TEXT: The Death Sport Card Game
  
  Rulebook
  
  2.
  Table of Contents 
  Game Design: Cynthia Celeste Miller
  Graphic Design: Cynthia Celeste Miller
  Illustration: Patrick Sullivan
  Playtesting:
  Lindsey “Lulu Bopper” Babineaux, Jonny “Moofert” Miller, Eric “Milk Man 
  the Miracle Dud” Hudson, Micheal “Mickentickle” Cookson, Robert 
  “Whopper” Lynch, Cory “Raeb Roc Roc” Frobe
  The Ruined City Awaits 
   
   
  3
  About Urban Manhunt  
   
   
  3
  Getting Started 
   
   
   
   
  3
  The Cards 
   
   
   
   
   
  4
  The Turn Sequence 
   
   
   
  7
  Tests 
   
   
   
   
   
   
  8
  Taking Damage 
   
   
   
   
  9
  Action Card Sub-Types 
   
   
  10
  Card Timing  
   
   
   
   
  10
  Winning the Game 
   
   
   
  11
  Options  
   
   
   
   
   
  11
  Test Action Example 
   
   
   
  12
  Designer Notes 
   
   
   
   
  13
  Credits 
  Copyright 2009 by Spectrum Games. All Rights Reserved. This material (art, logos, illustrations, character concepts, text and 
  game mechanics) is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited for commercial use without the express written consent of Spectrum Games.
  The reference to any companies or products in this book is not meant to challenge the trademarks or copyrights concerned.
  www.spectrum-games.com
  2807 Grand Ave., Parsons, Kansas 67357
  
  3.
  game.  See “Variable Game Length” for 
  other options.
  Set the Score Tokens in a pile near the decks.
  •	
  Each player chooses a hunter to play in 
  •	
  any order agreed upon mutually.  Set the 
  remaining hunters to the side; they will not 
  be used in the game.
  Players place their hunter in front of them, 
  •	
  with the “unwounded” side facing up.
  Each player places a number of Life Tokens 
  •	
  beside his hunter equal to the hunter’s Life 
  Tokens score.
  Each player draws one card from the top of 
  •	
  the site deck and places it directly above his 
  hunter, face-up.  
  Each player draws a number of cards equal 
  •	
  to his hunter’s Hand score.  The player may 
  look at the cards in his hand at any time.
  Randomly determine who gets to go first. 
  •	
  Play will continue clockwise, starting with 
  that player.  
  The Ruined City Awaits
  In the early 22nd century, death sports rule the 
  holovision world.  These shows come and go, but 
  one has endured the test of time -- a sport known as 
  Urban Manhunt.
  The concept is a simple one.  Numerous prisoners 
  (called crims) are deposited into a ruined city… 
  but they aren’t alone.  Ruthless mercenaries (called 
  hunters) are lurking in the concrete jungle as well. 
  Each hunter’s goal is to “eliminate” as many crims 
  as possible, thus earning more points – awarded by 
  the viewing audience -- and garnering fame and 
  fortune along the way.  In the end, there can only 
  be one victor.  May the best hunter win.
  About Urban Manhunt
  Urban Manhunt is a non-collectible card game for 
  three to four players.
  Each player takes on the role of one of the hunters 
  in their quest for points and infamy.  Everything 
  you need in order to play can be found right here 
  in this box.
  Getting Started
  Follow these steps to get ready to play the game:
  Divide the cards up into four decks, as 
  •	
  designated by the card backs – action deck,
  site deck, crim deck, and control deck. 
  Shuffle each deck.  Then, place the decks 
  in between the players so everyone can 
  reach them with ease. The function of these 
  decks will be explained later.  The action 
  deck, site deck, and crim deck should have 
  an area directly above them designated as 
  discard piles. 
  For most games, you should remove the top 
  •	
  six control cards from play, setting them 
  elsewhere; they will not be used during the 
  Discarding
  When directed to discard a card from your hand, the card 
  should be placed face-up above the appropriate deck.  So, 
  an action card should be placed above the action deck, for 
  example.  These piles are known as discard piles. 
  If instructed to “discard a card”, you may choose 
  whichever card you want from your hand.  That is the 
  card that must be discarded.
  If instructed to “randomly discard” a card, you should 
  hold your hand of cards up so that the opponent to your 
  left can see the backs of the cards.  He must then choose a 
  card.  That card is the one that must be discarded.
  
  4.
  The Cards
  There are five types of cards in the game, each of 
  which is described below.
  Hunters
  Hunters are the stars of Urban Manhunt and are 
  presented on double-sided oversized cards.  These 
  individuals tend to be merciless mercenaries, but 
  display all the flamboyance and pizzazz of pro 
  wrestlers.  Each player takes on the role of a single 
  hunter.  
  Name: Well, a hunter needs to have a name, right?  
  Also, beneath the name, in parentheses, you’ll see 
  either the word unwounded or wounded, depending 
  on which side of the card you’re looking at.
  Combat (C): This dictates how proficient the 
  hunter is in a scrap.
  Pursuit (P): This measures how fast a runner 
  the hunter is and how well he gets around in the 
  streets.
  Search (S): This indicates how sharp an eye the 
  hunter has when looking for hidden crims.
  Hand: This is the maximum number of cards you 
  can have while playing this hunter.  It’s a reflection 
  of the hunter’s resourcefulness and wits.
  Life Tokens: This is the amount of damage the 
  hunter can take before he becomes injured.
  Descriptors: These are words such as “Stupid”, 
  “Brawler”, “Marksman” and so forth.  Descriptors 
  have no outward effect on the game unless 
  referenced by another card.  For example, if a card 
  says, “Play when a stupid hunter attempts a test”, 
  then that card can only target hunters with the 
  stupid descriptor.  
  Special Rules: Some hunters have special rules 
  that apply only to them.  These are described on 
  the card.
  Combat
  Pursuit
  Search
  Chang Mu
  Hunter Name:
  4
  2
  2
  Descriptors / Special Rules / Various Info:
  Hand
  6
  Life
  Tokens
  5
  Hunter Stat Tracker 4.5
  Brawler
  Once per turn, you may discard two cards (no more, 
  no less) in order to regain one lost Life Token. 
  “Chang Mu is like Genghis Khan on steroids. He’s ferocious in 
  battle and thinks of himself as a conqueror. Don’t let his aura 
  deceive you, though.  For all his savagery, he’s more introspec-
  tive and intelligent than you might think. In fact, he’s known to 
  use mystical healing techniques to mend his wounds during a 
  manhunt.”  ---- Urban Manhunt Illustrated, June 2014
  Sites
  Sites represent various locations within the city. 
  Some portray larger areas like entire neighborhoods, 
  while others portray more localized places such 
  as an alley or building.  In terms of gameplay, it 
  makes no difference. 
  Hunters are always at a site; they can’t just exist in 
  a void.  The site a hunter is at should be positioned 
  directly above the hunter’s card.
  Name: Every place has a name.
  Category: These are referenced by other cards and 
  are also used for the placement and movement of 
  
  5.
  crims.  There are four categories -- Miscellaneous,
  Residential, Commercial and Industrial. Each site 
  has only one category, even if it would seem to 
  belong to more than one.
  Descriptors: These are words such as “Interior”, 
  “Exterior”, “Water” and so forth.  Descriptors have 
  no outward effect on the game unless referenced by 
  another card.  For example, if a card says, “Play on 
  an exterior location”, then that card can only target 
  sites with the exterior descriptor.  
  Special Rules: Some sites have special rules that 
  apply only to them.  These are described on the card.
  Test Modifiers: These modifiers are applied to all 
  tests made by hunters at the site.
  Illustrator: This tells who provided the art for the 
  card.
  Rubble-Strewn Alley
  Miscellaneous Site
  Exterior, Cluttered
  If, when you relocate from this site, the new site is 
  an “Exterior” site, it will not cost you an action.
  Test Modifiers
  Combat
  +1
  Pursuit
  -2
  Search
  -1
  Illustration by Patrick Sullivan
  Control Cards
  Control cards are multi-purpose cards.  At the 
  beginning of each turn, a new control card is flipped 
  over.  It remains in effect until the end of the turn.  
  Placement: This tells how many random crims to 
  put into play each turn.
  Crim Actions: This tells what type of action each 
  crim in play takes this turn.  This dictates what 
  types of tests must be taken in order to eliminate the 
  various crims.  If more than one crim action is given, 
  the player s may select which one to attempt.
  Special Rules: Some control cards have special 
  rules that apply throughout the turn.  These are 
  described on the card.
  Boost Maximum:  This dictates the maximum 
  number of cards that can be used to boost a crim’s 
  Target Number during single test.  
  Card Number: Unlike other cards, control cards 
  don’t have a name. Instead, they are numbered for 
  your convenience, so that you may use them as 
  points of reference.
  Place 2 crims this turn
  Players with four or more Score 
  Tokens may not take Test ac-
  tions this turn.
  Aggressive
  Hide or Fight
  Cowardly
  Hide or Flee
  Inexperienced
  Hide
  Resourceful
  Fight
  Average
  Fight
  Boost Maximum
  -2
  Control Card #6
  Crims
  Crims are the prey.  It’s as simple as that.  Most 
  of them are no matches for the hunters, but that 
  doesn’t stop them from trying to outfight, outsmart, 
  or outrun them.  Crims in play should be placed to 
  the right of the site at which they are located.
  Name: Even dirty rotten criminals have names… 
  or at least descriptive names.
  Personality: Each crim falls into one of five 
  
