Cat & Mouse
Cat & Mouse is a transmitter hunt game which
has been played in Chico for years.
This game information is provided on the Internet in lieu of the previous
printed packet which used to be distributed to all the players
who shared the expense of copying the packet.
Cat & Mouse is played on Citizens' Band (CB) radio.
One vehicle hides somewhere in town and the others try to find them.
The first person to find them who hasn't already hidden gets to hide next.
Though many of the long-time players have upgraded to Ham radios
for their personal communications,
the unique challenge and character of the game
continues to attract many of them.
Also, since CB does not require a license to use,
the ability for new people to join in has
attracted a variety of players at all levels of experience.
Many aspects of expert play are omitted from this description.
They must be acquired by playing the game.
- Meeting Place
- Safeway parking lot at Nord Ave (Hwy 32) & West Sacramento Ave
in Chico
- Meeting Day
- A Friday or Saturday as agreed upon via the cnm mail list
- Meeting Time
- 8:30 PM
- Rendezvous Channel
- Channel 2
In case of any malicious interference, the group may choose to
change to another channel or remain on Channel 2 and hunt the jammer
before starting the game.
(See "Hunting Down Jammers")
- The initial game starts in the Safeway parking lot.
Someone will either volunteer or be volunteered by the group to be the first
mouse.
- Each vehicle contains an independent team or individual.
- Before the mouse gets going, the team in the mouse vehicle will be
given some time to talk amongst each other to discuss their destination.
Peer pressure can be expected if they take too long.
- In each round, when the mouse gets going,
they get 6 minutes to drive to a location and park.
At the end of 6 minutes the group will notify the mouse that time is up.
When time is up, the mouse must park whether they have reached their
destination or not.
- At the beginning of each round's hunt,
the mouse's signal must be recognizable but not necessarily understandable
at the starting point.
- Once each round begins, the mouse must transmit regularly.
- The mouse must transmit often enough for cats to continue their search.
- Cats may say "modulate" to indicate
they need a transmission from the mouse.
- The mouse must give clues, starting out in broad, general terms and
getting more specific as the game goes on.
- Clues must be true but may be vague, figurative and/or misleading.
- Cats may ask questions of the mouse in order
to extract more or better clues.
- The mouse may limit answers so as to be less specific near the beginning
of the game and more specific as cats seem to get closer.
- When cats are searching, the mouse must have parking lights on.
(This rule originated when someone with
a brand new Ford hid at the Ford lot.)
- Once the mouse team is found, they have the option to wait for one or two
more cars before revealing the hiding place.
- As each cat finds the mouse,
they may assemble at the hiding place or at a nearby location,
designated by the mouse,
while they wait for others to find the mouse.
- The mouse team must announce when they have been found but may give some
delay to prevent other cats from noticing that the first cat is leaving the
hiding spot.
- The first cat to find the mouse who has not already hidden
will be the mouse for the next round.
- If the hiding place is too far from central Chico,
the group may opt to regroup at another location
before starting the next round.
- The game continues as long as there are enough cars.
An attempt is usually made to give everyone a chance to hide but it
may get too late.
If the game ends before everyone has had a chance to hide,
the would-have-been-next mouse may be designated as first to hide for
the next time a game is arranged.
- Tip:
If you're new, realize that it takes many
times playing the game to get good at it.
Almost certainly you won't place first in any round of your
first half dozen or so games.
Many people may take longer than that.
- Tip:
If you have a spotlight, it's helpful for searching unlit areas
but make an effort to avoid shining it in people's eyes.
They usually get even for that.
- Tip:
Remember it's just a game.
So far there haven't been any accidents.
Let's keep it that way.
- Tip:
Tell everyone if you're leaving the game, even if temporarily.
Disappearing acts have resulted in unnecessary searches by the group before.
- Be courteous.
Don't intentionally transmit over others.
Use good radio etiquette.
Also, be aware that there are many bad examples on the air.
Don't imitate everything you hear -
be polite but keep it brief when things are busy.
(It's a longstanding tradition among the C&M group to be courteous
radio operators.
That was why many have gotten Ham radio licenses since the
no-code technician license became available.)
- Keep social chatter to a minimum while the game is in progress.
Move to a different channel if you need to talk to someone about something
unrelated to the game.
- Tip:
At the beginning of the game, keep your questions general.
Don't ask if they're "east of Highway 99 and south of highway 32"
in the first 5 minutes.
