Official Game Rules

I. GAME OVERVIEW

A. GAME BACKGROUND

Hide/Seek/NYC is a web-based reality game presented by SiteSherpa. The game gives every member of the general public the chance to apprehend designated ‘Fugitives’ on the streets of New York City to win cash prizes.

Three Fugitives, cast by Hide/Seek/NYC, are leaving their everyday lives behind to enter the game. The game begins Wednesday, November 29, 2000 and runs for 17 days, 24 hours a day, until Friday, December 15, 2000, or until all three Fugitives have been apprehended. All action will take place on the island of Manhattan, which the Fugitives are forbidden to leave for the duration of the game.

For Fugitives, the game revolves around a succession of tasks that they must complete to stay in the game. Each day’s tasks take place in a designated neighborhood and tie in famous New York City landmarks and local neighborhood haunts. In completing tasks, Fugitives compete against one another while striving to avoid capture by a member of the public.

Clues hinting at the nature of these tasks will be provided to viewers on the web, primarily on the website www.hideseeknyc.com. Fugitives’ locations will also be revealed on the site at intervals throughout the day. Viewers will use these pieces of evidence to hit the streets, track down Fugitives, and catch them. Viewers

receive a cash prize for catching a Fugitive, with a Grand Prize of $10,000 awarded for apprehending the third and last Fugitive standing.

 

B. GAME PARTICIPANTS

Eligibility

Individuals under the age of 18, viewers or fugitives, are not eligible to participate in the game as either a fugitive, an individual searching for the fugitives on the street, or an viewer submitting tips to the webhunter. Individuals under the age of 18 are also not eligible to win any prizes associated with the game.

1. COMMAND

The game’s producers, referred to as COMMAND, administer the game, run the website, and make all final decisions on game rules and procedures.

2. FUGITIVES

The game stars three (3) Fugitives. The three Fugitives have been cast by COMMAND and agree to all aspects of the game, including these rules.

Fugitives must leave their everyday lives behind for the duration of the game. Each Fugitive is on his or her own to outwit each other and the general public. No contact with friends, family, or other acquaintances old or new is allowed.

3. VIEWERS

Every member of the general public can participate in the game. Viewers tune into the action on the website, then take to the streets to try to catch Fugitives to win the cash prizes. Alternately, viewers that are unable or unwilling to take to the streets themselves can submit tips to designated webHunters and share prize money in the case of a tip that leads to a capture.

4. WEBHUNTERS

Designated webHunters, selected by COMMAND, will be outfitted with a wireless email device and receive tips about the Fugitives’ potential whereabouts from viewers following the game on the website. If a webHunter apprehends a Fugitive, he or she will split prize money with the viewer that submitted the tip deemed most helpful in leading the webHunter to the Fugitive.

C. GAME BOUNDARIES

The game is conducted on the island of Manhattan. Fugitives are not allowed to leave the borough for any reason. For the purposes of the game, Manhattan is defined as the single island, excluding other islands (e.g., Roosevelt Island) that may fall within other official boundaries of the borough.

D. GAME CHRONOLOGY

The game is conducted for 17 days, or until the capture of the third and final Fugitive. The game period runs from 12:00 PM, Wednesday, November 29, 2000 to 5:00 PM, Friday, December 15, 2000.

E. HIDE/OUT

COMMAND has provided a HIDE/OUT somewhere in Manhattan as a safehouse in which all Fugitives are allowed to spend a portion of each night. The location of the HIDE/OUT is undisclosed.

For the purposes of the game, the HIDE/OUT is defined as the entire building that houses the Fugitives, even if the Fugitives are housed in only a portion of that building.

Fugitives are forbidden from entering the HIDE/OUT for the period between 9:00 AM and 11:00 PM Sunday through Thursday and the period between 9:00 AM and 1:00 AM on Friday and Saturday. At all other times, they have free use of the HIDE/OUT.

F. TRANSPORTATION

Fugitives are not allowed to travel via private wheeled transportation including, but not limited to, automobiles, trucks, motorcycles, bicycles and related vehicles. Fugitives are allowed to use public transportation services such as taxis, buses and subway.

 

 

A. IDENTITY

Three Fugitives, plus alternates, have been cast by COMMAND. Fugitives will be identified within the game by their true first names. Limited biographical details about the Fugitives will be made available.