  6.
  personality 
  types 
  – 
  Aggressive,
  Cowardly, 
  Resourceful, Inexperienced, or Average.
  Target Numbers: Not every crim is equal.  Some 
  are better at certain things than others.  As such, 
  each crim has three separate target numbers (one 
  for each type of test).  The higher the number, the 
  more proficient the crim is in that area.
  Value: This indicates how many points a hunter 
  receives for eliminating the crim.
  Special Rules: Some crims have special rules that 
  apply only to them.  These are described on the 
  card.
  Placement Directions:  This section of the card lists 
  all of the site categories (Miscellaneous, Residential, 
  Commercial and Industrial), in a specific order. 
  When a crim is put into play, look at the left-most 
  category and place it at a site with that category. 
  If no such sites are on the table, move to the next 
  category listed and place it there.  And so on.
  Illustrator: This tells who provided the art for the card.
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Flavor Text
  Many cards have quotes or passages written 
  at the bottom of the special rules/effect field. 
  These do not affect gameplay in any way.
  Action Cards
  Action cards are what shake the game up.  They are 
  placed into the players’ hands and can be played to 
  affect the game in numerous ways.
  Name: I think we all know the drill by now.
  Sub-Type: There are several sub-types of action 
  cards in the game – normal (you play the card by 
  spending an action during your Action Phase; it’s 
  discarded after the effect is carried out) test (doesn’t 
  require an action to play it and can be played during 
  a test, even during an opponent’s test; it’s discarded 
  after the effect is carried out), attach to hunter (this
  card is played onto a hunter and remains in play), 
  and attach to site (this card is played onto a site and 
  remains in play).
  Descriptors: These are words such as “Trap”, “Bad 
  Luck”, “Weapon” and so forth.  Descriptors have 
  no outward effect on the game unless referenced by 
  another card.  For example, if a card says, “Negate 
  a trap”, then that card can only negate an action 
  card with the trap descriptor.  
  Effect: This indicates what the card actually does.
  Illustrator: This tells who provided the art for the 
  card.
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, know-
  ing where your gear is can mean the 
  difference between life and death.
  Illustration by Patrick Sullivan
  
  7.
  The Turn Sequence
  In order to keep gameplay organized, Urban
  Manhunt is played out in a series of turns.  During 
  each turn, numerous steps (called phases) occur in 
  a specific order.
  Switchover Phase
  This is easily the simplest phase of the game.  The 
  player who earned the least amount of Score Tokens 
  last turn becomes the new “longshot player”.  
  Obviously, this phase is skipped on the first turn 
  of the game.  If there is a tie regarding who earned 
  the least, randomly determine the current longshot 
  player.
  Crim Phase
  The current longshot player flips the top card of the 
  control deck over and places it face-up beside the 
  deck. This card will remain in effect until the next 
  Crim Phase, at which point a new crim card will be 
  laid on top of it, replacing it altogether.  If the last card 
  in the control deck is flipped over, this turn will be the 
  final turn of the game.  The player who ends the turn 
  with the most Score Tokens, wins the game. 
  Follow these steps, in order:
  Crim Placement
  After a new crim card comes into play, the current 
  longshot player must immediately draw a number 
  of cards from the crim deck equal to the number 
  indicated in the control card’s Placement section. 
  To determine where each crim is placed, look at 
  the crim’s Placement Directions, which lists all 
  four of the various site categories (Miscellaneous, 
  Residential, Commercial and Industrial). The 
  longshot player places it (face-up) beside a site of 
  his choice that has a category that matches the left-
  most category listed on the crim card.  It’s entirely 
  possible that there won’t be a site with a matching 
  category in play.  In such a case, use the category 
  to the right of the first one instead.  If there are still 
  no applicable sites, go to the next category on the 
  crim’s card… and so on.  
  Sometimes, all the hunters are located at sites that 
  belong to the same category.  In such a case, the 
  player to the left of the longshot player receives the 
  first crim, the player to his left receives the second 
  crim placed, and so forth.
  More than one crim can be at a site simultaneously.
  Crim Actions
  The current control card lists one or more Crim 
  Action for each crim Personality.  These indicate 
  what the crims will do if approached by a hunter 
  during the turn.  Take note of which actions the 
  crims at your current site are taking.
  Fight:
  •	
   The crim attempts to take down the 
  hunter with physical force (or a cheap shot). 
  In order to eliminate the crim, the hunter 
  will need to make a Combat test.
  Flee:
  •	
   The crim attempts to beat feet in order 
  to escape the hunter.  In order to eliminate 
  the crim, the hunter will need to make a 
  Pursuit test.
  Hide:
  •	
   The crim attempts to use stealth to 
  avoid being eliminated by the hunter.  In 
  order to eliminate the crim, the hunter will 
  need to make a Search test.
  Special Rules
  Some control cards have a specific effect on 
  gameplay that are detailed directly on the card. 
  Such rules are in effect until the next Crim Phase.
  The Golden Rule
  Whenever the card text contradicts something 
  in the rulebook, assume that the card text is 
  correct.  Many cards bend the rules found here, 
  so those cards always take precedence.
  
  8.
  Action Phases
  Each player receives an Action Phase, starting with 
  the player who was randomly selected to go first at 
  the beginning of the game and moving clockwise 
  around the table until everyone has had one.  During 
  a player’s Action Phase, he may take 3 actions.  
  Each of the following are considered “actions”:
  Play Cards:
  •	
   You may play up to three 
  action cards from your hand.  Cards of the 
  “Test” sub-type cannot be played during 
  the Action Phase, unless a Test action is 
  declared.
  Draw Card:
  •	
   You may draw a card from 
  the top of the action deck and put it into 
  your hand.  If you already have a number 
  of cards in your hand equal to your hunter’s 
  Hand score when you announce this action, 
  you must choose a card from your hand and 
  place it in the discard pile near the action 
  deck; only after doing so may you draw a 
  card. 
  Relocate:
  •	
   You may choose to have your 
  hunter move to another site.  Place the 
  current site into the discard pile near the 
  site deck.  Draw the top card from the site 
  deck and place it above your hunter’s card, 
  replacing the old site.
  Test:
  •	
   You may select one crim at your 
  current site and attempt to capture him. 
  This process is covered in more detail in 
  the “Tests” section on in the next section.  
  This action may not be taken more than 
  once per Action Phase.
  The actions may be taken in any order you wish. 
  Therefore, it’s perfectly acceptable to take a Test 
  action, followed by two Draw Card actions.
  Once each player has completed his or her Action 
  Phase, the turn is over and a new turn begins. 
  Tests
  Types of Tests
  Whenever a hunter attempts to eliminate a crim, a 
  test must be made.  There are three kinds of tests:
  Combat Tests (or “C-Tests”):
  •	
   This test 
  represents a physical struggle between the 
  hunter and crim, covering everything from 
  brawls to shootups.  The Hunter uses his 
  Combat score for this test.
  Pursuit Tests (or “P-Tests”):
  •	
   This test 
  represents the hunter chasing after a fleeing 
  crim through the streets, buildings, and 
  back alleys of the city.  The Hunter uses 
  his Pursuit score for this test.
  Search Tests (or “S-Tests”):
  •	
   This test 
  represents the hunter scouring the site, 
  looking for the hiding crim.  The Hunter 
  uses his Search score for this test.
  Making a Test
  The act of making tests is an important part of the 
  game.  It’s a three-step process, as detailed below.
   
  Step One: Declaration
  You must declare which crim at your current site 
  you are attempting to eliminate.  This is done during 
  your Action Phase, using up one of your actions for 
  the turn.  
  When confronted by a hunter, different crims will 
  react differently, based on two factors: the crim’s 
  Personality and the current control card.  Consult 
  the current control card’s Crim Action section 
  and find the listing for the crim’s Personality; this 
  dictates what kind of test you’ll need to make.  
  Some listings offer more than one type of test.  If 
  so, you may choose the type you wish to attempt.
  Step Two: Do the Math
  Look at your hunter’s appropriate score and adjust 
  it by the amount indicated on your current site’s 
  Test Modifiers section.
  
  9.
  Starting with the player to your left, opponents can 
  discard cards in order to boost the crim’s Target 
  Number (see “Boosting”, below).  Once the boosting 
  process is over, you may play “Test” action cards 
  from your hand, followed by the player to your left, 
  and the player to his left, and so on.  After all of the 
  opponents get a chance to play “Test” action cards, 
  you get one more opportunity to play further “Test” 
  action cards.  After that point, no one can affect the 
  test (unless noted specifically in the card text). 
   
  Step Three: Aftermath
  If your finalized total is equal to or higher than 
  the crim’s appropriate Target Number, the crim 
  has been eliminated.  You earn a number of Score 
  Tokens equal to the crim’s Value.  Place the crim’s 
  card in the discard pile near the crim deck.
  If the total is less than the crim’s Target Number, 
  the hunter fails to eliminate him.  You gain no Score 
  Tokens.  What happens next depends on the type of 
  test that was attempted:
  Combat Test:
  •	
   The hunter loses a number 
  of Hit Tokens equal to the crim’s Value.  
  The crim relocates to the site occupied by 
  the player to your left. 
  Pursuit Test:
  •	
   You must discard a random 
  card from your hand.  If you have no cards 
  in your hand, there is no further effect.  
  Place the crim’s card in the discard pile 
  near the crim deck.
  Search Test:
  •	
   You lose a Score Token.  If 
  you have no Score Tokens, there is no 
  effect.  The crim remains at the site.
  Boosting
  Players can temporarily increase a crim’s Target 
  Numbers by discarding cards.  Each card discarded 
  increases one Target Number by +1 for the remainder 
  of the test procedure.  A Target Number may not 
  be boosted by more than the “boost maximum” 
  listed on the current control card. Note that a Target 
  Number may be increased by more than the boost 
  maximum by playing Test cards normally.
  It must be clarified that the boost maximum isn’t 
  “per opponent”; it’s overarching.  For example, 
  if the current boost maximum is 3 and Opponent 
  “A” plays two cards to boost the Target Number, 
  Opponent “B” can’t play two more card as a 
  boost, because that would be more than three card 
  maximum.  
  Opponents can verbally work out who’s going to 
  play cards to boost.
  Taking Damage
  Being a hunter isn’t easy.  Despite possessing 
  incredible skills and powerful weapons, hunters 
  still suffer damage, either from traps and accidents 
  or from desperate crims with nothing to lose.  This 
  is represented by Life Tokens in the game. 
  Each hunter has the number of Life Tokens it 
  begins the game with printed on its card.  Whenever 
  the hunter takes damage, he loses one or more of 
  these tokens.  When a hunter is reduced to zero 
  (or less) Life Tokens, flip its card over so that the 
  “wounded” side is showing.  These modified stats 
  are used from that point on.  
  The wounded side also lists a number of Life 
  Tokens; place that many tokens beside the hunter’s 
  card.  If the hunter is reduced to zero (or less) of 
  these Life Tokens, you are eliminated from the 
  game. Excess damage from the unwounded side 
  does not carry over onto the wounded side.  For 
  instance, if an unwounded hunter has 1 Life Token 
  left and then takes 3 points of damage, the hunter 
  would not subtract the 2 excess points of damage 
  from the Life Token total on the wounded side.
  Hunters showing their wounded side are often 
  referred to as “wounded hunters”.
  
