You're Blue, against the computer's Red. Sneak into Red's half, steal their flag and bring it back to your base. First to 3 wins.
Eight players a side, each with their own speed, sight, stealth and strength. How to play has the full rules, and so does the ? at the top once you've started.
Get Red's flag back to your base, the squares round your own flag. Each time you do, it's a point, and everyone goes back to the start. First to 3 wins.
You can't score while Red has your flag. Get it back by tackling whoever is carrying it: it goes straight home.
Red's moves that you can see leave a fading trail until its next turn, so you can see where everyone went. Choose how fast they play under New game.
Each side has eight players: a Scout, two Runners, a Shadow, two Hunters and two Guards (a map can set its own team). Pick one of yours, then click a lit square to move there. Each player can move, then tackle once. Move them in any order, then press End turn.
Scroll to zoom in and out, and drag to look around (or use the −, Fit and + buttons).
Grass, long grass and bridges cost 1 move a square, woods and hills 2, a ford or water 3. Rocks can't be crossed, and you can't stand on your own flag. Picking up a flag takes a move.
Water soaks you. Wade through it and until the end of your next turn you have 1 less Speed, Sight, Stealth and Strength (a ford, the shallow crossing, doesn't). Drops show who is soaked.
You start knowing only your own half of the field. Ground stays on the map once one of your players has seen it.
Red's players show only while one of yours can see them. Each player sees a number of squares (its sight), less the other player's cover. Players right next to each other always see each other. A faded ring marks where you last saw someone.
Cover comes from Stealth, long grass (+1) and woods (+2), and from how you move: Sneak (+1, 2 fewer moves) or Hide (+2, no moves). Choose before you move. On a hill, a ford or in water you stand out (−1). Anyone carrying a flag loses their own stealth and can't sneak or hide, though woods and long grass still screen them. They do run for it (1 move more) and hang on (15% off any tackle on them).
Woods and rocks block the view beyond them; from a hill you see 2 squares further, and over woods. Your move stops the moment someone new comes into sight (you keep the moves you haven't used), so you can never walk through a hidden player: you stop beside them.
Tackle a Red player next to you (diagonals count). It takes 3 of your moves, or none if you're hiding, so a hidden player can always jump on whoever comes close.
The chance starts at 50%, ±8% for each point of Strength between you, and +15% if Red couldn't see you when your turn began. It's never below 15% or above 85%. Win, and they're out. Lose, and you are. Being out means missing 2 turns, then coming back at your own base. A flag carried by whoever is out goes straight home.
Dodging takes it out of you. Whoever dodges a tackle is winded for the rest of that turn: every further tackle on them that turn gets +20%, so send in the next player.
Moves = Speed + 2. Sight = Sight + 2 squares. Cover = Stealth − 2.
1–8 pick a player · Tab next player with moves · W walk, S sneak, H hide · T tackle · E end turn · Esc put down · + − zoom, 0 fit, arrow keys look around
Each game shuffles some of the woods and long grass on both halves, so the far side is never quite what you expect.
Hide & Seize is a free turn-based stealth game of capture the flag, played in your browser against the computer. You lead Blue's eight players, a Scout, two Runners, a Shadow, two Hunters and two Guards, against Red's eight: scout the far side, hide in the long grass and the woods, tackle whoever is carrying your flag, and get Red's flag back to your base.
Bring Red's flag back to your base, the squares round your own flag, three times before Red does the same to you. You can't score while Red has your flag, so get it back first: tackle whoever is carrying it and it goes straight home.
No. It sees your players only through its own, just as you see Red's, and it remembers where it last saw them. Like you, it knows only the ground its players have seen and can only move onto that, guessing the rest from its own half. There are two levels, Easy and Normal.
Yes. The map editor (under New game) paints the ground, your flag and your starting players on your half, and Red's half follows, turned round, so the two sides always match. A map can be 11 to 45 squares wide and 15 to 61 long, with 1 to 12 players a side. Your maps are kept in your browser and can be played straight away. Export one as a file to share it, or send it to adam@hideandseize.com to have it added to the game for everyone.
It's free, with no account, no ads and no cookies. Your game is saved in this browser as you play, so you can close the page and carry on later.
It's made for a computer with a mouse or trackpad and a keyboard. It works on a phone or tablet, but the squares are small, so a big screen is best.
Design, code and content developed with the assistance of AI (Anthropic Claude).More games at Adam's Arcade · Made by Adam Woodland