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Sardines

The GPS version of the party classic. One player is the Seeker and everyone else hides. When the seeker gets within 5 meters of a hider, that hider becomes a seeker and helps hunt the rest. Last hider standing wins and the game ends automatically.

  • The first player to join is the Seeker (the GM can override this in the player inspector before starting).
  • All other players are Hiders. They scatter — their positions are invisible to seekers, so they have to actually go somewhere.
  • Seekers hunt by walking around. When a seeker gets within 5 m of a hider, the hider is found and immediately becomes a seeker.
  • Hiders can see everyone’s position (including other hiders and all seekers), so they know exactly how many hunters are closing in.
  • When only one hider remains, that player wins and the game ends.
  • 3+ players (3 minimum makes the asymmetry interesting; 6–12 is the sweet spot).
  • Place the Play area rectangle to define the search zone. Larger areas make it harder for the seeker; smaller areas create fast, frantic hunts.

The last player who hasn’t been found wins. If two hiders are simultaneously found in the same GPS evaluation tick (very rare), neither wins — a tie is announced and the game ends.

  • Hiders: move early and find cover. Once you’re found you’re hunting, not hiding — don’t stand still.
  • Seekers: coordinate. Split up and sweep from different directions so hiders can’t dodge around you.
  • Demonstrates: visibility rules — seekers see only seekers while hiders see everyone — plus proximity “finding” and a last-one-standing finish.
  • Source: apps/wage-engine/src/games/sardines/game.yaml