Spot the challenge
You see someone wearing a TRY TO TAG.ME bib. That means they are currently in play.
See the bib. Chase the player. Make the tag. Then, if you accept the handoff, you become the new carrier. One physical bib becomes a thread that can travel around the world.
The name carries the structure of the game itself. It suggests something infinite, something knitted together, and something about IT.
infiknIT tag flips tag inside out. The person wearing the bib is inviting the world to chase them. If you make the tag and choose to accept the handoff, the bib passes to you.
You see someone wearing a TRY TO TAG.ME bib. That means they are currently in play.
Catch them and make a light, respectful tag. A new stitch is created only if you choose to accept the bib.
If you accept the handoff, the bib changes hands. You become the new carrier and the game keeps moving through the world.
Every bib comes with a pocket-size rules card. The front reminds the current carrier: you're not it — everyone else potentially is. The bib and card stay together as one traveling game, and when a new carrier accepts the handoff, they receive both.
Print a replacement and put it back into circulation with the bib.
The internet keeps the story. Real life is where the game happens. If people want to, they can have a friend film the chase, the tag, or the handoff and share the playful moment online.
Eventually this section can become a living gallery of spontaneous chases, successful tags, and joyful handoffs.
The Chase Feed is optional. The game does not depend on filming. But if people want to share a playful moment, they can.
Every bib begins as one tiny dare. Every tag adds another person. Every transfer gives the same game a new direction.
Most of the internet asks us to look at life.
TRY TO TAG.ME asks us to run into it.
The real game happens on sidewalks, at festivals, on campuses, on beaches, in parks, in cities, and anywhere two strangers decide to play.
Technology keeps the thread visible. Human beings keep it alive.
Modern life gives us countless ways to connect without ever physically meeting. infiknIT tag brings a tiny piece of connection back into the body.
Watch children play and touch is everywhere: tagging, high-fives, holding hands, bumping shoulders, chasing, catching. The contact is brief, ordinary, and woven naturally into play.
Many adults lose those easy forms of platonic contact. A bib creates a simple social signal: I’m in the game.
For a few seconds, a stranger becomes a playmate. Someone runs. Someone reaches. Someone gets tagged. Two lives that might otherwise have passed without acknowledgment actually meet.
Each bib has a permanent thread identity. Every transfer adds another stitch to its history, creating a living path across the planet.
An infiknIT tag bib is not something you buy to keep. It is the physical beginning of a game that is meant to leave your hands.
You become the first carrier. You wear the challenge. When somebody catches you and accepts the handoff, the bib passes to them and the same thread continues.
We are currently sourcing the first production bibs and testing materials, QR placement, printing, durability, and variable Thread IDs.
The final price will be added as soon as the first manufacturing option is confirmed.
infiknIT is a worldwide game of reverse tag built around one simple idea:
The person wearing the bib is in play. Anyone can try to tag them. When somebody succeeds and accepts the handoff, the bib changes hands.
No one owns the bib. They carry it.
When you purchase an infiknIT bib, you are not purchasing something to keep.
You are choosing to initiate a new game of tag.
You become the first carrier. You put it on. You step into the world. And eventually, if someone catches you, you pass it on.
From that moment forward, the thread has a life of its own.
You may never know where it will go. That is part of the game.
Each infiknIT bib has its own identity and its own history.
The website records those stitches and connects them on a worldwide map.
Eventually those individual journeys begin weaving together into something larger:
infiknIT has no stadium. No board. No screen. No finish line.
A sidewalk. A music festival. A college campus. A forest trail. A beach. A city plaza. A train station. A backyard.
The game lives in ordinary places and temporarily transforms them.
Much of modern life asks us to meet through screens. infiknIT uses technology differently.
The essential moment can never happen online. Someone has to actually be there. Someone has to see the bib. Someone has to decide:
infiknIT tag is built around playfulness, but play is not only an idea. It happens through bodies in motion.
Children understand this instinctively. Their games are full of harmless, platonic contact: tagging, high-fives, bumping shoulders, catching, and laughing together.
Many adults live in a world where touch becomes rare, overly formal, or loaded with expectation.
The bib gives that contact a clear context and a clear invitation. The goal is not intimacy or possession. It is a moment of embodied human connection.
Touch without possession. Contact without expectation. Connection through play.
Once you accept a bib, you become its active carrier. Wear it whenever you're out in public and reasonably able to play until someone tags you and chooses to take it.
If the tagger declines, the current carrier keeps the bib and remains in play.
No touchbacks: once a transfer happens, the person who just passed the bib cannot be the next person to tag the new carrier.
Keep it moving: don't hide the bib or retire it to a drawer. The point is to let each thread discover new people, new places, and new stories.
Being tagged is not the end of the game.
The goal is not to possess the bib forever. The goal is to carry the thread well and eventually pass it onward.
Most maps show borders. Roads. Property. Territories.
Every line represents people who chose, however briefly, to step outside the expected script of everyday life.
Every stitch says: Someone played here.
The initiator releases it without knowing who will carry it next.
It asks us to create something we cannot control. To begin something we may never finish. To trust strangers with the continuation.
To create reasons for strangers to interact.
To put movement back into public space.
To transform spectators into participants.
To create stories that cannot happen from behind a screen.
To remind people that play does not belong only to childhood.
And to create a worldwide game with no final winner because the real victory is that the game keeps going.
Until the Earth is covered in threads.
Get an official bib, become its first carrier, and see where the thread goes after it leaves your hands.
Get a bib & start a thread ↗