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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfugitive&amp;diff=30654</id>
		<title>Gamehelpfugitive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfugitive&amp;diff=30654"/>
		<updated>2026-07-12T00:03:44Z</updated>

		<summary type="html">&lt;p&gt;Naga02: Replace table an other sections with bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fugitive&#039;&#039;&#039; is a quick two-player game where one player is the &#039;&#039;&#039;Fugitive&#039;&#039;&#039; moving from hideout to hideout along an escape route, while the other player is the &#039;&#039;&#039;Marshal&#039;&#039;&#039; trying to catch the Fugitive before they escape.&lt;br /&gt;
&lt;br /&gt;
The deck is composed of &#039;&#039;&#039;43 cards&#039;&#039;&#039; numbered &#039;&#039;&#039;0–42&#039;&#039;&#039;, each representing a possible hideout.&lt;br /&gt;
&lt;br /&gt;
* If the Fugitive successfully plays &#039;&#039;&#039;Hideout #42&#039;&#039;&#039;, they have escaped and win the game.&lt;br /&gt;
* If the Marshal uncovers every one of the Fugitive&#039;s hideouts before then, the Marshal wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Place the &#039;&#039;&#039;0&#039;&#039;&#039; card face up in the center row as the Fugitive&#039;s starting location.&lt;br /&gt;
&lt;br /&gt;
The Fugitive begins the game with:&lt;br /&gt;
&lt;br /&gt;
* Cards &#039;&#039;&#039;1&#039;&#039;&#039;, &#039;&#039;&#039;2&#039;&#039;&#039;, &#039;&#039;&#039;3&#039;&#039;&#039;, and &#039;&#039;&#039;42&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Separate the remaining cards into three draw decks:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deck 1:&#039;&#039;&#039; Cards &#039;&#039;&#039;4–14&#039;&#039;&#039;&lt;br /&gt;
** The Fugitive draws &#039;&#039;&#039;3&#039;&#039;&#039; cards from this deck.&lt;br /&gt;
* &#039;&#039;&#039;Deck 2:&#039;&#039;&#039; Cards &#039;&#039;&#039;15–28&#039;&#039;&#039;&lt;br /&gt;
** The Fugitive draws &#039;&#039;&#039;2&#039;&#039;&#039; cards from this deck.&lt;br /&gt;
* &#039;&#039;&#039;Deck 3:&#039;&#039;&#039; Cards &#039;&#039;&#039;29–41&#039;&#039;&#039;&lt;br /&gt;
** No cards are drawn from this deck during setup.&lt;br /&gt;
&lt;br /&gt;
Shuffle each deck separately and place them face down.&lt;br /&gt;
&lt;br /&gt;
The Marshal begins the game with &#039;&#039;&#039;no cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Players alternate turns throughout the game.&lt;br /&gt;
&lt;br /&gt;
* During the &#039;&#039;&#039;Fugitive&#039;s&#039;&#039;&#039; turn, they may extend their escape route by creating a new hidden hideout to the right.&lt;br /&gt;
* During the &#039;&#039;&#039;Marshal&#039;s&#039;&#039;&#039; turn, they attempt to uncover those hidden hideouts through deduction and guessing.&lt;br /&gt;
&lt;br /&gt;
==Fugitive First Turn ==&lt;br /&gt;
&lt;br /&gt;
On the first turn of the game, the Fugitive establishes &#039;&#039;&#039;two&#039;&#039;&#039; hideouts.&lt;br /&gt;
Each hideout is placed face down in the center row to the right of the previous hideout (starting with the &#039;&#039;&#039;0&#039;&#039;&#039; card).&lt;br /&gt;
&lt;br /&gt;
== Creating Hideouts ==&lt;br /&gt;
&lt;br /&gt;
Each newly played hideout must satisfy the following rules:&lt;br /&gt;
&lt;br /&gt;
* It must have a &#039;&#039;&#039;higher number&#039;&#039;&#039; than the previous hideout.&lt;br /&gt;
* It may normally increase by only &#039;&#039;&#039;1, 2, or 3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
* If the previous hideout is &#039;&#039;&#039;4&#039;&#039;&#039;, the next hideout may only be:  &#039;&#039;&#039;5&#039;&#039;&#039;,  &#039;&#039;&#039;6&#039;&#039;&#039; or &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
* The Fugitive may never move backward by playing a lower-numbered hideout.&lt;br /&gt;
&lt;br /&gt;
=== Sprinting ===&lt;br /&gt;
&lt;br /&gt;
To move farther than three spaces, the Fugitive may &#039;&#039;&#039;Sprint&#039;&#039;&#039;.&lt;br /&gt;
When Sprinting, additional cards are placed face down below the new hideout.&lt;br /&gt;
Each Sprint card contributes either &#039;&#039;&#039;+1&#039;&#039;&#039; or &#039;&#039;&#039;+2&#039;&#039;&#039; (number of foot steps shown in the top right hand corner).&lt;br /&gt;
* The combined Sprint value must make up the extra distance beyond the normal movement of three spaces.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
* Previous hideout: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
* Desired hideout: &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
* Normally the Fugitive could only move to &#039;&#039;&#039;7&#039;&#039;&#039;.&lt;br /&gt;
