Table of Contents

Thief Deck

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Your Thief Deck consists of any unplayed and unspent Thief Cards of your colour and any unplayed Guard Cards you have acquired.

Cards

Nor-East
Nor-East
Movement
Gold Coin
Move in direction 1 or 2
East
East
Movement
Gold Coin
Move in direction 2 or 3
Sou-East
Sou-East
Movement
Gold Coin
Move in direction 3 or 4
Sou-West
Sou-West
Movement
Gold Coin
Move in direction 4 or 5
West
West
Movement
Gold Coin
Move in direction 5 or 6
Nor-West
Nor-West
Movement
Gold Coin
Move in direction 6 or 1
Rope Arrow
Rope Arrow
Special Movement
Gold Coin
Move into an adjacent Special Hex. If one isn't adjacent, remain stationary. Special Hex
Run
Run
Movement
Gold Coin
Move two adjacent hexes in any direction, not necessarily a straight line, except into a Special Hex. This creates noise. All guards on the map tile(s) you run on that are at a status less than Alert change to Alert.
Hide
Hide
Special If your thief marker is spotted and the marker is at least three hexes away from any guard, remove your thief marker from the map tile. Note - if your thief is still within line of sight of any guard, move the marker there.
Rest
Rest
Special You rest. Reveal your Location Dial, move your Thief Marker to the revealed location and lay it on its side. You have revealed your location to the other players, but not to the guards. Retrieve all your spent or used Thief Cards and put them back in your deck. This is the only way you get Thief Cards back.
Pick Pocket
Pick Pocket
Special You pick a guard's pocket. Must adjacent and out of line of sight to a guard. Reveal your Location Dial, move your Thief Marker to the revealed location as though you were spotted. You have revealed your location to everyone - guards and players. Take the top facedown card from the Guard Cards deck and place it in your deck.
Exit
Exit
Special Your exit card. Place it next to a map tile that isn't the vault and isn't the tile you entered the game from.

Movement with Thief Cards

Movement directions are based on the compass rose shown on the Play Aid Tile. How you place the Play Aid Tile is up to the players and directions may be in any facing, but as all players are using the same compass rose, they will be consistent.

Play Aid showing the compass rose in the middle
In this example -

the red thief at H2 can only move to a different map tile by playing the Nor-East, East or Run card

the green thief at D5 can move to any of the green hexes by playing a Run card. Note - they can't move into the wall or the special hex.
In this example -

the red thief at H2 can only move into the special hex G2 by playing the Rope Arrow card

the green thief at D5 can move to -
* C5 or D4 (blue arrows) by playing a Nor-West card
* D4 or E5 (white arrows) by playing a Nor-East card
* E5 or E6 (green arrows) by playing an East card
* E6 or D6 (purple arrows) by playing a Sou-East card
* C6 or D6 (yellow arrows) by playing a Sou-West card
* C5 or C6 (red arrows) by playing a West card