  10.
  Action Card Sub-Types
  The action card sub-types are drastically different 
  from one another.  For this reason, you’ll find 
  details on them in this section.
  “Normal” Action Cards
  You may only play these action cards during your 
  own Action Phase.  Playing a “normal” action card 
  requires the expenditure of one action. It should 
  be noted that you cannot play a normal action card 
  while you are taking a Test action.
   
  Once a normal action card is played, carry 
  out its effect(s) and then discard it.
  “Test” Action Cards
  These cards can only be played during a Test action 
  – either yours or an opponent’s.  This is the only 
  type of card you can play during an opponent’s 
  turn.
  Once a normal action card is played, carry out its 
  effect(s) and then discard it.
  “Attach to Hunter” Action Cards
  These cards are played beside a hunter’s card (yours 
  or an opponent’s).  They represent everything from 
  gear to injuries.  Playing an “attach to hunter” 
  action card requires the expenditure of one action. 
  It should be noted that you cannot play an “attach 
  to hunter” action card while you are taking a Test 
  action.
  Once an “attach to hunter” action card is played, it 
  – and its effects - remain in play until the hunter is 
  eliminated (losing both sets of Life Tokens) or the 
  card is removed by another card’s effects.
  “Attach to Site” Action Cards
  These cards are played directly above a site. They 
  represent everything from adverse conditions to 
  hazards.  Playing an “attach to site” action card 
  requires the expenditure of one action. It should be 
  noted that you cannot play an “attach to site” action 
  card while you are taking a Test action.
  Once an “attach to site” action card is played, it 
  – and its effects - remain in play until the site is 
  discarded or the card is removed by another card’s 
  effects.
  Card Timing
  Sometimes, the card play gets so fast and furious 
  that it becomes difficult to sort out.
   
  Player Priority
  If multiple players play cards more or less 
  simultaneously, you’ll need to figure out who can 
  play their cards first, second, third, etc.  Here’s the 
  scoop:
  The player who’s in the middle of his Action Phase 
  (who is referred to as the active player) gets to play 
  one card first if he wishes… or he may pass.  Then, 
  the player to his left may play one card or pass, 
  followed by the player to his left, and so on.  Once 
  each player has had the chance to play or pass, the 
  active player may then play another card or pass, 
  beginning another round of card play.  This carries 
  on until all players have passed.
  Note that the card effects do not happen until 
  everyone has passed, which brings us to…
  Card Priority
  Once everyone passes on playing “test” action 
  cards, its time to figure out how each card affects 
  the game.  Start off by resolving the card that was 
  played last, followed by the second-to-last card 
  played, and so on, ending with the first card played. 
  You’ll find that, often, certain cards will negate 
  cards that were played earlier.  That’s why this 
  process is important.
  
  11.
  Winning the Game
  As mentioned in the “Crim Phase” section (see 
  page 7), the last turn of the game is when the final 
  control card is flipped over.  At the end of that turn, 
  the player with the most Score Tokens wins the 
  game.  Ties are definitely possible.
  Options
  The following rules can be added to change the 
  way the game plays.
  Variable Game Length
  If you’d like the game to last longer, all you need to do 
  is play with more than six control cards.  For a really 
  long game, keep all twelve of them in the control deck.
  Variable Score Tokens
  If you’d like to more fully recreate the fact that the 
  crowd votes on how many “points” hunters earn 
  and don’t mind introducing another random factor 
  into the game, you can use this rule.
  When a hunter eliminates a crim, roll a six-sided 
  die and add the crim’s Value score to the result. 
  Compare the total to this table:
  Roll:   Number of Score Tokens Gained:
  2-3 
  1 token
  4-5 
  2 tokens
  6-7 
  3 tokens
  8+ 
  4 tokens 
  Recommended Table Set-Up
  
  12.
  Test Action Example
  In order to help you fully understand how things 
  work, we’ve presented you with a sample Test 
  action.
  Eric is playing Punkster and is located at the 
  Rubble-Strewn Alley.  There are two crims there as 
  well: a Big Bruiser (“Aggressive” Personality) and 
  a Smarmy Con Man (“Resourceful” Personality).
  Step One: Declaration
  According to the current control card, both crims 
  will fight if approached by Punkster.  Eric is now 
  faced with a dilemma.  On one hand, the Smarmy 
  Con Man (Combat Target Number of 1) would 
  be a snap to eliminate.  On the other hand, the 
  Smarmy Con Man only has a Value of 1, which 
  means he’d get merely a single Score Token for 
  eliminating him.  The Big Bruiser is formidable in 
  a scrap (Combat Target Number of 4), but if Eric 
  could somehow overcome him, it would be worth 
  2 Score Tokens, since his Value is 2.
  Eric decides to live life on the edge and declares 
  that he’s going to take a Test action against the Big 
  Bruiser. 
  Step Two: Figuring it Out
  As it stands before other things (such as Test 
  Modifiers, Test action cards, etc.) are factored in, 
  Punkster’s Combat score of 3 will not be sufficient 
  to eliminate the Big Bruiser, who has a Combat 
  Target Number of 4.  However, the Rubble-Strewn 
  Alley has a Combat Test Modifier of +1, bringing 
  Punkster’s Combat score up to 4, which is barely 
  enough to eliminate the crim.
  Of course, in Urban Manhunt, such things are 
  rarely that easy.  Eric’s opponents are Jon and 
  Lindsey.  Lindsey sits to his immediate left, giving 
  her the opportunity to boost.  Unfortunately for Jon 
  and Lindsey, the control card dictates that there’s 
  a Boost Maximum of 1.  This means that, between 
  Important Terms
  The following terms may pop up in the card text, so it’s 
  critical for you to know what they mean.
  Active Player: This term refers to a player who is 
  taking his Action Phase.
  Discard: The act of taking a card from your hand and 
  placing it face-up above the appropriate deck.  So, an 
  action card should be placed above the action deck, for 
  example.  These piles are known as discard piles.
  Discard a Card: If instructed to “discard a card”, you 
  may choose whichever card you want from your hand. 
  That is the card that must be discarded.
  Eliminate: To slay or capture a crim.
  Immune to: The hunter, site, or crim is not affected by 
  a certain card, card type, effect, or card with a certain 
  Descriptor.
  In Play: This refers to a card that is not currently in a 
  deck, in a player’s hand or in a discard pile.
  Located: Used to indicate what site a hunter or crim is 
  occupying.
  Negate: Forcing an opponent to discard a card he just 
  played.
  Randomly Discard a Card: If instructed to “randomly 
  discard” a card, you should hold your hand of cards up so 
  that the opponent to your left can only see the backs of the 
  cards.  He must then choose a card.  That card is the one 
  that must be discarded.
  Relocate: The act of a hunter or crim moving to a different 
  site than the one they are currently at.  For hunters, this is 
  usually voluntary, though certain cards can force them to 
  relocate.  If a hunter relocates, discard the old site from 
  play and replace it with the top card of the site deck.  When 
  a crim relocates, it must move to a site that is already in 
  play.
  
  13.
  the two of them, only one card can be discarded 
  to boost up the crim’s Target Number.  Needless 
  to say, Lindsey discards a card, bringing the Big 
  Bruiser’s Combat Target Number up to 5, denying 
  Eric the elimination… at least for the time being.  
   
  Eric’s not done just yet.  It’s time for the players to 
  start plunking down Test action cards.  Eric gets to 
  play cards first and he does so by playing Lucky 
  Fate (“Add +1 to a hunter’s Combat score for this 
  test”).  His Combat score is now brought up to 5. 
  Next, Lindsey gets a chance to play cards, but she 
  declares that she doesn’t have anything that could 
  affect the test.  
  Jon gets his chance now and he plays Unexpected 
  Complication (“Add +1 to a crim’s Combat, Pursuit, 
  or Search score for this test.  Draw a card.”).  Now, 
  the Big Bruiser’s Combat Target Number is up to 
  6.  Whew!  Eric whips out Twist of Fate (“Play 
  whenever an opponent plays an action card with 
  the ‘Bad Luck’ Descriptor.  That card is negated.”).  
  Since Unexpected Complication does indeed have 
  the “Bad Luck” Descriptor, it is negated, bringing 
  the Big Bruiser’s final Combat Target Number back 
  down to 5.
   
  Step Three: Aftermath
  Since Punkster’s final Combat score of 5 is equal 
  to or higher than the Big Bruiser’s Combat Target 
  Number of 5, the crim is eliminated.  Eric would 
  normally receive a number of Score Tokens equal to 
  the crim’s Value (2 in this case), but Lindsey plays 
  Bland Elimination (“Play after a hunter eliminates 
  a crim.  That hunter’s player receives 1 less Score 
  Token [minimum of 1]”).  So, even though Eric 
  eliminated the crim, he still only receives 1 Score 
  Token.  
   