By entering the game, Fugitives agree to be bound by the rules of the game and by the decisions of COMMAND, which are final and binding on all matters relating to all aspects of the game.

 

B. BASIC RULES

1. CONTACT WITH OUTSIDE WORLD

Fugitives must leave their everyday lives behind entirely for 17 days. No contact with friends, family, or other acquaintances old or new is allowed. Further, Fugitives may not pool resources with each other or with members of the public at any time or for any reason.

Fugitives may not return to their jobs or their home, apartment, or living space for the duration of the game. Fugitives must surrender the keys to his/her domicile at the onset of the game. Return to personal domicile by a Fugitive during the game may result in disqualification.

2. MONEY AND OTHER PERSONAL POSESSIONS

a. Money

At the start of the game, Fugitives surrender all cash and credit cards on their person to COMMAND for the duration of the game. Fugitives are allowed to keep one (1) credit card and a form of ID for emergency purposes. Unauthorized use of the emergency credit card or usage of money from outside the game by a Fugitive may result in disqualification.

Fugitives cannot use any money during the course of the game other than what is in his/her COMMAND-issued bank account. The Fugitive is free to use as much or as little of the money as exists in his/her account on a given day. There is no limit on the number of daily withdrawals permitted.

b. Clothing and Personal Property

Each Fugitive is given a plastic bag before the day of the game’s start. Fugitives are allowed to bring as much into the game as they can fit into the bag. There are no limits as to what Fugitives may bring with them into the game, excepting those outlined in Money, above; their domicile keys; and illegal items.

During the course of the game, Fugitives are free to use their resources to acquire whatever clothing or personal property they desire, again with the exception of illegal items.

c. Personal Appearance

Fugitives are allowed to alter their appearance in whatever way s/he chooses on a daily basis, as long as such change obscures no more than 25% of his/her face. The mouth must be fully visible. Facial makeup (beyond that deemed standard) must also not cover more than 25% of the face.

Fugitives are not allowed to change their clothing or appearance after the morning pick-up, except in such ways as are normal to everyday living (e.g., taking on or off a jacket). During the morning pick-up, each Fugitive’s outfit for the day will be recorded by COMMAND.

3. COMMUNICATION VIA PHONE

Fugitives will be provided with a mobile phone by COMMAND and must remain in communication range at all times. Fugitives are not allowed to place or receive any calls except with COMMAND and New York City authorities in cases of emergencies.

a. Check-in Calls

Fugitives must check in with COMMAND at set intervals each day from outdoor locations only. During these calls, Fugitives report their exact location, in the form of a corner at the intersection of two cross streets (e.g., 71st and Broadway or 7th and Ave. C.) In cases where the Fugitive is in a park or otherwise off the streets, an approximation of the cross streets must be relayed along with location-specific information about the current location.

Once the call ends, the Fugitive’s location will be updated on the website following a time delay in minutes equal to the number of days left in the game including that day (e.g., on day 3 the time delay between the end of the call and the posting will be 15 minutes). If Fugitive fails to check in with COMMAND within two (2) minutes of their appointed time, s/he receives a warning. In cases of mobile phone coverage quirks, Fugitives must find another phone to call from.

Fugitives are required to complete a check-in call every 90 minutes, beginning in the morning at a time specified by COMMAND. When only two or one Fugitive remains in the game, Fugitives are required to complete a check-in call every 60 minutes.

COMMAND can direct a Fugitive at any time to answer fact-based question(s) about the location they have just reported. If the Fugitive fails to answer question(s) correctly to the satisfaction of COMMAND, s/he is subject, after review, to penalty or disqualification.

b. Subway Calls

The only exception to the rule that Fugitives must remain within mobile phone range is when transportation via subway makes make it impossible to communicate by mobile. In these cases, Fugitives must call COMMAND immediately before entering a subway station and immediately after emerging from one and relay the station location to COMMAND.

COMMAND will report, on the website, Fugitives as entering or exiting the subway line(s) of the noted station (e.g., 1-2-3-9 lines), but will not report the specific station location. Subway line information will be posted after the set daily delay.

c. Command Calls

COMMAND may call Fugitives at any time requesting their location, then ask follow-up fact-based question(s). COMMAND reserves the right to post this information on the website after the set daily delay, or sooner in the case of penalty calls.

d. Fugitive Calls

Beyond specified calls, Fugitives are permitted to call COMMAND at any time. Fugitives are also allowed to call emergency services at any time.

