Uitvossen
Manual

Organising

Starting a game

Pick a plan on the site and check out — the game is created automatically, no waiting. Want a taste first? There's a free demo.

After your purchase you get three links (also by email): your own control link for the organisation, and a team link for the hunters and for the foxes. Open your control link on your phone — everything you configure lives under the Control tab. Walk through these steps:

Setting up the game

The setup checklist in the app walks you through the same steps — this is the order:

  1. Name your teams. Under Control → Game & teams you name the two teams however you like (for example the bride's name and the groom-to-be).
  2. Set the duration & limits. Under Settings you decide how long the game runs, the foxes' head start, how often teams share their location, and the joker limits. Match the duration to your playing area — a neighbourhood on foot needs less time than a whole region by car.
  3. Review the rules & jokers. Under the Rules tab you'll find the per-team explanation; adjust the text and the joker challenges to fit your party if you like.
  4. Share the team links. Under Control → Share the links you copy each team link and send it to that team (via WhatsApp, for example). On plans with PDF export you can download the rules per team as a PDF with QR code to hand out. Everyone in a team may open the same link on their own phone.
  5. Start the game. Ready for kick-off? Press Start now under Game control, or schedule an automatic start time. The clock then runs for both teams.

You can play along in a team yourself. Note: one browser remembers one link at a time — opening another magic link replaces the active role. To use the control link and a team role at the same time, use separate devices, or a separate browser profile or incognito window.

Playing along with the hunters yourself? The control view shows the foxes' secret end location. Better not open it during the game, or let someone from the foxes run the organizing.

All settings

These are all game settings with their default and range. Except on locked plans, you can adjust them mid-game too — running timers adjust along nicely.

Setting Default Range
Game length (minutes)
How long the game runs until curfew. Jokers can still move that moment.
120 1 – 1440
Head start (minutes)
The foxes' head start: while it runs, the hunters may not leave and the joker challenges stay hidden.
15 0 – 240
Location interval (minutes)
How often the foxes must share their location.
15 1 – 240
Max. jokers in possession
How many jokers a team may hold at once (claims under review count).
3 1 – 10
Max. jokers in total
How many jokers a team may claim across the whole game — stolen jokers count too.
5 1 – 10
Max. jokers active at once
How many joker effects a team can have running at the same time.
1 1 – 10
End-location radius (metres)
How close the foxes must be to their end location to win at curfew.
50 10 – 1000
Max. continuous travel (minutes)
How long a team may travel in one go before the mandatory rest kicks in.
30 1 – 240
Mandatory rest (minutes)
How long the rest after a full stint lasts. At 0 the rest phase is skipped.
10 0 – 120
Auto-approve claims (minutes)
After this many minutes an unreviewed claim is approved automatically (0 = off).
0 0 – 1440
Only the organizers review claims (0/1)
Plus plan. At 1 only the organizers review submitted claims; the other team can no longer approve or reject them. At 0 (default) both the other team and the organizers can review.
0 0 – 1
Rest duty applies to
Which side falls under the transport rhythm: both, foxes only, hunters only, or off.
foxes only —

Customising content

The per-team rules text is editable (with placeholders like {{speelduur}} that follow your settings live), and every joker challenge can be rewritten. Pick a themed pack during setup and all jokers get challenges to match the occasion. These are the official packs:

Drawing the play area

On the Plus plan you draw the play area under Control → Play area: tap the map to add points (at least three), drag a point to move it, and save. Everyone sees the area as a dashed line on the map, and anyone outside it gets a notice on their own screen. The other teams and the organizers are not notified: the play area is a visual agreement, not an enforced boundary.

During the game

As the organisation you are the referee: you start, pause and stop the clock (or schedule an automatic start), approve or reject evidence when the teams can't agree, reveal or hide the hunters' location, undo an accidentally confirmed catch, and settle an undecided result. It all happens from the Control tab; the log records every event.

Starting over (reset)

Under Game control, Reset game takes everything back to the setup phase: claims, evidence, locations, chat, log and result are wiped; teams, links, jokers and settings stay. Handy for a practice round or a false start. A started game can be reset at most twice, and only within 6 hours of the first round starting — the control view shows how many resets you have left and until when. A reset before the game ever started doesn't count. Need more? Just get in touch.

Privacy

Photos and videos are only used during the game and the recap and wiped automatically afterwards; photos are stripped of GPS data on upload. Location pings are snapshots — there is no live tracking. Everything runs on servers in the EU. See also the privacy statement.

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