  Designer Notes
  Urban Manhunt was born from my love of the city-
  based “dark future” flicks from the 1970s and ‘80s. 
  You know the ones I’m talking about -- Escape 
  From New York, The Warriors, The Running Man, 
  and so forth.  
  My goal was to design a simple card game that 
  would recreate those action-packed movies in a 
  manner that was fun, fast, and, well, brutal.  The 
  idea of mowing down large quantities of criminals 
  is humorous to me in an odd way.  It’s as if their 
  lives mean nothing more than to give points to 
  the heartless hunters who take them.  It’s apathy 
  personified, which goes a long way toward playing 
  into the dark future genre.
  For a game that is relatively simple, designing 
  Urban Manhunt was no cakewalk.  While I savored 
  every second of it, there were many obstacles 
  that stood in my way.  First and foremost was the 
  problem of how to make the crims controled by 
  the game system rather than by other players.  I 
  didn’t want the players to control them directly, as 
  it would take away that cool apathetic element that 
  I was gunning for.  I intended to make the crims 
  little more than points-to-be-gained and letting 
  the players run them would humanize them too 
  much for my taste.  So, I devised the Personality / 
  Placement / Control Card system.
       
  While Urban Manhunt was certainly a challenging 
  game to design, I’m incredibly happy with the 
  results.  I have ideas for future expansions that are 
  just begging to be developed -- such as rules for 
  hunter teams, vehicles, and hunter-versus-hunter 
  combat (to say nothing of new cards).  Hopefully, 
  those ideas will see the light of day .
  
  Combat
  Pursuit
  Search
  Chang Mu
  Hunter Name:
  4
  2
  2
  Descriptors / Special Rules / Various Info:
  Hand
  6
  Life
  Tokens
  5
  Hunter Stat Tracker 4.5
  Brawler
  Once per turn, you may discard two cards (no more, 
  no less) in order to regain one lost Life Token. 
  “Chang Mu is like Genghis Khan on steroids. He’s ferocious in 
  battle and thinks of himself as a conqueror. Don’t let his aura 
  deceive you, though.  For all his savagery, he’s more introspec-
  tive and intelligent than you might think. In fact, he’s known to 
  use mystical healing techniques to mend his wounds during a 
  manhunt.”  ---- Urban Manhunt Illustrated, June 2014
  Combat
  Pursuit
  Search
  Chang Mu -- INJURED
  Hunter Name:
  3
  1
  2
  Descriptors / Special Rules / Various Info:
  Hand
  4
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  Brawler
  Once per turn, you may discard three cards (no 
  more, no less) in order to regain one lost Life Token. 
  “Chang Mu is like Genghis Khan on steroids. He’s ferocious in 
  battle and thinks of himself as a conqueror. Don’t let his aura 
  deceive you, though.  For all his savagery, he’s more introspec-
  tive and intelligent than you might think. In fact, he’s known to 
  use mystical healing techniques to mend his wounds during a 
  manhunt.”  ---- Urban Manhunt Illustrated, June 2014
  INJURED
  
  Combat
  Pursuit
  Search
  Sly Fox
  Hunter Name:
  2
  3
  3
  Descriptors / Special Rules / Various Info:
  Hand
  9
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  Cunning
  When you play a “Trap” action card, draw two cards. 
  If this makes your current hand size higher than 
  Sly’s, discard down to the appropriate amount.
  “Sly’s success is baffling.  He’s not that good in a scrap, he 
  doesn’t have an imposing aura about him, and he doesn’t seem 
  to possess a strong killer instinct. But the truth of the matter is 
  that the man is good. Damn good.”  ---- Hugo Strong
  Combat
  Pursuit
  Search
  Sly Fox -- INJURED
  Hunter Name:
  1
  2
  3
  Descriptors / Special Rules / Various Info:
  Hand
  5
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  Cunning
  When you play a “Trap” action card, draw one card. 
  If this makes your current hand size higher than 
  Sly’s, discard down to the appropriate amount.
  “Sly’s success is baffling.  He’s not that good in a scrap, he 
  doesn’t have an imposing aura about him, and he doesn’t seem 
  to possess a strong killer instinct. But the truth of the matter is 
  that the man is good. Damn good.”  ---- Hugo Strong
  INJURED
  
  Combat
  Pursuit
  Search
  Blue Beret
  Hunter Name:
  3
  3
  3
  Descriptors / Special Rules / Various Info:
  Hand
  6
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  The first “Weapon” card you play each game is 
  done so without having to spend an action. It 
  must, however, still be played during your Action 
  Phase.
  “She won the ‘Most Dangerous Hunter’ award for three consec-
  utive years, a record that stands to this very day. This is unsur-
  prising when you consider that she eats, sleeps and breathes 
  Urban Manhunt. She really has no social life, nor does she care 
  to have one.”  ---- Urban Manhunt Illustrated, July 2117
  Combat
  Pursuit
  Search
  Blue Beret -- INJURED
  Hunter Name:
  3
  2
  1
  Descriptors / Special Rules / Various Info:
  Hand
  4
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  No Special Rules
  “She won the ‘Most Dangerous Hunter’ award for three consec-
  utive years, a record that stands to this very day. This is unsur-
  prising when you consider that she eats, sleeps and breathes 
  Urban Manhunt. She really has no social life, nor does she care 
  to have one.”  ---- Urban Manhunt Illustrated, July 2117
  INJURED
  
  Combat
  Pursuit
  Search
  Crazy Joe Hacker
  Hunter Name:
  3
  2
  3
  Descriptors / Special Rules / Various Info:
  Hand
  6
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  Lunatic
  Once per turn, while taking a C-Test, you may dis-
  card one card in order to negate a “Test” action 
  card played by an opponent.
  “I love Crazy Joe, man! He’s such a psycho! The dude gets off on 
  ripping people to pieces with his chainsaw. I mean, how cool is 
  THAT?  I once saw him behead five crims in one show!”  ---- An 
  Overly Excited Fan, Holovision Special, “Urban Brawl -- En-
  tertainment or Sign of the Times?”,  December 2110
  Combat
  Pursuit
  Search
  Joe Hacker-- INJURED
  Hunter Name:
  4
  1
  1
  Descriptors / Special Rules / Various Info:
  Hand
  3
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  Lunatic
  No Special Rules
  “I love Crazy Joe, man! He’s such a psycho! The dude gets off on 
  ripping people to pieces with his chainsaw. I mean, how cool is 
  THAT?  I once saw him behead five crims in one show!”  ---- An 
  Overly Excited Fan, Holovision Special, “Urban Brawl -- En-
  tertainment or Sign of the Times?”,  December 2110
  INJURED
  
  Combat
  Pursuit
  Search
  Reptillus
  Hunter Name:
  2
  4
  2
  Descriptors / Special Rules / Various Info:
  Hand
  6
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  Reptillus gains a +1 bonus to Combat and Pursuit 
  when located at “Interior” or “Cluttered” sites.
  “Whatever you do, don’t try to outrun that Reptillus char-
  acter. A buddy of mine, who was as quick as lightning in his 
  own right, tried it and ended up eliminated as a result. They 
  shouldn’t allow mutants in Urban Manhunt. It just ain’t right” 
  ---- One crim to another
  Combat
  Pursuit
  Search
  Reptillus -- INJURED
  Hunter Name:
  1
  3
  1
  Descriptors / Special Rules / Various Info:
  Hand
  5
  Life
  Tokens
  2
  Hunter Stat Tracker 4.5
  Reptillus gains a +1 bonus to Pursuit when located 
  at “Interior” or “Cluttered” sites.
  “Whatever you do, don’t try to outrun that Reptillus char-
  acter. A buddy of mine, who was as quick as lightning in his 
  own right, tried it and ended up eliminated as a result. They 
  shouldn’t allow mutants in Urban Manhunt. It just ain’t right” 
  ---- One crim to another
  INJURED
  
  Combat
  Pursuit
  Search
  Magnum Steel
  Hunter Name:
  3
  2
  4
  Descriptors / Special Rules / Various Info:
  Hand
  6
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  Whenever Magnum Steel eliminates a crim, draw a card 
  from the action deck.  If the card drawn is a “Test” action 
  card, you gain an additional Score Token.  If, however, you 
  draw an “Attach to Crim” action card, reduce the Score 
  Tokens you receive by –1 (to a minimum of 0).  Any other 
  card sub-type has no additional effect if drawn.  Regardless 
  of what card is drawn, place it in the discard pile.
  “I’ve been accused of being arrogant, but I think you HAVE to 
  be arrogant to be a successful hunter. If you walk out there into 
  the zone with any doubts about your abilities, you’re toast. I’m 
  good and I know it, plain and simple”  ---- Magnum Steel
  Combat
  Pursuit
  Search
  Magnum Steel -- INJURED
  Hunter Name:
  2
  1
  2
  Descriptors / Special Rules / Various Info:
  Hand
  5
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  No Special Rules
  “I’ve been accused of being arrogant, but I think you HAVE to 
  be arrogant to be a successful hunter. If you walk out there into 
  the zone with any doubts about your abilities, you’re toast. I’m 
  good and I know it, plain and simple”  ---- Magnum Steel
  INJURED
  
  Combat
  Pursuit
  Search
  Pirate Jane
  Hunter Name:
  4
  2
  2
  Descriptors / Special Rules / Various Info:
  Hand
  7
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  Brawler
  When taking a Draw Card action, you may draw 
  two cards instead of just one.
  “Pirate Jane is all business. Yes, she’s flamboyant and colorful, 
  but that’s just her gimmick. When it comes down to brass tacks, 
  she’s dangerous and a lot of that is due to her ability to always 
  have multiple options at her disposal.”  ---- Urban Manhunt 
  Illustrated, May 2014
  Combat
  Pursuit
  Search
  Pirate Jane -- INJURED
  Hunter Name:
  2
  2
  1
  Descriptors / Special Rules / Various Info:
  Hand
  4
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  When taking a Draw Card action, you may draw 
  two cards instead of just one.
  “Pirate Jane is all business. Yes, she’s flamboyant and colorful, 
  but that’s just her gimmick. When it comes down to brass tacks, 
  she’s dangerous and a lot of that is due to her ability to always 
  have multiple options at her disposal.”  ---- Urban Manhunt 
  Illustrated, May 2014
  INJURED
  
