Contents
Fugitive Game Rules
Welcome! I’m excited to introduce you to the Fugitive Game and guide you through the rules so that you can start playing. Let’s dive in!
Setup: To begin, gather a group of players. One person volunteers to be the Fugitive, while the others become the Pursuers. Each player needs a deck of cards. The Goal: The Fugitive’s mission is to evade capture and reach a specified location. The Pursuers, on the other hand, need to work together to catch the Fugitive before they can escape. Gameplay: The game takes place in turns. On each turn, the Fugitive draws a card from their deck and keeps it hidden. This card represents a location that the Fugitive has moved to.
The Pursuers take turns guessing the location of the Fugitive. They can only guess a location that matches one of the cards the Fugitive has drawn previously. The Fugitive must respond truthfully to these guesses.
Capture: If a Pursuer correctly identifies the Fugitive’s current location, the Fugitive is captured, and the game ends. However, if the Fugitive manages to reach the specified location without being caught, they win the game. Special Cards: Keep an eye out for special cards! These cards grant the Fugitive special abilities, such as the ability to choose their own location or skip a turn. Strategy: As the Fugitive, it’s important to carefully select which locations to visit, avoiding suspicion from the Pursuers. As a Pursuer, you must analyze the Fugitive’s movements to make educated guesses and try to outsmart them. Conclusion: Now that you are familiar with the rules of the Fugitive Game, gather your friends and start playing! As the game unfolds, you will experience the thrill of both evading capture and pursuing the unknown. Have fun and happy gaming!
Hey there! So, Fugitive is this awesome game that pits two players against each other. One player gets to be the Fugitive, sneaking from one hideout to another on their escape route. The other player takes on the role of the Marshal, determined to capture the Fugitive before they get away.
The deck in Fugitive is made up of 43 Hideout cards. These cards represent the different places where the Fugitive can lay low and hide. If you want to up the ante, you can also throw in some Event cards. These cards add a bit of unpredictability to the game, making things even more exciting for both the Fugitive and the Marshal.
What’s in the Box
Let’s Play the Game!
So here’s the deal. The Fugitive’s goal is to play cards and eventually escape the Marshal by playing the *42 Hideout card.
On the other hand, the Marshal’s objective is to hunt down the Fugitive by identifying all the hideouts and making the arrest.
Time to Get Set Up
First things first, we need to set up the game. Start by placing the 0 card, which is the Fugitive’s first hideout, in the middle of the play area. This card will be the first in the center row.
Now, let’s sort the hideout cards into three decks: 4-14, 15-28, and 29-41. Shuffle each deck separately and place them face down near the center row.
The Fugitive gets a starting hand, but the Marshal doesn’t get one. The Fugitive’s starting hand includes the hideout cards numbered 1, 2, 3, and 42. Exciting, right?
As the game progresses, the Fugitive can draw additional cards from the three sorted hideout decks.
- Deck 1: Get ready to draw 3 awesome cards!
- Deck 2: Get excited for 2 new cards to add to your collection!
- Deck 3: No need to draw cards from this deck – it’s already complete!
When it comes to card games, it’s all about the deck – the stack of cards you use to play the game. And if you’re a fan of card games, then you know how important it is to have the right deck.
But what exactly makes a good deck? Well, it depends on what you’re looking for. Some people like decks that are filled with powerful cards that can help them dominate the game. Others prefer decks that have a theme or a specific strategy. And then there are those who just want a deck that looks cool.
Regardless of what you’re looking for in a deck, there are a few key factors to consider. First, you need to think about the size of the deck. Some games have specific rules about how many cards can be in a deck, so you’ll want to make sure your deck meets those requirements.
Next, you’ll want to think about the balance of your deck. A good deck will have a mix of cards that can handle different situations. You don’t want a deck that’s full of powerful cards but lacks any cards to defend yourself.
Another important factor to consider is the rarity of the cards in your deck. Some cards are harder to find than others, and having rare cards in your deck can give you an advantage over your opponents.
Finally, you’ll want to think about the cost of your deck. Some cards can be quite expensive, so it’s important to consider your budget when building your deck.
In conclusion, choosing the right deck for your card game is essential. By taking these factors into account, you can build a deck that suits your style of play and gives you the best chance of winning. So go ahead and start building your perfect deck – the cards are waiting for you!
Hideout Cards
Each card in the game has two important values: a hideout number and a sprint number. The hideout number is represented by a unique symbol (#0*42), while the sprint number is indicated by footprints (+1 or +2).
When playing as the fugitive, I can use these cards to strategically place hideouts and sacrifice them to make a quick escape. On the other hand, as the marshal, you can use these cards to deduce the fugitive’s whereabouts and limit their options by holding onto them.
Event and Placeholder Cards
For an added layer of gameplay, there is an optional variant that includes event cards and placeholder cards. Each event card has a different effect that can either benefit the fugitive, the marshal, or the player who draws it. Placeholder cards are used as substitutes for events in certain game variations.
If you’re just starting out, it’s recommended to set the event cards aside and focus on the basic gameplay. However, if you’re looking for a more complex and unpredictable experience, you can introduce the event cards later on. Detailed instructions for playing with events can be found in the gameplay variants section below.
A Game of Cat and Mouse
Let’s talk about how the game is played. It’s called “Cat and Mouse,” and it’s all about strategy and cunning. I’ll explain how it works. We’ll take turns, just like playing a game of tag. When it’s my turn, I’ll be the mouse, trying to escape. And when it’s your turn, you’ll be the cat, trying to catch me.
