The Rules and Regulations
Learn all about the rules of each season! The rulebook is the heart of the game and ensures fair play. It is Manhunt's code of law and provides clear guidelines for participants and game management alike.
Player Rulebook
In the game MANHUNT, there are two types of pursuit:
- Silenthunt
- Speedhunt
Silenthunt
The Silenthunt is the core of MANHUNT. Players are constantly on the run and never know if they are being pursued or not.
- Each player is pinged by default without warning as follows:
- In Manhattan: every full hour
- In the Outer Area: every 2 hours on the full hour
- The location data is forwarded by the game management to the task force.
- Game management reserves the right to change the frequency of pings during the game – depending on the dynamics.
Speedhunt
In a Speedhunt, the player doesn't know if they are affected or if another player is. The threat is real – and anonymous.
- When a Speedhunt starts, all players receive a message:
- "Speedhunt 1 of 4"
- This means: A location has been pinged – and it could be yours.
- The task force receives four location requests per Speedhunt.
- These pings are static location details and not live location transmissions.
- Important: If the player is on a means of transport* at the time of the ping, the Hunters receive a live location for one minute instead of a single ping.
- The Silenthunt is not suspended during a Speedhunt.
Frequency of Speedhunts
- The game starts with three Speedhunts on the first day.
- Game management can increase, reduce, or pause the number of Speedhunts during the game, depending on the game's progress.
- A Catch automatically reduces one Speedhunt. Example: 1. If a player is caught without a Speedhunt, the players have one less Speedhunt for that day. Example: 2. Taskforce has 3 Speedhunts. If a player is caught with a Speedhunt, they only have one left. The one with which the Catch occurred was cancelled, and another will be cancelled. So then 3 minus 2.
Attention:
- A player may not be the target of a Speedhunt twice in a row immediately.
- Exceptions: Rule violations or if only two players remain in the game.
- Two Speedhunts can run simultaneously on different players.
Definition: *Means of transport
Means of transport include all aids that allow one to move faster than average walking speed. These include, among others:
- Inline skates
- Bicycle
- Motorcycle
- E-scooter
- E-skateboard
- Car
- all public transport for crossing to/from Manhattan
- etc.
Team Formation
The formation of teams is not desired,
but fundamentally allowed. However, it has
direct effects on the game:
· If two or more players are within a radius of less than 250 meters, the task force is alerted.
The task force receives not the exact location, but the information:
- that several players are within a radius of 500 meters
. - which players are affected (e.g.
Player 1, Player 2, and Player 5).
    Â
The players themselves are also informed that team formation has been detected.
- Â They receive the location of the other players to restore the
minimum distance. - The rule takes effect one hour after the escape begins.
Exception: For Challenges, the team formation rule is suspended:
- 1 hour before the Challenge
- During the Challenge
- 1 hour after the Challenge
Playing Field
The playing field is divided into two main zones:
- Manhattan
- Outer Area
The zones differ in their Silenthunt intervals:
- ·      Manhattan: every 1 hour
- ·      Outer Area: every 2 hours
Daily
Playing Field Reduction:
The playing field is reduced daily at 06:00 AM
. Players receive the new playing field map by 03:00 AM at the latest.
Rule Violations
A rule violation can have different consequences. The
decision on the type and severity of the sanction lies with the game management and
is made according to the severity of the offense.
Possible measures include:
- Warning
- additional Speedhunt on
the affected player - immediate disqualification from
the game
Game Rules for Players
1. Each player starts without food or drink and with a daily budget of $30,
which is replenished to this amount daily at 06:00 AM. Saving is not possible.
2. After each payment, the location and type of purchase are automatically forwarded to the
Taskforce.
3. Exchanging the budget for cash is not allowed.
4. Support from Manhunt fans is prohibited:
Neither money, in-kind benefits, nor transportation may be accepted.
5. Each player must continuously film with a bodycam and hand camera. Important events (e.g., hunt, escape, food procurement, search for a sleeping place) must be documented.
In places with a filming ban, the player must leave immediately.
At least one camera must record 24 hours a day (exception: battery/memory card change).
At least 35 hours of footage per day (period 06:00–06:00) must be submitted.
Failure to comply is considered a rule violation.