  Combat
  Pursuit
  Search
  Punkster
  Hunter Name:
  3
  2
  4
  Descriptors / Special Rules / Various Info:
  Hand
  6
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  Punkster cannot be forced to relocate under any 
  circumstances. 
  “The ever-unorthodox Punkster racked up an impressive 
  twelve eliminations last Saturday. Her unpredictable tactics 
  and unconventional methods are her best weapons and she 
  wields them masterfully.”  ---- Urban Manhunt Revue, 2-8-20
  Combat
  Pursuit
  Search
  Punkster -- INJURED
  Hunter Name:
  2
  1
  3
  Descriptors / Special Rules / Various Info:
  Hand
  5
  Life
  Tokens
  2
  Hunter Stat Tracker 4.5
  Punkster cannot be forced to relocate under any 
  circumstances. 
  “The ever-unorthodox Punkster racked up an impressive 
  twelve eliminations last Saturday. Her unpredictable tactics 
  and unconventional methods are her best weapons and she 
  wields them masterfully.”  ---- Urban Manhunt Revue, 2-8-20
  INJURED
  
  Combat
  Pursuit
  Search
  Fastlane
  Hunter Name:
  2
  5
  2
  Descriptors / Special Rules / Various Info:
  Hand
  5
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  For one Action Phase per game, none of your op-
  ponents may play “Test” action cards. You must 
  declare your intention to use this immediately 
  after an opponent attempts to play a “Test” 
  action card.
  “Fastlane is the most popular hunter in Urban Manhunt 
  today. His list of product endorsements is half a mile long and 
  is proudly displayed on his colorful, tacky uniform.”  ---- Urban 
  Manhunt Illustrated, January 2018
  Combat
  Pursuit
  Search
  Fastlane -- INJURED
  Hunter Name:
  1
  3
  1
  Descriptors / Special Rules / Various Info:
  Hand
  4
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  No Special Rules
  “Fastlane is the most popular hunter in Urban Manhunt 
  today. His list of product endorsements is half a mile long and 
  is proudly displayed on his colorful, tacky uniform.”  ---- Urban 
  Manhunt Illustrated, January 2018
  INJURED
  
  Combat
  Pursuit
  Search
  Bonnie Clyde
  Hunter Name:
  2
  3
  4
  Descriptors / Special Rules / Various Info:
  Hand
  5
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  Lunatic
  When making C-Tests, you may discard one card 
  per test and receive a +1 bonus to the total. This 
  is done at the end of Step 3 of the test process, af-
  ter all players are finished playing action cards and 
  boosting.
  “Bonnie unnerves me. Nobody should be that calm about kill-
  ing people, even lowly crims. There’s something wrong with 
  that woman. She’s psychotic.”  ---- Sly Fox
  Combat
  Pursuit
  Search
  Bonnie Clyde-- INJURED
  Hunter Name:
  2
  2
  1
  Descriptors / Special Rules / Various Info:
  Hand
  4
  Life
  Tokens
  3
  Hunter Stat Tracker 4.5
  Lunatic
  When making C-Tests, you may discard exactly two 
  cards per test and receive a +1 bonus to the total. 
  This is done at the end of Step 3 of the test process, 
  after all players are finished playing action cards 
  and boosting.
  “Bonnie unnerves me. Nobody should be that calm about kill-
  ing people, even lowly crims. There’s something wrong with 
  that woman. She’s psychotic.”  ---- Sly Fox
  INJURED
  
  Combat
  Pursuit
  Search
  Hugo Strong
  Hunter Name:
  3
  2
  4
  Descriptors / Special Rules / Various Info:
  Hand
  8
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  Marksman
  If you have 6 or more cards in your hand during 
  the Switchover Phase, Hugo receives a +1 bonus to 
  his Combat score for the rest of the turn.
  “Hugo Strong is an English big game hunter who has moved 
  on to the only prey that proves to be a challenge for him: hu-
  mans. Urban Manhunt gives him the opportunity to do this 
  without legal repurcussions.”  ---- Hunter Bios, Sept. 2115
  Combat
  Pursuit
  Search
  Hugo Strong -- INJURED
  Hunter Name:
  1
  1
  3
  Descriptors / Special Rules / Various Info:
  Hand
  5
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  Marksman
  If you have exactly 5 cards in your hand during the 
  Switchover Phase, Hugo receives a +1 bonus to his 
  Combat score for the rest of the turn.
  “Hugo Strong is an English big game hunter who has moved 
  on to the only prey that proves to be a challenge for him: hu-
  mans. Urban Manhunt gives him the opportunity to do this 
  without legal repurcussions.”  ---- Hunter Bios, Sept. 2115
  INJURED
  
  Combat
  Pursuit
  Search
  Gridiron
  Hunter Name:
  3
  3
  1
  Descriptors / Special Rules / Various Info:
  Hand
  6
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  Once per game, you may use an action to force every 
  opponent to discard up to 2 random cards each. Look 
  at all the discarded cards and choose one of them. 
  Place that card in your own hand. This cannot be done 
  if you are currently at your maximum hand size.
  “Gridiron specializes in tricking the other hunters into doing 
  what she wants them to do. She once suckered her opponents 
  into going into a quadrant with no crims, all the while she was 
  racking up eliminations left and right.” --- Don Zago, Urban 
  Manhunt analyst/commentator
  Combat
  Pursuit
  Search
  Gridiron -- INJURED
  Hunter Name:
  2
  2
  1
  Descriptors / Special Rules / Various Info:
  Hand
  5
  Life
  Tokens
  4
  Hunter Stat Tracker 4.5
  No Special Rules
  “Gridiron specializes in tricking the other hunters into doing 
  what she wants them to do. She once suckered her opponents 
  into going into a quadrant with no crims, all the while she was 
  racking up eliminations left and right.” --- Don Zago, Urban 
  Manhunt analyst/commentator
  INJURED
  
  Burnt-Out Building
  Miscellaneous Site
  Interior
  After the second Civil War devastated 
  the United States, there was no short-
  age of mostly-demolished buildings.   
  Test Modifiers
  Combat
  +0
  Pursuit
  +0
  Search
  -1
  Illustration by Patrick Sullivan
  Rubble-Strewn Alley
  Miscellaneous Site
  Exterior, Cluttered
  If, when you relocate from this site, the new site is 
  an “Exterior” site, it will not cost you an action.
  Test Modifiers
  Combat
  +1
  Pursuit
  -2
  Search
  -1
  Illustration by Patrick Sullivan
  Devastated Park
  Residential Site
  Exterior
  While located at this site, the first “Play Card” 
  action you take per turn allows you to play two 
  cards instead of one. 
  Test Modifiers
  Combat
  +1
  Pursuit
  +0
  Search
  +0
  Illustration by Patrick Sullivan
  Well-Preserved Street
  Miscellaneous Site
  Exterior, Street
  Moving out into debris-free streets 
  is a dangerous proposition, due to 
  the absence of cover.
  Test Modifiers
  Combat
  +0
  Pursuit
  -1
  Search
  +1
  Illustration by Patrick Sullivan
  Ruined Office Building
  Commercial Site
  Exterior
  Prior to the war, this building was a 
  hub of commercialism at its finest.
  Test Modifiers
  Combat
  +0
  Pursuit
  -1
  Search
  -2
  Illustration by Patrick Sullivan
  Sewer Tunnel
  Miscellaneous Site
  Interior, Water
  While this site is in play, hunters and crims occupy-
  ing it are not affected by Special Rules on Control 
  Cards, except those that instruct them to relocate.
  Test Modifiers
  Combat
  +0
  Pursuit
  -2
  Search
  +2
  Illustration by Patrick Sullivan
  Run-Down Library
  Commercial Site
  Interior
  While located at this site, the first “Draw Card” 
  action you take per turn allows you to draw an 
  additional card. 
  Test Modifiers
  Combat
  +2
  Pursuit
  -1
  Search
  -1
  Illustration by Patrick Sullivan
  Derelict Shopping Mall
  Commercial Site
  Interior
  While located at this site, you may play two 
  “Attach To Hunter” action cards with the “Gear” 
  Descriptor during your Action Phase by taking 
  only one action.
  Test Modifiers
  Combat
  +1
  Pursuit
  +0
  Search
  -3
  Illustration by Patrick Sullivan
  Delapidated House
  Residential Site
  Interior
  Once the heart and soul of a family, it 
  is now the safehaven of anyone look-
  ing for a place to sleep... or hide.
  Test Modifiers
  Combat
  +2
  Pursuit
  +1
  Search
  +2
  Illustration by Patrick Sullivan
  
