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sewer exit: A thief who chose to use the sewers
to move ends his movement on one of such
spaces.
hideout: A thief is hidden as long as he stays
on such space.
Detailed Description of the City Tokens
City tokens placed on the board during the setup represent
different surprises and adventures that await thieves on the
streets of Hadria. These tokens are placed face-down and
thieves may reveal them when moving. When a city token is
revealed, its effect must be resolved immediately. Depending
on a particular token, such effect can be instant, one-use or
permanent. Below you can nd a detailed description of all
city tokens. A number in the brackets indicates how many
copies of a given token can be found in the 51-token pool of
the city tokens.
Instant Effect Tokens
thiefs stash (6): The thief who revealed this
token immediately draws 1 action card. Then
return this token to the box.
alert Citizens (4): Each thief in the district with
this token immediately chooses and discards 1
general action card from his hand. Then return
this token to the box. This token does not affect
thieves currently in the dungeon.
plain-garb guard (6): The rst thief
immediately places on the space with this token a
guard. This may result in catching the thief who
revealed this token. Then return this token to the
box. If the space is already occupied by a guard
or captain, the rst thief places the new guard on
the closest available space.
One-use Eect Token
informer (10): The thief who revealed this
token may place it on his thief sheet. This token
represents 1 AP marker. In the Declaration Phase
of any turn the thief may place it on his action
card following the normal rules for AP markers.
Once used, this token should be returned to the
box in the Clean-up Phase.
guild agent (5): This token works exactly like
the Informer above, but it represents 2 AP. AP
from this token cannot be split, exchanged or
lowered in any way.
Known neighborhood (6): The thief who
revealed this token may place it on his thief
sheet. During any turn, when moving, the
thief may return this token to the box to move
1 additional space. This token can be used even
when resolving the Dash effect from the Move
basic action card or after using the sewers. A thief
can use any number of Known Neighborhood
tokens in one turn, but no more than 1 token per
one action enabling him to move.
Other Rules
Game Component Limitations
e only limited game components are jewels, guard and
captain gures, and event cards:
• Ifanycardoreectforcesaplayertoplaceanewguard
or captain gure on the board, but there is no such gure
in the common pool, he must reposition a matching
gure on the board to a new space.
• Ifanycardoreectforcesaplayertoplaceanewjewel
on the board, but there is no such jewel in the common
pool, he does not place any jewel.
• Ifanyeectorruleforcesaplayertodrawanewevent
card, but the Calm deck or the Alarm deck is depleted,
check the ending game conditions (the event decks are
never reshued).
All other game components can be replaced with coins
or tokens as required, while any depleted decks should be
reformedbyshuingtheirdiscardpiles.
Detailed Description of the Game Board
The board depicts a city map and a grid of spaces connected
with paths. The grid is used for movement. Except normal
spaces, there is a number of special spaces featuring unique
effects. They are described below.
alarm spaCe: When the alarm is raised, an
additional guard (grey space) or captain (bronze
space) should be placed on such space in the
district indicated by the district card.
guardhouse: New guards may appear on such
spaces as a result of certain action cards or effects.
imperial guardhouse: Such space is considered
a guardhouse. Additionally, if the thief carrying
the Emperors’ Jewel is caught, the jewel should be
placed on the imperial guardhouse corresponding
to the district, where the thief was caught.
dungeon: No gure can move or be repositioned
to this space voluntarily. Only thieves can end
up in here immediately after being caught.
Guards and captains cannot enter a dungeon.
Additionally, no tokens, markers or jewels can be
placed here. One dungeon can be simultaneously
occupied by any number of thieves.
sewer entranCe: If a thief enters such space,
he may use the sewer to immediately reposition
his gure to any sewer exit on the board - there
his current movement ends (the sewer exit space
is considered the last space of his movement).
Guards and captains cannot use sewers to move,
but can enter such spaces.
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