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Dungeon
When a thief is caught and thrown into the dungeon, he
must lose 1 jewel (if able). If he has the Emperors’ Jewel,
he places it on the imperial guardhouse (see p. 16) in his
district or on his space, if he is still inside the Palace.
If he does not have the Emperors’ Jewel, he returns his
cheapest jewel to the common pool. Then, the thief
discards 1 general action card from his hand (if able) and
repositions his gure to the dungeon in his district. If
he was caught in the Palace, he draws 1 district card - it
indicates the dungeon, where he should place his gure.
Then he returns the card to the district deck and shufes
it thoroughly.
If a thief gets caught after the alarm was raised, he
always repositions his gure to the dungeon in the
district indicated by the district card next to the board
(see below).
Any thief who is caught cannot resolve any of his
remaining, declared action cards – he immediately
reveals all actions cards and sets aside all AP markers
placed on them.
As long as a thief is in the dungeon, he cannot be targeted
by any action cards or abilities. He starts the next turn
with 2 basic (blue) AP markers (instead of 10), but may
use any temporary AP markers or city tokens providing
additional AP that he gained during the game. The rst
action that must be resolved by the thief is Move, with
which he escapes from the dungeon. Additionally, any
thief escaping from the dungeon is hidden until the end
of the current turn.
Actions of the city GuArd
Common Guards and veteran Captains are living obstacles on
the path to the ultimate success of all thieves. The former are
present on the board from the beginning of the game, while the
latter appear once the Emperors’ Jewel is stolen and the alarm is
raised. Members of the city guard are not directly controlled by
any player, although the rst thief might have a small inuence
on their behavior. All information about guards and captains
can be found on the city guard sheet.
Guards and captains do not use action cards. Initiative
determined in the Event Phase by rolling 1 or 2 dice informs
when they can act during the current turn. The rolled result is
treated as if it was a certain number of AP markers placed on
an action card. The difference is that all guards and captains
on the board act simultaneously in two stages: rst they try to
detect thieves based on their Vigilance value, then they move
up to their Move value toward any detected targets in order to
catch them. Any initiative ties are broken in favor of thieves
while the city guard sheet indicates Calm and in favor of the
city guard once it indicates Alarm.
Detecting ieves
Under normal circumstances guards and captains stay on
their spaces until they detect a thief. Vigilance of a guard or
a captain determines whether he manages to do it as its value
is equivalent to the number of spaces, within which he can
“hear” a thief. Any thief who is hidden thanks to some effect
(e.g., a Reective Clock action card) completely avoids detection.
A given guard or captain can detect any number of thieves, but
will only move toward one of them.
Example: Vigilance of a guard is 4. There are two thieves 2 spaces
away from him: Jasmine and Zain who is hidden thanks to Reective
Cloak resolved earlier during the turn. As the guard cannot detect
Zain, he detects Jasmine.
Catching ieves
When a guard or captain succeeds at
detecting a thief, he immediately attempts
to catch him. In order to do this he moves
toward this thief taking the shortest path.
He moves a number of spaces up to his
move value and if he enters a space with a
thief who is not hidden, he automatically
stops and catches this thief even if
continuing movement would mean catching another thief.
The thief who is caught is thrown into a dungeon (see below).
Because vigilance of guards and captains is basically higher
than their move, detecting a thief does not guarantee catching
him – it just results in moving toward such thief.
Dungeon
City Guard Sheet Overview
1. Initiative Rules: They inform how many dice to roll
and how to break initiative ties between the city guard
and the thieves.
2. Attributes of Guards: Vigilance informs about the
maximum distance (counted in spaces), within which
a guard may detect thieves and Move tells up to how
many spaces a guard moves toward a detected thief.
3. Attributes of Captains: Vigilance and Move values
pertaining to captains.
City guard sheet - front (Calm) and back (Alarm)
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