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  
  Rusted Factory
  Industrial Site
  Interior
  Amidst the twisted steel, broken down ma-
  chinery and gantries, almost anything 
  could be lurking in the shadows.
  Test Modifiers
  Combat
  +0
  Pursuit
  +2
  Search
  -1
  Illustration by Patrick Sullivan
  Toxic River
  Miscellaneous Site
  Exterior, Water
  Whenever a hunter located at this site relocates, 
  the hunter’s player flips a coin.  If the coin comes 
  up heads, relocate as normal.  If it comes up tails, 
  the hunter relocates, but loses a Life Token.
  Test Modifiers
  Combat
  -3
  Pursuit
  -3
  Search
  +1
  Illustration by Patrick Sullivan
  The Projects
  Residential Site
  Exterior, Interior
  It’s debatable whether the war had 
  any visible effect on these tenements 
  at all. 
  Test Modifiers
  Combat
  +1
  Pursuit
  -1
  Search
  +0
  Illustration by Patrick Sullivan
  City Square
  Commercial Site
  Exterior
  Taking a Test action at this site requires you to use 
  two of your three actions.   
  Test Modifiers
  Combat
  +1
  Pursuit
  +2
  Search
  +2
  Illustration by Patrick Sullivan
  Abandoned Warehouse
  Industrial Site
  Interior
  While located at this site, you may play two 
  “Attach To Hunter” action cards with the 
  “Weapon” Descriptor during your Action 
  Phase by taking only one action.
  Test Modifiers
  Combat
  +0
  Pursuit
  +1
  Search
  -2
  Illustration by Patrick Sullivan
  Junkyard
  Industrial Site
  Exterior, Cluttered
  What better place for crims to hide 
  than a place with mounds upon mounds 
  of trash, metal and refuse?
  Test Modifiers
  Combat
  +1
  Pursuit
  -1
  Search
  -3
  Illustration by Patrick Sullivan
  Flooded Street
  Miscellaneous Site
  Exterior, Street, Water
  Generally 
  speaking, 
  streets 
  are 
  placed to be avoided by anyone trying 
  to hide. Flooded streets? Even moreso. 
  Test Modifiers
  Combat
  -1
  Pursuit
  -1
  Search
  +1
  Illustration by Patrick Sullivan
  Gas Station
  Commercial Site
  Interior
  Gas hasn’t been served here in many, 
  many years.
  Test Modifiers
  Combat
  +1
  Pursuit
  -2
  Search
  -1
  Illustration by Patrick Sullivan
  Wrecked Street
  Miscellaneous Site
  Exterior, Cluttered, Street
  Taking a Test action that requires an S-Test at this 
  site requires you to use two of your three actions. 
  Test Modifiers
  Combat
  +2
  Pursuit
  -1
  Search
  -2
  Illustration by Patrick Sullivan
  
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  Site
  Card 
  
  Place 1 crim this turn
  Hunters with the “Lunatic” or “Cunning” 
  Descriptors gain an additional Score 
  Token if they eliminate at least one 
  crim this turn.
  Aggressive
  Fight
  Cowardly
  Flee
  Inexperienced
  Flee or Hide
  Resourceful
  Flee
  Average
  Fight
  Boost Maximum
  0
  Control Card #1
  Place 2 crims this turn
  All crims gain a +1 bonus to their 
  Pursuit Target Numbers this turn.
  Aggressive
  Fight or Flee
  Cowardly
  Flee
  Inexperienced
  Hide
  Resourceful
  Hide
  Average
  Flee
  Boost Maximum
  4
  Control Card #2
  Place 0 crims this turn
  Players with four or more Score Tokens 
  may not take Test actions this turn.
  Aggressive
  Hide or Fight
  Cowardly
  Hide or Flee
  Inexperienced
  Hide
  Resourceful
  Fight
  Average
  Fight
  Boost Maximum
  3
  Control Card #3
  Place 2 crims this turn
  The player with the most cards in his 
  hand must relocate.
  Aggressive
  Hide
  Cowardly
  Hide
  Inexperienced
  Fight
  Resourceful
  Fight
  Average
  Flee
  Boost Maximum
  3
  Control Card #4
  Place 2 crims this turn
  All players except the current longshot 
  player must discard a card.
  Aggressive
  Hide or Fight
  Cowardly
  Hide or Flee
  Inexperienced
  Hide
  Resourceful
  Fight
  Average
  Hide or Flee
  Boost Maximum
  2
  Control Card #5
  Place 1 crim this turn
  Players with hunters that have at least 
  one “Wound” attached to them must 
  randomly discard two cards.
  Aggressive
  Fight or Flee
  Cowardly
  Flee
  Inexperienced
  Hide
  Resourceful
  Hide or Flee
  Average
  Fight
  Boost Maximum
  2
  Control Card #6
  Place 2 crims this turn
  Hunters may not relocate this turn, 
  under any circumstances.
  Aggressive
  Fight
  Cowardly
  Fight
  Inexperienced
  Hide
  Resourceful
  Hide
  Average
  Hide
  Boost Maximum
  2
  Control Card #7
  Place 3 crims this turn
  This turn, players may boost their 
  hunters’ Combat, Pursuit and Search 
  scores, as if they were crims.
  Aggressive
  Fight or Flee
  Cowardly
  Flee
  Inexperienced
  Hide or Flee
  Resourceful
  Hide
  Average
  Hide
  Boost Maximum
  2
  Control Card #8
  Place 2 crims this turn
  All crims gain a +1 bonus to their 
  Search Target Numbers this turn.
  Aggressive
  Fight
  Cowardly
  Hide
  Inexperienced
  Fight
  Resourceful
  Hide
  Average
  Hide
  Boost Maximum
  3
  Control Card #9
  
  Control
  Card 
  Control
  Card 
  Control
  Card 
  Control
  Card 
  Control
  Card 
  Control
  Card 
  Control
  Card 
  Control
  Card 
  Control
  Card 
  
  Place 4 crims this turn
  Hunters with the “Marksman” or “Brawl-
  er” Descriptors gain a +2 bonus to their 
  Combat scores this turn.
  Aggressive
  Hide
  Cowardly
  Fight
  Inexperienced
  Fight
  Resourceful
  Fight
  Average
  Hide or Flee
  Boost Maximum
  3
  Control Card #10
  Place 3 crims this turn
  All crims gain a +2 bonus to their 
  Combat Target Numbers this turn.
  Aggressive
  Fight
  Cowardly
  Flee or Fight
  Inexperienced
  Hide
  Resourceful
  Fight
  Average
  Fight or Flee
  Boost Maximum
  1
  Control Card #11
  Place 0 crims this turn
  The player with the most cards in his 
  hand plays to the home audience and 
  receives a Score Token. If there’s a tie, all 
  tied players recieve a Score Token.
  Aggressive
  Fight or Flee
  Cowardly
  Flee
  Inexperienced
  Flee
  Resourceful
  Hide
  Average
  Fight
  Boost Maximum
  2
  Control Card #12
  
  Control
  Card 
  Control
  Card 
  Control
  Card 
  
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Ex-Commando
  Aggressive Crim
  A hunter making a test against the Ex-Commando 
  may not play more than one “Test” action card.
  Target Numbers
  Combat
  4
  Pursuit
  3
  Search
  4
  Illustration by Patrick Sullivan
  Value
  3
  Placement
  Miscellaneous > Commercial > Industrial > Residential
  Hardened Crook
  Average Crim
  “Listen, buster, I’ve been livin’ on the 
  edge since I was twelve, so I ain’t ex-
  actly shakin’ in my boots at the idea 
  of doin’ Urban Manhunt.”
  Target Numbers
  Combat
  3
  Pursuit
  3
  Search
  2
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Residential > Commercial > Miscellaneous > Industrial
  Crazy Outlaw
  Aggressive Crim
  After declaring a test against the Crazy Outlaw, 
  flip a coin. If it lands on heads, increase the 
  Target Number by 2. If it lands on tails, decrease 
  the Target Number by 2.
  Target Numbers
  Combat
  3
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  3
  Placement
  Miscellaneous > Industrial > Residential > Commercial
  Serial Killer
  Average Crim
  When a hunter fails a C-Test against the serial killer, 
  he loses 2 Life Tokens instead of 1.
  Target Numbers
  Combat
  2
  Pursuit
  2
  Search
  2
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Miscellaneous > Industrial > Residential
  Street Thug
  Inexperienced Crim
  The Street Thug gains a +2 bonus to Combat while 
  located at a “Street” site.
  Target Numbers
  Combat
  2
  Pursuit
  2
  Search
  2
  Illustration by Patrick Sullivan
  Value
  1
  Placement
  Miscellaneous > Residential > Commercial > Industrial
  Big Bruiser
  Aggressive Crim
  Hunters have to employ different tac-
  tics when dealing with this guy. In 
  most cases, engaging in close combat 
  against him would be folly.
  Target Numbers
  Combat
  4
  Pursuit
  2
  Search
  1
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Miscellaneous > Commercial > Industrial > Residential
  Corrupt Politician
  Cowardly Crim
  Beating the hell out of one of these 
  wimps is as gratifying as beating the 
  hell out of a small child. There’s just 
  no challenge to it.
  Target Numbers
  Combat
  1
  Pursuit
  2
  Search
  2
  Illustration by Patrick Sullivan
  Value
  1
  Placement
  Industrial > Miscellaneous > Residential > Commercial
  Assassin
  Resourceful Crim
  When a hunter fails an S-Test against the Assassin 
  while located at a “Cluttered” site, he loses a Life 
  Token in addition to losing the usual Score Token.
  Target Numbers
  Combat
  3
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  3
  Placement
  Residential > Commercial > Industrial > Miscellaneous
  
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Crim
  Card
  Crim
  Card
  Crim
  Card
  Crim
  Card
  Crim
  Card
  Crim
  Card
  Crim
  Card
  Crim
  Card
  Crim
  Card
  
  Smarmy Con Man
  Resourceful Crim
  Charisma and charm are of little 
  use when staring down the barrel 
  of a rifle.
  Target Numbers
  Combat
  1
  Pursuit
  2
  Search
  3
  Illustration by Patrick Sullivan
  Value
  1
  Placement
  Commercial > Industrial > Residential > Miscellaneous
  Clueless Felon
  Inexperienced Crim
  Those without a clue almost always 
  fare poorly in the sport of Urban 
  Manhunt. 
  Target Numbers
  Combat
  2
  Pursuit
  2
  Search
  1
  Illustration by Patrick Sullivan
  Value
  1
  Placement
  Industrial > Commercial > Residential > Miscellaneous
  Stealthy Hoodlum
  Resourceful Crim
  Unlike other crims, the Stealthy Hoodlum is placed 
  in the discard pile after a hunter loses an S-Test 
  against it.
  Target Numbers
  Combat
  1
  Pursuit
  3
  Search
  4
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Residential > Industrial > Commercial > Miscellaneous
  
