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Thieves can steal jewels from each other by
performing a theft. A theft is only possible if
a given thief is affected by certain action cards
or abilities as marked with a special Theft
Icon.
A thief may resolve his action card with the theft icon so that a
chosen thief is affected by it. In order to do this the action must
target either a particular thief or a space he currently occupies.
If the thief playing the card is on the same space as the target
when resolving the card, the theft is automatically successful as
part of the action resolution. Otherwise, place a Theft Marker
(see p. 17) next to the target’s thief sheet to remind players that
a jewel can be stolen from him. From now on until the end of
the current turn, any thief may move through a space occupied
by the thief with the theft marker and steal a jewel from him.
As part of one theft exactly 1 jewel (including the Emperors’
Jewel) can be stolen. It should be moved from the current
owner’s thief sheet to the thief sheet of the player stealing the
jewel. Yellow jewels shown on certain city tokens can also be
stolen this way.
Important: Any thief may have up to 1 jewel stolen per turn.
Once this happens, the theft marker should be returned to the
common pool. From now on until the end of the current turn,
no action cards or abilities can cause the same thief to take the
theft token or lose any jewels due to the theft.
Example 1: Noiron and Morius occupy the same space. Noiron is
resolving a Noise Grenade action card. Although there are no guards
or captains nearby, the card bears the theft icon. Thanks to this, Noiron
immediately takes 1 green jewel from Morius’ thief sheet and places it
on his sheet. Until the end of this turn no thief will be allowed to steal
from Morius.
Example 2: Nikolai is 2 spaces away from Jasmine. He is resolving
a Smoke Grenade by throwing it on the courtesan’s space and placing
smoke markers - each thief on a space with such marker is hidden,
but can also have a jewel stolen. Unfortunately,
Nikolai is unable to steal a jewel from
Jasmine immediately, because he does not
occupy the same space. He will have to
resolve another action card to get close
to Jasmine and take what is not
rightfully hers.
Jewels and City Tokens
As the main goal of the game is stealing valuable treasures,
thieves moving around the board may collects jewels and city
tokens:
If a thief wants to collect a jewel, during movement his
gure must occupy the same space as this jewel. Then he
may place this jewel on his thief sheet.
If a thief wants to collect a city token, during movement
his gure must occupy the same space as this city token.
If this token is face-down, he reveals it rst and resolves its
effect. Then, he may place this city token on his thief sheet
as long as the city token type allows it (see pp. 16-17).
A thief may collect and/or reveal any number of jewels or city
tokens as part of the same movement. The number of jewels or
city tokens a thief can carry is unlimited.
Important: When resolving the Dash effect from the Move
basic action, a thief can cover more spaces, but he cannot
collect or reveal any jewels or tokens and cannot steal from
other thieves – he can only move.
Important: In order to collect and/or reveal a jewel or a city
token, a thief does not have to end his movement on a space
with this jewel or token.
Using Action Cards and Abilities
The game text of different effects mentions the following
targets: a gure (any plastic gure on the board), a thief,
a guard or a captain. If the game text does not directly
specify a certain target, effects of a given card or ability
cannot affect such target.
Example: An Automatic Snare action card allows a thief to
“choose a thief or guard” and immobilize him. It means that
it cannot affect a captain.
The game text of different effects mentions the
following spaces: a space (any space on the board except
a dungeon), an empty space (any space on the board
without any game components except a dungeon) or a
free space (any space on the board without any gure
except a dungeon).
Example: A Fire Grenade action card allows a thief to “place
a re marker on a chosen free space”. It means that the chosen
space could contain e.g., the Emperors’ Jewel, but no gures.
If some effect enables a player to move other gures no
matter if they are thieves, guards or captains – the thief
resolving such effect has complete control over these
gures and can move them in any way he likes limited
only by the effect.
Example: A Debilitating Gas action card allows a thief
to “move each guard within 5 spaces up to 2 spaces in any
direction”. If the thief resolving it had 3 guards within range,
for example he could move one by 1 space, another by 2 spaces
and leave the third one on his space.
Theft icon
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