuses, is doubled. All remaining time this run is not doubled.

Casting Cost: Discard six curses.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Shark

For the next [S 30] [M 45] [L 60] minutes, the seekers are not allowed to stop walking for any reason.

Casting Cost: Discard a power-up.

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.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Shrewd Critic

Without using the internet, the seekers must find and visit a location (going inside or immediately outside) that has at least a 4.3 star average rating on Google Maps before asking another question. If their guess was wrong, they must wait [S 2] [M 5] [L 10] minutes before guessing another location. They cannot be on transit when submitting a guess.

Casting Cost: Seekers must be currently off-transit within 150 meters of a location that has at least a 4.3 star average rating on Google Maps.

If the guessed location does not have a Google pin or any reviews, seekers may make another guess immediately. “Off-transit” means that players have physically disembarked their last form of transit and that it has left the station (i.e. you cannot temporarily step off a train while it’s stopped to fulfill the condition.)

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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: A photo of the seekers.

All seekers must be visible in the photo provided. The 3 minutes begins from the moment the curse and photo are delivered.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Soothsayer

For the rest of the round, you may choose to predict the next question after each question is asked. If you are right, you earn triple rewards. If you are wrong, you earn no reward.

Casting Cost: Discard a curse.

“Triple rewards” means that the reward is earned three times in succession, not all at once (i.e. a radar question would have you draw two, keep one, draw two, keep one, draw two, keep one.)

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of Spotty Memory

For the rest of the run, one random category of questions will be disabled at all times. After this curse is played, seekers must roll a die to determine the category of questions to be disabled. This category remains disabled until the next question is asked, at which point a die is rolled again to choose a new category. The same category can be disabled multiple times in a row.

Casting Cost: Discard a time bonus.

The seekers should assign die numbers to each category before their first roll. For small-sized games, which only include five categories of questions, a six would result in a reroll.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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: Travel a distance on foot.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Strongman

One hider completes as many push-ups as they can over the course of 15 minutes. They may use any standard of push-up (i.e. using knees, chest touches ground, chest touches fist, etc.) The seekers must collectively do this many push-ups of the same standard before asking another question.

Casting Cost: Do X push-ups.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Tiny Home

All time bonus cards held at the end of this round are worth 50% extra.

Casting Cost: The radius of your hiding zone is halved. This curse cannot be played during the endgame.

This curse cannot be played if the hider would be outside their new zone once the curse takes effect; it must be played within a half radius of the station.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

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.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Trickster

You may lie — or provide a false photo — for one of the next three questions that the seekers ask. As always, you must send a photo of this curse when cast.

Casting Cost: Discard a curse.

You are not required to lie after playing this curse; you may choose to answer the next three questions truthfully.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Unguided Tourist

Send the seekers an unzoomed Google Street View image from a street within 150 meters of where they are now. The shot has to be parallel to the horizon and include at least one human-built structure other than a road. Without using the internet for research, they must find what you sent them in real life before they can use transportation or ask another question. They must send a picture to the hiders for verification.

Casting Cost: Seekers must be outside.

The human-built structure in question cannot be any part of a road, including curbs or sidewalks. If you are playing in a country or area with highly limited Google Street View coverage (such as Germany), this curse should be removed from the deck.

Blocks: Curses, Questions, Transit

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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.

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.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

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)

“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.

Blocks: Curses, Transit

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Untethered Spirit

You may move freely within your hiding zone during this round’s endgame.

Casting Cost: The tracker is reversed.

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.

Blocks: Nothing

Timeout: None

Immediate Veto: [S 45] [M 60] [L 90]

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: Discard 2 cards.

Any pending questions that were asked on transit before this curse was played must still be answered. Questions can still be asked outside of transit stations, but seekers cannot be on a platform or in any building associated with the transit station when asking questions.

Blocks: Nothing

Timeout: [S 60] [M 60] [L 60]

Immediate Veto: [S 90] [M 90] [L 90]

Curse Of The U-Turn

The seekers must disembark their current mode of transportation at the next station (as long as that station is served by another form of transit in the next [S 0.5] [M 0.5] [L 1] hours.)

Casting Cost: Seekers must be heading the wrong way. (Their next station is further from you then they are.)

“Next station,” in this context, refers to the next station that the seekers’ current mode of transit will stop at; if there are 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 your tracker. Even if the seekers’ current mode of transit would eventually bring them closer to you, this curse may still be played so long as their next station is further; a line that heads in your direction but temporarily curves away is a particularly advantageous situation for this curse.

Blocks: Curses, Transit

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Void

For the next three questions that the seekers ask, roll a die. If you roll a 1, 2, 3, or 4, that question is automatically vetoed.

Casting Cost: Discard a veto.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of Water Weight

Seekers must acquire and carry at least 2 liters of liquid per seeker for the rest of your run. They cannot ask another question until they have acquired the liquid. The water may be distributed between seekers as they see fit. If the liquid is lost or abandoned at any point after acquisition, the hider is awarded a [S 30] [M 30] [L 60] minute bonus.

Casting Cost: Seekers must be within 300 meters of a body of water.

Any liquid already traveling with the seekers at the time that this curse is played (e.g. water bottles) does not count. The liquid can be in any number of containers, and can be passed back and forth between seekers at any time. The liquid can be set down when the seekers are stationary or on transit, but it is considered “abandoned” once it is no longer within 10 ft of any seeker. The hider must be informed of their bonus immediately. “Body of water” within this context does not necessarily mean natural, but it cannot be a pool and must be large enough to be marked on the map.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse of the Wurst-Käse Scenario

Curse Of The Zipped Lip

Seekers can only communicate to one another through gestures and closed-mouth non-word sounds for the next [S 10] [M 20] [L 30] minutes. They can speak to other people, but cannot speak or write any message intended for another seeker.