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Sneaky Thief
  Cowardly Crim
  If a hunter with one or more “Attach to Hunter” ac-
  tion cards with the “Gear” or “Weapon”  Descriptors 
  fails a test against the Sneaky Thief, place any one 
  of the aforementioned cards in the discard pile.
  Target Numbers
  Combat
  2
  Pursuit
  3
  Search
  3
  Illustration by Patrick Sullivan
  Value
  2
  Placement
  Commercial > Residential > Industrial > Miscellaneous
  Crim
  Card
  Crim
  Card
  Crim
  Card
  
  Stolen Glory
  Sub-Type: Normal
  Choose a player whose hunter has eliminated a 
  crim this turn or the previous turn.  That player 
  loses a Score Token and you gain a Score Token.
  “Kill-Swiping” is an unfortunate 
  (but legal) aspect of the sport.
  Illustration by Patrick Sullivan
  Just a Flesh Wound
  Sub-Type: Normal
  Gain back up to 2 lost Life Tokens.  This cannot 
  make a wounded character unwounded again.
  Some wounds look far worse than 
  they actually are.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, know-
  ing where your gear is can mean the 
  difference between life and death.
  Illustration by Patrick Sullivan
  The Disappearing Act
  Sub-Type: Normal
  Select a crim that’s currently in play.  That crim is 
  placed in the discard pile.
  “He was just here a few seconds ago!”
  Illustration by Patrick Sullivan
  Moving On
  Sub-Type: Normal
  Select a hunter.  That hunter must immediately 
  relocate.  This card can be played in addition to an-
  other action card when taking a Play Card action.
  Staying in one place too long is a 
  good way to end up short on points.
  Illustration by Patrick Sullivan
  Just a Flesh Wound
  Sub-Type: Normal
  Gain back up to 2 lost Life Tokens.  This cannot 
  make a wounded character unwounded again.
  Some wounds look far worse than 
  they actually are.
  Illustration by Patrick Sullivan
  Moving On
  Sub-Type: Normal
  Select a hunter.  That hunter must immediately 
  relocate.  This card can be played in addition to an-
  other action card when taking a Play Card action.
  Staying in one place too long is a 
  good way to end up short on points.
  Illustration by Patrick Sullivan
  Moving On
  Sub-Type: Normal
  Select a hunter.  That hunter must immediately 
  relocate.  This card can be played in addition to an-
  other action card when taking a Play Card action.
  Staying in one place too long is a 
  good way to end up short on points.
  Illustration by Patrick Sullivan
  Moving On
  Sub-Type: Normal
  Select a hunter.  That hunter must immediately 
  relocate.  This card can be played in addition to an-
  other action card when taking a Play Card action.
  Staying in one place too long is a 
  good way to end up short on points.
  Illustration by Patrick Sullivan
  
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  
  Lost
  Sub-Type: Normal
  Select a hunter.  That hunter may not relocate 
  this turn.  Furthermore, on subsequent turns, the 
  hunter’s player must discard a card in order to 
  relocate from this site.  This card can be played 
  in addition to another action card when taking 
  a Play Card action.
  It’s easy to underestimate how sprawl-
  ing the battle zone actually is.
  Illustration by Patrick Sullivan
  Still-Functional Security System
  Sub-Type: Normal
  Trap
  Play on a hunter located at a site with the “Interior” 
  Descriptor.  Flip a coin.  If you get heads, the hunter 
  loses a Life Token (and this loss cannot be reduced 
  by any means); if you get tails, the hunter destroys 
  the security system, gaining a Score Token.
  Security devices usually outlast 
  their owners.
  Illustration by Patrick Sullivan
  Dead End
  Sub-Type: Normal
  Select an opponent.  That opponent cannot take 
  a Relocate action this turn.
  The labyrinthine alleyways of the 
  city can spell defeat for a hunter 
  simply by ending.
  Illustration by Patrick Sullivan
  Limited Options
  Sub-Type: Normal
  Select an opponent.  He must randomly discard 
  two cards.
  When options are in short supply, 
  desperate measures must be taken.
  Illustration by Patrick Sullivan
  Opportunity Knocks
  Sub-Type: Normal
  Draw enough cards from the action deck to fill 
  your hand up to your hunter’s Hand score.
  Good fortune should never be over-
  looked, especially when your life is 
  on the line.
  Illustration by Patrick Sullivan
  Running You Out of Dodge
  Sub-Type: Normal
  Choose a hunter.  That hunter must relocate.  Your 
  hunter is now at the site the opponent’s hunter 
  just left.  All crims and “Attach to Crim” and “Attach 
  to Site” action cards remain at your new site.
  A good hunter always knows when 
  and how to manipulate the actions 
  of other hunters.
  Illustration by Patrick Sullivan
  Right Place, Right Time
  Sub-Type: Normal
  Look through the action deck.  Choose one card 
  and put it in your hand.  Shuffle the deck. 
  Don’t you just love it when Lady 
  Luck drops good tidings right into 
  your lap?
  Illustration by Patrick Sullivan
  The Perfect Hiding Spot
  Sub-Type: Normal
  Choose one crim in play.  Players may not make a 
  test against that crim for the rest of the turn.
  “Where the hell is he hiding?”
  Illustration by Patrick Sullivan
  Lost
  Sub-Type: Normal
  Select a hunter.  That hunter may not relocate 
  this turn.  Furthermore, on subsequent turns, the 
  hunter’s player must discard a card in order to 
  relocate from this site.  This card can be played 
  in addition to another action card when taking 
  a Play Card action.
  It’s easy to underestimate how sprawl-
  ing the battle zone actually is.
  Illustration by Patrick Sullivan
  
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  
  First Aid
  Sub-Type: Normal
  Choose an “Attach to Hunter” action card with 
  the “Wound” Descriptor.  That card is placed in 
  the discard pile.
  “You’re lucky it wasn’t blown off.”
  Illustration by Patrick Sullivan
  Lucky Shot
  Sub-Type: Test
  Add +1 to a hunter’s Combat score for this test.
  Skill is always great, but it’s when 
  dumb luck kicks in that truly spec-
  tacular results are obtained.
  Illustration by Patrick Sullivan
  Shortcut
  Sub-Type: Test
  Add +1 to a hunter’s Pursuit score for this test.
  The inventive mind can always find 
  more efficient routes when stalking 
  its prey... especially in the city.
  Illustration by Patrick Sullivan
  Scan the Area
  Sub-Type: Test
  Add +1 to a hunter’s Search score for this test.
  It’s easy for a crim to get “lost” 
  amidst the ruins of the sprawl.
  Illustration by Patrick Sullivan
  Lucky Shot
  Sub-Type: Test
  Add +1 to a hunter’s Combat score for this test.
  Skill is always great, but it’s when 
  dumb luck kicks in that truly spec-
  tacular results are obtained.
  Illustration by Patrick Sullivan
  Lucky Shot
  Sub-Type: Test
  Add +1 to a hunter’s Combat score for this test.
  Skill is always great, but it’s when 
  dumb luck kicks in that truly spec-
  tacular results are obtained.
  Illustration by Patrick Sullivan
  Shortcut
  Sub-Type: Test
  Add +1 to a hunter’s Pursuit score for this test.
  The inventive mind can always find 
  more efficient routes when stalking 
  its prey... especially in the city.
  Illustration by Patrick Sullivan
  Shortcut
  Sub-Type: Test
  Add +1 to a hunter’s Pursuit score for this test.
  The inventive mind can always find 
  more efficient routes when stalking 
  its prey... especially in the city.
  Illustration by Patrick Sullivan
  Scan the Area
  Sub-Type: Test
  Add +1 to a hunter’s Search score for this test.
  It’s easy for a crim to get “lost” 
  amidst the ruins of the sprawl.
  Illustration by Patrick Sullivan
  
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  
  Unexpected Complication
  Sub-Type: Test
  Bad Luck
  Add +1 to a crim’s Combat, Pursuit, or Search 
  score for this test.
  In the sport of Urban Manhunt, you 
  have to expect the unexpected. 
  Illustration by Patrick Sullivan
  Better Than You Thought
  Sub-Type: Test
  Add +2 to a crim’s Combat, Pursuit, or Search 
  score for this test.
  Hunters usually outmatch the crims 
  they set out to eliminate. There ARE 
  exceptions.
  Illustration by Patrick Sullivan
  Right Into a Trap!
  Sub-Type: Test
  Trap
  Add +3 to a crim’s Combat, Pursuit, or Search 
  score for this test.
  Positioning is everything.
  Illustration by Patrick Sullivan
  Add +1 to a hunter’s Combat, Pursuit, or Search 
  score for this test.
  Eliminating crims is a good way to 
  earn points, but let’s not forget that 
  the crowd votes for strong perfor-
  mances more often than not.
  Illustration by Patrick Sullivan
  Change of Tactics
  Sub-Type: Test
  Play this at the end of “Step 2” of the test proce-
  dure.  You may change the type of test taken to 
  any type you wish.
  Just when they think they know all the 
  answers, you change the questions.
  Illustration by Patrick Sullivan
  Scan the Area
  Sub-Type: Test
  Add +1 to a hunter’s Search score for this test.
  It’s easy for a crim to get “lost” 
  amidst the ruins of the sprawl.
  Illustration by Patrick Sullivan
  Unexpected Complication
  Sub-Type: Test
  Bad Luck
  Add +1 to a crim’s Combat, Pursuit, or Search 
  score for this test.
  In the sport of Urban Manhunt, you 
  have to expect the unexpected. 
  Illustration by Patrick Sullivan
  Unexpected Complication
  Sub-Type: Test
  Bad Luck
  Add +1 to a crim’s Combat, Pursuit, or Search 
  score for this test.
  In the sport of Urban Manhunt, you 
  have to expect the unexpected. 
  Illustration by Patrick Sullivan
  Unexpected Complication
  Sub-Type: Test
  Bad Luck
  Add +1 to a crim’s Combat, Pursuit, or Search 
  score for this test.
  In the sport of Urban Manhunt, you 
  have to expect the unexpected. 
  Illustration by Patrick Sullivan
  Stunning Performance
  Sub-Type: Test
  
