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Event Card Overview
Calm event – front (with point of compass) and back
Alarm event – front and back
Thief Sheet Overview
2. Name
and Nickname
1. Artwork:
During the
game, place any
collected jewels
and tokens here.
3. Special
Ability: A
unique ability of
a thief that can be
used any number
of times per
game under the
circumstances
described in the
game text.
Each event card has its own effect that determines how
given card affects the game. Additionally, the Calm
event cards also highlight the point of compass - the
letter and the arrow that points to the district, where
1 yellow jewel should be placed.
Playing the Game
. E P
At the beginning of each turn, draw and reveal 1 event card
from the current event deck (either the Calm deck or the Alarm
deck). The card changes the conditions of the game. If the event
deck is depleted after drawing the card, resolve the current turn
as normal. Then the game ends and the winner is determined.
a) Reveal and resolve a new event card
The rst thief draws and reveals the top card of the
event deck – he reads its effect aloud and introduces
it into the game. Some card descriptions contain
the term “immediately” – these are one-use effects that should
be resolved right after an event card is revealed. All the other
event card effects affect the game until the end of the current
turn. The current event card is discarded in the Clean-up Phase.
Important: If the Emperors’ Jewel was stolen in the previous
turn, before resolving this step of the Event Phase the alarm is
raised. Resolve all activities described on p. 14.
b) Place 1 yellow token on the board
Each event card in the Calm deck features a point of
a compass. It indicates the district (except the Palace),
where a new yellow jewel appears. The rst thief checks
the direction on the compass rose on the board and places 1
yellow jewel in the indicated district (if able). The jewel should
be placed on an empty space (any space on the board except
a dungeon without any game components) that is at least 6
spaces away from any thief.
Important: Once the alarm is raised, this step is skipped (that is
why Alarm event cards do not feature any points of the compass).
Goal of the Game
The goal of the game is to take the Emperors’ Jewel from the
central space of the board and carry it off the board through
one of four city gates. Optionally, thieves may also collect
other jewels of lesser value counted in Victory Points (VP)
and escape from the city with them.
The winner of the game is the thief who will escape from the
board carrying with him either the Emperors’ Jewel or other
jewels worth the most VP before the event deck is depleted. All
rogues still on the board once the game ends lose automatically.
Game Turn
The game is divided into Turns and each turn is further
subdivided into ve Phases described in detail below.
1. Event Phase
a) Reveal and resolve a new event card
b) Place 1 yellow token on the board
c) Roll initiative for the city guard
2. Planning Phase
3. Declaration Phase
4. Resolution Phase
5. Clean-up Phase
a) Discard/take into your hand the resolved action cards
b) Remove effect markers from the board
c) Prepare AP markers
d) Discard the current event card
e) Pass the rst thief token
Player vs. Thief
Different game components and this rulebook feature
the terms: player and thief. For the purposes of the
game rules these terms are equivalent.
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