 

4. CAPTURE

Fugitives will be deemed caught when a member of the public, or a webHunter, approaches the Fugitive and begins the capture protocol outlined in part III of these rules. At the time of capture initiation, Fugitives are required to surrender the designated item (the "Golden Ticket") to the capturer and not leave the one-block area of capture until the arrival of COMMAND. Once captured, a Fugitive must surrender all game possessions to COMMAND and may not return to the HIDE/OUT.

5. ABORT

If a Fugitive is caught, COMMAND may opt to abort the remaining day task for the remaining Fugitives. Fugitives will be notified of an abort via mobile phone, and it will be posted on the website. If at the time of abort notification any of the remaining Fugitives have not yet completed the task, s/he automatically receives a daily stipend of $50. The evening and bonus tasks for the day are not aborted in the event of an abort unless otherwise instructed by COMMAND.

 

C. TASKS AND PRIZES

The activity of Fugitives during the game center around tasks – the challenges that the Fugitives must complete to stay in the game. For completing tasks, Fugitives may earn cash rewards, points, and/or bonuses.

1. TASKS

There are three different types of tasks: ‘day tasks,’ ‘night tasks,’ and ‘bonus tasks.’ Day tasks and night tasks are mandatory; bonus tasks are voluntary. Day and night tasks will comprise a part of every day, while bonus tasks will be issued on Friday and Saturday, plus other times at the discretion of COMMAND.

For all tasks, COMMAND will specify what form the documentation of the task must take. The documentation required will be issued with the first clue/task of all tasks.

In a given day, all tasks must be completed within the day’s neighborhood.

a. Issuance of Tasks

Tasks are issued to Fugitives in two different forms: tasks and clues. Day tasks will be issued first as clues, meaning that the Fugitive will receive clue(s) to the task, with the task itself delivered after the clue(s). Night tasks will be delivered as tasks. Bonus tasks may be delivered in whatever way COMMAND sees fit.

i. Day Task

The first clue/task will be distributed, in a sealed envelope, to Fugitives during the morning ride in the Getaway Car. Fugitives are not permitted to open the envelope until they have exited the Getaway Car. Subsequent clues/task will be distributed to Fugitives via mobile phone. In a day with multiple day tasks, the second day task may be distributed entirely via mobile phone.

ii. Evening Task and Bonus Clue/Task

Distributed to Fugitives via mobile phone.

b. Task Completion and Drop Box

Fugitive must call COMMAND immediately after completing a task. During the call, the Fugitive will be told the location of a drop box in the area of the task where the Fugitive must drop off documentation that the task has been successfully completed.

Within 30 minutes of dropping off the evidence, the Fugitive will receive a call from COMMAND telling him/her whether the task has been accepted as completed or rejected. If the task has been rejected, the Fugitive has until the task deadline to successfully complete it.

No task-related calls will count as call-ins unless made within plus/minus 2 minutes of a scheduled call-in time as per call-in rules.

c. Order of Finish

The order in which Fugitives complete the day tasks dictates point and money rewards. The fastest finisher earns first place for the day task; the second finisher, second place; and the third finisher, third place.

For day tasks, the order in which acceptable documentation is received at the drop box determines the order of completion and thus the daily prize awards. Fugitives will not be informed who has finished tasks, or in what order, until pick-up that evening. At that time, the Fugitives will be told the order of finish and related prizes and points. This information will also be relayed on request during the ride in the Getaway Car the next morning.

For night tasks, Fugitives receive one point for successful completion regardless of order of finish. Night tasks do not carry a cash reward or prize unless otherwise noted. Documentation of night tasks can be delivered during rides in the Getaway Car that night or the next morning to receive credit.

d. Deadlines/Failure to Complete

Fugitives will have until a time specified by COMMAND to complete the day task. That time, unless otherwise specified in the morning’s first clue, will be sunset in New York City that day, the specific time of which will be provided to Fugitives. If the Fugitive has not completed the day task by the deadline, the task will be considered missed.

