====== Glossary ====== | Back to [[hiddenmovement]] | ===== A ===== **Adjust Rigging** - A __Guard Card__. **Alert** - A __Guard__ __Status__. **Armour, The** - A __Treasure Card__. **Arrow** - See __Arrow Cards__. **Arrow Cards** - There are 3 __Guard Cards__ that are arrows and one __Thief__ Card. These cards are __Moss__, __Noise__, __Rope__ and __Water__. **Arrow, Moss** - A __Guard Card__ and an __Arrow Card__. **Arrow, Noise** - A __Guard Card__ and an __Arrow Card__. **Arrow, Rope** - A __Thief Card__ and an __Arrow Card__. **Arrow, Water** - A __Guard Card__ and an __Arrow Card__. **Art** - A __Guard Card__. ===== B ===== **Blue Crescent** - A symbol on a __Map Tile__ __Hex__. see __Stationary Guard__. **Bored** - A __Guard__ __Status__. ===== C ===== **Compass Rose** - The hexagonal illustration in the middle of the __Play Aid__ showing the compass directions and the 6 numbers used by players for their __Thief Card__ movements. **Co-ordinates** - A letter and a number at the centre top of a __Hex__ on a __Map Tile__ to distinguish it from every other hex on that tile. Used with your __Location Dial__ to secretly track your hidden __Thief__. **Counters** - There are two counters used in the game. These are __Extinguished Torch__ and __Rock__. **Crescent, Blue** - A symbol on a __Map Tile__ __Hex__. see __Stationary Guard__. ===== D ===== **Dice, Black** - A numbered die used for determining random start locations for __Wandering Guards__ and facing for __Stationary Guards__. **Dice, White**- A die with dots used for showing the current __Phase__ of the __Movement Phases__. **Diligent** - A __Guard Card__. **Discard Pile** - see __Guard Card Discards__. **Distracted** - A __Guard__ __Status__. ===== E ===== **East** - A __Thief Card__. **Exit** - See __Exit Card__. **Exit Card** - A __Thief Card__. Played at the start of the game to indicate to all players which __Map Tile__ your thief will have to exit from in order to win the game. The __Map Tile__ cannot be the __Vault Map Tile__ or the one you entered the game from. **Extinguished Torch** - A __Counter__ used to denote a __Hex__ you have used a __Water Arrow__ on. No thief may be __Spotted__ on that hex, but may still be captured there if a guard and a thief are on that hex at the same time. This counter is removed if a guard ever moves onto it. **Eye, The** - A __Treasure Card__. ===== F ===== **First Player** - The current player that goes first. Denoted with a First Player Card. ===== G ===== **Gold Coin** - A symbol on a __Thief Card__ that shows it can be spent to buy a __Guard Card__ in the __Resource Phase__. **Green Line** - A symbol on a __Map Tile__ __Hex__. see __Patrolling Guard Route__. **Green Star** - A symbol on a __Map Tile__ __Hex__. see __Patrolling Guard Start__. **Green Shield** - A symbol on a __Map Tile__ __Hex__. see __Patrolling Guard End__. **Guard** - At least one guard is on every __Map Tile__. They are represented with green, blue or red meeples for either a __Patrolling Guard__, a __Stationary Guard__ or a __Wandering Guard__. **Guard Card Discards** - When __Guard Cards__ are used, or after the __Resource Phase__ there are cards left, they are discarded to the discard pile space on the __Play Aid__. **Guard Cards** - Cards that may be bought in the __Resource Phase__ or stolen from a __Guard__ with a __Pick Pocket__. There are 24 cards that consist of __Adjust Rigging__ (x2), __Art__ (x2), __Diligent__ (x2), __Hip Flask__ (x2), __Lockpicks__ (x2), __Moss Arrow__ (x3), __Noise Arrow__ (x2), __Taffer Making Noise__ (x2), __Thrown Rock__ (x2), __Trip__ (x2), __Water Arrow__ (x3). **Guard, Patrolling** - see __Patrolling Guard__. **Guard, Stationary** - see __Stationary Guard__. **Guard, Wandering** - see __Wandering Guard__. **Guards Movement Phase** - One of the two __Movement Phases__ ===== H ===== **Hammer, The** - A __Treasure Card__. **Hex** - See __Hexes__. **Hexes** - Hexagonal spaces on the __Map Tiles__ and __Vault Map Tile__ that have __Co-ordinates__ on them and may have symbols denoting different game effects. Types of hexes include __Patrolling Guard End__, __Patrolling Guard Route__, __Patrolling