* Since &#039;&#039;&#039;10&#039;&#039;&#039; is three spaces farther, Sprint cards totaling at least &#039;&#039;&#039;+3&#039;&#039;&#039; must be placed beneath the &#039;&#039;&#039;10&#039;&#039;&#039; hideout.&lt;br /&gt;
* The Fugitive may always &#039;&#039;&#039;overpay&#039;&#039;&#039; for a Sprint by placing more Sprint value than required, even if no Sprint movement is actually needed.&lt;br /&gt;
* After placing the initial two hideouts, the Fugitive&#039;s first turn ends.&lt;br /&gt;
&lt;br /&gt;
==Fugitive  Normal Turn ==&lt;br /&gt;
&lt;br /&gt;
At the start of each turn after the first, the Fugitive draws &#039;&#039;&#039;one&#039;&#039;&#039; card from &#039;&#039;&#039;any&#039;&#039;&#039; of the three draw decks and adds it to their hand.&lt;br /&gt;
&lt;br /&gt;
The Fugitive may then:&lt;br /&gt;
&lt;br /&gt;
* Establish &#039;&#039;&#039;one&#039;&#039;&#039; new hideout by placing a card face down to the right of their most recent hideout.&lt;br /&gt;
* Sprint to the new hideout by placing Sprint cards underneath it, following the normal Sprint rules.&lt;br /&gt;
&lt;br /&gt;
The Fugitive is &#039;&#039;&#039;not required&#039;&#039;&#039; to establish a new hideout each turn. Instead, they may simply announce &#039;&#039;&#039;&amp;quot;Pass&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Fugitive may look at any of their own face-down Hideout and Sprint cards at any time during the game.&lt;br /&gt;
&lt;br /&gt;
== Marshal First Turn ==&lt;br /&gt;
&lt;br /&gt;
On the first turn of the game, the Marshal draws &#039;&#039;&#039;two&#039;&#039;&#039; cards from any of the three draw decks and adds them to their hand.&lt;br /&gt;
&lt;br /&gt;
The Marshal may then attempt to uncover the Fugitive&#039;s hidden hideouts.&lt;br /&gt;
&lt;br /&gt;
== Uncovering Hideouts ==&lt;br /&gt;
&lt;br /&gt;
To uncover a hideout, the Marshal announces one or more hideout numbers.&lt;br /&gt;
&lt;br /&gt;
The Fugitive compares the guesses to all face-down hideouts currently in their escape route.&lt;br /&gt;
&lt;br /&gt;
=== Single Guess ===&lt;br /&gt;
&lt;br /&gt;
If the Marshal guesses &#039;&#039;&#039;one&#039;&#039;&#039; number:&lt;br /&gt;
&lt;br /&gt;
* If that number matches &#039;&#039;&#039;any&#039;&#039;&#039; face-down hideout, the Fugitive immediately reveals that hideout.&lt;br /&gt;
* Any Sprint cards beneath that hideout are also revealed.&lt;br /&gt;
* If the guess is incorrect, nothing is revealed.&lt;br /&gt;
&lt;br /&gt;
The Marshal does &#039;&#039;&#039;not&#039;&#039;&#039; point to a specific hideout. If the guessed number exists anywhere among the Fugitive&#039;s unrevealed hideouts, that hideout is revealed.&lt;br /&gt;
&lt;br /&gt;
=== Multiple Guesses ===&lt;br /&gt;
&lt;br /&gt;
Instead of making a single guess, the Marshal may attempt to reveal multiple hideouts at once.&lt;br /&gt;
&lt;br /&gt;
When making multiple guesses:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Every&#039;&#039;&#039; guessed number must be an unrevealed hideout.&lt;br /&gt;
* If all guesses are correct, every matching hideout is revealed, along with any Sprint cards beneath them.&lt;br /&gt;
* If &#039;&#039;&#039;even one&#039;&#039;&#039; guessed number is incorrect, &#039;&#039;&#039;nothing&#039;&#039;&#039; is revealed.&lt;br /&gt;
&lt;br /&gt;
Because of this risk, multiple guesses can be powerful but are much less reliable than single guesses.&lt;br /&gt;
&lt;br /&gt;
Sprint cards themselves are never guessed.&lt;br /&gt;
&lt;br /&gt;
After attempting to uncover hideouts—whether successful or not—the Marshal&#039;s turn ends.&lt;br /&gt;
&lt;br /&gt;
== Marshal Normal Turn ==&lt;br /&gt;
&lt;br /&gt;
At the start of each turn after the first, the Marshal draws &#039;&#039;&#039;one&#039;&#039;&#039; card from any of the three draw decks and adds it to their hand.&lt;br /&gt;
&lt;br /&gt;
The Marshal may then attempt to uncover the Fugitive&#039;s hidden hideouts using the normal guessing rules.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends in one of two ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fugitive Wins&#039;&#039;&#039; — The Fugitive successfully plays &#039;&#039;&#039;Hideout #42&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Marshal Wins&#039;&#039;&#039; — The Marshal has uncovered every existing Fugitive hideout before the Fugitive escapes.&lt;br /&gt;
&lt;br /&gt;
=== Manhunt ===&lt;br /&gt;
&lt;br /&gt;
If the Fugitive reaches &#039;&#039;&#039;Hideout #42&#039;&#039;&#039;, there may be one final opportunity for the Marshal to make an arrest.&lt;br /&gt;
&lt;br /&gt;
Check the &#039;&#039;&#039;highest-numbered revealed hideout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Highest Revealed Hideout is Less Than 30 ====&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Manhunt&#039;&#039;&#039; begins.&lt;br /&gt;