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  
  Major Consequences
  Sub-Type: Test
  Play after a hunter fails a test.  The effect de-
  pends on the type of test failed.  For C-Tests, 
  the hunter loses an extra Life token; for P-Tests, 
  the hunter’s player discards an extra card; for 
  S-Tests, the hunter loses an extra Score 
  Token.
  Illustration by Patrick Sullivan
  Malfunction
  Sub-Type: Test
  Bad Luck
  Play at the end of “Step 3” of the test procedure. 
  Choose one “Attach to Hunter” action card with 
  the “Gear” or “Weapon” Descriptor.  That card’s ef-
  fects may not be used during this test.
  “Oh, shit.”
  Illustration by Patrick Sullivan
  Give It Your All!
  Sub-Type: Test
  During “Step 3” of the test procedure, discard up 
  to 3 cards to gain a bonus to a hunter’s Combat, 
  Pursuit, or Search score for this test.  The bonus is 
  equal to the number of cards you discarded.
  There’s nothing that a little extra 
  effort can’t accomplish.
  Illustration by Patrick Sullivan
  Ambush
  Sub-Type: Test
  Trap
  Play at the end of “Step 2” of the test procedure, 
  after an opponent has announced that he is 
  taking a Pursuit or Search test.  That opponent’s 
  hunter loses a Life Token.  “Gear” and “Armor” 
  cards cannot prevent this damage.
  The best attacks are the ones the 
  prey never sees coming.
  Illustration by Patrick Sullivan
  Spectacular Elimination
  Sub-Type: Test
  Play after “Step 4” of the test procedure, after a 
  hunter eliminates a crim.  That hunter’s player re-
  ceives an additional Score Token.
  The audience awards extra points for 
  highly 
  entertaining 
  eliminations. 
  And by “entertaining”, we mean “bru-
  tal and violent”.
  Illustration by Patrick Sullivan
  Bland Elimination
  Sub-Type: Test
  Play at the end of “Step 4” of the test procedure, af-
  ter a hunter eliminates a crim.  That hunter’s player 
  receives 1 less Score Token (minimum of 1).
  Nobody likes a boring kill, especially 
  the home audience.
  Illustration by Patrick Sullivan
  Twist of Fate
  Sub-Type: Test
  Play whenever an opponent plays an action 
  card with the “Bad Luck” Descriptor.  That card 
  is negated.
  “I’m sure glad that pipe was there. 
  Otherwise, I’d have been a goner.”
  Illustration by Patrick Sullivan
  Mistaken Identity
  Sub-Type: Test
  Play at the end of “Step 2” of the test procedure. 
  The crim the hunter is attempting to eliminate 
  is discarded and replaced by the top card of the 
  crim deck.
  “Better him than me.”
  Illustration by Patrick Sullivan
  Pistol
  Sub-Type: Attach to Hunter
  Weapon
  Add +1 to the hunter’s Combat score.  
  Small and easy to use, the pistol is a 
  favorite of hunters the world over.
  Illustration by Patrick Sullivan
  
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  
  Rifle
  Sub-Type: Attach to Hunter
  Weapon
  Add +1 to the hunter’s Combat score.  If the hunt-
  er has the “Marksman” Descriptor, he receives a 
  +2 instead.
  In the right hands, a rifle can end 
  someone’s life in a split second.
  Illustration by Patrick Sullivan
  Club
  Sub-Type: Attach to Hunter
  Weapon
  Add +1 to the hunter’s Combat score.  If the 
  hunter has the “Brawler” Descriptor, he receives 
  a +2 instead.
  Clubs may be crude, but there’s no 
  doubting their effectiveness.
  Illustration by Patrick Sullivan
  Armored Jacket
  Sub-Type: Attach to Hunter
  Armor
  Add +1 to the hunter’s Life Tokens score (to 
  both sides of his card).  The hunter immediately 
  receives an extra Life Token as well.  
  What makes armored jackets so 
  popular in the sport is that they 
  offer  serious protection without 
  sacrificing much maneuverability.
  Illustration by Patrick Sullivan
  Heavy Armor
  Sub-Type: Attach to Hunter
  Armor
  Add +2 to the hunter’s Life Tokens score (to 
  both sides of his card).  The hunter immediately 
  receives two extra Life Tokens as well.  
  Heavy armor can help a hunter shrug off even the 
  most grievous damage.
  Illustration by Patrick Sullivan
  Infrared Goggles
  Sub-Type: Attach to Hunter
  Gear
  Add +1 to the hunter’s Search score. 
  Darkness creeps its way all through-
  out the city, manifesting in every 
  nook and cranny. It goes without 
  saying that any device that allows 
  a hunter to spot living things with-
  in the shadows is a good thing.
  Illustration by Patrick Sullivan
  Heat Detector
  Sub-Type: Attach to Hunter
  Gear
  Add +2 to the hunter’s Search score. 
  “You can run but you can’t hide!”
  Illustration by Patrick Sullivan
  Climbing Claws
  Sub-Type: Attach to Hunter
  Gear
  Add +1 to the hunter’s Pursuit score. 
  Being capable of climbing over the 
  many obstacles scattered about the 
  combat zone is a huge advantage.
  Illustration by Patrick Sullivan
  Jump Pack
  Sub-Type: Attach to Hunter
  Gear
  Add +2 to the hunter’s Pursuit score. 
  Jump Packs are rare, making them 
  highly sought after by virtually 
  every hunter in the world.
  Illustration by Patrick Sullivan
  Twisted Ankle
  Sub-Type: Attach to Hunter
  Wound
  Subtract –1 from the hunter’s Pursuit score (down 
  to a minimum of 0). 
  “Ankles ain’t s’posed to bend that way.”
  Illustration by Patrick Sullivan
  
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  
  Broken Arm
  Sub-Type: Attach to Hunter
  Wound
  Subtract –1 from the hunter’s Combat score 
  (down to a minimum of 0).
  When a hunter’s arm is broken, op-
  portunistic crims will try to take 
  advantage of it.
  Illustration by Patrick Sullivan
  Injured Eye
  Sub-Type: Attach to Hunter
  Wound
  Subtract –1 from the hunter’s Search score (down 
  to a minimum of 0).
  You can’t hit a target unless you 
  can see it.
  Illustration by Patrick Sullivan
  Insight
  Sub-Type: Attach to Hunter
  The hunter’s Hand score is increased by +1.
  A brilliant idea is worth a thousand 
  rounds of gunfire.
  Illustration by Patrick Sullivan
  Sharpshooter
  Sub-Type: Attach to Hunter
  The hunter gains the “Marksman” Descriptor.
  Precision and patience are the 
  two most important traits a sniper 
  could have.
  Illustration by Patrick Sullivan
  Street Fighter
  Sub-Type: Attach to Hunter
  The hunter gains the “Brawler” Descriptor.
  Guns are okay and all, but there’s 
  nothing like getting up close and 
  personal.
  Illustration by Patrick Sullivan
  Tough Guy
  Sub-Type: Attach to Crim
  Add +1 to the crim’s Combat Target Number.  
  “Not all of them are weaklings, you 
  know.”
  Illustration by Patrick Sullivan
  Fast Runner
  Sub-Type: Attach to Crim
  Add +1 to the crim’s Pursuit Target Number.  
  “Look at him go!”
  Illustration by Patrick Sullivan
  Sneaky
  Sub-Type: Attach to Crim
  Add +1 to the crim’s Search Target Number.  
  “It’s in their criminal nature to 
  hide, so it’s not surprising that 
  most of them are very good at it.”
  Illustration by Patrick Sullivan
  Persistent
  Sub-Type: Attach to Crim
  All of the hunter’s Target Numbers are increased 
  by +1.  Hunters located at the same site as this 
  crim may not willingly relocate unless his player 
  discards a random card from his hand.   
  “Why won’t you die?!”
  Illustration by Patrick Sullivan
  
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  Action
  Card
  
  Fog
  Sub-Type: Attach to Site
  This card may only be played on a site with the 
  “Exterior” Descriptor.  All Target Numbers of crims 
  located at this site are increased by 2.  In order for a 
  hunter to willingly relocate from this site, his player 
  must take two consecutive Relocate actions.
  “It just rolled in all of a sudden, 
  reducing visibility to zero.”
  Illustration by Patrick Sullivan
  Mutated Fang-Fish
  Sub-Type: Attach to Site
  This card may only be played on a site with the 
  “Water” Descriptor.  Every time a hunter takes an 
  action while located at this site, a coin must be 
  flipped.  If heads, the action is carried out as nor-
  mal.  If tails, the action cannot be carried out and 
  the hunter loses a Life Token.
  They’re like piranhas on steroids.
  Illustration by Patrick Sullivan
  Interesting Terrain
  Sub-Type: Attach to Site
  All crims located at this site gain +1 to their 
  Value score.  
  Fans love battles that take place at 
  intriguing locales, and they often 
  give bonus points for eliminations 
  occuring at such sites.
  Illustration by Patrick Sullivan
  
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Where Did it Go?
  Sub-Type: Normal
  Bad Luck
  Select an “Attach to Hunter” action card with the 
  “Gear” or “Weapon” Descriptor in play. That card is 
  placed in the discard pile.
  When that crucial moment comes, 
  knowing where your gear is can 
  mean the difference between life 
  and death.
  Illustration by Patrick Sullivan
  Action
  Card
  Action
  Card
  Action
  Card
  
SOURCE: textdata/thevault/Spectrum Games/Urban Manhunt Rulebook.pdf