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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