The case
A fox stole a pie. You are the detectives. Work together to find the thief before the fox runs home.
The 16 suspects. 14 are face down.
You and the other players work as one team of detectives to find which fox stole the pie. On your turn you roll dice to search for clues or reveal suspects, then rule out suspects before the fox reaches its hole.
Box says 5+
We suggest 5+ with an adult helping, 7+ on their own.
Rolling for clues is easy, but you have to remember which clue markers showed green or white and rule out suspects from that. A grown-up can keep that record for a 5 or 6 year old; 7 and up can manage it alone.
No direct conflict between players. Content: Cartoon mystery about a fox that steals a pie. Losing means the fox escapes; nothing scary or violent is described.
Rated from the rulebook, checked 2026-10-09
Rules as of the Gamewright English rulebook.
Checked against the Outfoxed! English rules of play from Gamewright, copyright 2015. The rules are a single sheet with no printed page numbers, so every page reference is page 1.
Scroll down and tap things to try them. The board follows along. The suspects, items and board are our own made-up set, because the real ones are printed on the pieces. The rules are the real Outfoxed! rules.
A fox stole a pie. You are the detectives. Work together to find the thief before the fox runs home.
The 16 suspects. 14 are face down.
Say what you want to do first. Then roll the three dice. You can roll up to 3 times. Dice that match stay put. Roll the rest again.
Search for clues wants three footprints. Reveal suspects wants three eyes.
You rolled three footprints. Move your detective up to 3 spaces, up and down or side to side. Land on a paw print to check a clue.
Suspects on the board
You rolled three eyes. Turn over 2 suspects. Then check every suspect on the board against the markers. A suspect goes home if it does not wear a green item, or if it wears a white item.
Your notebook
You win if you name the thief. You also win if every other suspect is put away. You lose if you name the wrong suspect, or if the fox gets home.
Your notebook
Everyone wins together or loses together. There are no points.
Two detectives, one screen. Take turns, or play both hats yourself. Say it, roll the dice, then do it. Tap Show me when you are stuck. You can name the fox at the start of a turn. The rule sheet does not say when, so that is our choice. A game usually takes about 24 turns between the two detectives. The suspects, items and board are our own made-up set. Our dice have 3 footprint faces and 3 eye faces each. That split is our guess, because the rule sheet does not give it.
The box says 5 and up. We suggest 5 and up with an adult helping, and 7 and up on their own. It is a team game: everyone works together against the fox. Keep the first teaching to two minutes and learn the rest by playing a turn.
The fox's path is 36 steps long, so at 3 spaces for each failed turn the fox gets to the foxhole on the 12th failed turn (we counted it from the picture on page 1). The rulebook has one official variant, a harder one where the fox moves 4 or 5 spaces (page 1). It has no easier setting, so every simplification below is a house rule.
Everyone plays on the same team, and everyone takes the same turn.
There are no points. You win together or lose together (page 1). This helper counts failed turns instead. The fox moves 3 spaces on every failed turn (page 1), and its path is 36 steps long, so it gets home on the 12th failed turn. With the official variant it gets home on the 9th (4 spaces) or the 8th (5 spaces) failed turn. The path length is our count from the picture on page 1.
For the table. The front is your turn, the back is how it ends.
Green means the thief wears the item. White means not.
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