The mouse doesn't have to answer something so specific so early in the round.
- Tip:
Don't ask questions which are specific near a pin-point.
For example, "Are you on Park Avenue?"
If you want to know something that specific, go there and look for them.
Who knows? If you're right you might be first to find them.
- Tip:
Pay attention to any signal strength indication your radio has.
If the signal gets weaker, try the other direction.
(Experienced players with good radios can often get in the
neighborhood of the mouse within 10-15 minutes.)
- Tip:
Separate the roles of driver and navigator.
Bring along an extra person to be the navigator.
Have him/her operate the radio and read the map.
- Tip:
Speaking of maps, bring one. Use it.
- Once the 6-minute running time is up, the mouse vehicle must park and
remain stationary for the duration of the round.
If an exception must be made to avoid disturbing residents of the hiding area,
the cats must be notified and any mouse movement kept to the shortest distance
that solves the problem.
- The mouse should be reasonable about the
boundaries.
The only official boundaries are how far the mouse can get in 6 minutes.
But it's unreasonable to try to go all out to get to Durham in 6 minutes,
for example.
A good spot is always available within a distance that doesn't even
require speeding to get there.
(But a good choice of roads makes a big difference.)
- Tips for clues:
- The purpose of clues are to assist people with poor equipment and/or
little experience to eventually find the mouse.
Their potentially clever or misleading content can also add to the
challenge and character of the game.
- Even while clues become more specific as the round progresses,
it's not recommended to say clues which give away the mouse's
position at a rate faster than experienced players would do
when searching only by signal strength.
- Clues should not be so bad that
signal strength is all anyone has to go on.
(See below for the Gilligan Award.)
- Misleading clues are a deliberate tactic
intended to snare anyone they can.
Clues must be true but may sound like something else a long distance away.
For example, "near a park" may send
some people to Bidwell Park when there
are actually many to choose from.
"Near an airport" may send some people
to Chico Municipal Airport when there
are really 5 to choose from within the boundaries.
"Near a body of water" has sent some people
looking at the California Park Lake
when the mouse was referring to a swimming pool.
(Starjammer once used this clue for a bowl of water
he placed next to his truck
and, appropriately, received criticism for it afterwards.)
- Bad ideas which are no help because they're true all over town:
- "There are trees around here."
(The whole city has lots of trees.)
- "There is water nearby."
(better to say "there is a body of water nearby" or
"there is running water nearby" as appropriate.)
- "I see flashing red lights"
(there are radio and microwave towers in all directions all over town)
- "I'm near a school."
(If you had this in mind, a better choice might be a clue about the school.)
- See below for the Gilligan Award.
- Useful ideas which give them somewhat of a chance:
- street clues: "There's another planet near here" - Mars Way,
"I'm near an airplane" - Cessna Ave
- visible landmarks: "I can see red, white and blue lights"
(the airport or a business' neon sign)
- geographic locations: "the Sherwood Forest" - Bidwell Park
(the location of the filming of the original Robin Hood movie)
- geographic location elimination: "I'm between the 99's" -
between Freeway 99 and Business 99 (Park/Main/Broadway/Esplanade)
- barely-useful clues which you may as well give right away as you start
- "I'm parked on dirt/gravel/grass/asphalt/concrete/mud"
- Be careful about specific clues too early in the game.
- Cats should have to rely partly on signal strength to find you.
- One beginner hid at the first turnout on the road into
Upper Bidwell Park and then said "I'm near the park" for his first clue.
The round lasted 5 minutes with everyone finding them at once.
- Two experienced players hid at Solar Estates Drive and started with
"head for the Estates".
One of the cats had just delivered a pizza there and another had just
considered hiding there.
The round lasted 4 minutes with two vehicles arriving at once.
The mouse was quoted as saying, "This is embarrassing."
- You should be embarrassed if you're found in fewer than 6 minutes because
that's less time than you were given to hide.
- Creative and clever clues make the game more fun.
- Find some common theme to talk about or something that will keep you on
the air often enough for the cats to hear a signal while they search.
It also helps to frequently recap the clues given so far.
- Cats will ask the mouse questions and, unless it's too specific
(or too early in the game to be that specific), the mouse has to answer.
As usual, the answer must be true but may be vague, figurative and/or
misleading.
- Some questions which directly affect the play of the game,
such as "what does your vehicle look like?"
or "are you sure you have your parking lights on?",
must be answered clearly and unambiguously.