6. Emotions, thoughts, strategies, and daily reflections must be recorded.
7. Leaving the playing field is forbidden.
If it is left, the player immediately becomes visible via live location.
If more than 2 hours outside:
automatic disqualification.
8. Deliberately disrupting GPS trackers or mobile phones is forbidden.
If a hiding place interferes with the signal, it must be left immediately.
9. GPS tracker and mobile phone must always be worn on the body.
Taking it off = rule violation
10. Players must be reachable by phone for game management at all times.
11. Communication takes place exclusively via Telegram.     Â
Private phone calls or
communications with other players are forbidden. Exception: permitted
communication using a joker
12. The use of brought money
(credit card, Bitcoin, etc.) is not allowed.Â
13. Lending money, begging, pawning, or buying
on credit is not permitted.
Taxi rides that exceed the budget are also impermissible.
14. Lending of objects or aids, with the intention of returning them, is not allowed.
15. Voluntary gifts in kind (excluding means of payment) are allowed.
16. Hitchhiking (thumbing) is allowed.
17. Screaming for help or intentionally causing panic in public leads to an immediate Catch.
18. Barricading oneself in non-public or locked places (e.g., apartments, hotels, toilets) is allowed as follows:
·      Maximum stay: 2 hours
·      Afterwards: distance of at least 200
meters as the crow flies
·      From the first entry: the place is completely inaccessible after 8
hours
19. Informing the police or security forces about the pursuers is forbidden and leads to a Catch.
20. Illegal actions according to local/international laws are rule violations.
·      The player bears the consequences themselves.
21. The equipment may not be sold, exchanged, or left unattended
.
22. The player is only considered caught when handcuffs have been applied to them.
23. Physical violence against the task force is forbidden.
All forms of combat techniques are also prohibited.
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Use of public
transport
1. Transfer between Manhattan and Outer Area
- Only with prior notification to game management.
- Specify: mode of transport + "station from/to"
- Only allowed after approval. Without: see point 2.
2. Other use of public transport
- Must be registered.
- Causes an immediate live location,
which remains valid 10 minutes* after alighting.
- Deregistration occurs with "left public transport."
Failure to register = rule violation
* After each
use, the live location after alighting increases by 5 minutes. This is reset
to 10 minutes every day at 06:00 AM.
3. Ferries
·      Use allowed. Max. 10 stations
per day.
·      Must be registered.
4. Taxis & Hitchhiking (Autostop)
·      Allowed, but must be reported
.
Public transport = buses, subway,
tram, train, etc.
Game Goal
The game ends after 96 hours.
A player wins if they have not been caught by then and arrive on time at the Exitpoint by 06:15 AM. Â
Basic Rules of the Taskforce
1.    Vehicles:
The Taskforce has one car and two bicycles at its disposal. Only one person may be on a bicycle.
2.    Traffic Fines:
All fines (e.g., parking tickets, speeding violations) must be borne by the Taskforce members themselves.
3.    Documentation:
Every hunter must document all actions with a bodycam and a handheld camera. This applies in particular to dramatically relevant moments such as:
- Â Sightings
- Radio conversations
- Â Â Hunts
- Â Â Team decisions
- Â Emotional reactions
- The most important goal is the complete documentation of the game flow and the HUNT!
- The MANHUNT cameraman films 24/7 at the Headquarter, excluding toilet breaks and showering.
- Â The cameraman's instructions must be followed. In case of problems: Consult with the game management.
Failure to film is a rule violation. If filming does not occur during a Catch, the Catch is invalid.
4.    Personal Insights:
All hunters are encouraged to document their emotions, thoughts, strategies, and experiences throughout the day.
5.    Freedom of Movement:
The Taskforce may move freely in all game zones.
6.    Catch Rule:
A player is considered caught only if handcuffed.
7.    Caught players may be questioned about other players. However, it is forbidden to search the backpack and the player's phone for information about the further course of the game. E.g.: Exit location, challenges, etc…
8.    Physical Contact:
- Violence (e.g., hitting, kicking) is strictly prohibited.
- Restraint techniques for holding are only permitted when necessary.
9.    No Involvement of Third Parties: It is forbidden to actively ask passers-by or persons not involved in the game for help.
The exception is asking if someone conspicuous has been seen.