Now, let’s start with my turn. As the mouse, I have a few tricks up my sleeve. One thing I can do is move to a new hiding spot. That’s important because it helps me stay one step ahead of you, the cat. I need to plan my path carefully, choosing the right hideouts to stay out of your reach.
But don’t worry, I’m not the only one with a strategy. When it’s your turn, you’ll be the cat on the prowl. Your job is to uncover my hideouts and try to catch me. It’s like a game of hide-and-seek, but with a twist.
Remember, I always go first, so you’ll have to use your wits to outsmart me. It’s a challenge, but I know you can handle it. The game is all about strategy and quick thinking. So think carefully on your turns and try to outmaneuver me.
My First Move as a Fugitive:
Here’s what I can do to start the game – I have the option to place 1 or 2 new hideouts. It’s like creating secret spots for me to hide!
The Marshal’s First Move:
Now it’s the Marshal’s turn. They get to draw 2 cards from any deck they like. Then, they make a guess to find one or more of my hiding spots. Let’s try to outsmart them!
What I Do in My Next Turns:
From here on, during each of my turns, I draw 1 card from any deck. This will give me more options and strategies to play with. I can also place one more hideout if I want, or I can choose to pass and wait for the right moment to strike.
The Marshal’s Normal Turn:
When it’s the Marshal’s turn, they draw 1 card and make a guess to uncover my hideouts. They’re really determined to catch me, but I’ll keep evading them with my cunning moves!
We Keep Going Until There’s a Winner:
The game will keep going back and forth until one of us emerges victorious. I win if I manage to play card *42 and escape the intense manhunt, if necessary! On the other hand, the Marshal wins if they can successfully guess all of my hiding spots, either during their normal turn or by initiating a manhunt. It’s a thrilling chase!
What I Can Do as a Fugitive:
Hide and Seek: Create New Hideouts
I’m a fugitive on the run, trying to stay hidden from my pursuers. To establish a new hideout, I place a card face-down to the right of my previous hideout. These hideouts can be either face-down or face-up cards in the center row. At any time, I can take a peek at the face-down cards to help me remember what has been played.
Now, let’s talk about how I normally place a hideout. I can do this if the hideout number on the card is up to 3 higher than the previous hideout. However, I cannot place a new hideout with a lower number than my previous one.
For instance, if my previous hideout was card number 4, I have the option to play a card with hideout numbers 5, 6, or 7. But I cannot play a card with hideout numbers 3 (because that’s lower than my previous hideout) or 15 (because that’s more than 3 higher than my previous hideout).
Now, let’s talk about using cards to sprint.
So here’s the thing: when I’m on the run, I can really push my limits. How, you ask? Well, I’ve got a trick up my sleeve.
See, instead of just hiding out like a regular fugitive, I can go the extra mile and play some extra cards. These bad boys represent my sprints, and they can totally amp up my range.
But here’s the catch: when I place these sprint cards, I have to make sure the marshal knows how many I’ve played. I mean, it’s not like I can keep it a secret. The marshal needs to see my moves, even if they don’t know the exact numbers.
Now, here’s where it gets interesting: I can actually go overboard with the sprint cards. Yeah, like I said, I can totally show off and play more cards than I actually need. Hey, you never know when a little extra sprinting might come in handy, right?
Let’s say: if my previous hiding spot was number 4, I can usually choose to hide in spots 5, 6, or 7. But if I want to hide in spot number 10 next, I need to use cards that add up to at least +3 (since 10 is 3 more than my normal range).
Take a Break
I can also decide to take a break and not play any cards. This allows me to save up cards in my hand for later, but it also gives the marshal a chance to catch up to me.
What the Marshal Can Do
Guess One Hiding Spot
So here’s the deal, I’m the marshal, and I’ve got a tough job. I have to guess a number between 1 and 41. But here’s the catch – those numbers could be hiding some face-down hideouts in the center row, and if I guess right, the fugitive has to spill the beans. They reveal the hideout card and any sprint cards under it.
Now, keep in mind, I don’t have to pinpoint a specific card when I make my guess. And let me be clear, I’m not interested in those sprint cards. We’re here to track down hideouts, not racing tips.
Get Ready for a Guessing Game
I’m not just making one guess, my friend. I get to make multiple guesses. So, here’s the deal:
- If all the numbers I guess match up with the face-down hideouts in the center row, guess what? The fugitive can’t hide anymore. They have to reveal all the hideout cards I guessed and any sprint cards underneath them.
- But, here’s the thing – if any of the numbers I guess are wrong, the fugitive stays undercover. They don’t reveal any cards, even if I did get some numbers right. Talk about playing hard to get.
Remember, I don’t have to pick specific face-down cards when I’m playing this guessing game. And guess what? I don’t have to bother with those sprint cards either. They’re not on my radar.
Time to Kick Off the Manhunt
As my last-ditch effort to capture the runaway, I, the marshal, can initiate a manhunt, which is a separate action from the regular gameplay. I can only launch a manhunt when the fugitive plays the hideout card numbered *42, given that the highest revealed hideout number is *29 or lower.
During a manhunt, I, as the marshal, will first guess a single hideout (as stated above). If I guess correctly, I continue guessing another hideout. The objective is to successfully guess all the hideouts. In that case, the manhunt is a triumph, I manage to catch the fugitive just in the nick of time, and emerge victorious!
However, if I guess incorrectly at any point during the manhunt, it means the manhunt has failed. Unfortunately, the fugitive escapes, and I, the marshal, face defeat!