&lt;br /&gt;
During the Manhunt:&lt;br /&gt;
&lt;br /&gt;
* The Marshal makes &#039;&#039;&#039;single-number guesses only&#039;&#039;&#039;.&lt;br /&gt;
* Each guess is resolved immediately before another guess is made.&lt;br /&gt;
* Every correct guess reveals another hideout.&lt;br /&gt;
* The Marshal continues guessing as long as every guess is correct.&lt;br /&gt;
* If the Marshal successfully reveals &#039;&#039;&#039;all remaining hideouts&#039;&#039;&#039;, the Marshal wins.&lt;br /&gt;
* If the Marshal makes &#039;&#039;&#039;one incorrect guess&#039;&#039;&#039;, the Manhunt immediately ends and the Fugitive escapes, winning the game.&lt;br /&gt;
&lt;br /&gt;
==== Highest Revealed Hideout is 30 or Higher ====&lt;br /&gt;
&lt;br /&gt;
No Manhunt occurs.&lt;br /&gt;
&lt;br /&gt;
The Fugitive immediately escapes after playing &#039;&#039;&#039;Hideout #42&#039;&#039;&#039; and wins the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies and Tips ==&lt;br /&gt;
&lt;br /&gt;
Success in &#039;&#039;&#039;Fugitive&#039;&#039;&#039; comes from careful planning, bluffing, and deduction. While luck can influence which cards are drawn, both players have meaningful strategic decisions throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Fugitive Strategy ===&lt;br /&gt;
&lt;br /&gt;
* You don&#039;t have to establish a new hideout every turn. Sometimes passing and waiting for a better draw is the strongest play.&lt;br /&gt;
* Sprinting too often consumes valuable cards and can leave you unable to make efficient future moves.&lt;br /&gt;
* Bluffing can be effective, but overusing it may reveal patterns that the Marshal can exploit.&lt;br /&gt;
* Drawing from a higher-numbered deck than you currently need can disguise your future plans and make your escape route less predictable.&lt;br /&gt;
* If the Marshal has just guessed a particular hideout number, it can be an excellent time to play that hideout, since they are unlikely to guess the same number again immediately.&lt;br /&gt;
* Remember that you may overpay when Sprinting. Extra Sprint cards can make it much harder for the Marshal to determine exactly how far you traveled.&lt;br /&gt;
&lt;br /&gt;
=== Marshal Strategy ===&lt;br /&gt;
&lt;br /&gt;
* Keep notes throughout the game. Tracking previous guesses and revealed hideouts greatly improves your deductions.&lt;br /&gt;
* When a revealed hideout contains two Sprint cards, there is roughly a 50% chance their combined value is &#039;&#039;&#039;+3&#039;&#039;&#039;, providing useful clues about neighboring hideouts.&lt;br /&gt;
* Avoid making multiple guesses too often. A single incorrect guess causes the entire attempt to fail.&lt;br /&gt;
* However, if you are highly confident about one hideout, pairing it with a second educated guess can sometimes reveal two hideouts at once.&lt;br /&gt;
* Drawing cards primarily from higher-numbered decks can create a &amp;quot;roadblock&amp;quot; that limits the Fugitive&#039;s future options.&lt;br /&gt;
* Revealing a later hideout often provides valuable Sprint information that helps identify earlier hideouts. Sometimes you can work backward by counting Sprint values.&lt;br /&gt;
* Watch the Fugitive carefully. Which cards they check after your guesses, and which draw deck they choose, can provide valuable information about their escape route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning Through Deduction ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fugitive&#039;&#039;&#039; is a game of hidden information, careful planning, and psychological play.&lt;br /&gt;
&lt;br /&gt;
The Fugitive must balance speed with secrecy, deciding when to Sprint, when to bluff, and when to wait for a better opportunity.&lt;br /&gt;
&lt;br /&gt;
The Marshal must gather information from every reveal, every draw, and every decision the Fugitive makes, using logic and deduction to uncover the entire escape route before it is too late.&lt;/div&gt;</summary>
		<author><name>Naga02</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfugitive&amp;diff=30653</id>
		<title>Gamehelpfugitive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfugitive&amp;diff=30653"/>
		<updated>2026-07-11T17:37:24Z</updated>

		<summary type="html">&lt;p&gt;Naga02: Complete rewrite using the original published rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fugitive&#039;&#039;&#039; is a quick two-player game where one player is the &#039;&#039;&#039;Fugitive&#039;&#039;&#039; moving from hideout to hideout along an escape route, while the other player is the &#039;&#039;&#039;Marshal&#039;&#039;&#039; trying to catch the Fugitive before they escape.&lt;br /&gt;
&lt;br /&gt;
The deck is composed of &#039;&#039;&#039;43 cards&#039;&#039;&#039; numbered &#039;&#039;&#039;0–42&#039;&#039;&#039;, each representing a possible hideout.&lt;br /&gt;
