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c) Roll initiative for the city guard
The rst thief checks the city guard sheet and rolls
1 die in order to determine the Initiative of the city
guard for the current turn. The die with the rolled
result face-up should be placed on the city guard sheet. This
result indicates when guards and captains get to act in the
Resolution Phase (see p. 8).
Important: Once the alarm is raised, initiative is rolled using
2 dice and the higher result is chosen.
. P P
Starting from the rst thief and going clockwise around the
table, each thief draws 1 action card from the top of the deck.
The card limit in any player’s hand is 5 cards. If a player has
more than 5 action cards in his hand at any point of the game,
he must immediately discard any excess cards to the Action
Discard Pile next to the action deck. Action cards are discarded
face-up and the discard pile may be examined by any player.
Important: Move and Ambush basic action cards and special
action cards (if used) do not count towards the hand size limit
of 5 action cards.
Important: When the action deck is depleted, shufe the
action discard pile thoroughly and place it face-down next to
the board thus forming the new action deck.
. D P
This phase is resolved by all thieves simultaneously and
secretly. Each thief declares his action cards i.e. places face-
down on the table behind his screen any number of action
cards from his hand. Then he places on them any number of
his available AP markers. The rules of declaring action cards
are as follows:
A thief may declare any number of action cards in a turn,
if he has enough AP markers to do so.
At least 1 AP marker must be placed on each declared
action card. There is no upper limit of AP markers that
can be placed on one action card.
A thief may resign from declaring action cards.
A thief may use any number of his available AP markers.
The number of AP markers placed on a given action card
determines how quickly this card will be resolved in the next
phase and whether this will happen before or after the city
guard gets to act - the more AP markers on a given card, the
quicker it will be resolved.
Once all thieves are ready, they inform each other and take
any not declared action cards into their hands. Then they
simultaneously set aside their screens - they will not need them
until the next turn.
Important: Each thief sheet with all the tokens and jewels
placed on it should always be visible to your rivals. The only
exceptions are the city tokens bringing additional AP – they
may be hidden behind your screen in the Declaration Phase in
order to place them on action cards or mislead rivals.
Important: Certain game effects (e.g., Poisonous Bola) inform
about changes in the number of AP markers at the beginning
of the Declaration Phase.
Game Board Overview
The game board is divided into 5 Districts marked
with different colors: the Palace in the center, Golden
Domes (N) in the north, Empty Pot (E) in the east,
Salty Docks (S) in the south and Hammerings (W) in
the west.
District borders are additionally marked on some paths
of the grid and for ease of use, the board features the
compass rose in the upper-left corner.
The board shows the spaces through which all gures
move. Some spaces have special abilities or are marked
in order to facilitate the game setup (see “Game Setup”).
Effects of all marked spaces are described in detail
on p. 16.
Normal space
Guardhouse Imperial
guardhouse
Sewer entrance
Sewer exit
Hideout
Dungeon
Guard’s
Alarm space
Captain’s
Alarm space
Path with district border marking
Guardhouse
7
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