From The General The Fugitive Character in Down with the King The Hiding and Extadition rules in DOWN WITH THE KING (sections 24. and 25. of the rulebook) are simple and serviceable. Even so, they do not admittedly - represent a realistic simulation of two rather complex acts that involve intricate legalistic maneuvers, not to mention a number of options and allies that an international fugitive might use to defend his tenuous freedom. Under the revisions offered here. the playing of an Extradition card shall no longer cause the automatic apprehension of a fugitive. The role of certain Office Holders, such as the Ambassadors and the Sheriff, shall be expanded. The existence of local constabularies shall be acknowledged and a distinction drawn between a character who is openly living abroad and one who is actually hiding in a foreign country. The revised rules sections follow: 20. ABROAD 20.8. A Wrongdoer abroad may at his player's choice be living abroad or hiding there. If hiding, the fugitive is subject to the restrictions of 24.2. If living abroad, a PC is limited to only one activity per turn, unless an Extra Activity card or counter is used. Beyond this, a Wrongdoer living abroad is treated like any ordinary character in a foreign country. He may travel normally between foreign countries. If, however, he visits Fandonia or a foreign country where he is subject to a Manhunt (see 25.8), he is immediately subject to the justice of Fandonia (see 25.10). 24. HIDING 24.11 A Wrongdoer hiding within Fandonia is automatically subject to the process of Manhunt. At the beginning of a player turn, the player rolls two dice for each FAC fugitive hiding within Fandonia. A dice sum of 10, 11 or 12 causes the capture of the fugitive (see 25.10). The dice roll may be modified. Before the roll, the player with a FAC Sheriff may declare that he is obstructing the hunt, causing the subtraction of two from the dice sum. Likewise, the players may play any number of Informer Event cards, each of which adds +2 to the Manhunt dice roll. 24.12 A Wrongdoer hiding in a foreign country may also be subject to a Manhunt. See 25.5. 25. EXTRADITION 25.1 A Wrongdoer, other than a banished character, may be subjected to the Extradition procedure if he is living or hiding in a foreign country. A character in hiding within Fandonia is never subject to "extradition". 25.2 Any player playing an Extradition card as an activity may force a living-abroad EAC back to Fandonia for justice (see 25.10). If the card is played against such a character, he is Extradited without the chance to go into hiding. However, should the Ambassador to the country in question be someone's FAC, the controlling player may veto the Extradition and no Extradition occurs. 25.3 If a player plays an Extradition card together with an Intrigue card/counter, a FAC Ambassador may not obstruct the fugitive's Extradition. Neither may the living-abroad character choose that moment to go into hiding to escape his fate. 25.4 If an Extradition counsel is accepted by the Monarch, the Extradition proceeds as if the terms of 25.3 were met. 25.5 If a Wrongdoer is hiding in a foreign country (as opposed to living there openly), the playing of an Extradition card against him does not automatically return him to Fandonia for justice. It may however initiate a Manhunt against him - unless the Ambassador to the country in question is the FAC of the player who announces he is vetoing the Extradition, in which case no Manhunt is commenced. 25.6 If an attempt to Extradite a fugitive hiding abroad is initiated by the simultaneous playing of an Extradition card and an Intrigue card/counter, a Manhunt is commenced and the Ambassador may not obstruct it in any way. 25.7 If a Monarch accepts an Extradition counsel, a Manhunt for a specified fugitive hiding abroad is commenced as if the terms of rule 25.6 were met. 25.8 A Manhunt abroad is conducted like a Manhunt in Fandonia except that the player with a FAC Ambassador to the country in question may declare he is modifying the Manhunt dice roll before it is made, to the degree of + 1 or -1. Informer Event cards have their normal effect. 25.9 A character hiding abroad may play an Escape card to move from one country to another. This is permitted even if a Manhunt is in progress for the fugitive within the foreign country where he currently resides. An escaping fugitive may not escape to Fandonia or to a foreign country in which he is already Manhunted (from previous visit). Doing so immediately returns him to Fandonia for justice (see 25.10). A character ceases to be Manhunted in all countries the moment that he ceases to be a Wrongdoer. 25.10 A captured fugitive must go to a hearing, interrogation, trial or execution (depending on what fate had faced him at the moment in the past when he originally became a fugitive). 25.11 If a character abroad becomes a Wrongdoer against the laws of the foreign country, he is returned to Fandonia for justice. If he hides to avoid foreign arrest, he is immediately subject to a foreign Manhunt (see 25.8). 25.12 A fugitive in a country at war with Fandonia may not be Extradited or Manhunted during the duration of the war. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)