- The mouse may not hide anywhere which is not
accessible by a normal passenger car.
(This is an important point for owners of 4x4's and motorcycles.)
- The mouse may choose whether the cats
have to reach the same place where they're hidden
or whether it's also OK to walk to them or
just see them in order to "find" them.
This may be important for 4x4's in tricky parking places to let passenger
cars stay on a nearby firm surface.
But it may also be used to taunt cats who can see the mouse through a gate or
across a field but are required to
drive around a long distance to actually reach them.
(If the mouse won't allow the cats to just see or walk to find them,
they should say so in advance.)
- Once the round starts, the mouse may not switch antennas, radios, or
vehicles without notifying the group.
(Those have all been tried.)
- Once the round starts,
the mouse team may not change their antenna configuration.
- The mouse may not use an amplifier or
change their transmit power in any other way.
- The mouse must use a vertically-polarized
omnidirectional mobile antenna and transmit with
dual-sideband amplitude modulation (AM) with the highest legal
power setting available on the radio.
All common mobile CB antennas and radios meet this requirement.
The purpose of this rule is to prevent people from
using equipment that would be almost impossible to find with
the varied radios that C&M players use to hunt them.
Remember, the real boundaries are how far you can get in 6 minutes.
But these boundaries are recommended in order to keep the game within
about 7-10 miles from the center of Chico.
- Northern boundaries
-
1 mile north of Chico Municipal Airport
(i.e. near the missile silos)
-
1 mile north of the Esplanade on Hwy 99
- Southern boundaries
-
1 mile south of Southgate Ave at Hwy 99 or
-
1 mile south of Park Ave on Midway or
-
2 miles south of the Little Chico Creek bridge on Dayton Road
- Western boundaries
-
Sacramento River on West Sacramento Avenue or
-
2 miles southwest of the road to the Washout on River Road
- Eastern boundaries
-
1 mile east of the beginning of the Sierra foothills
on the Skyway
(at Honey Run Road and the first big turn leaving town) or
-
2 miles east of the beginning of the Sierra foothills on Hwy 32
(just beyond Bruce Road)
-
the gate in Upper Bidwell Park -
they lock the gate early within the
usual time frame of a C&M game so
treat it as if it's closed.
At the end of each game, it's a tradition to gather at a 24-hour diner and
compare everyone's experiences.
Awards are verbally given for several categories including the following:
- Best Hiding Place Award
- There has to be recognition for the most clever hiding place of the night.
Experienced players always strive to give the others a challenge that they'll
remember.
The one who does the best job gets this award.
- Gilligan Award
- Years ago a player who uses the handle "Gilligan" once gave a clue,
"I'm under the Moon."
(A clue that narrows down the search area to half of the Earth.)
Ever since then, the mouse who gave the stupidest, most-useless clue of the
game has been given the Gilligan Award.
- 586 Award
- At some point in the game, someone usually goes a little overboard in
their hiding place and winds up in some form of illegal parking.
The award gets its name from the corresponding California Penal Code number,
just to drive the point home.
Though it isn't encouraged to try for this,
the most interesting job of illegal parking
in the night's game gets the 586 Award.
Other awards should be invented as appropriate.
Be creative and have fun.
CB radio has more than its fair share of misbehaving idiots who try to
disrupt others' communications and fun.
They do this usually because they believe they have complete anonymity.
It seems a little ironic that people might try to jam a transmitter hunting
game but it happens.
And the jammer winds up unwittingly becoming the prized object of the hunt.
When hunting a jammer...
- If they are letting you talk and being any bit civilized,
sometimes you can try inviting them into the game.
(It's the same idea as inviting your neighbors to your party.)
Some people have joined the game and had fun.
But if they don't join, it serves as fair warning what you intend to do.
- Talk to (or taunt) them to keep them transmitting
enough to close in on them.
- Do not jam them back because their signal is
needed alone in order to hunt them.
- If you find a jammer, say anything to take away their anonymity
but do not attempt to confront or physically stop them.
One of the most famous stories of a jammer interfering with the C&M
group happened in the late 1980's.
A jammer made it impossible to play a game so the
group decided he was the target.
The group kept talking and he kept jamming until,
when they knew they must be in the area they spotted a Suzuki Samurai
with a long whip antenna.
When someone stated the make and model of the vehicle,
he realized he'd been found and fled
with 8 C&M player vehicles in pursuit.