&lt;br /&gt;
* If the Fugitive successfully plays &#039;&#039;&#039;Hideout #42&#039;&#039;&#039;, they have escaped and win the game.&lt;br /&gt;
* If the Marshal uncovers every one of the Fugitive&#039;s hideouts before then, the Marshal wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Place the &#039;&#039;&#039;0&#039;&#039;&#039; card face up in the center row as the Fugitive&#039;s starting location.&lt;br /&gt;
&lt;br /&gt;
The Fugitive begins with the following cards in hand:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Starting Cards&lt;br /&gt;
|-&lt;br /&gt;
| Cards &#039;&#039;&#039;1, 2, 3,&#039;&#039;&#039; and &#039;&#039;&#039;42&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next, separate the remaining cards into three decks:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Deck&lt;br /&gt;
! Cards&lt;br /&gt;
! Starting Cards Drawn&lt;br /&gt;
|-&lt;br /&gt;
| Deck 1&lt;br /&gt;
| 4–14&lt;br /&gt;
| Fugitive draws &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Deck 2&lt;br /&gt;
| 15–28&lt;br /&gt;
| Fugitive draws &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Deck 3&lt;br /&gt;
| 29–41&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Shuffle each deck separately and place them face down.&lt;br /&gt;
&lt;br /&gt;
The Marshal begins the game with &#039;&#039;&#039;no cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Players alternate turns throughout the game.&lt;br /&gt;
&lt;br /&gt;
* During the &#039;&#039;&#039;Fugitive&#039;s&#039;&#039;&#039; turn, they may extend their escape route by creating a new hidden hideout to the right.&lt;br /&gt;
* During the &#039;&#039;&#039;Marshal&#039;s&#039;&#039;&#039; turn, they attempt to uncover those hidden hideouts through deduction and guessing.&lt;br /&gt;
&lt;br /&gt;
==Fugitive First Turn ==&lt;br /&gt;
&lt;br /&gt;
On the first turn of the game, the Fugitive establishes &#039;&#039;&#039;two&#039;&#039;&#039; hideouts.&lt;br /&gt;
&lt;br /&gt;
Each hideout is placed face down in the center row to the right of the previous hideout (starting with the &#039;&#039;&#039;0&#039;&#039;&#039; card).&lt;br /&gt;
&lt;br /&gt;
== Creating Hideouts ==&lt;br /&gt;
&lt;br /&gt;
Each newly played hideout must satisfy the following rules:&lt;br /&gt;
&lt;br /&gt;
* It must have a &#039;&#039;&#039;higher number&#039;&#039;&#039; than the previous hideout.&lt;br /&gt;
* It may normally increase by only &#039;&#039;&#039;1, 2, or 3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* If the previous hideout is &#039;&#039;&#039;4&#039;&#039;&#039;, the next hideout may only be &#039;&#039;&#039;5&#039;&#039;&#039;, &#039;&#039;&#039;6&#039;&#039;&#039;, or &#039;&#039;&#039;7&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Fugitive may never move backward by playing a lower-numbered hideout.&lt;br /&gt;
&lt;br /&gt;
=== Sprinting ===&lt;br /&gt;
&lt;br /&gt;
To move farther than three spaces, the Fugitive may &#039;&#039;&#039;Sprint&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When Sprinting, additional cards are placed face down below the new hideout.&lt;br /&gt;
&lt;br /&gt;
Each Sprint card contributes either &#039;&#039;&#039;+1&#039;&#039;&#039; or &#039;&#039;&#039;+2&#039;&#039;&#039; (number of foot steps shown in the top right hand corner).&lt;br /&gt;
&lt;br /&gt;
The combined Sprint value must make up the extra distance beyond the normal movement of three spaces.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* Previous hideout: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
* Desired hideout: &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normally the Fugitive could only move to &#039;&#039;&#039;7&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Since &#039;&#039;&#039;10&#039;&#039;&#039; is three spaces farther, Sprint cards totaling at least &#039;&#039;&#039;+3&#039;&#039;&#039; must be placed beneath the &#039;&#039;&#039;10&#039;&#039;&#039; hideout.&lt;br /&gt;
&lt;br /&gt;
The Fugitive may always &#039;&#039;&#039;overpay&#039;&#039;&#039; for a Sprint by placing more Sprint value than required, even if no Sprint movement is actually needed.&lt;br /&gt;
&lt;br /&gt;
After placing the initial two hideouts, the Fugitive&#039;s first turn ends.&lt;br /&gt;
&lt;br /&gt;
==Fugitive  Normal Turn ==&lt;br /&gt;
&lt;br /&gt;
At the start of each turn after the first, the Fugitive draws &#039;&#039;&#039;one&#039;&#039;&#039; card from &#039;&#039;&#039;any&#039;&#039;&#039; of the three draw decks and adds it to their hand.&lt;br /&gt;
&lt;br /&gt;
The Fugitive may then:&lt;br /&gt;
&lt;br /&gt;
* Establish &#039;&#039;&#039;one&#039;&#039;&#039; new hideout by placing a card face down to the right of their most recent hideout.&lt;br /&gt;
