The Fugitive's objective is to successfully play hideout cards in increasing numerical order, starting from card 0, until they reach and play card 42, representing their escape. The Marshal's objective is to deduce and uncover all of the Fugitive's hidden hideout cards before the Fugitive can make their escape.
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official art · Fowers Games
the rules in 60 seconds▶ auto · 1/6
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01
Setup
Determine who is the Fugitive and who is the Marshal. The Fugitive takes cards 1, 2, 3, and 42, and places card 0. The remaining cards are sorted into three decks (4-14, 15-28, 29-41) and shuffled. The Fugitive draws 3 cards from the running deck and 2 from the driving deck. Shift cards are set aside for advanced play.
The rules, step by step
Setup
To set up, players first decide who will be the Fugitive and who will be the Marshal. The Marshal receives a notebook and marker. The Fugitive takes hideout cards numbered 1, 2, 3, and 42 into their hand, and places card 0 in the middle of the table. The remaining hideout cards are sorted into three decks based on their symbols and numerical ranges: 4-14, 15-28, and 29-41. Each of these three decks is shuffled and placed next to the corresponding symbol on the Fugitive tile. Finally, the Fugitive draws three cards from the running deck (4-14) and two cards from the driving deck (15-28). The Shift cards are set aside and only used when playing a best-of-five series.
Objective
The Fugitive's objective is to successfully play hideout cards in increasing numerical order, starting from card 0, until they reach and play card 42, representing their escape. The Marshal's objective is to deduce and uncover all of the Fugitive's hidden hideout cards before the Fugitive can make their escape.
On your turn
The Fugitive takes the first turn, playing up to two hideout cards. A standard hideout placement means the new card's number is up to three values higher than the current hideout. The Fugitive can also 'sprint' by discarding cards from their hand under the new hideout; the number of footprints on discarded cards increases the maximum range for the new hideout. The Marshal goes second, drawing two cards from any of the three Fugitive decks, then making a guess about one or more hideout numbers. If all guessed numbers are correct, the Fugitive reveals those hideouts and any sprint cards beneath them. If any guess is incorrect, no cards are revealed. After the first turn, the Fugitive draws one card from any deck, then either plays a hideout or draws a card from the lowest available deck. The Marshal draws one card from any deck, then guesses one or more hideouts.
Scoring
A single game of Fugitive does not involve scoring; it's a direct win or loss for one of the players. However, if players opt for a best-of-five series, a 'Shift System' is introduced. At the end of each game, the losing player draws two Shift cards, chooses one to keep, and returns the other to the Shift card pile. These Shift cards provide unique abilities or rule modifications that can be used in subsequent games of the series, adding strategic depth and a comeback mechanic for the losing player.
Game end
The Fugitive wins if they successfully play card 42 (the escape plane) and the Marshal has not yet revealed any hideout card with a value of 29 or higher. This signifies the Fugitive's successful escape. The Marshal wins if they correctly guess and reveal all of the Fugitive's hidden hideout cards before the Fugitive can play card 42. This is referred to as calling a 'manhunt' and successfully capturing the Fugitive.
Tips
For the Fugitive, strategically using sprints can help cover large distances quickly, but be mindful that discarding cards reveals information about your movement range to the Marshal. You don't always have to use the full sprint range. For the Marshal, careful deduction and tracking of played and drawn cards are crucial. Using the notepad to mark off possible hideout locations is highly recommended. Single-number guesses are safer as they always provide information, while multiple-number guesses are riskier but can yield more revealed hideouts if correct.
🔬 game anatomy
Complexity1.6 / 5
BGG rating7.1 / 10
Vibe
Couples
Language dependence
Some text — easily memorized
🌐 plays without English
Play time
5–20 min
Players
2
Recommended age
10+ yrs
BGG rank
#1.025
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The Fugitive's objective is to successfully play hideout cards in increasing numerical order, starting from card 0, until they reach and play card 42, representing their escape. The Marshal's objective is to deduce and uncover all of the Fugitive's hidden hideout cards before the Fugitive can make their escape.
Q2How do you set up the game?
To set up, players first decide who will be the Fugitive and who will be the Marshal. The Marshal receives a notebook and marker. The Fugitive takes hideout cards numbered 1, 2, 3, and 42 into their hand, and places card 0 in the middle of the table. The remaining hideout cards are sorted into three decks based on their symbols and numerical ranges: 4-14, 15-28, and 29-41. Each of these three decks is shuffled and placed next to the corresponding symbol on the Fugitive tile. Finally, the Fugitive draws three cards from the running deck (4-14) and two cards from the driving deck (15-28). The Shift cards are set aside and only used when playing a best-of-five series.
Q3How does a turn work?
The Fugitive takes the first turn, playing up to two hideout cards. A standard hideout placement means the new card's number is up to three values higher than the current hideout. The Fugitive can also 'sprint' by discarding cards from their hand under the new hideout; the number of footprints on discarded cards increases the maximum range for the new hideout. The Marshal goes second, drawing two cards from any of the three Fugitive decks, then making a guess about one or more hideout numbers. If all guessed numbers are correct, the Fugitive reveals those hideouts and any sprint cards beneath them. If any guess is incorrect, no cards are revealed. After the first turn, the Fugitive draws one card from any deck, then either plays a hideout or draws a card from the lowest available deck. The Marshal draws one card from any deck, then guesses one or more hideouts.
Q4How is scoring calculated?
A single game of Fugitive does not involve scoring; it's a direct win or loss for one of the players. However, if players opt for a best-of-five series, a 'Shift System' is introduced. At the end of each game, the losing player draws two Shift cards, chooses one to keep, and returns the other to the Shift card pile. These Shift cards provide unique abilities or rule modifications that can be used in subsequent games of the series, adding strategic depth and a comeback mechanic for the losing player.
Q5When and how does the game end?
The Fugitive wins if they successfully play card 42 (the escape plane) and the Marshal has not yet revealed any hideout card with a value of 29 or higher. This signifies the Fugitive's successful escape. The Marshal wins if they correctly guess and reveal all of the Fugitive's hidden hideout cards before the Fugitive can play card 42. This is referred to as calling a 'manhunt' and successfully capturing the Fugitive.
Q6What tips are there for beginners?
For the Fugitive, strategically using sprints can help cover large distances quickly, but be mindful that discarding cards reveals information about your movement range to the Marshal. You don't always have to use the full sprint range. For the Marshal, careful deduction and tracking of played and drawn cards are crucial. Using the notepad to mark off possible hideout locations is highly recommended. Single-number guesses are safer as they always provide information, while multiple-number guesses are riskier but can yield more revealed hideouts if correct.
Q7How much does Fugitive cost?
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Q8Where can I buy Fugitive cheapest?
Check the Prices tab — howtoplay.ro aggregates offers from 7+ Romanian board-game stores and tracks price history.
Q9How do you play Fugitive?
Fugitive is a bluffing game, for 2 players, taking ~5–20 minutes, featuring deduction. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Fugitive — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Fugitive support?
Fugitive is played by 2 players.
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