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New Fetch Game: Hide and Seek

139 watchers
Mar 2020
10:28pm, 30 Mar 2020
5,865 posts
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Sigh
The grid here is bigger, 5 miles square.
Mar 2020
10:41pm, 30 Mar 2020
23,633 posts
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fetcheveryone
10,000 squares vs 225 squares.
Mar 2020
10:42pm, 30 Mar 2020
23,634 posts
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fetcheveryone
The collaboration part is going to be interesting. You’ll see the list of hiders and seekers, and I hope there’ll be lots of chat about covering different parts of the grid.
Mar 2020
10:52pm, 30 Mar 2020
3,728 posts
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Mouseytongue
^ Beginning to sound like a David Fincher film... :-o
Mar 2020
11:16pm, 30 Mar 2020
59 posts
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Shabs
👍👍count me in
Mar 2020
11:43pm, 30 Mar 2020
19,035 posts
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ChrisHB
It seems too random to me. If I play a game I want some purpose that I can work towards. Just running in as many rather local places as possible each and every month will not attract me.

Also, if everyone has their own 5 mile square, then we will know that it would be stupid to hide on one's own middle square because everyone else also start their runs at that point.

The thing about real hide-and-seek is that the better you are at hiding / seeking, the more pleasure you get.
Mar 2020
12:23am, 31 Mar 2020
188 posts
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ishep 🇪🇺
Trying to think of a fun equivalent to shouting "Coming, ready or not!" that would work on the site 🙂
Mar 2020
1:34am, 31 Mar 2020
19,076 posts
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flanker
Liked the sound of it initially, but having thought about how it could work I'm not sure where the skill element comes into this. I'm assuming everyone's grid will be superimposed, as for WSW, as using true geographical grids wouldn't work very well with some people playing in high-density central London and somebody possibly on Ascension Island who would end up like Robinson Crusoe waiting to be found.

Therefore on the hiding side, the only way you can affect the probability of being found is by how far you are away from home, and there's not much skill in that. Also, if you ignore distance from home, there's no relationship between one hider and any other (whereas in battleships once you've found one square you can make informed decisions about where to look next).

There may be some collaborative skill in the seeking once numbers are high enough to divvy up the board / hunt in packs, but that will be variable as locality will constrain some people's chance to do that.

It sounds a bit like "blunder around until you fall over someone".

Sorry! This is the problem with insomnia - too much time to think! Hopefully there's a whole subtlety I've missed.
Mar 2020
6:54am, 31 Mar 2020
2,196 posts
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Pothunter
My wsw grid (and therefore my HnS grid) includes a golf course. These squares are out of bounds for me so in theory I would never be able find anyone who randomly hides in their equivalent spot.

How would it work for coastal Fetchies?
Mar 2020
6:54am, 31 Mar 2020
2,197 posts
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Pothunter
But count me in :-)

About This Thread

Maintained by fetcheveryone
Here's the barebones of the new game:

fetcheveryone.com/hideandseek.php

How it works
The game generates a big three mile square with you at the centre. The square is cut into a grid of 1600 smaller squares.

During any given, unlock as many squares from your grid as possible (C19 permitting) by visiting them during your training. These are the places where you can 'hide'. Before the month is up, you must choose one of these squares as your hiding place.

When the first game kicks off (1st of the month), a lone seeker must start finding people, by visiting the squares. When someone is found, they become a seeker too. The seekers can then collaborate to flush out the hiders, and a growing army of seekers hunt down the final hiders.

The last person to be found will become the seeker for the following month.

IMPORTANT
I am still building the game. Keep following this thread for updates as I make them.
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