* Sprint to the new hideout by placing Sprint cards underneath it, following the normal Sprint rules.&lt;br /&gt;
&lt;br /&gt;
The Fugitive is &#039;&#039;&#039;not required&#039;&#039;&#039; to establish a new hideout each turn. Instead, they may simply announce &#039;&#039;&#039;&amp;quot;Pass&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Fugitive may look at any of their own face-down Hideout and Sprint cards at any time during the game.&lt;br /&gt;
&lt;br /&gt;
== Marshal First Turn ==&lt;br /&gt;
&lt;br /&gt;
On the first turn of the game, the Marshal draws &#039;&#039;&#039;two&#039;&#039;&#039; cards from any of the three draw decks and adds them to their hand.&lt;br /&gt;
&lt;br /&gt;
The Marshal may then attempt to uncover the Fugitive&#039;s hidden hideouts.&lt;br /&gt;
&lt;br /&gt;
== Uncovering Hideouts ==&lt;br /&gt;
&lt;br /&gt;
To uncover a hideout, the Marshal announces one or more hideout numbers.&lt;br /&gt;
&lt;br /&gt;
The Fugitive compares the guesses to all face-down hideouts currently in their escape route.&lt;br /&gt;
&lt;br /&gt;
=== Single Guess ===&lt;br /&gt;
&lt;br /&gt;
If the Marshal guesses &#039;&#039;&#039;one&#039;&#039;&#039; number:&lt;br /&gt;
&lt;br /&gt;
* If that number matches &#039;&#039;&#039;any&#039;&#039;&#039; face-down hideout, the Fugitive immediately reveals that hideout.&lt;br /&gt;
* Any Sprint cards beneath that hideout are also revealed.&lt;br /&gt;
* If the guess is incorrect, nothing is revealed.&lt;br /&gt;
&lt;br /&gt;
The Marshal does &#039;&#039;&#039;not&#039;&#039;&#039; point to a specific hideout. If the guessed number exists anywhere among the Fugitive&#039;s unrevealed hideouts, that hideout is revealed.&lt;br /&gt;
&lt;br /&gt;
=== Multiple Guesses ===&lt;br /&gt;
&lt;br /&gt;
Instead of making a single guess, the Marshal may attempt to reveal multiple hideouts at once.&lt;br /&gt;
&lt;br /&gt;
When making multiple guesses:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Every&#039;&#039;&#039; guessed number must be an unrevealed hideout.&lt;br /&gt;
* If all guesses are correct, every matching hideout is revealed, along with any Sprint cards beneath them.&lt;br /&gt;
* If &#039;&#039;&#039;even one&#039;&#039;&#039; guessed number is incorrect, &#039;&#039;&#039;nothing&#039;&#039;&#039; is revealed.&lt;br /&gt;
&lt;br /&gt;
Because of this risk, multiple guesses can be powerful but are much less reliable than single guesses.&lt;br /&gt;
&lt;br /&gt;
Sprint cards themselves are never guessed.&lt;br /&gt;
&lt;br /&gt;
After attempting to uncover hideouts—whether successful or not—the Marshal&#039;s turn ends.&lt;br /&gt;
&lt;br /&gt;
== Marshal Normal Turn ==&lt;br /&gt;
&lt;br /&gt;
At the start of each turn after the first, the Marshal draws &#039;&#039;&#039;one&#039;&#039;&#039; card from any of the three draw decks and adds it to their hand.&lt;br /&gt;
&lt;br /&gt;
The Marshal may then attempt to uncover the Fugitive&#039;s hidden hideouts using the normal guessing rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game ends in one of two ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fugitive Wins&#039;&#039;&#039; — The Fugitive successfully plays &#039;&#039;&#039;Hideout #42&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Marshal Wins&#039;&#039;&#039; — The Marshal has uncovered every existing Fugitive hideout before the Fugitive escapes.&lt;br /&gt;
&lt;br /&gt;
=== Manhunt ===&lt;br /&gt;
&lt;br /&gt;
If the Fugitive reaches &#039;&#039;&#039;Hideout #42&#039;&#039;&#039;, there may be one final opportunity for the Marshal to make an arrest.&lt;br /&gt;
&lt;br /&gt;
Check the &#039;&#039;&#039;highest-numbered revealed hideout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Highest Revealed Hideout is Less Than 30 ====&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Manhunt&#039;&#039;&#039; begins.&lt;br /&gt;
&lt;br /&gt;
During the Manhunt:&lt;br /&gt;
&lt;br /&gt;
* The Marshal makes &#039;&#039;&#039;single-number guesses only&#039;&#039;&#039;.&lt;br /&gt;
* Each guess is resolved immediately before another guess is made.&lt;br /&gt;
* Every correct guess reveals another hideout.&lt;br /&gt;
* The Marshal continues guessing as long as every guess is correct.&lt;br /&gt;
* If the Marshal successfully reveals &#039;&#039;&#039;all remaining hideouts&#039;&#039;&#039;, the Marshal wins.&lt;br /&gt;
* If the Marshal makes &#039;&#039;&#039;one incorrect guess&#039;&#039;&#039;, the Manhunt immediately ends and the Fugitive escapes, winning the game.&lt;br /&gt;
&lt;br /&gt;
==== Highest Revealed Hideout is 30 or Higher ====&lt;br /&gt;
&lt;br /&gt;
No Manhunt occurs.&lt;br /&gt;
&lt;br /&gt;
