Date: March 26th, 2026 12:49 PM
Author: Talk to Alvor of Riverwood (🐾👣)
A no-rules, high-stakes manhunt set in a vast, deliberately isolated kill-zone: think 50+ square miles of remote mountain wilderness, abandoned military proving ground, or flooded quarry system—terrain that already kills the unprepared through cliffs, hypothermia, flash floods, or wildlife. Zero cell coverage, no external rescue, and a pre-agreed “once you enter, you leave in a body bag or as the last survivor” contract. The entire game revolves around mandatory, active ham transmitters that cannot be disabled without immediate disqualification (i.e., execution by the organizers in the fiction).
The Players
The Fox(es): 1–3 volunteers (or “volun-told” in the darker versions) each strapped into a rugged, backpack-mounted high-power ham rig (2 m or 70 cm band, locked in a tamper-proof case). The transmitter broadcasts a continuous or interval signal—loud FM voice taunts, distorted Morse insults, or a looping data packet that gives partial location hints. It stays on the whole time. Foxes get basic survival gear, a sidearm or rifle, and whatever traps they can carry. Their only “advantage” is a head start and intimate knowledge of the terrain.
The Hunters: 6–12 armed participants divided into loose teams or a total free-for-all. Each carries full radio direction-finding (RDF) kit—handheld Yagi antennas, Doppler arrays, mobile receivers tuned to the fox frequency—plus rifles, handguns, shotguns, knives, and as much ammo as they can hump. Hunters may also have their own low-power “hunter beacons” that ping every 20–30 minutes so everyone knows the predators are trackable too. Betrayal is not only allowed; it’s encouraged.
How the Hunt Works (the violent part)
Drop and Activate
Foxes are released with a two-hour head start. The moment their transmitters fire up, every hunter’s RDF gear lights up with bearings. Classic fox-hunting skills apply: signal fades in valleys, reflects off ridges, nulls out when you’re too close. But instead of a polite “found you!” and a certificate, closing to visual range means bullets start flying.
The Kill Rule
There is no “tag.” There is only elimination. Once a hunter team (or lone wolf) gets line-of-sight or close enough for a clean shot, lethal force is the entire point. Foxes can (and are expected to) fight back—ambushes, sniper positions, radio-jamming decoys, or even luring hunters into natural deathtraps (rockslides, bear dens, whatever the terrain offers). Hunters can and do kill other hunters; stealing someone’s RDF gear or silencing their beacon mid-fight is a valid tactic.
The Mutual Tracking Twist
To guarantee chaos and high body count, every single participant carries a secondary low-power beacon that activates on a staggered schedule. You are always both hunter and prey. The radio becomes the ultimate paranoia engine: every crackle on the frequency could be your doom approaching.
End Condition
Game runs 48–72 hours or until only one living person remains (or none—mutual annihilation is an acceptable and darkly celebrated outcome). The sole survivor “wins” whatever grotesque prize the organizers cooked up (cash, a new identity, eternal bragging rights). Bodies are left where they fall; the transmitters keep broadcasting until batteries die or someone puts a round through the case for good measure.
(http://www.autoadmit.com/thread.php?thread_id=5850010&forum_id=2...id#49770652)