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Random Events

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

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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