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If more than one thief placed the same number of AP markers
on his action card or this number is equal to the current
initiative of the city guard, an initiative tie occurs. It should be
broken in the following way:
If the city guard sheet indicates Calm, any initiative ties
between thieves and the city guard are broken in thieves’
favor.
If the city guard sheet indicates Alarm, any initiative ties
between thieves and the city guard are broken in the city
guard’s favor.
Any initiative ties between thieves are broken in favor
of the rst thief or the person sitting closest to him in
clockwise order. Additionally, each tying thief can only
resolve one action card with a given number of AP markers
at the time i.e. the same thief cannot resolve a few action
cards with the same initiative in a row, but thieves alternate
resolving their tying cards.
Important: A thief cannot “pass” and let another thief or the
city guard resolve an action when an initiative tie occurs – the
order is always determined by the ownership of the rst thief
token and initiative of the city guard.
Example: Morius is the rst thief and has two action cards with
4 AP each. Noiron has one action with 4 AP and one with 2 AP.
Initiative of the city guard is 2 and the sheet indicates Calm. It means
that Morius as the rst thief resolves one of his 4 AP cards, followed
by Noiron and his 4 AP card. Then Morius may act again with
another 4 AP card. Next is Noiron with his 2 AP card - as a thief he
is quicker than the guards. Finally, the guards have a chance to act.
If the same situation happened after raising the alarm, the city guard
sheet would indicate Alarm and Noiron with his 2 AP card would
act after guards and captains.
The Resolution Phase ends after all thieves resolve (or resign
from doing so) all of their declared action cards and the city
guard gets to act.
. R P
The order of actions in this phase is determined by initiative.
In case of guards and captains, it is determined in the Event
Phase by rolling a die from the city guard sheet. In case of
thieves, initiative is indicated by the number of AP placed on a
certain action card. It means that the same thief may act more
than once during the same turn.
The Resolution Phase is resolved starting from the highest
initiative in a given turn the rst player to resolve an action
card is the player who placed the most AP on it. Alternatively,
the city guard may be the rst to act if the die result is higher
than the number of AP placed on an action card by any of the
thieves.
Example: Morius declared two action cards - one with 4 AP and one
with 1 AP. Meanwhile, Noiron placed all available AP (10) on one
action card. Initiative of the city guard is 6. It means that Noiron will
resolve his action rst, followed by guards and captains and nally
Morius will resolve his two actions starting from the one with 4 AP
and ending with the one with 1 AP.
When a thief starts resolving his action card, he sets aside all
AP markers from this card, reveals it, reads its effect aloud and
introduces it into the game. After resolving the card, he leaves
it face-up on the table.
Important: A thief may resign from resolving his declared
action card. In that case, he should set aside all AP markers
from this card, reveal it and completely ignore its effect.
Important: Thieves may freely look at their own declared
action cards at any point of the Resolution Phase – they do not
need to memorize them.
Example of the Declaration Phase
Zain chooses three action cards from his hand: the basic
actions Move and Ambush and a Smoke Grenade general
action card. He places 1 AP on Ambush, 3 AP on Move
and 5 AP on Smoke Grenade. Then he sets aside behind
his screen 1 AP marker – he will not use it this turn.
Remember: Action cards should be placed face-down
once declared (not shown above).
Role of the First Thief
The player with the rst thief token is responsible for
handling a number of game components. In the Event
Phase, he reads aloud the game text of the revealed
event card, determines where to place yellow jewels and
rolls the dice to determine initiative of the city guard.
In the Resolution Phase, he inuences the order of
movement for guards and captains and arbitrates any
unclear situations.
In the Clean-up Phase, he handles removing the effect
markers, proper preparation of AP markers available to
players and discard of used action cards.
Finally, during the whole turn he has the nal voice
during any quarrel, as well as makes decisions
that affect all players and originate from
general rules or event cards - not from
actions or effects of individual thieves.
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