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Opening a Chest (carry-limit: 3 treasure) p.

15
Lock-picking a Chest (1 action point)
† roll 1 die equal to or under your Mind value or fail
Bashing Open a Chest (2 action points)
† the chest is automatically opened
GOAL: Use your gang of thieves to steal more treasure than the other gangs
and escape before the Cadwallon militia cordon off the district. Attacking a Character p. 17
The Game Round p. 10 1- Move attacker into the victim’s space (ends movement)
1- Draw One Arcana Card 2- Resolve a Fight
† reclaim your 7 Action Point Tokens † attacker may play 1 Arcana Card
2- Move a Militiaman † defender may play 1 Arcana Card
† choose a Militiaman and roll a D6 † attacker and defender roll dice; highest single die is combat score
† move the Militiaman up to the value rolled † compare combat scores, highest score wins; attacker wins ties
† the Militiaman does not move on a result of ‘6’ 3- Winner Steals One Treasure
3- Activate Characters † if loser has no treasure the winner steals 2 ducats from him
† activate characters one at a time spending action points as needed 4- Loser runs away 3 spaces
† winner moves loser 3 spaces away; may move through characters
† play any number of Arcana cards p.18
† complete one Mission Card (Cost: 3 action points) p.19 End of the Game p. 20
4- Announce the End of the Turn The Player with the Most Ducats Wins
† play passes clockwise to the next gang † convert treasure carried out of the district into ducats
† advance the Round Counter 1 space once all gangs have † treasures carried by characters still in the district are worthless
completed a turn
† lose 3 ducats for each of your characters still in the district
The Seven Rules of the Guild of Thieves
Activating Characters p. 12
Thieves never assist the militia– Arcana cards can’t help militiamen.
A character may perform: Cost
Move spaces up to his Patience is the first lesson– A player doesn’t have to activate all his characters.
1 Movement Movement value
1 Action point
Wealth goes to he who keeps it– Characters only drop treasure when forced.
Attack another character 1 Action point Fighting the law merely angers more lawmen– Thieves can’t attack militia.
1 Action Pick the lock on a chest 1 Action point Rules are meant to be broken– Cards can contradict the rules.
Bash open a chest 2 Action points Focus is the key to success– A gang can only use one mission card per turn.
A wealthy gang will be targeted by its enemies– Hide your ducats.

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