10. Location Tracking:
- Players may be tracked only by the game management.
- Independent tracking leads to the disqualification of the responsible hunter.
11. No Police Involvement: The police must not be informed about players.
12. Legal Violations:
- Any illegal actions (violation of local/international laws) are prohibited.
- Consequences (including prosecution) must be borne by the hunter themselves.
12. GPS & Mobile Phone Requirement: Every hunter must always carry a GPS tracker and a mobile phone.
- Attention:
The mobile phone alone is not sufficient!
13. Availability:
Hunters must be reachable by phone around the clock.
14. Operations Management:
The operations center must be staffed constantly.
In exceptional cases, it may take place mobile on-site, but only after consultation with the game management.
15. Readiness for Hunt:
- Breaks longer than one full day are not allowed.
16. Player Emergency: If a player gets into an emergency:
·      The hunt can be interrupted, depending on the situation.
·      The Taskforce becomes the player's security team and provides first aid or protection.
17. Emergency involving Bystanders: If an uninvolved person is injured or endangered by the hunt:
- The hunter must provide first aid and secure the situation.
18. After a successful catch, the caught player must be brought to the game management by ONE hunter. (e.g., by public transport, taxi, or Taskforce car)
Exception: for challenges, point 18 is altered and has other rules. This will be communicated in the challenge description.
Silent hunt
The Silent Hunt is the core of Manhunt. The player is constantly on the run and can never be sure if the hunted are on their heels.
- Every player is pinged in the Outer Zones every 2 hours on the hour and in the Center Zone every hour. Without an audio signal as a warning. The pings are passed on by the game management to the Task Force. (For zones, see the "Zones" section)
- The game management can arrange for the interval of the pings to be reduced or increased depending on the game dynamics.
Speed hunting
In a Speedhunt, the player doesn't know if it affects them or another player.
When a Speedhunt begins, players receive a message on their phone: "Speedhunt." This means their location might have been pinged, and they need to flee. During a Speedhunt, hunters have 4 opportunities to query the location. The pings are location data, not live tracks. The Silenthunt is not suspended.
How often does a Speedhunt occur?
On the first day, two Speedhunts are declared. On subsequent days, the game management decides based on the game's dynamics.
Depending on the game's dynamics, the game management can increase or suspend the number of Speedhunts at any time.
How dangerous is a Speedhunt for players?
Our statistical analysis of existing Speedhunts from all test runs of Season 1 and Season 2 shows that hunters have a 45% chance of catching a player during a Speedhunt.
General Rules
- The assigned sector must not be left. As soon as it is left, the player is visible to the hunters.
- The player is considered caught when handcuffed.
- Deliberately disrupting the GPS tracker or mobile phone is prohibited and counts as a rule violation. If a hiding place disrupts the signal, it must be changed immediately. The GPS tracker and mobile phone must always be carried on the body. Putting them down is not allowed.
- Every player must be reachable by phone for the game management 24/7.
- The use of personal money in any form (credit card, Bitcoin, etc.) is prohibited. Borrowing money or incurring debts is also not allowed.
- Loudly calling for help and/or screaming to cause panic among non-involved persons during the hunt is not allowed and will be considered a successful catch.
- Entrenching oneself in apartments or houses where hunters cannot gain access is not allowed and leads to a catch. Entrenchment is defined as a stay of longer than 2 hours. The player must then move at least 100 meters away from the apartment or location.
- Informing the local police about the pursuers is not allowed and will be considered a successful catch.
- Any illegal actions that violate local and international laws are prohibited and may lead to a subsequent disqualification, depending on the severity. (Excluded from disqualification are: fare evasion, illegal camping, begging, trespassing. The player bears the consequences of any potential criminal prosecution themselves.)
- The equipment must not be sold and must never be left unattended.
- If the game management identifies a rule violation, they can declare a speedhunt as a penalty during the game. If the rule violation is only recognized after 96 hours, a punishment is no longer possible. However, in the case of very serious violations, we reserve the right to disqualify the player retrospectively. Whether it is a very serious violation depends on what unfair advantages the player has gained and how these relate to overall victory.
Player Zones
- Using public transportation is permitted in the zone assigned to the player. However, it is absolutely necessary to send information to the game management so that we are informed for safety reasons that the abnormal movement pattern was set voluntarily and not by an involuntary action (robbery, etc.). If the game management does not receive any information and notices the movement pattern, the emergency plan will be activated!
