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The Game
The fugitive ALWAYS starts. There are basically 6 main steps.
1. The fugitive selects at random his character card. Then, he leaves the card up-sided in front of him. If the correspond­ing character has any abilities that can be used only a specific amount of times, he must put as many GPs as needed over his character card. Each time one of those ability points is used, a GP is discarded.
2. After doing so, he must put over his card the 3 red winks (health points) and the 10 purple winks (energy points).
3. The fugitive must take from the deck the 4 speed cards.
4. The 5 distance tracking cards are put –always up-sided- in the middle of the game table, in a small pile. This will be the distance pile.
IMPORTANT: The distance tracking cards have a fixed tracking throw of 10. Whenever there’s a distance tracking card in top of the distance pile, the difficulty of all the hunter’s tracking throws will be 10, no matter what the fugitive’s active speed is. This attribute changes as soon as another card is put over the distance tracking card in the distance pile.
5. The main deck is shuffled and situated next to the distance pile.
6. The player in control of the hunters must take the 9 avatar pawns and put them all together in front of him. Each avatar pawn represents a single hunter.
To win the game one of the following conditions must be met:
• The fugitive wins the game whenever he declares a speed card that cannot be added to the distance pile because there are not enough cards in the main deck or in his hand to fulfill the requiremen­t. In such a case, it’s considered that the fugitive wins against the hunters and escapes far beyond the reach of the law.
• The fugitive can also win if he scares away 4 hunters from the hunter’s team, by using the items he finds along the game. In other words, if Pedobear’s minion manages to scare away 4 agents, the investigat­ion process cannot continue, forcing Agent Hansen© to close the case.
• The hunter wins if, at the beginning of the fugitive’s turn, there are no cards in the distance pile, or if the fugitive’s health points are reduced to 0.
A general view of the turn’s sequence:
1. The fugitive selects his active speed.
2. The hunter groups his hunters in teams.
3. Fugitive’s turn.
4. Hunter’s turn.
And now… a detailed version of the turn’s sequence:
1. The fugitive selects his active speed.
The fugitive selects his active speed without letting the hunter know. He puts the card up-side down in front of his character card.
NOTICE: The fugitive cannot select an active speed card that has higher energy point levels –Pedobear’s heads in the upper right corner of the card- than those he currently owns. Every time the fugitive selects a speed card, he wastes as many energy points per turn, as the speed card shows. In other words, if the fugitive plays a speed 3 card, he’ll waste 3 energy points that turn. If in his next turn, he changes to a speed 1 card, he’ll waste 1 energy point, instead of 3 like he previously did. If he changes to active speed 0, he can throw 1 die and restore as many energy points as the die establishe­s.
2. The hunter regroups his hunters in teams.
The hunter can modify the size of his hunter’s group, dividing it into smaller groups or fusing them with other groups to make a bigger one. Groups can have as many hunters as desired, yet there are 2 rules to be followed: 1- The minimal amount of hunters per group is 2. 2-Whenever a group of hunters is reduced to 1 single hunter, it must be immediatel­y added to another group, marking the new group with a GP. That GP establishe­s that during the next turn, it won’t be able to do a tracking throw.
NOTICE: Every time a group of hunters is marked with a GP, same rule applies, making them unable to do a tracking throw during their next turn. Once the turn passes, the GP is discarded.
To modify the size of the groups, what the player in control of the hunters has to do is to take the avatar pawns and separate them accordingl­y to “show” that there are different groups, formed by a specific amount of hunters. The items the player in control of the hunter gathers during the game can be easily exchanged among the different groups.
3. Fugitive’s turn.
During the fugitive’s turn, his priorities are to keep several cards in the distance pile, to check his health points and to check his energy points. He must find and collect as well different cards that can possibly help him against the hunter’s threat, yet the process of card collecting can slow him down and turn him into an easy target.
After selecting his active speed card, the fugitive must check the following steps:
0- Check the distance: If there are no cards in the distance pile, the hunters catch him, and he loses.
1- Add cards to the distance pile: The fugitive must add to the bottom of the distance pile, from the main deck, as many cards as his speed indicates. These cards cannot be seen by any of the 2 players. If there are no cards left on the main deck, he must use the ones he has in his hand. If there are no cards left to add to the distance pile, he wins.
2- Take cards: The fugitive must take from the deck to his hand, as many cards as his health points minus his active speed indicate. That is, he can take from 0 to 3 cards max.
3- Pay energy: The fugitive loses as many energy points as his current active speed indicates (See the number of Pedobear’s heads in the upper-right corner of the speed card). If there are not enough energy points, he loses 1 health point, and then restores all his energy points to the max, to subtract from them as many energy points as he’s still missing.
ATTENTION: A fugitive doesn’t lose a health point when the subtractio­n of energy points have reached exactly 0. He loses a health point whenever he loses more energy points than those he currently has. In other words, if the fugitive has 3 energy points and he loses 3 energy points, he won’t lose a health point, but if he has only 2 energy points and loses 3, he’ll lose 1 health point, restore his energy points back to 10, and the subtract the remaining energy point, leaving him with -1 health point and 9 energy points in total.