Night tasks and bonus tasks, unless otherwise specified, must be completed by the time of pick-up the next morning from the HIDE/OUT. At that time, evidence for successful completion of night and bonus tasks should be proffered if had has not been delivered the previous night.

 

2. POINTS

Points awarded for task completion accrue over the entire game. Points are used to determine the winner of prize money if more than one Fugitive finishes the game without getting caught.


Fugitives receive points based on the order of completion of day tasks as follows:

1st to complete day task: ?3 points

2nd to complete day task:?2 points

3rd to complete day task:?1 point

Night tasks earn the Fugitive 1 point regardless of order of completion. Bonus tasks may or may not carry point rewards at the discretion of COMMAND.

Point ties will be broken by awarding the Fugitive with the most first-place finishes in day tasks the award; failing that, tied Fugitives will split the prize money.

 

3. PRIZE MONEY

a. Task Prize Money

Fugitives win prize money each day based on their order of finish in the day task. Payment, which is directly deposited into each Fugitive’s bank account, breaks down as:

1st to complete day task: $100 in account

2nd to complete day task: $50 in account

3rd to complete day task: $25 in account

b. Game Prize Money

Prize money available for Fugitives to win:

  • $10,000 — For the only Fugitive out of the three to complete the game without getting captured, or the Fugitive who finishes the game with the highest point total in a game in which several Fugitives remain uncaptured at the end
  • $1,000 — For the Fugitive who finishes second in a game which has at least two Fugitives complete the game without getting captured
  • Bank account money — Fugitives not winning the $10,000 prize will be awarded the money left in their account at the time of capture or at the time of game completion, assuming they have not been disqualified and assuming that they have not also won the $1,000 prize. A Fugitive eligible for the $1,000 prize may choose to accept the amount of money remaining in his/her bank account in lieu of the $1,000 prize.

All prizes will be awarded within 30 days of December 15, 2000. Winners are responsible for all taxes on prizes.

 

D. MISCELLANEOUS GAMEPLAY

1. ENTERING THE GAME ON NOV. 29

On the morning of the game’s start, Fugitives will be picked up by COMMAND at preset locations and delivered into the game by car. Once a Fugitive steps out of the Getaway Car onto the streets of Manhattan, the game has begun for them.

Each Fugitive begins the game with $100 in his/her bank account, supplied by COMMAND.

2. ENTERING AND EXITING THE GAME DAILY

a. Morning Pickup

Fugitives will be picked up at the HIDE/OUT each morning in the Getaway Car at a time preset by COMMAND the night before. Morning pickup is mandatory even for Fugitives that have elected not to return to the HIDE/OUT the previous night in the Getaway Car.

The Fugitives will be returned to the streets one by one, in the day’s specified neighborhood, in a set order determined at random on the first day of the game. This order will rotate between the Fugitives for the duration of the game.

Once the Getaway Car enters the day’s neighborhood, each Fugitive has 10 minutes within which to dictate the Getaway Car’s route (within reasonable traffic laws) and request a stop. Lacking specific direction from the Fugitive, the route will be chosen by the driver of the Getaway Car.

If at the end of the 10-minute window the Fugitive has not requested a stop, the Getaway Car driver will pull over as soon as it is reasonable to do so and instruct the Fugitive to exit. Once the Fugitive has exited and the door closed, the next Fugitive’s 10-minute window will open. This will continue in 10-minute increments until all three Fugitives have returned to the streets.

Fugitives may never exit the Getaway Car except with the permission of the driver.

b. Evening Pickup

Fugitives may, at their choosing, be picked up in the day’s specified neighborhood by the Getaway Car. Fugitives electing to be picked up will be picked up in the same order they were dropped off in the morning and returned en masse to the HIDE/OUT.

Fugitives desiring pickup must notify COMMAND of this in their final check-in call of the day. Fugitives must specify a location for the pickup and that location must fall within the neighborhood bounds of the day’s neighborhood. Fugitives must be ready to be picked up at their requested location at the pickup time set by COMMAND earlier in the day. The driver of the Getaway Car will wait for five minutes at the specified location for the Fugitive. If the Fugitive does not materialize by the end of that window, he or she will have waived pickup for that night. If the Getaway Car is running late, the Fugitive will be notified by COMMAND via mobile phone.

