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5. Clean-up phase
In this phase, the game is prepared for the next turn by
performing the following steps.
a) Discard/take into your hand the resolved action cards
Each player takes into his hand his resolved basic action cards
(Move, Ambush) as well as his special action card (if used). All
remaining action cards should be discarded.
b) Remove effect markers from the board
Some action cards (e.g., Smoke Grenade, Fire Grenade) introduce
certain effect markers into the game (see p. 17). Unless stated
otherwise, these markers remain on the board or in front of
players until the end of the current turn. In this step, they
should be returned to the common pool.
c) Prepare AP markers
Each player examines his AP markers:
He keeps all 10 basic (blue) AP markers behind his screen
unless some effect (e.g., being thrown into the dungeon)
forces him to set some of them aside.
If he has the Emperors’ Jewel, he keeps all the red AP
markers provided by it behind his screen.
He returns to the common pool all temporary (purple) AP
markers.
He returns to the box all city tokens providing AP that he
placed on his declared action cards this turn.
d) Discard the current event card
The currently revealed event card that was in effect this turn
should be returned to the box. If this was the last (10th) Calm
event card or the last (5th) Alarm event card, players should
proceed to “Ending the Game” (see the next page).
e) Pass the rst thief token
The current rst thief passes the rst thief token to the player
sitting to his left. From the beginning of the next turn the new
player bears this responsibility.
Raising the Alarm
The alarm is raised at the beginning of the turn following the
turn when a thief collected the Emperors’ Jewel from the board
and drew a district card dening the only open city gates. All
activities connected with raising the alarm should be resolved
at the beginning of the Event Phase of the new turn. In order
to do this, the rst thief performs the following steps:
He turns over the city guard sheet from its Calm side to its
Alarm side.
He places new gures: 2 captains on the captain’s alarm
spaces and 2 guards on the guard’s alarm spaces in the
district indicated by the card.
He returns the Calm deck to the box and places the Alarm
deck face-down next to the city guard sheet.
After that, players may resume the game and continue the turn
by drawing the top event card of the Alarm deck.
Once the alarm is raised, a number of rule changes should be
introduced into the game:
Thieves can leave the board in order to end the game. If a
thief wants to do this, he must move one space “beyond”
the board through one of the two open city gates. After a
thief leaves the board, he cannot reenter it nor affect the
game in any way - he must wait until the game ends to
participate in determining the winner.
Alarm event cards are drawn instead of Calm event cards.
These cards never introduce new yellow jewels into the
game, so this step of the Event Phase should be skipped.
Initiative of the city guard is determined by rolling 2 dice
and choosing the higher result.
All initiative ties are broken in favor of the city guard, not
thieves.
If a thief is caught, his gure should be repositioned to the
dungeon in the district indicated by the district card next
to the board.
Breaking into the Palace Vault
After the Emperors’ Jewel is collected for the rst time from
the central space of the Palace, a game should be paused for a
moment. The thief who collected the jewel places it on his thief
sheet. Then he takes the Best Burglar Token (worth 3 VP) and a number
of red Emperors’ Jewel AP Markers equal to the number of his rivals
(e.g., in a 3-player game - 2 such markers) from the common pool. The
best burglar token is placed on his thief sheet, while the AP markers
are added to the thief’s basic AP markers. Finally, the game is resumed.
Once the thief who has just stolen the Emperors’ Jewel from the Palace
ends his current movement, the rst thief shufes the district deck,
draws 1 card from it, reveals it and places it next to the edge of the board
with the district indicated by the card. From now on, thieves can only
leave the board through one of the gates in this district. Additionally,
the alarm will be raised at the beginning of the next turn (see above).
If the Emperors’ Jewel changes ownership, in the next Clean-up Phase the red AP markers should be passed to the new owner,
but no new district card is drawn. Moreover, the best burglar token is left until the end of the game on the thief sheet of the
player who originally collected the jewel from the board - this token cannot be stolen, taken or discarded in any way.
Each district card contains artwork that shows
the part of the board with the gates that enable players
to leave the city, and the corresponding point of compass
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