The Fugitive immediately escapes after playing &#039;&#039;&#039;Hideout #42&#039;&#039;&#039; and wins the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies and Tips ==&lt;br /&gt;
&lt;br /&gt;
Success in &#039;&#039;&#039;Fugitive&#039;&#039;&#039; comes from careful planning, bluffing, and deduction. While luck can influence which cards are drawn, both players have meaningful strategic decisions throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Fugitive Strategy ===&lt;br /&gt;
&lt;br /&gt;
* You don&#039;t have to establish a new hideout every turn. Sometimes passing and waiting for a better draw is the strongest play.&lt;br /&gt;
* Sprinting too often consumes valuable cards and can leave you unable to make efficient future moves.&lt;br /&gt;
* Bluffing can be effective, but overusing it may reveal patterns that the Marshal can exploit.&lt;br /&gt;
* Drawing from a higher-numbered deck than you currently need can disguise your future plans and make your escape route less predictable.&lt;br /&gt;
* If the Marshal has just guessed a particular hideout number, it can be an excellent time to play that hideout, since they are unlikely to guess the same number again immediately.&lt;br /&gt;
* Remember that you may overpay when Sprinting. Extra Sprint cards can make it much harder for the Marshal to determine exactly how far you traveled.&lt;br /&gt;
&lt;br /&gt;
=== Marshal Strategy ===&lt;br /&gt;
&lt;br /&gt;
* Keep notes throughout the game. Tracking previous guesses and revealed hideouts greatly improves your deductions.&lt;br /&gt;
* When a revealed hideout contains two Sprint cards, there is roughly a 50% chance their combined value is &#039;&#039;&#039;+3&#039;&#039;&#039;, providing useful clues about neighboring hideouts.&lt;br /&gt;
* Avoid making multiple guesses too often. A single incorrect guess causes the entire attempt to fail.&lt;br /&gt;
* However, if you are highly confident about one hideout, pairing it with a second educated guess can sometimes reveal two hideouts at once.&lt;br /&gt;
* Drawing cards primarily from higher-numbered decks can create a &amp;quot;roadblock&amp;quot; that limits the Fugitive&#039;s future options.&lt;br /&gt;
* Revealing a later hideout often provides valuable Sprint information that helps identify earlier hideouts. Sometimes you can work backward by counting Sprint values.&lt;br /&gt;
* Watch the Fugitive carefully. Which cards they check after your guesses, and which draw deck they choose, can provide valuable information about their escape route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning Through Deduction ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fugitive&#039;&#039;&#039; is a game of hidden information, careful planning, and psychological play.&lt;br /&gt;
&lt;br /&gt;
The Fugitive must balance speed with secrecy, deciding when to Sprint, when to bluff, and when to wait for a better opportunity.&lt;br /&gt;
&lt;br /&gt;
The Marshal must gather information from every reveal, every draw, and every decision the Fugitive makes, using logic and deduction to uncover the entire escape route before it is too late.&lt;/div&gt;</summary>
		<author><name>Naga02</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20676</id>
		<title>Gamehelpterraformingmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20676"/>
		<updated>2024-04-07T14:09:03Z</updated>

		<summary type="html">&lt;p&gt;Naga02: Fixed spelling errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Turn Structure ==&lt;br /&gt;
Each round of the game represents one generation of development and colonization on Mars. At the start of each round, the first player token moves to the next player.&lt;br /&gt;
&lt;br /&gt;
In every generation players perform the following steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Research:&#039;&#039;&#039; draw four cards and add any number of them into your hand. Pay 3 M€ for each one added and discard the rest. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Actions:&#039;&#039;&#039; take 1-2 actions from the list below or pass. If you pass, you will not play again for the rest of the round. Continue in turn order until all players have passed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Production:&#039;&#039;&#039; first convert all unspent energy into heat, then all players simultaneously produce resources and M€ according to their production values. Players also get M€ equal to their Terraform Rating. (Note that M€ production values may be negative.)&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
1) Play a card from your hand&lt;br /&gt;
&lt;br /&gt;
2) Use a standard project&lt;br /&gt;
&lt;br /&gt;
3) Claim a milestone&lt;br /&gt;
&lt;br /&gt;
4) Fund an award&lt;br /&gt;
&lt;br /&gt;
5) Use an action on a blue card (each blue card may be used once per generation)&lt;br /&gt;
