Game modes
Three ways to lose your friends.
Same circle. Same rules of safety. A different shape of tension every time. Pick a mode before you pick a team — the roles are assigned at the start, not chosen.
Host-set circle
2–20 players
30–45 minutes
Virtual tag
Classic · 30–45 min
Elimination
Hunters start with a head start and a rough signal. Shadows start with a plan. Every tag removes a runner for good — until only the clever ones are left.
- 01About three in ten players are hunters. The server balances teams by party size, never by popularity.
- 02Signals are fuzzy by design. The radar gives a compass sector and a distance band, never a live pin.
- 03A tag is confirmed by proximity. Both phones must agree. No contact is required or allowed.
- 04Shadows win by surviving. If even one shadow is free at the whistle, the shadows take the match.
Best for first-timers and mixed-ability crews. The rules are easy to hold in your head while you are moving.
Mode dossier01
Players2–20
Hunters30% ROUNDED
Head start5 MIN DEFAULT
Capture radius12 M
Win conditionALL SHADOWS TAGGED
AbilitiesHUNTER + SHADOW SETS
Same safety charter in every mode
Spreading tension · 30–40 min
Infection
One runner starts infected. Every successful tag converts another shadow into a hunter. The clean players have to keep moving, keep quiet and survive the clock.
- 01One patient zero. The server picks the first hunter and reveals the role privately.
- 02Every capture grows the hunt. Converted players join the hunter side with their own cooldowns.
- 03No rescue in this mode. Once converted, you stay on the hunting side until the whistle.
- 04Clean shadows win at the end. If anyone is still clean when time expires, the shadows take it.
The mode for crews who like a game that keeps getting louder. It is still virtual tag: no contact, no chasing into roads.
Mode dossier02
Players2–20
Patient zeroONE
Head start5 MIN DEFAULT
Capture radius12 M
Win conditionNO CLEAN SHADOWS
RescueOFF
Every tag changes the shape of the game
Team play · 40 min
Capture & Rescue
Tagged shadows go to a jail beacon. Their crew can bring them back with a hold-to-rescue — if they dare cross the circle and stand still long enough.
- 01Jail is a real place on the map. Captured players see the beacon and wait for a rescue window.
- 02Rescue is a hold, not a tap. Stand inside the rescue radius for the required hold time without breaking.
- 03Rescue windows expire. A jail visit is temporary, but a failed rescue leaves the rescuer exposed.
- 04Hunters can guard the jail. The mode rewards coordination on both sides, not just speed.
The most social mode. Best with a crew that will actually come back for you — and a crew that will not lead the hunters straight to the jail.
Mode dossier03
Players2–20
JailBEACON ON MAP
Rescue radius20 M
Rescue hold20 SECONDS
Win conditionTIME OR ELIMINATION
Best forCOORDINATED CREWS
No contact · rescue is a proximity hold
Still deciding?
Start with Elimination.
It has the fewest rules to remember and the cleanest finish. You can switch modes on any later hunt.