3. USE OF HIDE/OUT

The HIDE/OUT is a safe house in which Fugitives are allowed to spend a portion of each night.

Fugitives are forbidden from entering the HIDE/OUT for the period between 9:00 AM and 11:00 PM Sunday through Thursday and the period between 9:00 AM and 1:00 AM on Friday and Saturday. At all other times, they have free use of the HIDE/OUT, though they only enter and exit the HIDE/OUT building with immunity when entering or exiting the Getaway Car.

Fugitives are allowed to leave the HIDE/OUT between the times of the evening drop-off and the morning pickup.

Use and/or consumption of HIDE/OUT appliances, furnishings, food, and fixtures is granted to the Fugitives provided such use is reasonable. Fugitives are forbidden from bringing visitors, pets, or illegal items into the HIDE/OUT.

The HIDE/OUT will be monitored by any means deemed appropriate by COMMAND including, but not limited to, webcams, video, and audio recorders. Fugitives are forbidden from tampering with any monitoring equipment, except the computer, which they may use to access the Internet but not to send email or chat/IM. Fugitives may not disconnect the computer’s Internet connection and must restore the connection if they have broken it.

COMMAND may revoke the HIDE/OUT privileges of the Fugitives at any time. In this event, Fugitives can be asked to fend for themselves on the street 24 hours day, or an alternate HIDE/OUT can be provided.

4. IMMUNITY FROM CAPTURE

a. Definition of Immunity

During periods of immunity, Fugitives cannot be captured. Fugitives are automatically granted immunity from capture in several circumstances:

  • Inside the confines of the HIDE/OUT building. Protection will be deemed to end when a Fugitive has broken the plane between interior and exterior space, except in cases of immunity involving the Getaway Car.
  • Entering or exiting the Getaway Car. This includes traversing the space between the HIDE/OUT entrance and the Getaway Car, and a 10’ radius around the Getaway Car at stops other than the HIDE/OUT.
  • While riding in the Getaway Car.

Captures attempted in immunity periods will be deemed invalid. COMMAND reserves the right to declare special immunity periods, for individual Fugitives or all Fugitives. All special immunity periods will be announced on the website.

b. Fugitive Requests for Immunity

If a Fugitive finds himself or herself in a situation they deem unsafe, they are allowed to call COMMAND and request temporary immunity. Such requests will be reviewed and granted or denied on a case-by-case basis by COMMAND.

5. DISQUALIFICATION

COMMAND reserves the right to disqualify Fugitives for rules violations. All disqualification decisions are made by COMMAND.

Certain rule violations by Fugitives carry a penalty of a warning. A second warning of any kind, even if unrelated to the first warning, may result, after review by COMMAND, in disqualification. Any rules violations in the last five (5) days of the game that previously carried warnings may result, after review by COMMAND, in disqualification.

Fugitives also can be disqualified for failing to complete tasks.

  • If a Fugitive fails to complete two (2) day tasks, or one (1) day task in the final five days of the game, s/he will be subject, after review by COMMAND, to disqualification.
  • If a Fugitive misses two (2) night tasks, or one (1) night task in the final five days of the game, s/he is subject, after review by COMMAND, to disqualification.

A Fugitive who has been disqualified does not receive the money remaining in his/her account and is not eligible for any prizes.

6. SELF-DISQUALIFICATION

Should a Fugitive want or need to take himself or herself out of the game, he or she must place a call to COMMAND to determine a mutually agreeable location to meet that day to confirm the disqualification and exchange game-issued items.

If a Fugitive voluntarily leaves the game for any reason, the Fugitive is not eligible for any prizes, including any money remaining in the bank account.

7. REPLACEMENT OF FUGITIVE

If a Fugitive is disqualified by COMMAND or by self for any reason during the game, COMMAND reserves the right to replace the Fugitive with an alternate Fugitive.

If a Fugitive is replaced, the new Fugitive will join the game at the time of the next morning’s pickup at the HIDE/OUT. The new Fugitive will assume the point total of the Fugitive who finished the preceding day with the fewest number of points, and the account balance of the Fugitive who finished the preceding day with the least money in the bank.

III. VIEWERS

A. IDENTITY

Eligibility

Individuals under the age of 18, viewers or fugitives, are not eligible to participate in the game as either a fugitive, an individual searching for the fugitives on the street, or an viewer submitting tips to the webhunter. Individuals under the age of 18 are also not eligible to win any prizes associated with the game.

