FUGITIVE
2 Players
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Fugitive is a quick
2-player game
where one player is
the Fugitive moving from
hideout to hideout on
his escape route,
and the other player is
the Marshal trying to
catch him before he escapes.
The main deck is composed
of 43 Hideout cards,
which represent places
the Fugitive can hide.
Optionally, you can add
Event cards to introduce
more uncertainty to Fugitive
and Marshal's standoff.
<Components>
- 2 Role cards
Fugitive Player
- 42 Hideout cards
- 3 Hideout deck boards
- Placeholder card
- Event card
Marshal Player
- Notepad Card
<Set up>
Place the 0 card,
the Fugitive's first Hideout,
in the center of
the play area.
This is the first card
of the center row.
Sort the Hideout cards
into three decks
: 4 - 14, 15 - 28, 29 - 41
Shuffle each deck
separately and place
each deck face down
near the center row.
Give the Fugitive
his starting hand.
(The Marshal has
no starting hand.)
The Fugitive starts with
the Hideout cards
numbered 1, 2, 3, and 42.
The Fugitive draws
additional cards
from the three sorted
Hideout decks :
Deck 1 (4 - 14) : draw 3 cards.
Deck 2 (15 - 28) : draw 2 cards.
Deck 3 (29 - 41) : draw 0 cards.
Hideout cards
Each card has 2 values :
a Hideout number
(#0 - #42)
and a Sprint number
indicated by footprints
(+1 or +2).
The Fugitive uses cards
by placing them as
Hideouts and by sacrificing
them to Sprint.
The Marshal uses cards
to deduce where
the Fugitive is hiding and,
by holding them,
to decrease the number
of options available
to the Fugitive.
Event and Placeholder cards
Event cards and Placeholder
cards are an optional variant.
Each Event either
helps the Fugitive,
helps the Marshal,
or helps whomever draws it.
Placeholder cards
used in place of events
for certain variants.
For your first game,
set the Event cards aside.
<Game Progress>
The Fugitive and Marshal
alternate turns
throughout the game.
On the Fugitive's turn,
he may move to a new
Hideout as part of
his path to escape.
On the Marshal's turn,
she attempts to catch
the Fugitive by uncovering
the Fugitive's Hideouts.
Fugitive's first turn
: The Fugitive places
1 or 2 new Hideouts.
Marshal's first turn
: The Marshal draws
2 cards total,
either from the same
deck or from different decks.
The Marshal makes
a guess to find
one or more Hideouts.
Fugitive's subsequent turns
: The Fugitive draws
1 card from any deck.
The Fugitive may place
1 new Hideout (or pass).
Marshal's normal turn
: The Marshal draws
1 card from any deck.
The Marshal makes
a guess to find one
or more Hideouts.
Continue taking turns
until one player wins
: The Fugitive wins
by playing card #42
(and escaping the manhunt,
if necessary).
The Marshal wins
by guessing all
the Fugitive's Hideouts,
either during her
normal turn or
by starting a manhunt.
<The Fugitive's Options>
Place a new Hideout
The Fugitive places
a card face-down to the right
of the previous Hideout,
establishing a new Hideout.
Hideouts are any face-down
or face-up cards
in the center row.
The Fugitive can look at
any face-down cards
at any time to
help him remember
what's been played.
Placing a Hideout normally
Normally, the Fugitive
can place a Hideout card
if its Hideout number
is up to 3 higher than
the previous Hideout.
The Fugitive cannot
place a new Hideout
with a lower number
than his previous Hideout.
For example,
if the previous Hideout
was card 4,
the Fugitive could choose
to play a card with
the Hideout numbers
5, 6, or 7 card,
but not a card with
the Hideout numbers 3
(because that's lower
than the previous
Hideout number)
or 15
(because that's more
than 3 higher than
the previous Hideout number.)
Using cards to Sprint
The Fugitive may extend
the normal range
of 3 by placing the new
Hideout with one or more
extra cards underneath it,
face-down.
These extra cards are
used as Sprint cards,
and they extend
the Fugitive's range by
the sum of their
Sprint numbers.
When using cards as
Sprint cards,
the Fugitive must
place them so that
the Marshal can see
how many Sprint cards
have been played
(but not their Sprint numbers).
