How to play Manhunt indoors

By , builder of Manhunt IRL · Updated

To play Manhunt indoors, keep the lights on, stay on one floor, close off the kitchen, offices, stairs and exits, and make it a walking game: no running in hallways. Jail goes in the biggest room in the middle, a leader stands by the stairs, and rounds are short. With a big group, indoor sardines or a lights-on infection round works even better.

Key facts

  • Lights on. Indoors, the dark is where people trip on chairs and stairs.
  • One floor. Stairs, exits, kitchens, offices and anything locked are off-limits.
  • Walk, don't run. Hunters catch with a touch; nobody sprints down a hallway.
  • Rounds: 8 to 12 minutes. Buildings are small; games end fast.
  • Best indoor versions: sardines, build-up Manhunt, and classic with a walking rule.

Rain, snow, or a lock-in that runs past midnight: sooner or later someone asks whether you can play Manhunt inside. You can, and it’s a lot of fun in a big building, but it’s a different game. Hallways are narrow, corners are blind and furniture is everywhere, so the running has to go and the rules have to get tighter. Here’s the indoor version that works.

Floor plan of an indoor Manhunt setup on one floor of a church or school. Jail is in the middle of the main hallway, with a leader beside it. Three classrooms, a youth room and a storage alcove are in bounds with the lights on. The kitchen, the office, and the stairs and exit are hatched in red as off-limits, and a second leader stands at the stairs. Runners hide in the in-bounds rooms while two hunters walk the hallway.
One floor, lights on, jail in the middle, and the risky rooms closed off, with a leader at the stairs.

The indoor rules

  1. Lights on everywhere people can go. Dim the main hall for atmosphere if you like; never the hallways or stairs.
  2. One floor only. Stairs, elevators and exits are off-limits, with a leader stationed at the stairs.
  3. Mark off-limits rooms. Kitchens, offices, bathrooms, storage with equipment, and anything locked. A sign on the door or a line of tape works.
  4. Walk, don’t run. A hunter tags with a light touch. Running anywhere indoors is an automatic “caught”.
  5. No hiding inside cupboards, under stages or anywhere you could get stuck or shut in. Behind furniture and curtains is fine.
  6. Jail in the biggest room in the middle. It keeps prisoners visible and makes the jailbreak run cross open ground.
  7. Short rounds. 8 to 12 minutes, then a headcount at jail.

Rained out at a birthday party or sleepover? The same rules work in a big house; the party plan has the rest.

Three indoor versions

Indoor sardines. One person hides; everyone else searches alone, and each finder quietly squeezes into the hiding spot. The last one to find the group hides next. No running at all, perfect for mixed ages. More on sardines.

Walking build-up. One hunter; every runner they tag joins them, at a walk. With 20 or more players it turns a building into a slow-motion zombie movie. Full rules: build-up Manhunt.

Lock-in Jailbreak. Classic Manhunt with jail in the main hall and a walking rule. Freed prisoners count to 20 before anyone can tag them. More on jailbreaks.

For youth groups and lock-ins

Put one leader at jail and one at the stairs, and keep the building’s other floors locked or staffed. Tell students before round one which rooms are open and which aren’t, and walk the floor with them. The rest of the plan, including a script to read out, is in Manhunt for youth groups.

Indoor Manhunt questions

Can you play Manhunt inside?

Yes, with a few changes: lights on, one floor, walking only, and off-limits rooms clearly marked. It's a common rainy-night and lock-in game for youth groups.

What's the best indoor hiding-and-chasing game for a big group?

Sardines: one person hides and everyone who finds them squeezes into the same spot. It needs no running and ends with the whole group giggling in one closet. For a more active game, play build-up Manhunt at a walk.

Should indoor Manhunt be played in the dark?

No. Lights-off games in buildings are how people fall down stairs and walk into doors. If you want the spooky feel, dim the main hall only and keep hallways and stairs lit.