Fugitive: Rules, Scoring and Strategy
An asymmetric two-player hidden-information chase: one player escapes through numbered hideouts while the other deduces the trail.
An asymmetric two-player hidden-information chase: one player escapes through numbered hideouts while the other deduces the trail.
This independent rules guide explains how the game works, how the game ends, examples of important decisions and who it suits. Editions and optional modules are separated where they matter.
What makes Fugitive different
The Fugitive can sprint to jump farther, but spending hidden cards on sprints changes the Marshal’s deduction puzzle.
Game at a Glance
Setup
Place hideout 0 face up. Sort other normal hideout cards into three decks: 4–14, 15–28 and 29–41; shuffle each separately. Give the Fugitive cards 1, …
Key decision
The Fugitive can sprint to jump farther, but spending hidden cards on sprints changes the Marshal’s deduction puzzle.
Strategy
Plan moves around the game’s most valuable opportunities and constraints.
Who it suits
2 players; see the reader-fit section for a detailed comparison.
Setup
Place hideout 0 face up. Sort other normal hideout cards into three decks: 4–14, 15–28 and 29–41; shuffle each separately. Give the Fugitive cards 1, 2, 3 and 42, plus three cards from the first deck and two from the second. The Marshal starts without cards. Set aside optional Events for the first game.
Fugitive movement
On the first turn the Fugitive places one or two face-down hideouts; on later turns usually zero or one. A new hideout must increase the previous hideout number by no more than three unless extra face-down sprint cards are tucked beneath it. Sprints add their printed footprints to the allowed leap, but consume hand cards the Marshal will never need to guess as hideouts.
Marshal deductions
The Marshal draws cards from available decks, then declares one or more hideout numbers to search. When all numbers in a guess are actual concealed hideouts, they are revealed. If a series of guesses contains an incorrect number, that search fails under the printed rules; do not simply turn over every matching number named.
Examples of movement
From hideout 12, normal moves include 13, 14 or 15 if those are available in hand. Reaching 18 needs extra sprint footprints to bridge the larger gap. A hideout card cannot be lower than the preceding one.
Drawing and deduction
On a Fugitive turn draw from a chosen deck where cards remain before moving. The Marshal also draws on their turn, keeping those known cards out of the Fugitive’s possible hidden hideout numbers. Track visible hideouts, numerical gaps and how many sprint cards could have been used.
Escape and arrest
The Fugitive tries to play the final hideout 42; the Marshal wins by uncovering every placed hideout. After 42 appears, the Marshal may have a final manhunt opportunity according to the revealed track and printed edition rules. Do not treat merely guessing 42 itself as automatically discovering all previous hideouts.
Variants and edition scope
Event cards are optional and add special effects, so begin with the base deduction game. Fugitive Second Edition or alternate printings may revise Event handling; follow the text and rules packaged with your specific copy.
Strategy
For the Fugitive, avoid strictly predictable steps of three, balance progress against the cards surrendered as sprints, and remember that skipping your move gives the Marshal another opportunity. For the Marshal, list the still-possible gaps between revealed hideouts, use your own cards as negative information, and prioritize constrained intervals over random guessing.
Who should play Fugitive?
Ideal for two people who like asymmetric bluffing, deduction and very short tactical sessions. Battle Line and Air, Land & Sea offer more direct tactical combat, while Fugitive rewards reading hidden numerical information.
FAQ
How many players? Exactly two. What number is the escape goal? 42. Is hideout zero secret? No. Do sprints represent hideouts to be guessed? No, they are supporting cards played under hideouts. Are Event cards mandatory? No, they are optional.
Strategy: practical decisions and mistakes to avoid
For the Fugitive, avoid strictly predictable steps of three, balance progress against the cards surrendered as sprints, and remember that skipping your move gives the Marshal another opportunity. For the Marshal, list the still-possible gaps between revealed hideouts, use your own cards as negative information, and prioritize constrained intervals over random guessing.
For competitive play, distinguish short-term gains from the game’s actual victory condition. For cooperative play, protect the shared resources that prevent an early defeat. These are rules-based suggestions rather than claims of personal playtesting.
Frequently asked questions
How many players? Exactly two. What number is the escape goal? 42. Is hideout zero secret? No. Do sprints represent hideouts to be guessed? No, they are supporting cards played under hideouts. Are Event cards mandatory? No, they are optional.
Similar games and what to play next
- Air, Land & Sea — Compare the gameplay approach, length and player experience.
- Battle Line — Compare the gameplay approach, length and player experience.
- Hanamikoji — Compare the gameplay approach, length and player experience.
Sources and editorial scope
Researched October 12, 2026. No publisher affiliation or personal playtesting is claimed. For rare card interactions and edition-dependent exceptions, use the instructions supplied with your copy. Editorial policy and corrections.