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Actions of thieves
Various actions available to thieves are described below. Each
action requires a thief to declare and resolve a proper action
card. Action cards are divided into 3 types: Basic Actions,
Special Actions and General Actions.
Basic Actions
Each thief has 2 basic actions: Move that enables him to move
around the board and Ambush that gives him the opportunity
to draw new action cards or gain additional AP markers.
Each of the basic action cards has 2 different effects. When
resolving the card, the thief must decide which effect to use.
The upper effect (Sneak or Wits, respectively) is weaker, but it
can be used along with other action cards whereas the lower
effect (Dash or Cunning Plan, respectively) is stronger, but can
be used only if the thief chooses not to resolve any other action
cards this turn.
Basic actions are multiuse – thieves cannot lose or discard
them and cannot take them in any way from their rivals.
Additionally, they do not count against the 5-card limit in a
player’s hand.
Example: Noiron declared 2 action cards – Ambush with 1 AP and
Cog Rod with 6 AP. Unfortunately, his rival carrying the Emperors’
Jewel moved on initiative 8 and left the range of Cog Rod. When the
time comes for Noiron to resolve this card, he must decide whether to
use it (then he will only be able to use the Wits effect from his Ambush
card) or resign from resolving it – this way he will be able to use the
Cunning Plan effect.
Special Actions
Each thief has one unique special action. In order to use
it, he must declare this card by placing it face-up, then place
any general action card face-down on it and nally place any
number of AP markers on the top as normal. When resolving
the card the thief must make a choice:
Resolve the special action by discarding the general action
placed on it.
OR
Resign from resolving the special action and resolve the
general action placed on it instead.
Special actions are multiuse – thieves cannot lose or discard
them and cannot take them in any way from their rivals.
Additionally, they do not count against the 5-card limit in a
player’s hand.
Important: You cannot place a basic action card on the top
of your special action card, because basic actions cannot be
discarded (even voluntarily).
General Actions
General actions are all cards from the action deck. Unlike the
basic and special actions, general actions are one-use. In the
Clean-up Phase at the end of the turn, during which a thief
declared such card, he discards it to the action discard pile
(next to the action deck).
A player cannot have more than 5 general actions in his hand.
Important: Once a general action card is declared, it is always
discarded no matter if a thief resolves it or not.
Example of Action Resolution
Jasmine declared Seduction, her special action, by placing a
Beacon general action and 5 AP markers on it. When it is
time to resolve actions with 5 initiative, Jasmine removes the
AP markers and reveals both cards. Now she can choose: use
Seduction to lure a guard 2 spaces to her space or use Beacon
to move this guard 3 spaces so that he enters Joanne’s space
and catches her. Being a real bad girl, she chooses the second
option.
Action Card Overview
Each Event Card has its own effect that determines
how a given card affects the game. Additionally, it can
also contain the following icons:
Range Icon: If a number is shown here,
it informs about the maximum distance
(counted in spaces), within which a thief
can play a given action card. If the letter
D” is shown here, a thief can affect any
target or space within the district he is currently in. If a
card bears no range icon, its effect can be used freely as
described in the card’s game text.
Theft Icon: It informs that a thief targeted
by a given card might have his jewel stolen.
General action
Special action
Basic action
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