Frequently asked questions
Short answers to the questions people ask most about the rural Hide + Seek variant. For the full picture, see the ruleset and the vehicle stations mechanic.
Do I need the official Jet Lag: The Game to play this?
Yes. This is supplemental material, not a standalone game — it adapts the official rules, it doesn't replace them. You need the official Hide + Seek home game from the Nebula store (the Vol. 1 expansion is recommended but not required); the rulebooks, dice, hider deck, and Investigation Book all come in the box.
Can you play Hide + Seek with cars instead of trains and buses?
That's the whole point of the variant. In rural areas free driving is too fast to preserve the game's pacing, so cars, ride-shares, and taxis are anchored to generated vehicle stations with a 2d6 departure-roll wait on every trip — driving behaves like transit instead of trivializing the chase.
What if I don't have a car?
Ride-shares, taxis, and hotel shuttles play under the same rules via the by-request variant on the vehicle stations page: declare a route, roll the wait, then time your ride request so the car arrives as the wait clears. You can play with personal vehicles, by-request rides, or any mix.
What if there are real bus or train lines in my area?
They play exactly as the official rulebook describes — the variant adds no special rules for real transit, it only changes how cars move. When real transit is in play, vehicle trips also pick up an arrival cooldown so the slower transit option stays competitive.
What does the rural variant actually change?
Only transportation. The hiding zone, hider deck, Investigation Book, end-game trigger, and scoring are all unchanged from the official Hide + Seek rules. The single addition is vehicle stations and the departure roll — see the ruleset for the full delta.