The Fugitive may
always choose to place
more Sprint cards
than necessary,
even if no sprinting
is required.
For example,
if the previous Hideout
had the Hideout number 4,
the Fugitive could normally
play only the 5, 6, or 7.
If the Fugitive wants
to play the 10 as
the next Hideout,
he must add cards
with a total Sprint value
of at least +3
(because 10 is 3 higher than
the Fugitive's normal range).
Pass
The Fugitive can choose
to pass his turn
and play no cards.
This lets him build up
cards in his hand
for later turns,
but it gives the Marshal
a chance to catch up.
<The Marshal's Options>
Guess a single Hideout
The Marshal guesses
a number between 1 and 41.
If that number matches
any of the face-down
Hideouts in the center row,
the Fugitive reveals
the Hideout card
and any Sprint cards under it.
The Marshal doesn't need
to select a specific
face-down card
when guessing,
and the Marshal never
needs to guess
Sprint cards.
Guess a series of Hideouts
The marshal guesses
multiple numbers.
If all of her guessed
numbers match face-down
Hideouts in the center row,
the Fugitive reveals all
the guessed Hideout cards
and any Sprint cards
under them.
If any of her guessed
numbers are wrong,
the Fugitive does not reveal
any cards, event if
one or more guessed
numbers are correct.
The Marshal doesn't
have to select specific
face-down cards
when guessing,
and she never has to
guess Sprint cards.
Start a Manhunt
As a last effort to
catch the Fugitive,
the Marshal can
start a manhunt,
which happens
separately from the normal
sequence of turns.
The Marshal can start
a manhunt only when
the Fugitive plays
the Hideout card
numbered #42 while
the highest revealed
Hideout number is #29 or lower.
In a manhunt,
the Marshal guesses
a single Hideout.
If she guesses correctly,
she continues to guess
another single Hideout.
If the Marshal guesses all Hideouts,
the manhunt was successful.
She catches the Fugitive
at the last second,
and the Marshal wins.
If she guesses incorrectly
at any point,
the manhunt failed.
The Fugitive escapes,
and the Marshal loses.
<Variant Plays>
Random Events
This variant adds
more randomness and
uncertainty to the game.
After Setup :
- Shuffle all the Event cards
(not the Placeholder cards)
together.
- Shuffle 2 random
Event cards into each of
the three draw piles.
- set aside the other
Event cards and
the Placeholder cards;
they are not used.
During play, when either
player draws an Event,
resolve it immediately.
Then they draw another card.
Discovery Events
This variant introduces
a twist to the game
whenever the Marshal
discovers a Hideout.
- During setup,
shuffle all the Event cards
together and place them
near the play area.
Set aside the Placeholder cards;
they are not used.
- During play,
when the Marshal
successfully guesses
or more Hideouts,
the Fugitive immediately
draws and resolves
an event from the Event pile.
Helpful Events
This variant gives
some help to one
of the players.
During Setup :
- Sort out all the Events
that have the icon for
the player who receives
help from the Events
(Fugitive or Marshal).
- Shuffle those Events
evenly into each
of the three draw piles.
- set aside the
other Event cards and
the Placeholder cards;
they are not used.
During play
: when either player
draws an Event,
resolve it immediately.
Then draw another card.
Catchup Events
This variant helps
the player who's
currently behind.
During Setup :
- Sort the Event cards
into 3 Event piles
based on their icons
(Fugitive, Marshal, or no icon).
- Shuffle each Event pile.
- Place the Event piles
near the play area,
keeping track of
each Event pile.
- Shuffle 2 Placeholder cards
into each of the 3 draw
piles of Hideout cards.
During Play :
When either player draws
a Placeholder card,
draw and resolve
an Event card from
one of the Event piles,
depending on how
many Hideouts are
currently face-down
in the center row :
- 1 Hideout is face-down,
draw and resolve
an Event from
the Fugitive's Event pile.
- 2 Hideouts are face-down,
draw and resolve
an Event from
the neutral Event pile.
- 3 Hideouts or more
are face-down,
draw and resolve
an Event from
the Marshal's Event pile.
After each event,
that player draws
another card.
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