THIEVES GUILD




INTRODUCTION
Players control rival Thieves Guilds in a Medieval Middle-Eastern city.

OBJECT
Have the most gold at the end of 10 turns.
Each thief you control at the end of the game is worth 2 gold.

THE MAP
The city contains 9 sections:
#  Section:         Notes:
1. The Palace       Double gold won & Double Thieves lost
2. The Bazaar       Double gold won
3. The Port
4. The Caravan
5. The Brothels     Double Thieves gained
6. The Opium Dens   Double Thieves gained
7. The Wells        Half gold won
8. The Mosques      Double Thieves lost
9. The Ghetto       Half gold won
Each section must be large enough to contain 1 card.

THIEVES
Thieves are represented by counters.
Each player has a set of thief counters of a separate color.

DECK & DICE
Six sided dice are needed.
The deck contains 90 cards.

GOLD
Use coins to represent gold.

SETUP
Each player starts with 7 thieves and 10 gold.

TURN SEQUENCE
Each turn has 6 phases:
1. Draw Phase
2. Initiative Phase
3. Spy Phase
4. Deploy Phase 
5. Capture Phase
6. Resolution Phase

DRAW PHASE
Draw and place 9 cards face down in the 9 sections of the city.
These are referred to as city cards.

INITIATIVE PHASE
Players secretly bid gold to determine turn order in the Spy and Steal Phases. 
Write bids on scraps of paper.
The highest bid goes last in the Spy and Steal Phases.
The next highest bid goes next to last in the Spy and Steal Phases, and so on.
Roll high on 1D6 to break ties.

SPY PHASE
Players take turns according to the turn order determined in Initiative Phase.
Look at 1D6 city cards. Reroll for each player.
You may pay 1D6 gold to reroll before you look.

DEPLOY PHASE
Players take turns according to the turn order determined in Initiative Phase.
Place your thieves onto city cards.
You may place none, one, or more of your thieves on a city card.

CAPTURE PHASE
Flip all the city cards face up.
If you are the only player with a thief on a card you automatically win it.
If two or more players have thieves on a card each player rolls 1D6 for each 
thief they have present. The player with the highest total wins the card.
Roll high on 1D6 to break ties.

RESOLUTION PHASE
Resolve the effect of all cards you win.
All city cards are discarded.

CARD LIST
Card Name:	Effect:
Pickpocket	Gain 1D6 gold
Cutpurse	Gain 2D6 gold
Robbery		Gain 3D6 gold
Buyer		Gain 4D6 gold
Con Game	Gain 5D6 gold
Heist		Gain 6D6 gold
Rumors		Lose 1D6 gold
Den of Thieves	Lose 2D6 gold
Bribes		Lose 3D6 gold
Steal		Target opponent loses 1D6 gold. You gain 1D6 gold
Assassin	In resolution phase target opponent loses one thief.
Convert		In resolution phase gain one thief. Target opponent loses one thief.	
Imprison	In resolution phase lose one thief.
Trap		In resolution phase lose one thief.
New Blood	In resolution phase gain one thief.
Recruit		In resolution phase gain one thief.
Thieves Honor	Nothing happens
Guards		Nothing happens
The deck contains 5 of each card type.






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