&lt;br /&gt;
6) Convert 8 plants into a greenery tile (increasing the oxygen level and your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
7) Convert 8 heat into a temperature increase (increasing your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
==== Playing Cards ====&lt;br /&gt;
Some cards have requirements in order to play them, such as:&lt;br /&gt;
&lt;br /&gt;
- Global parameters (oceans, oxygen, temperature) must be above or below a certain level&lt;br /&gt;
&lt;br /&gt;
- You must have enough tags of a given type already in play (like Science)&lt;br /&gt;
&lt;br /&gt;
- You must be able to produce a specific resource (like Titanium)&lt;br /&gt;
&lt;br /&gt;
Cards have a base cost which must be paid in M€. This cost can be reduced by other card effects. You can also spend resources in lieu of M€ if the card has certain tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Steel = 2 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Building&#039;&#039;&#039; card (brown building icon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Titanium = 3 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Space&#039;&#039;&#039; card (gold sunburst icon)&lt;br /&gt;
&lt;br /&gt;
Carry out all of the card&#039;s effects, gain resources, and increase/decrease production values as directed. If a change to a production value is indicated with a red border, you can choose to apply it to another player or to no one at all. (These are usually negative effects.)&lt;br /&gt;
&lt;br /&gt;
After you play the card, it moves to one of three areas on your board depending on their color. You can change how these areas are arranged by clicking on the &amp;quot;three bars&amp;quot; icon in the header.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Red cards&#039;&#039;&#039; have no further effects and are automatically hidden. They do not contribute tags to your overall totals but may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Green cards&#039;&#039;&#039; have no further effects, but remain in play to contribute their tags. They may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Blue cards&#039;&#039;&#039; have either an ongoing passive effect or an action you can take on your turn. BGA sorts them into two piles for your convenience.&lt;br /&gt;
&lt;br /&gt;
==== Standard Projects ====&lt;br /&gt;
You always have the following options on your turn regardless of what&#039;s in your hand or on your board. Don&#039;t forget them! Each standard project takes one action on your turn.&lt;br /&gt;
&lt;br /&gt;
Note that you can also raise temperature or place greenery by spending heat or plants instead of M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sell patents:&#039;&#039;&#039; discard any number of cards and gain that many M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power plant (11 M€):&#039;&#039;&#039; increase Energy production one step.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid (14 M€):&#039;&#039;&#039; increase temperature one step (and gain one TR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquifer (18 M€):&#039;&#039;&#039; place an ocean tile (and gain one TR). Note that oceans don&#039;t belong to the player who placed them, unlike other tiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenery (23 M€):&#039;&#039;&#039; place a greenery tile (raising the oxygen level and gaining one TR). If possible you must place it next to a tile you already own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City (25 M€):&#039;&#039;&#039; place a city tile and gain one M€ production. Cities may not be placed adjacent to each other. (Exception: Noctis City may be placed into its reserved spot even if there is already an adjacent city there.)&lt;br /&gt;
&lt;br /&gt;
If you place a tile, remember to gain any placement bonuses depicted in the space you cover up!&lt;br /&gt;
&lt;br /&gt;
==== Milestones and Awards ====&lt;br /&gt;
Milestones and awards place you in direct competition with other players. With milestones you race to be the first to meet a certain condition; with awards you compete to have the most in a specific category at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Milestones&#039;&#039;&#039; =====&lt;br /&gt;
As an action, you may pay 8 M€ and claim a &#039;&#039;&#039;milestone&#039;&#039;&#039; if you meet its requirements. It is worth 5 VP at the end of the game. Only three milestones may be claimed per game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraformer:&#039;&#039;&#039; have 35+ Terraform Rating (TR)&lt;br /&gt;
* &#039;&#039;&#039;Mayor:&#039;&#039;&#039; own 3+ cities&lt;br /&gt;
* &#039;&#039;&#039;Gardener:&#039;&#039;&#039; own 3+ greenery tiles&lt;br /&gt;