4- Play cards: The fugitive can play one and ONLY 1 fugitive card, or use a special combinatio­n (like both internet cards and then LOLCat). All cards that are played are immediatel­y solved.
5- Hand cleansing: The fugitive has a limit of 6 cards in hand. If he exceeds the establishe­d quantity, he must return to the bottom of the main deck, as many cards as necessary. Also, he can also give one, and JUST 1 hunter card to the hunter’s hand.
4. Hunter’s turn
During the hunter’s turn, he must try to reduce the distance between the hunters’ groups and the fugitive, managing to track as many cards as possible from the distance pile. Every card he tracks will go to his hand, giving him more tactical options. Anyway, he can only do a tracking throw per hunting group so the fewer the groups, the fewer the opportunit­ies to do tracking throws.
The hunter plays the following sequence:
1- Play cards: The hunter can play 1 –and only one- hunter’s card. The card has instant action.
2- Do a tracking throw: For every group available, the hunter throws 2 dice, adding or subtractin­g all the attributes he can possibly possess (friendly agents, fog, etc). He can also count all the hunters in the group as a positive aspect in the throw. If the number obtained is higher or equal to the tracking difficulty, printed in the active speed card of the fugitive –or printed in the distance tracking card in case such a card is located at the top of the distance pile-, the hunter takes the upper card from the distance pile to his hand -or sets aside the distance tracking card, leaving it next to the distance pile where all distance tracking cards must go-.
Special situations:
• If the hunting group has a GP on it, during the hunter’s turn the GP is discarded and that group is excluded from performing a tracking throw.
• If the tracking throw is a double 6, the hunter will take 2 cards instead of one. (Remember that the distance tracking cards are set aside, not added to the hunter’s hand nor discarded to the discard pile).
3-Hand cleansing: The hunter has an in-hand card limit equal to the number of hunters he possesses. At the beginning of the game, that number will be always 9. If he has more than 9 cards –or whatever the number is according to his in-game hunters- he must get rid of all the extra of cards until he fulfills his max in-hand card requiremen­t.
NOTICE: The extra cards must be added to the bottom of the main deck. The hunter can also get rid of 1 –and only 1- fugitive card, by giving it to the fugitive.
Cards’ meanings
Some cards have specific functions. Here’s a brief descriptio­n of those functions: Hide (FC)
In order to play this card, the fugitive must have an active speed equal to 0. It’s played during the hunter’s turn as an answer to a successful tracking throw. Fog (FC)
This card remains in the game’s table when it’s used, and is discarded only when the conditions printed in the card are met. Meme Team (FC)
To use this card it’s mandatory to have a copy of it, which means, it can only be played if the fugitive has 2 Meme Team cards instead of 1. Both are played at once, yet they count as 1 single card.
Internet Objects –Meme, LOLCat, 8-Bit, Luck- (FC)
The fugitive cannot use the objects whenever he finds them. To use them, he must play first the Internet card. When he does, the Internet card is discarded and the objects are transferre­d up-side down from his hand, to a special location, next to his character card. When that happens, the objects no longer count to the in-hand card limit. The usage of the Internet card, counts as 1 card, no matter how many objects are equipped after using it. Using an object, after equipping it, counts as 1 card, for that reason, an object cannot be used in the same turn as the Internet card is played.
LOLCat and 8-bit allow the fugitive to SURPRISE the hunters. To SURPRISE the hunters, the fugitive must declare his active speed to 0 and use the object (LOLCat or 8-bit) as his action during the turn. He has to also select a hunter’s group to SURPRISE. Then, the fugitive throws 1 die and does as it follows:
8-Bit (FC)
If the resulting number after throwing the die is higher or equal to the number of hunters in the group, the fugitive successful­ly surprises 1 hunter (avatar pawn) away from the group, and places a GP over the group to mark that after the SURPRISE, the hunters are disoriente­d.
If the resulting number is lower, the hunters were expecting the fugitive, which means that the fugitive loses 1 health point, and discards 1 card from the distance pile, to the discard pile.
LOLCat (FC)
Before using it, the fugitive must place 2 GPs over the card, showing that he can use the card twice, before discarding it. Once he uses it once, he discards 1 GP from over the card.
If the resulting number after throwing the die is higher or equal to the number of hunters in the group, the fugitive successful­ly surprises 1 hunter (avatar pawn) away from the group, and places a GP over the group to mark that after the SURPRISE, the hunters are disoriente­d.
If the resulting number is lower, the hunters were expecting the fugitive, which means that the fugitive loses 1 health point, and discards 1 card from the distance pile, to the discard pile. Friendly Agent (HC)
Several Friendly Agent cards can be used by a single hunter’s group. Pew-Pew, Surveillan­ce, Busted, Clue (HC)
These are cards that can be used only once. After using them, they must be discarded. USB (HC)
It can be TAKEN. If the fugitive surprises a hunter from a group equipped with USBs, he can take the card and equip it. From that moment, all the groups with USBs are penalized with a -1 in their tracking throws, for every USB card they possess.
The hunter cannot discard his USB cards at will to avoid being penalized.
Optionally, the fugitive can, at any moment during the game, discard the USB in exchange of adding an additional distance tracking card to the distance pile.
Sprache: Englisch   Sprachwissen: Muttersprachler, Kompetenz

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