MAKER · JAVA
Make a Prop Hunt game

The tag-and-camouflage classic: hiders blend into the scenery while seekers hunt them, and getting caught flips you to the seekers' side. A round timer decides it. Built by the composable engine from tag + camouflage + infection primitives, so it's valid every time.
Try it right here
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WHAT YOU ACTUALLY GET — REAL OUTPUT FOR “A PROP HUNT GAME”
Prop Hunt · Java datapack · 22 files
It does this: Prop Hunt — one hunter to start on a solid arena: survive to the end — anyone caught switches sides. Spawns you in a real lobby. One command: /function prop_hunt:play.
README.txt data/minecraft/tags/function/load.json data/minecraft/tags/function/tick.json data/prop_hunt/function/assign_one.mcfunction data/prop_hunt/function/begin.mcfunction data/prop_hunt/function/build.mcfunction data/prop_hunt/function/caught.mcfunction data/prop_hunt/function/countdown_sec.mcfunction data/prop_hunt/function/countdown_tick.mcfunction … 13 more
Start it: /function prop_hunt:build
How it works
- 1Describe it: "a prop hunt game" — add a theme, seeker count or arena size.
- 2Install the datapack and /reload.
- 3Run /function <name>:play to start a round.
Questions people ask
How is this different from Hide & Seek?
Same family — Prop Hunt leans on camouflage-and-tag with infection on catch. If you want the flagship camouflage mode with a win leaderboard, try the Hide & Seek maker.
What happens when a hider is caught?
They're infected and join the seekers, so the hunt accelerates toward the timer.
Does it work on a server?
Yes — drop the datapack into the world and everyone in it plays.
Why it never breaks
No language model writes these files. Deterministic engines parse your description into validated parameters and emit game files that are correct by construction — then CI boots real Paper and Bedrock servers weekly to prove packs still load on current Minecraft. Read the full story on the comparison page or in the docs.