Summarize this article:

The goal of Manhunt is for the hunted to get from the starting point to the escape zone. The hunters have to find and "tag" the hunted before they get to the escape zone. The players both have their own bases. However, the hunted players have to reach their base. The hunters start at their base and patrol around to keep an eye out for the hunted. (Keep the amount of players even.) Divide everyone into two equal teams and decide which team hides first. Pick two captains of each team. Allow the captains to establish the bases of their teams - preferably close together. They both have their advantages and their disadvantages. Playing during the day grants more visibility (and more time to play the game), but it may be hot and the streets will likely be busy. Night will be cooler and less busy, as well as helping to hide the players in darkness, but your visibility is decreased, which increases the risk of people getting hurt or lost. If playing at night, make sure all players have flashlights and some form of a communication device, regardless of what team they're on. In Captains, if the captain of the hiding team gets to base untagged, then the hiding team wins. In Majority (the more common and fun way), if the majority gets to base without being tagged, then that team wins. For example, if one of your players has asthma or is a slow runner, pair them up with an older or faster person. When establishing the rules of the game, make sure that everyone decides what areas are out-of-bounds, and if you are caught in these areas, you are automatically "tagged" and you have to go back to base. Make sure players know that private property, cars, and abandoned or under-construction buildings are off-limits, since these could get you in trouble or be hazardous. Come up with a time limit for the hiding team to hide and get to base, so you can get through a good number of games before you have to go in. A good time is around 1-10 minutes, and make sure everyone is aware of this. An air horn or a loud yell is a good indicator. The captains can call a time out for the group if necessary. A good way to communicate between players is a group SMS. Use this to your advantage. Teams can create their own group SMS or walkie-talkie channel, making it easy to communicate amongst each other.

Summary:
Understand the objective of the game. Get at the minimum six players. Play day or night. Choose whether to play Captains Rule or Majority Rules. Even out the teams so that the game is fair. Establish "out of bounds" areas. Set a time limit. Have some sort of signal to indicate when the game starts. Make sure all of the players have a form of communication in case someone gets lost or if it's time to come out of hiding.