Quick Look: Fugitive
Publisher: Fowers Games
No. of Players: 2
Playing Time: 5–20 minutes
Find more info on BoardGameGeek.com
is a fast-paced two-player game of chase. One player is a fugitive on the run
and the other is a marshal working to catch them. If the fugitive can make it
to the last location card (42), they win. The marshal wins if they can identify
all of the hideouts before the fugitive gets there.
played several games and had fun with the strategy options open to both sides
of the chase. Each player has a different goal to win and has different
strategies they can employ because of it. This isn’t a game where it doesn’t
matter which side you play because the two sides play differently.
game can play fast. It is designed to not last more than 20 minutes. As you are
racing from one hideout to the next you can’t use them all because the marshal is
clearing them out while you are working to get out of the city. This makes for
a great filler game for when two people are waiting for others to arrive, or
when traveling and you want something that can set up easily and play it out.
You could also carry this easily to a pub or restaurant and play a game between
ordering and getting your food.
are divided into several decks based on the number on the cards. The three main
decks are numbered 4–14, 15–28, and 29–41.
are additional cards that can be added in for variants of play. These variants
also allow you to change things up if you think you are getting too familiar
with the base game. The Event cards can cause things to change quickly in this
game of cat and mouse.
fugitive starts with a hand of cards. This includes cards 1, 2, 3, and 42 along
with some random cards drawn from the first (3 cards) and second (2 cards) sets. The player
uses these to determine where their next hideout is located.
marshal doesn’t start with any cards.
first turn for each player is different than in the rest of the game.
fugitive’s first turn allows them to play one or two hideouts. The marshal’s first
turn allows them to draw two cards and make a guess on one or more hideouts.
the first turn, the fugitive draws one card and may play a hideout. The marshal
draws 1 card and guesses to find one or more hideouts.
rules for placing a hideout is that it must be three or lower from the last
hideout, or they can use additional cards to sprint further. Each card has 1 or
2 footprints in the upper right corner. Those can be added to the base 3 movement to sprint further. There is no limit to the number of cards you can
add, but in doing so you deplete your hand. You also don’t have to move the
full distance. This bluff might buy you another turn or two to get around the
marshal gets to guess any number of hideouts in a turn. The catch is they need
to have all of their guesses correct to gain any information. When the marshal
only guesses one location they don’t have to specify which location on the line
of hideouts their guessing for. If that location is in use, then it is revealed
along with any cards used for sprinting.
marshal has a last attempt of catching the fugitive during the Manhunt. This
happens when the fugitive plays the 42 card. The marshal guesses a single
location. If they are correct they continue by guessing another location. This
keeps going until they correctly guess all the locations, or miss. An incorrect
guess means the fugitive got away.
cards can be added to create random events during the game. Some are benefits
to either side while others can balance things out. These were fun to add in
because they changed how the game was going and required both sides to alter
chase works wonderfully in Fugitive. There is plenty of strategy as the
fugitive has to decide where his next hideout is located and if they want to
play it on the up-and-up or create bluffs to throw the marshal off.
the strategy isn’t just with the fugitive. The marshal can work at creating
roadblocks the fugitive has to overcome to make their getaway.
other games he has done the art on for them and I can see why they keep him
active. In Fugitive, he not only adds a great 1970-ish look to the chase, but
the cards storyboard the chase from start to finish. If you lay them out in
sequential order, you can see the story unfold.
art adds an element that is also welcome to a game that is based in so much
story to begin with.
materials used are also of good quality and should hold up through a lot of
unique, strategies for both sides
enjoyed Fugitive. This is the third game I’ve reviewed of Tim Fowers, and I’ve
seen others played. They all have a unique feel to them. Fugitive is no
exception. The difference in strategy depending on which side of the chase you
are on allows for back to back play just by taking the other side.
keep this one handy on game day in case two of us have to wait for other
players to show up. A friend has a copy and it is stowed in their trailer for
those times when the rain keeps them inside.
to carry (fits in my cargo pants pocket)
Daniel Yocom – Reviewer
Daniel Yocom does geeky things by night because his day job won’t let him. This dates back to the 1960s through games, books, movies, and stranger things better shared in small groups. He’s written hundreds of articles about these topics for his own blog, other websites, and magazines along with stories, after extensive research. His research includes attending conventions, sharing on panels and presentations, and road-tripping with his wife. Join in the geeky fun at firstname.lastname@example.org.
See Daniel’s reviews HERE.