Every eligible member of the public can participate in the game as a viewer at the website, then become a participant by taking to the streets with the goal of apprehending a Fugitive. Clues, tasks, and Fugitive location information will be made available on the website to aid in Fugitive tracking.

Participation from viewers is limited to those who have at no time served in a professional capacity in ‘pursuit professions’ including but not limited to police officers, bounty hunters, and private detectives.

By participating in the game on the streets or on the web, viewers agree to be bound by the rules of the game and by the decisions of COMMAND which are final and binding on all matters relating to all aspects of the game.

 

B. BASIC RULES

1. CATCHING FUGITIVE ON THE STREETS

A Fugitive will be deemed caught when a viewer approaches a Fugitive and initiates the capture proceedings. To successfully capture a Fugitive, the viewer must initiate the capture as outlined below and have documentation of the capture.

a. Initiating the Capture

To initiate capture, a viewer must get within five (5) feet of the Fugitive. The viewer must speak directly to the Fugitive and identify the Fugitive as the Fugitive in a way that ensures that the statement is heard by the Fugitive.

Viewers must not make physical contact with the Fugitive. Physical contact, judged at COMMAND discretion, will render the catch invalid and exempt the viewer from future chances to win a prize.

In the case of multiple simultaneous captures, the first viewer to begin the capture proceedings will be judged the winner.

b. Documenting the Capture

When a viewer identifies the fugitive as described above, the Fugitive is contractually bound to surrender their Fugitive ID immediately to the viewer. The ID will have a phone number on it for COMMAND that the viewer must call immediately to report the capture. The viewer may request use of the Fugitive mobile phone to place the call, or use a communications device of his or her choosing. Once COMMAND has been notified, the viewer must then stay in the one-block radius of the capture with the Fugitive until such time as COMMAND arrives to confirm and document the capture.

Alternately, in lieu of retrieving the Fugitive ID from a Fugitive, a viewer may photograph the Fugitive from the front from within five (5) feet to be judged at the discretion of COMMAND. Photo captures between the hours of 9 AM and 9PM must be reported to COMMAND via phone call (number/address as noted on the website) immediately. Photo captures between the hours of 9PM and 9AM must be reported as early as possible after 9am on the morning after the capture took place. In the case of a confirmed photo capture, COMMAND will pay reasonable photo-processing fees so long as a receipt is produced.

c. Confirming the Capture

All catches must be verified by COMMAND before they become official. The judging of each catch is at the sole judgment of COMMAND.

 

2. CATCHING A FUGITIVE ON THE WEB

Viewers unable or unwilling to hunt Fugitives on the streets of Manhattan can win prizes by submitting tips to designated daily webHunter(s). The webHunters are viewers selected by COMMAND that receive email tips from other viewers following the game on the website. WebHunters act on these tips at their sole discretion.

All tips must be sent from a valid email account to the webHunter email address specified on the website. Submissions must include the complete name of the submitter. Tips sent to the wrong email address will be deemed dead at the discretion of COMMAND.

In the case of heavy email volume, COMMAND retains the right not to forward every email tip to the webHunter(s).

 

C. PRIZES

1. PRIZE MONEY

The prize money awarded for a street catch by a viewer is determined by the order in which Fugitives are caught.

  • Prize for capturing the first Fugitive: $500
  • Prize for capturing the second Fugitive: $1,000
  • Prize for capturing the third and final Fugitive: $10,000

The grand prize of $10,000 will only be awarded when there is only one Fugitive left in the game and that Fugitive is caught.

Viewers that submit a tip that the webHunter deems most helpful in leading to a capture split that prize money with the webHunter.

2. ELIGIBILITY

 

Individuals under the age of 18, viewers or fugitives, are not eligible to participate in the game as either a fugitive, an individual searching for the fugitives on the street, or an viewer submitting tips to the webhunter. Individuals under the age of 18 are also not eligible to win any prizes associated with the game.

