# Hide and Seek

Post a round at the board in town, pick the stake, and wait for a lobby. It takes **four players minimum and twelve maximum**. Everyone pays the same entry, chosen by whoever posted: **1,000 · 10,000 · 50,000 · 100,000 · 1,000,000 gloo**. There is deliberately no free lane. A round with nothing at stake is a griefing lobby.

## How a round runs

1. **The lobby fills.** An unstarted lobby voids and refunds itself after ten minutes.
2. **Seekers are drawn.** One normally, **two once the round has eight or more players**.
3. **The hide phase, thirty seconds.** The seekers are blindfolded. Everyone else scatters.
4. **The hunt, three minutes.** Seekers move inside a **six tile fog**. Touch a hider and they are caught.
5. **The horn.** Anyone still hidden survives.

## The arenas

Rounds play in dedicated **60 by 60 arenas** cut from the Hollow and the Mire with most of the undergrowth cleared away. They are half the width and height of the wilds zones they come from, a quarter of the ground to cover, and that is deliberate: with a six tile fog and a three minute clock, the full size zones were too big to hunt in.

You cannot walk to an arena. The round teleports you in and out. **There is nothing to gather there** and no creatures live there, so an arena can never become a source of materials.

## The split

Five percent of the pot is **burned** before anything is paid. Of what is left:

- **60 percent** splits between the survivors.
- **25 percent** goes to the top catcher.
- **15 percent** goes to the hider who stayed hidden longest before being caught.

If everybody is caught, the last one caught takes the survivor share. If nobody catches anyone, those shares roll into the survivor pool. Nothing is minted and nothing is stranded.

Survivors and the top catcher take **50 XP**. Everybody else who played takes **15**.