- The assigned zone must not be left. As soon as it is left, the player is visible to the hunters. If it is left for more than 2 hours, the player is considered caught.
- There is a search pressure of 2 hours in the player zone. (However, the game management can reduce or increase this during the course of the game depending on the game dynamics)
- Every day, the zones are reduced by the game management.
- If a player is caught, the free zone is available to the other players.
Center Zones
- All players are allowed to enter the Center Zone!
- ​The use of any mobile means of transport is forbidden in the Center Zone. (Tuk-tuk, bus, taxi, subway, moped, etc.)
A violation of this rule will be penalized as a rule violation. Every 10 minutes, this will be counted as another rule violation and penalized with a Speedhunt. On the last day, this will not be penalized as a rule violation, but with the possible disqualification of the victory.
ADDENDUM: The use of ferries to cross the river is permitted. However, it is not allowed to use ferries to travel to multiple stations in order to escape the hunters. - ​The search pressure in the Center Zone is hourly. This means a ping will be sent out every hour.
Herausforderungen
A new challenge will be announced every day.
Participation is voluntary, the tasks vary in difficulty but promise high rewards for successful completion.
Each challenge has a special set of rules, which will be announced before the challenge begins.
If a catch is made during a challenge, the player is considered caught and their zone becomes free for other players.
Task Force
- Hunters are free to move around all game zones.
- Hunters will be provided with an emergency vehicle and, if necessary, mopeds.
- A catch only counts as a catch if handcuffs have been applied.
- No physical force may be used, such as punches or kicks. Grappling techniques to restrain the person are allowed, but only if absolutely necessary.
- Calling on other non-game persons in public for assistance is prohibited.
- Tracking players outside of game management is prohibited and can lead to the disqualification of the responsible hunters.
- Informing the local police about the players is also not permitted.
- Any illegal actions that violate local and international laws are prohibited and automatically lead to disqualification. (Exempt from disqualification are: fare evasion, adherence to traffic regulations, illegal camping. The hunter himself bears the consequences of any prosecution.)
- Hunters must always carry their GPS trackers and mobile phone visibly.
- Every hunter must be reachable by phone for game management around the clock.
- The operations center must always be staffed by one person, unless game management approves an exception.
- If a player is caught, they must be transported to game management immediately.
- Once a day, all hunters must attend an operational briefing at headquarters.
- Hunters must hunt; breaks longer than one day are to be avoided.
- If a player gets into distress, the hunt is interrupted and the hunters become the player's security personnel. They advance to the player and provide first aid or protect them.
- If an external or uninvolved person is endangered or injured due to the hunt, the hunter must immediately provide first aid. Safety First!
Wildcard & Bonuses
Joker: Players have a new Joker available to them daily from 6 a.m. This can be redeemed at their discretion or saved for the next day.
Bonuses: Bonuses must be earned by participating in a Challenge. However, any earned bonus must be redeemed by 6 a.m. and cannot be carried over to the next day.

Regeneration Joker
If a player uses this joker, no pings will be sent to the task force for 4 hours. A speedhunt is therefore excluded during this time.

Hunters' enquiries
The player can use this joker to find out the current position of the hunters. Very effective for finding out whether the current speedhunt is targeting them personally or not.

Claim Your Free Bonus
If a player uses this joker, they cannot be caught for 3 hours.

Fake Ping Bonus
If a player uses this bonus, they can send a ping of their choice as a fake ping. This applies to both Silent Hunts and Speed Hunts.
It is also possible to inform the game management that they should choose the ping for the player. For example, in a Speed Hunt: the second ping should automatically be a fake ping. In this case, the player is not informed whether the ping has already been used. Otherwise, they could deduce whether or not the Speed Hunt was targeting them.
The task force is not aware of the existence of this bonus. It is important that the fake ping in the Speed Hunt corresponds to a realistic movement pattern to credibly mislead the task force and prevent the ping from being immediately recognized as faulty.

6h Hotel Bonus
This bonus allows the owner to seek shelter in a hotel. There, they can rest, shower, sleep, and recuperate for 6 hours in a room. However, after the 6 hours have passed, the player will be recognized as a "fugitive" by the "hotel staff," and information about their whereabouts will be passed on to the task force.