Casting Cost: Discard a power-up.

Power-ups include veto, randomize, duplicate, discard 1 draw 2, discard 2 draw 3, discard 3 draw 4, expand maximum hand size by 1, and expand maximum hand size by 2.

Blocks: Nothing

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Curse Of The Zoologist

Take a photo of a wild fish, bird, mammal, reptile, amphibian, or bug. The seekers must take a picture of a wild animal in the same category before asking another question.

Casting Cost: A photo of an animal.

“Bug” in this context refers to any insect, arachnid, diplopoda, chilopoda, or anything else that would be colloquially and commonly referred to as a “bug.” “Wild” in this context means undomesticated and not kept in human captivity, including large-scale outdoor instances of captivity, such as farms or sanctuaries. The photo must include enough of the animal that it is recognizable within its category. If there is any dispute as to an animal’s classification, defer to Wikipedia. Animals outside of any of these categories (such as crustaceans) cannot be used for this curse.

Blocks: Curses, Questions

Timeout: [S 30] [M 45] [L 60]

Immediate Veto: [S 45] [M 60] [L 90]

Power Ups

Power Ups

Power ups are a thing. Have some 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.

Blocks: Nothing

Timeout: None

Immediate Veto: None

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.

Blocks: Nothing

Timeout: None

Immediate Veto: None

Move

Discard your hand and send the hiders the location of your transit station. This card grants a [S 10] [M 20] [L 60] minute period to establish a new hiding zone somewhere else in the gamemap. The seekers are frozen and your hiding timer is paused until this new hiding period has concluded. This card cannot be played during the endgame.

The move powerup, if played at the right moment, can be one of the most powerful cards in the game. When played, you are granted a certain amount of time based on game size to establish a new hiding zone. The rules for finding a new hiding zone apply as usual; you must center yourself on a new transit station, and you can only use valid transit to reach your new location. While you move, your hiding timer is paused, and the seekers must stay where they are and refrain from asking questions until the move timer is up. At this point, the game resumes, and your hiding timer continues from where it was at the moment you played the move powerup. It is crucial to do this at the perfect moment, as playing the move comes at a severe cost–you must immediately discard your entire hand and inform the seekers of your original transit station after playing it. Given that the move cannot be played during the end game, this means that you must be confident that the seekers are close to finding you, and that you are better off starting from scratch instead of using the cards you’ve already accumulated over the course of your round. Play it wisely!

Blocks: Nothing

Timeout: None

Immediate Veto: None

Discard 2, Draw 3

Veto Question

The question is not answered, no reward is given, and it is removed from the game for the rest of the round.

Blocks: Nothing

Timeout: None

Immediate Veto: None

Duplicate Another Card

The duplicate powerup can be played as an exact copy of another card–curse, powerup, or time bonus–currently in your hand. Once played, the original card will remain in your hand and can still be played later. If a duplicate remains in your hand at the end of the round, it can be used as a copy of any time bonus in your hand, effectively doubling that bonus.

Blocks: Nothing

Timeout: None

Immediate Veto: None

Randomize Question

The randomize powerup can be played in response to any question instead of answering. After the seekers have been informed that you have used a randomize powerup, they must choose–at random, either using a random number generator or dice–a different unasked question from the same category (e.g. a 15 km radar might become a 80 km radar.) This question is then automatically asked instead, and you provide an answer as normal. The original question is not considered to have been asked, and can therefore be asked again for its original cost. If the randomize causes a question to be asked that returns a null answer, this is permitted (tough luck, though). You may play a randomize at any time during the response window after a question has been asked.

Blocks: Nothing

Timeout: None

Immediate Veto: None

Draw 1, Expand 1

Discard 1, Draw 2

Draw 2, Expand 2

Discard 3, Draw 4

Nothing

This card does nothing.

It cannot be played or used to pay for another card’s casting cost.

Blocks: Nothing

Timeout: None

Immediate Veto: None

Time Trap

Place this card on any transit station and inform the seekers of its location. Every [S 11] [M 30] [L 60] minutes, increase this card’s value by [S 4] [M 6] [L 1] minutes. If the seekers ever visit or pass through the trapped station, remove this card and add its value to your hiding time.

Time traps can only be placed on transit stations that are part of the official game network (i.e. stations that are considered valid hiding zones.) These cards leave your hand as soon as they are placed; if you are awarded the extra time, it is added to your total hiding time immediately. “Passing through” a station means traveling along a transit line that physically passes through a station (rail line in the case of a train station, same side of the road in the case of a bus station.)

Blocks: Nothing

Timeout: None

Immediate Veto: None

Discard Me

You can choose to discard this card to pay for the entirety of a curse’s casting cost, so long as that card’s casting cost involves dicarding cards.

Blocks: Nothing

Timeout: None

Immediate Veto: None

Time Bonuses

Time Bonuses

Needless to say, Time Bonuses are also a thing

4’33“ Time Bonus

5 Min Time Bonus

Blocks: Nothing

Timeout: None

Immediate Veto: None

10 Min Time Bonus

Blocks: Nothing

Timeout: None

Immediate Veto: None

15 Min Time Bonus

Blocks: Nothing

Timeout: None

Immediate Veto: None

20 Min Time Bonus

Blocks: Nothing

Timeout: None

Immediate Veto: None

30 Min Time Bonus

Blocks: Nothing

Timeout: None

Immediate Veto: None

5% Time Bonus

10% Time Bonus

60 Min Time Bonus

Blocks: Nothing

Timeout: None

Immediate Veto: None