One afternoon. Five firms. A casebook of questions only somebody who really knows this neighbourhood can answer — and a photograph owed for every one of them.
Play nowA name and about two hours. Bring a phone with a camera.
Where would you send a guest for a curry at ten past nine?
That is the game. Not a quiz about Mayfair — a hunt through it. Your firm gets a casebook of the questions a front desk is actually asked: pizza, a haircut today, a chemist still open, somewhere to sit outside, a present for someone you forgot. Go and find the answer, photograph it, and prove it.
Nobody is given a patch to work. Go wherever you think the answer is, and go quickly — every firm is out at the same time, and the clock is worth points.
A few of the cases
…and a good many more, from breakfast before eight to anything at all with a sheep on it.
How an afternoon goes
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The rules, in full
Everyone signs the register on one page. When the host makes the draw, you are dealt into a firm of four or five. You find out which at the same moment everyone else does.
Name yourselves — anything you like, though something to do with The Shepherd is traditional. Then take a post each: Rulekeeper, Timekeeper, Navigator, Photographer, and a Hype-person if there are five of you. One each. Two of you can reach for the same post, and you will both be told about it. Sort it out — no case opens until the firm is in order.
And a warning to whoever takes Rulekeeper: if the firm breaks a rule, you are buying the first round. All of it.
Each case has its own countdown, running from the moment you open it — not from the start of the afternoon. Take too long and the trail goes cold and that case is gone for good. Open them one at a time or all at once; that is your Timekeeper's problem.
Point your camera at the real thing and send it in. An intelligent judge looks at the photograph and decides in seconds whether it shows what the case asked for — a wax seal when it is admitted, a cracked one when it is not. It is not easily fooled, and screenshots and pictures of screens will not pass.
A case closed inside its first minute is worth five bonus points. Four in the second minute, three in the third, two in the fourth, one in the fifth. After that the bonus is gone and every further minute costs you a point.
Send a note with the photograph — opening hours, a closing time, a price, a last collection. If it is precise and it is genuinely in the photograph, it is worth up to three more points. Guesses and jokes are worth nothing, so do not bother.
Every photograph is stamped with where it was taken. You cannot try the same case twice from the same spot inside five minutes — move along or wait it out. Afterwards, the gallery shows where each picture was taken.
Firms rank on points: the cases themselves, plus what the clock paid or cost, plus your notes. Cases closed breaks a tie, then total time on the clock. The three quickest hunters go in the book by name.
When time is called, the whole day's evidence goes up in a gallery — admitted and thrown out alike. Like them, comment on them, and vote the best of them public.
Before you start
You will be asked to allow location while your firm musters. Every photograph is stamped with where it was taken, so that nobody can work the whole casebook from one doorway — and so the gallery can show afterwards where everybody went. It is attached to photographs you send in and to nothing else; you are not followed between them, and nothing is shown during the hunt itself. Refuse it and you can still play.