* &#039;&#039;&#039;Builder:&#039;&#039;&#039; have 8+ building tags in play&lt;br /&gt;
* &#039;&#039;&#039;Planner:&#039;&#039;&#039; have 16+ cards currently in hand&lt;br /&gt;
&lt;br /&gt;
===== Awards =====&lt;br /&gt;
As an action, you may pay some amount of M€ and fund an &#039;&#039;&#039;award&#039;&#039;&#039;. The first award funded costs 8 M€, the next costs 14 M€, and the last costs 20 M€. Only three awards may be funded per game. At the end of the game, check each funded award. The first and second place player in each category score VP (see Game End section). The player who funded the award receives no special consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landlord:&#039;&#039;&#039; most tiles in play of any type(s)&lt;br /&gt;
* &#039;&#039;&#039;Banker:&#039;&#039;&#039; highest M€ production&lt;br /&gt;
* &#039;&#039;&#039;Scientist:&#039;&#039;&#039; most science tags in play&lt;br /&gt;
* &#039;&#039;&#039;Thermalist:&#039;&#039;&#039; most unspent heat resource cubes&lt;br /&gt;
* &#039;&#039;&#039;Miner:&#039;&#039;&#039; most unspent steel and titanium resource cubes (combined) &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
Game ends when there is enough oxygen to breathe (14%), oceans enough to allow Earth-like weather (9 aquifers), and the temperature is well above freezing (+8˚C).&lt;br /&gt;
&lt;br /&gt;
The winner is the player with most VPs at the end of the game. VPs come from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraform Rating (TR).&#039;&#039;&#039; Each time you raise a global parameter (oceans, oxygen, temperature) your TR increases. Score VPs equal to your TR at the end of the game.&lt;br /&gt;
* &#039;&#039;&#039;Greenery.&#039;&#039;&#039; Score 1 VP for each greenery tile you own.&lt;br /&gt;
* &#039;&#039;&#039;Cities.&#039;&#039;&#039; Each city scores 1 VP for each greenery tile adjacent to a city you own, regardless of who owns the greenery. The capital city card also scores 1 VP for each adjacent ocean.&lt;br /&gt;
* &#039;&#039;&#039;Awards (must be funded).&#039;&#039;&#039; 5 VPs to the winner, 2 VPs to second place. If players tie for first, they all get the bonus and no second place is awarded. If multiple players tie for second, they all get the bonus. In a two player game, no second place is awarded.&lt;br /&gt;
* &#039;&#039;&#039;Claimed milestones.&#039;&#039;&#039; Each claimed milestone is worth 5 VPs at the end of the game. Only 3 of the 5 milestones may be claimed.&lt;br /&gt;
* &#039;&#039;&#039;VPs on played cards.&#039;&#039;&#039; First, count all VPs on cards that collect resources. Then gather all of your remaining cards (including all your played events!) and count your VPs. If you have Jovian cards, these may have to be counted separately. (To identify this look for the number, or an effect like X VP / Y number of resources, marked inside the planet Mars Icon)&lt;br /&gt;
&lt;br /&gt;
== Limitations of digital adaptation ==&lt;br /&gt;
&lt;br /&gt;
* Cannot choose order of come into play effects of project cards (with some exceptions)&lt;br /&gt;
* When order of effect chosen - cannot Draw cards before resolving other complex effects&lt;br /&gt;
* Cannot undo single action (Undo will undo 2 actions or until after last Draw)&lt;br /&gt;
* You cannot undo when you are the last player to take an action in multiplayer state (i.e. setup, draft, research)&lt;br /&gt;
&lt;br /&gt;
== Common rules misinterpretations ==&lt;br /&gt;
&lt;br /&gt;
If you trying to submit a bug report about possible rules violation please note that at this point it is very unlikely  to be a real issue or unique.&lt;br /&gt;
&lt;br /&gt;
Your bug report will be closed automatically unless you provide EVIDENCE in the report itself - which is either text of game log with move number (using Copy Log button) or screenshot.&lt;br /&gt;
&lt;br /&gt;
These are common cases of rules misinterpretation:&lt;br /&gt;
* Event tags are not counted&lt;br /&gt;
* No more then 3 milestones can be claimed (out of 5)&lt;br /&gt;
* No milestone can be claimed in solo game&lt;br /&gt;
* Placing forest after last generation does not increase oxygen&lt;br /&gt;
* Some cards effects violate the common rules - please READ the text on the card before submitting bug about specific card&lt;br /&gt;
* Production reduction is MANDATORY&lt;br /&gt;
* Removing resources to activate card is MANDATORY (i.e. Ants)&lt;br /&gt;
* Removing animals/microbes is not possible from PETs or when your opponent has Protected Habitats in play&lt;br /&gt;
* You can do some action which seems to be unreasonable (such as spending 8 heat when temperature is at max). This move is allowed by the rules and can be legally played as a stalling technique.&lt;/div&gt;</summary>
		<author><name>Naga02</name></author>
	</entry>
</feed>