SILENTHUNT
The Silent Hunt is the core of Manhunt. The player is constantly on the run and can never be sure if the hunters are on their heels.
- Every player is tracked on the hour, every 2 hours. Without an audio warning signal. This information is passed on by the game master to the task force.
- The game master can arrange for the interval between tracks to be reduced or increased depending on the game dynamics.
- A Speedhunt may only follow 45 minutes after a Silent Track. If it happens earlier, the track counts towards the Speedhunt, and this is reduced to 4 tracks.
- After a Speedhunt, the hunted player is in "LEO" for the next full hour. This means there is no track to the task force.
SPEEDHUNT
In Speedhunt, the player does not know whether it affects them or another player.
- When the Speedhunt begins, players receive a message on their phone: "Speedhunt." This means their location may be tracked, and they must flee.
- During a Speedhunt, hunters have 5 opportunities to query the location.
- As long as the Speedhunt is active, there is no Silent Hunt for the player.
- The tracks are location data, not live tracks.
- The task force only receives the coordinates of the queried player.
How often does a Speedhunt occur?
There is one Speedhunt on the first day. On the other two days, the game management decides whether additional Speedhunts are released.
However, depending on the game dynamics, the game management can increase or suspend the number of Speedhunts. There is a maximum of one Speedhunt per player per day.
TASK FORCE
- Hunters are allowed to move freely in all game zones.
- Hunters are provided with an emergency vehicle and, if needed, a motorcycle.
- A catch only counts as a catch if handcuffs have been applied.
- No physical violence, such as punches or kicks, may be used. Grappling techniques to restrain a person are permitted, but only if absolutely necessary.
- Calling for help from other non-playing individuals in public is prohibited.
- Tracking players without the game management's involvement is prohibited and can lead to the disqualification of the responsible hunters.
- Informing the local police about the players is also not permitted.
- Any illegal actions that violate local and international laws are prohibited and automatically lead to disqualification. (Exempt from disqualification are: fare evasion, adherence to traffic regulations, illegal camping. The hunter themselves bears the consequences of any potential prosecution.)
- Hunters must always carry their GPS trackers and mobile phones.
- Every hunter must be reachable by phone for the game management 24/7.
- The operations center must always be staffed by one person. Unless the game management approves an exception.
- Once a day, all hunters must attend an operations briefing at the headquarters.
- Hunters must hunt; breaks longer than one day are to be avoided.
- If a player gets into distress, the hunt is interrupted, and the hunters become the player's security personnel. They advance to the player and provide first aid or protect them.
- If an external or uninvolved person is endangered or injured due to the hunt, the hunter must immediately provide first aid. Safety First!
PLAYER
- The assigned section must not be left. As soon as it is left, the player is visible to the hunters.
- The player is considered caught when handcuffs have been applied.
- Deliberately interfering with the GPS tracker or mobile phone is prohibited and counts as a rule violation. If a hiding place interferes with the signal, it must be changed immediately. The GPS tracker and mobile phone must always be carried on the body. Taking them off is not allowed.
- Every player must be reachable by phone for the game management 24/7.
- The use of brought-in money in any form (credit card, Bitcoin, etc.) is prohibited. Borrowing money or incurring debts is also not allowed.
- Loudly calling for help and/or screaming to cause panic among uninvolved persons during the hunt is not allowed and will be counted as a successful catch.
- Informing non-players that they must win a game and should therefore help you is not allowed. Asking for help is allowed, but not for this reason. It is allowed to say that you are being pursued and have to go into hiding, but it must not be revealed that it is a game.
- Barricading oneself in apartments or houses where hunters cannot gain access is not allowed and leads to a catch. Barricading is defined as staying longer than 2 hours. The player must then move at least 100 meters away from the apartment or location.
- Informing the local police about the pursuers is not allowed and will be counted as a successful catch.
- Any illegal actions that violate local and international laws are prohibited and automatically lead to disqualification. (Excluded from disqualification are: fare evasion, illegal camping, begging, disturbance of possession. The player themselves bears the consequences of any prosecution.)
- The equipment must not be sold and must never be left unattended.