The group followed/chased him long enough to scare him and let him go when he
turned the wrong way on a one-way street.
After that, the game went on unimpaired.
We recovered the notes from the March 1993 game.
Others may follow as old notes are found and new games are played.
The equipment you use will significantly affect your performance in
the game.
In order to play at all, you need...
- a vehicle
- this should be obvious...
- a 40-channel CB radio with 5-watt (maximum legal) transmit capability
- In case of interference, the group may change to a channel other than 2.
Obviously that means finding a channel everyone has.
So, don't buy a 3-channel handheld...
That may make it impossible to find another frequency everyone has.
You want maximum legal power so people with their varying-quality
equipment can hear you from the starting point.
- a mobile antenna (i.e. outside the vehicle)
- People have tried playing with handheld CB transceivers before.
If they keep the antenna inside the vehicle,
their results are invariably dismal because the vehicle frame attenuates
(decreases) the received signal before it reaches the antenna.
Even with a handheld radio,
people have had reasonable results by connecting the
handheld to an external mobile antenna.
In order to play well, you want...
- a signal strength display on the radio
- You need to know if the signal you're hunting is getting stronger.
LED displays are easier to read in the dark
but meters give you more information.
A reasonable compromise can be found in a radio with five or more LEDs.
If you have a meter, you generally need a co-pilot to read it for you.
- a good mobile antenna
- this improves the transmit and receive capability of any radio.
Avoid "rubber duck", imitation cellular, or other loaded antennas.
Look for 1/4-wave, 5/8-wave, or 1/2-wave antennas.
They will usually be coiled around a nonconductive pole since a
quarter-wave antenna in the 11-meter (CB) band would be about 9 feet high.
The taller the physical height the better, but watch out for trees...
- an RF gain or RF attenuator control
- When you get close to the target,
the signal strength will read full strength.
What do you do?
If you don't have a way to turn down your radio's sensitivity,
you'll wander around lost,
knowing that you're close but you can't get closer.
If all else fails and your radio doesn't have an RF gain control,
you can remove your antenna and, if you hear anything,
you're almost on top of them.
However that isn't usually a winning strategy.
(Warning: don't transmit while your antenna is removed!)
For the seriously technically-inclined...
- SWR meter
- This might not only be for yourself.
Everyone can benefit if a few people bring SWR meters.
The standing wave ratio effectively shows how well your
antenna is getting out the signal and how much it's reflecting back to
the radio.
1:1 is ideal, but also impossible.
1.5:1 is about the highest you'd call "good".
2:1 and above indicate that some tuning is required.
3:1 and above indicate you should not transmit for fear of burning out
your radio - get that antenna tuned right away.
- Direction-finding (DF) equipment
- There is no rule against using direction-finding (DF) equipment
but it's, surprisingly, of questionable value.
If you bring DF gear
but don't really know how to use it,
it won't help.
In a game as fast-paced as Cat & Mouse,
you can lose your advantage by stopping too often to take a direction reading.
So far, most people that we've heard of who have used DF gear in
C&M have not done well with it.
Part of the problem is that the wavelengths on CB
(or any part of the HF radio spectrum) are long enough that the most
useful DF gear, such as Doppler DF units, would require antennas that
wouldn't fit on the car.
So just about everything available requires stopping to take a reading
or risk feeding the antenna-eating trees.
- High-resolution signal strength LEDs
- One person in a CB "Foxhunt" in the Bay Area made a tube full of
LEDs across his dash, showing him 50 different levels of signal strength.
It was very effective for this kind of hunt.
We haven't heard of this happening in a C&M game yet.
This work was rewritten and expanded
from the original Cat & Mouse Handbook
by Mike Larish KD6CTZ.
Some rule-writing suggestions were followed from "Transmitter Hunting:
Radio Direction Finding Simplified" by Joseph D. Moell K0OV and
Thomas N. Curlee WB6UZZ.
(callsigns have been updated in 1998 for the two that changed
but e-mail addresses and locations are from 1995
- if they work, they work. If they don't, they don't.)
There are other occasional players or ones who do not have e-mail.
(We're still putting the players' list back together for this page.
It is not yet complete.
Please send updates to ian@ecst.csuchico.edu.)
Ian Kluft KO6YQ
ian@ecst.csuchico.edu
or
ikluft@thunder.sbay.org
Document created November 1994
/ updated June 9, 1995
/ mothballed February 20, 1998