Table of Contents

Moves and Actions

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Movement

Normal speedWith speed halved
CharacterTotalPhasesPhases
SpeedMove123456123456
14"1"1"1"1"1"1"
25"1"1"1"1"1"1"1.5"
36"1"1"1"1"1"1"1"1"1"
47"1"1"1.5"1"1"1.5"1"1"1.5"
58"1"1.5"1"1.5"1.5"1.5"1"1"1"1"
69"1.5"1.5"1.5"1.5"1.5"1.5"1"1"1"1.5"

Thief Movement

The thief character plots their movement for each turn. Place a marker where the figure will be after their full move. The thief may only deviate from this course if they detect something while travelling down it (such as guards) during the 6 phases of the turn. If a guard is detected that the thief was previously unaware of, the thief is Surprised. The thief may choose to move at a slower speed than their maximum on a turn by turn basis only (they must move on each phase according to their speed unless surprised). The thief may never exceed their top speed for a turn.

Surprise

The player of the thief may ignore the rest of their plotted movement for that turn if they are surprised (i.e. if seeing a guard in phase 2 they hadn't seen before, then they may freely move for phases 3-6).

The thief may choose to stop or move at a slower speed as well.

Guard Movement

Guards move according to their Patrol Route unless they become Distracted or enter the alert or pursuit statuses. If in the alert status they will move towards the position that the alert came from unless it is a guard in pursuit status. Once they reach that spot they will look around (the Owner chooses 3 rotations over the next 3 phases, they must all be different directions) before resuming their patrol route. Once back on the patrol route they will return to interested status. If a guard is in the alert status because of a guard in pursuit status, they will move towards that guard for conscientious turns. Once they reach that spot they will look around (the Owner chooses 3 rotations over the next 3 phases, they must all be different directions) before resuming their patrol route. Once back on the patrol route they will return to interested status. If a guard is in the pursuit status the Owner may move them how they like. The guard will stay in pursuit status as long as they have the thief in FOV (as long as the light level on the thief is greater than 0), or if not, for conscientious turns. A guard in pursuit status can only trigger other guards to alert status. After time runs out, the guard will enter alert status and return to their patrol route, where they will continue their patrol on interested status.

Actions

Actions generally cause sounds, but unless there is a chance of a guard overhearing a thief or vice versa, the sounds need not be calculated. Only one action may be made in a turn, so if you have an action in phase 1 of that turn, you will have to wait another 5 phases for the next turn for that figure to act again.

Thief Actions

Automatic Actions

Actions that require no dice rolls

Attacks

Other

Guard Actions

Automatic Actions

Actions that require no dice rolls

Attacks

Other

work in progress