Fowers Games

Fugitive: How to Play the Two-Player Chase Game

Fugitive: How to Play the Two-Player Chase Game

By Fowers Games | Published: 2026-10-21

Category: How-to Guides

Learn how to play Fugitive, a tense two-player deduction card game where one player escapes and the other hunts. Step-by-step rules, setup, and strategy.

Quick Answer

Fugitive is a quick two-player deduction game where the Fugitive hides using numbered cards and the Marshal deduces their location. Play lasts about 10 minutes per round.

What Makes Fugitive Unique

Fugitive is not a typical luck-based card game. Each side plays very differently: the Fugitive plans a hidden escape route, while the Marshal tries to deduce it. The asymmetry keeps every round fresh, and the 10-minute playtime makes it easy to replay.

The game uses only a simple set of numbered cards, so there are no complex components or lengthy rulebooks. This makes it a great choice for couples or friends who want a quick, brainy duel.

How to Play Fugitive Step by Step

  1. 1. Choose Roles and Set Up the Deck: One player is the Fugitive, the other is the Marshal. The Fugitive takes the numbered cards (2–16) and secretly chooses one as their starting hideout. The Marshal takes the numbered cards (1–17) and the three Arrest cards. Common mistake: The Fugitive must not show their hideout card to the Marshal. Keep it face down.
  2. 2. Fugitive Plays a Hideout Card: Each turn, the Fugitive plays one numbered card face down from their hand, placing it in a row. This represents a new hideout. The card must be higher than the previous hideout card. Checkpoint: The Fugitive must always play a card with a higher number than the last hideout. Plan your hand accordingly.
  3. 3. Marshal Makes a Deduction: After the Fugitive places a hideout, the Marshal guesses the number of that hideout by playing a numbered card from their hand face up. If the guess is correct, the Marshal arrests the Fugitive and wins. If wrong, the Marshal discards that card. Common mistake: The Marshal should not guess randomly. Use process of elimination based on which numbers are still possible.
  4. 4. Marshal Can Also Arrest: Instead of guessing, the Marshal may play an Arrest card. This allows them to look at the last hideout card. If they choose to arrest, they win. If they pass, the game continues. Checkpoint: The Arrest card is a powerful tool, but it only lets you see one hideout. Use it when you have a strong suspicion.
  5. 5. Winning the Game: The Marshal wins by correctly guessing a hideout or using an Arrest card to catch the Fugitive. The Fugitive wins by playing all five hideout cards without being caught. If the Fugitive cannot play a higher card, they automatically lose. Common mistake: The Fugitive should not save all high cards for the end. Spread them out to keep the Marshal guessing.

Product Details

  • Fugitive: Fugitive is a tense two-player deduction card game full of close calls and great escapes, packed into 10 minutes. You can finish a full game in a short session, making it ideal for quick breaks or as a warm-up for longer game nights.
    Fugitive
    Fugitive

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