Guard Start__, __Special Hex__, __Vault Hex__, __Wall__, __Wandering Guard Route__, __Wandering Guard Start__. **Hide** - A __Thief Card__. **Hip Flask** - A __Guard Card__. ===== I ===== **Initiative Phase** - Part of the __Sequence of Play__ for a __Turn__. This is where you change the __First Player__ to the next clockwise player. **Interested** - A __Guard__ __Status__. ===== L ===== **Lantern, The** - A __Treasure Card__. **Line of Sight** - Any full __Hex__ that can be seen by a __Guard__. What hexes a guard can see depends on their __Status__. **Line, Green** - see __Patrolling Guard Route__. **Location Dial** - A tool for secretly recording the hidden location of your __Thief__. The location dial has two dials, one with letters and the second showing numbers. It's used to record the __Co-Ordinates__ of the __Hex__ of the __Map Tile__ your thief is on. **Lockpicks** - A __Guard Card__. ===== M ===== **Map Tile** - There are five large hexagonal cardboard map tiles in the game with __Hexes__ on them and one with the __Vault Hex__ in the centre, marking it as the __Vault Map Tile__. **Moss Arrow** - A __Guard Card__. **Movement Phases** - Part of the __Sequence of Play__ for a __Turn__. The movement phases are __Guards Movement Phase__ and __Players Movement Phase__. These are repeated five times in a turn. ===== N ===== **Noise** - When a player uses a __Run Card__ from their __Thief Deck__ they make noise and cause __Guards__ to become __Alert__ if they are __Distracted__, __Bored__ or __Interested__. **Noise Arrow** - A __Guard Card__. **Nor-East** - A __Thief Card__. **Nor-West** - A __Thief Card__. **Not Found** - When a __Guard__ that is __Pursuing__ a __Thief__ reaches their __Thief Marker__ and discovers the thief has since moved out of __Line of Sight__, they change __Status__ to __Returning__. ===== O ===== **Outside Hex** - Any of the six corner __Hexes__ on a __Map Tile__ that isn't next to another map tile or the __Vault Map Tile__. __Thieves__ can only enter or leave the Keep through an Outside Hex. ===== P ===== **Patrol Route** - see __Patrolling Guard Route__. **Patrolling Guard** - A type of __Guard__. Shown on the board with a green meeple. **Patrolling Guard End** - The green shield symbol on a __Hex__ of a __Map Tile__ that signifies a __Patrolling Guard__ will turn around and head back along its __Patrolling Guard Route__ until it reaches the __Patrolling Guard Start__ hex. **Patrolling Guard Route** - The green line on a __Hex__ of a __Map Tile__ that signifies the route a __Patrolling Guard__ will go back and forth on. **Patrolling Guard Start** - The green star symbol on a __Hex__ of a __Map Tile__ that signifies a __Patrolling Guard__ will turn around and head back along its __Patrolling Guard Route__ until it reaches the __Patrolling Guard End__ hex. Also the hex it starts the game on when first placed. **Phases** - There are three phases in a __Turn__. The __Initiative Phase__, then the __Resource Phase__ then five repetitions of the __Movement Phase__ which is broken down into the __Guards Movement Phase__ and the __Players Movement Phase__. **Pick Pocket** - A __Thief Card__. Only useful if your thief is adjacent to, and out of __Line of Sight__ of a __Guard__. **Play Aid** - A large hexagon of the same size as the __Map Tiles__ but containing a place to put the __Guard Cards__ the __Guard Card Discards__ and showing the __Compass Rose__ for directions and a summary of the __Statuses__ **Players Movement Phase** - The second part of the __Movement Phase__ in which players may use a __Thief Card__ or __Guard Card__, __Rest__ or __Pick Pockets__. **Pursuing** - A __Guard__ __Status__. ===== R ===== **Resource Phase** - The second __Phase__ of a __Turn__. When 5 __Guard Cards__ are made available to buy and __Resting__ __Thief Markers__ are removed. **Rest** - A __Thief Card__. The only way to get __Thief Cards__ back, but it reveals your __Thief's__ location to the other players (but not to the __Guards__). **Returning** - A __Guard__ __Status__. **Rock** - A counter used to show where the rock has landed from playing a __Thrown Rock__ __Guard Card__ **Rope Arrow** - A __Thief Card__. Only useful if your thief is adjacent to a __Special Hex__. **Run** - A __Thief Card__. ===== S ===== **Sequence of Play** - The order that phases occur in a turn. __Initiative Phase__, __Resource Phase__, __Movement Phase__ x5. **Shield, Green** - A symbol on a __Map Tile__ __Hex__. see __Patrolling Guard End__. **Shield, Red** - A symbol on a __Map Tile__ __Hex__. see __Wandering Guard Start__. **Sou-East** - A __Thief Card__. **Sou-West** - A __Thief Card__. **Special Hex** - A symbol on a __Map Tile__ __Hex__. **Spotted** - When a __Guard__ ends its move within __Line of Sight__ of a __Thief__ or a thief ends its move in the line of sight of a guard. **Star** - A symbol on a __Map Tile__ __Hex__. see __Patrolling Guard Start__. **Star, Green** - A symbol on a __Map Tile__ __Hex__. see __Patrolling Guard Start__. **Stationary Guard** - A type of __Guard__. Shown on the board with a blue meeple. **Status** - see __Statuses__. **Status Marker** - A hexagonal counter you place underneath the __Guard's__ meeple to show its status and which direction it is looking. **Statuses** - There are six statuses a __Guard__ may have. __Distracted__, __Bored__, __Interested__, __Alert__, __Pursuing__ and __Returning__ **Sword, The** - A __Treasure Card__ ===== T ===== **Taffer** - Derogatory term. **Taffer Making Noise** - A __Guard Card__. **The Armour** - A __Treasure Card__. **The Eye** - A __Treasure Card__. **The Hammer** - A __Treasure Card__. **The Lantern** - A __Treasure Card__. **The Sword** - A __Treasure Card__. **Thief** - Your character in the game. Usually their location on the board is unknown, but occasionally a __Thief Marker__ will be placed to show where they were when __Spotted__ or __Resting__. If your thief is ever in the same __Hex__ as a __Guard__ your thief is captured and you lose the game. **Thief Cards** - The default cards for each player. There are twelve cards. These cards are __Nor-East__, __Nor-West__, __East__, __West__, __Sou-East__, __Sou-West__, __Rest__, __Pick Pocket__, __Run__, __Hide__, __Rope Arrow__ and your __Exit__ card. **Thief Deck** - The cards a player may use. This includes unplayed and unspent __Thief Cards__ and any __Guard Cards__ the player has bought in the __Resource Phase__ or __Pick Pocketted__ in the __Players Movement Phase__ **Thief Marker** - The translucent marker the same colour as the player's __Location Dial__ and __Thief Cards__. Used to show where their __Thief__ was last seen and at the start of the game, which __Map Tile__ they will be entering. **Thrown Rock** - A __Guard Card__. **Treasure** - What your thief needs to steal to win the game. Treasure is stolen from the __Vault Hex__ on the __Vault Map Tile__ and represented with a __Treasure Card__ which also limits your movement when revealed. **Treasure Cards** - There are five treasure cards. These cards are __The Armour__, __The Eye__, __The Hammer__, __The Lantern__ and __The Sword__. **Trip** - A __Guard Card__. **Turn** - One turn consists of three __Phases__. The __Initiative Phase__, the __Resource Phase__ and the __Movement Phase__ which is repeated five times. The movement phase is broken down into the __Guards Movement Phase__ and the __Players Movement Phase__ **Turn Sequence** - see __Sequence of Play__. ===== V ===== **Vault** - see __Vault Hex__. **Vault Hex** - The __Hex__ with a yellow crown symbol on it. You reveal your __Treasure Card__ when you enter the hex, But it only effects you when you leave it. **Vault Map Tile** - The __Map Tile__ that has the __Vault Hex__ on it. **Vault Tile** - see __Vault Map Tile__ ===== W ===== **Wandering Guard** - A type of __Guard__. Shown on the board with a red meeple. **Wandering Guard Route** - The red arrow on a __Hex__ of a __Map Tile__ that signifies the route a __Wandering Guard__ will follow. **Wandering Guard Start** - The red shield on a __Hex__ of a __Map Tile__ that signifies where a __Wandering Guard__ might start when first placed on the tile. **Wandering Route** - see __Wandering Guard Route__. **Wandering Start** - see __Wandering Guard Start__. **Water Arrow** - A __Guard Card__. **West** - A __Thief Card__.