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Random Events
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This variant adds more randomness and uncertainty to the game.
After Setup:
- Shuffle all the event cards (not the placeholder cards) together.
- Shuffle 2 random event cards into each of the three draw piles.
- Set aside the other event cards and the place holder cards; they are not used.
During play, when either player draws an event, re solve it immediately. then they draw another card.
Discovery Events
This variant introduces a twist to the game whenever the marshal discovers a hideout.
During setup, shuffle all the event cards together and place them near the play area. Set aside the placeholder cards; they are not used.
During play, when the marshal successfully guess es one or more hideouts, the fugitive immediately draws and resolves an event from the event pile.
Helpful Events
![](gfx/fugitive4.jpg)
This variant gives some help to one of the players.
During Setup:
- Sort out all the events that have the icon for the player who receives help from the events (fugitive or marshal).
- Shuffle those events evenly into each of the three draw piles.
- Set aside the other event cards and the place holder cards; they are not used.
During play: when either player draws an event, re solve it immediately. Then draw another card.
Catchup Events
This variant helps the player who's currently behind.
During Setup:
- Sort the event cards into 3 event piles based on their icons (fugitive, marshal, or no icon).
- Shuffle each event pile.
- Place the event piles near the play area, keeping track of each event pile.
- Shuffle 2 placeholder cards into each of the 3 draw piles of hideout cards.
During Play:
When either player draws a placeholder card, draw and resolve an event card from one of the event piles, depending on how many hideouts are currently face down in the center row:
- 1 hideout is face-down: draw and resolve an event from the fugitive's event pile.
- 2 hideouts are face-down: draw and resolve an event from the neutral event pile.
- 3 hideouts or more are face-down: draw and resolve an event from the marshal's event pile.
After each event, that player draws another card.
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