London Zone 1+2 Hide & Seek

Game Day Guide

Medium-size, Jet Lag-style rules adapted for this London board with two competing seeker teams. The visible rules are what you need during play; detailed edge cases are tucked into toggles.

Teams1 hider + 2 seeker teams
Game sizeMedium
Hide period60 minutes
Hiding zone500 m radius
Win conditionLowest seek total
01

Quick Start

Each round has one hider team and two seeker teams racing independently.

1One team hides.

The other two teams are separate seeker teams. They race to find the same hider team.

2Hiders choose a station.

After 60 minutes, the hider team's chosen transit station/stop becomes the center of a 500 m hiding zone.

3Seeker teams ask questions.

Each seeker team tracks its own questions. The hider answers truthfully, then draws cards if you are using the deck.

4Fastest find scores best.

The round ends when either seeker team finds the hiders. Record both seeker teams' times for scoring.

02

Setup

Set this before the first hiding period begins.

Round order

Each team hides once. In every round, the two non-hiding teams seek separately.

Starting point

Begin anywhere in bounds. The next round starts from the previous hider's hiding spot after up to 10 minutes of planning.

Official chat

Use WhatsApp for questions, answers, cards/curses, pauses and FOUND. Prefix messages with seeker team name.

Tracking

Both seeker teams share live location with the hider during the round. Hiders do not share live location with seekers.

03

Map + Boundary

Use the Google My Maps board on phones. The packaged HTML map is the local backup.

In bounds

The filled Zone 1+2 polygon and the red boundary line itself.

Hiding zones

For this medium game, the hiding zone is a 500 m circle centered on the hider's chosen transit station/stop.

Transit exception

You may briefly pass outside the polygon while riding allowed public transport, but you cannot board, alight, transfer, wait or hide outside it.

Dispute rule

The KML decides boundary disputes. If still unclear, rule against the team that created the ambiguity.

04

Hiding

Before endgame, hiders can move around their 500 m zone. During endgame, they must stay put.

Zone500 m from station

The selected station/stop anchors the zone. Many questions refer to that station.

Final spotPublicly accessible

Seekers must be able to reach the spot during all game hours without paying, booking or asking permission.

Not allowedPrivate or suspicious spots

No bathrooms, homes, staff-only areas, paid venues, hotel corridors, offices, platforms or fare-paid areas.

Not allowedOff-path hiding

Final spot must be within 3 m of a marked road or path used for walking directions by the chosen map app.

Detailed hiding spot rules
  • The spot does not have to be public property, but it must be publicly accessible during all game hours.
  • Avoid shops or businesses where staying for a long time would reasonably get you kicked out.
  • If seekers enter the zone while you are not at your intended final spot, the best legal public spot near you becomes your hiding spot.
  • Make sure your zone has basic needs nearby, especially a bathroom and phone signal.
05

Questions

Each seeker team asks and records its own questions. Do not merge notes unless you choose to cooperate.

Distance = straight line by default.

Use walking distance only if the question explicitly says walking distance. Measure to the map icon for places.

  1. Phone: long-press a blank point in Google Maps, tap Measure distance, move to the second point, then tap Add point.
  2. Desktop: right-click the start point, choose Measure distance, then click the destination.
Normal answer window

5 minutes per asked question. If late, that seeker team's timer pauses until answered and no card reward is earned.

Photo answer window

10 minutes for this medium game. Photos must use the phone's normal aspect ratio and no Street View matching.

Repeat questions

Repeat cost is tracked per seeker team: double cost for that team's second ask, triple for its third, and so on.

Banned help

No Google Street View. For this London game, no AI tools, ChatGPT, general web search, satellite view, AirTags or outside help.

Question categories and card rewards
  • Matching: "Is your nearest ___ the same as my nearest ___?" Answer yes/no. Draw 3, keep 1.
  • Measuring: "Compared to me, are you closer to or further from ___?" Draw 3, keep 1.
  • Radar: "Are you within ___ of me?" Answer yes/no using the hider's actual location. Draw 2, keep 1.
  • Thermometer: seekers send a start location, travel, then ask hotter/colder. Draw 2, keep 1.
  • Photo: hider sends the requested legal photo from their zone. Draw 1, keep 1.
  • Tentacle: seekers ask which listed place within range is nearest. Not used in small games. Draw 4, keep 2.
Map app and place legitimacy rules
  • Use the same map app on both sides. This guide assumes Google Maps.
  • For Google Maps, a business/place with 5 or more Google reviews is assumed legitimate unless everyone agrees otherwise.
  • A business/place with fewer than 5 reviews is assumed illegitimate unless everyone agrees otherwise.
  • When asking about a category, seekers should clarify ambiguity, for example by sending a screenshot of what they think counts.
06

Hider Deck

Cards are optional in this lowest-total-seeking-time variant. If you use them, keep effects simple and record any time penalties clearly.

Hand limit

Hiders can keep 6 cards unless a powerup expands the hand. If over limit, immediately play or discard down to the limit.

Time bonuses

Ignore hider time-bonus cards for scoring unless everyone agrees before round 1 how they convert into seeker time penalties.

Powerups

Can usually be played when useful. Veto and Randomize are played in response to questions.

Curses

Curses may target one seeker team unless the card clearly affects everyone. Only one active curse may block questions or transit at a time.

Deck details to keep in mind
  • Veto: hider gives no answer and draws no reward. The question counts as asked.
  • Randomize: replace the asked question with a random unasked question from the same category.
  • Move: hider pauses their clock, discards their hand, reveals their original station and gets time to establish a new hiding zone. Not playable during endgame.
  • Duplicate: copies another card in hand. If you are using time bonuses, it can copy one at round end.
07

Endgame + Scoring

The round is a race between the two seeker teams.

Endgame starts

When either seeker team enters the hider's 500 m zone and is off transit, hiders must stay put.

Found means

A seeker team is within 2 m of the hiders and has spotted them. Near but unidentified does not count.

Round score

The finding seeker team records its elapsed seeking time. The other seeker team records the round cap, normally the time from seeker release to 22:00.

Winner

After every team has hidden once, add each team's seeking times from the rounds where they sought. Lowest total seeking time wins.

Scoring and endgame edge cases

If a question becomes impossible because the hider can no longer move, "I cannot answer the question" is a valid answer and still earns the card reward. If neither seeker team finds the hider before the hard stop, both seeker teams record the round cap for that round.

08

Transport

Use the agreed London public transit systems only.

  • Allowed: walking, Tube, DLR, London Overground, Elizabeth line, PAYG National Rail, TfL buses, trams, River Bus and Cable Car.
  • Not allowed: taxis, Uber/Bolt, private cars, lifts from friends, bikes, e-bikes, scooters, skateboards, tour buses and sightseeing cruises.
  • Payment: use the same contactless card/device or Oyster all day. River Bus and Cable Car may cost extra.
09

Safety

Real life beats the game.

  • Obey staff, security, police, transport rules and venue rules immediately.
  • No running in stations, across roads, on platforms, near water, on escalators or through crowds.
  • No trespassing, climbing, barriers, rooftops, construction sites, emergency exits or staff-only areas.
  • Do not block doors, gates, stairs, pavements, platforms, crossings or shop entrances.
  • Pause if needed for safety, illness, lost players, dead phones/payment issues or serious disruption. Resume from the same positions.
10

Sources + Notes

Rules were updated from Book 4 Jul 2026.pdf, adapted to the London Zone 1+2 board.