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Good timing is crucial in this heist—getting caught by a dragon is far worse than being pinched by the authorities! But as
in all heists, there’s nothing wrong with throwing your rivals under the proverbial carriage once you’ve made your escape.
Whenever a player leaves the dungeon or is knocked out, they no longer take normal turns. They add no more Clank! to
the Clank! Area. Cards that affect all players don’t affect them. If any cubes of their color are drawn from the Dragon Bag,
no damage is dealt—they are treated like black cubes.
In addition, the rst time any player leaves the dungeon or is knocked out, that player moves their pawn to the rst
(leftmost) space of the Countdown Track near the entrance to the dungeon. On that player’s next turn, instead of taking
a normal turn, they move their pawn forward one space on the Countdown Track and execute that space’s effects. (Other
players who later leave the dungeon or get knocked out do not use the Countdown Track.)
On the second through fourth spaces, this causes an instant Dragon Attack. Additional cubes are drawn from the
Dragon Bag for each of these attacks: 1 extra for the second space, 2 extra for the third, and 3 extra for the fourth.
On the fth space, the dragon instantly knocks out all players still in the dungeon.
Once all players are out of the dungeon or knocked out, the game ends. All players who escaped the dungeon (or at least
the Depths) add up their score, counting the following:
The value of their Artifact.
Points from any other tokens they acquired.
Points equal to the amount of Gold they accumulated.
Points awarded by cards in their deck. (The top right corner of each card shows the amount it’s worth.)
The player with the most points is the winner and is declared the Greatest Thief in the Realm! In the case of a tie, the tied
player with the most valuable Artifact is the winner.
Step 5: The End of the Line
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