The following groups of people are ineligible to win prize money:

  • Friends, family, or associates of any one of the Fugitives.
  • Anyone who has contact beyond that of the capture proceedings with the Fugitive during the game knowing that the Fugitive is in fact a Fugitive, with that contact reciprocated by the Fugitive.
  • Current or former professionals in fields including law enforcement and private investigation, as noted previously in the rules.
  • Individuals with felony conviction(s) within the past seven (7) years.
  • Employees of Mouseion, LLC and SiteSherpa, and their relatives.

COMMAND reserves the right to run background checks on a viewer before awarding prize money to assure compliance with all rules and regulations. Potential winners must submit to background checks at the request of COMMAND.

All prizes will be awarded within 30 days of December 15, 2000. Winners are responsible for all taxes on prizes.

3. RIGHTS CONTROL

By initiating a capture, viewers grant to COMMAND the right to use their likeness, words, images, and whatever else is captured about them on media not limited to film, video and text in whatever purposes they desire. Viewers understand that they will not be paid for the use of likeness, image, words, and deeds, above and beyond the prize award.

Viewers also agree that they will make themselves available to COMMAND for reasonable post-game publicity. Publicity could potentially include but is not limited to publicity photos and a press conference.

By participating in Hide/Seek/NYC, viewers understand that they will not be compensated beyond any prize money they might receive under the rules for the use of fair likeness or any image, words or deeds.

 

IV. WEBHUNTERS

A. IDENTITY

WebHunters are viewers selected by COMMAND to participate in the game during a specified period as a conduit for the ideas of Internet viewers. WebHunters, outfitted with a mobile email device, will receive email tips from viewers about possible Fugitive locations that they may act on at their sole discretion.

WebHunters who capture a Fugitive must split their reward with a viewer. A webHunter is ineligible to win an entire prize on the day(s) s/he is the webHunter.

By entering the game, webHunters agree to be bound by the rules of the game and by the decisions of COMMAND, which are final and binding on all matters relating to all aspects of the game.

Except where otherwise noted, all rules and regulations that apply to viewers also apply to webHunters.

 

B. BASIC RULES

1. CAPTURE OF FUGITIVE

To successfully capture a Fugitive, the webHunter must initiate the capture as outlined in section III of these rules. The webHunter must also document the capture as noted in section III.

 

C. PRIZE MONEY

If Fugitive is caught by a webHunter, prize money is split between the webHunter and the viewer who is judged to have provided the most useful tip. The webHunter will announce, after review by COMMAND, the winning tip that helped him catch the Fugitive.

Eligibility and prize money rules for viewers in section III apply here.

 

 

 

V. OTHER RULES

A. RULE CHANGES

COMMAND reserves the right to amend the game rules during the game. Any changes will be delivered to the Fugitives in print during the morning ride in the Getaway Car and posted on the website. Rules changes take effect when the Fugitives exit the morning Getaway Car ride onto the streets.

 

B. DISPUTE RESOLUTION

All disputes having to do with the game, its rules, and prizes are to be resolved by COMMAND at its sole discretion.

 

C. ‘ACTS OF GOD’

COMMAND is not responsible for ‘acts of God’ including but not limited to inclement weather or technical difficulties with communications devices or the Internet. If an ‘act of God’ significantly affects the game, COMMAND will review the situation and take whatever steps necessary to preserve the integrity of the game.

 

D. CANCELATION

COMMAND reserves the right to postpone or cancel the game at any time, for any reason. If the game is cancelled in progress, Fugitives will win the amount of money remaining in their bank account.

 

E. GAME PRODUCER

Hide/Seek/NYC is produced by Mouseion, LLC (www.mouseion.com) under the name of its SiteSherpa property (www.sitesherpa.com). Management of Mouseion, LLC has final decision-making power on all game matters, including but not limited to confirmation of a successful capture and the declaration of prize winners.

Questions concerning the game can be directed to questions@hideseeknyc.com, or by mail to Mouseion, LLC, 134 West 29th Street, 8th Floor, New York, NY, 10001. Rules and eligibility are subject to change without notice.

F. RELEASE

Participants in the game, fugitives, viewers and webhunters, knowingly release Producers and all principals, officers, agents and employees of Producer from any and all liability for bodily injury, property damage or any other claim which may arise from participation in the game.

Participants agree to indemnify and hold Producer harmless for any claims which arise out of participants’ negligence or intentional acts committed by Fugitive during participation in the game or which are in any way connected with the game.