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Subject: [rules] Game overview - Age of Thieves official rss

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Wydawnictwo Galakta
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Game Overview

Age of Thieves is a fantasy board game of strategy and adventure set in Hadria, a port metropolis located on the northern fringes of the mighty Empire. Each player becomes a master thief about to commit the most daring burglary of his career. During the game players may use unique abilities of their thieves as well as various action cards, which represent maneuvers, alchemical potions or complicated devices inspired by visionary ideas of Renaissance inventors. The players choose cards to play and then use available Action Points (AP) to plan the order of their activities.

The thief who will manage to escape through one of four city gates taking with him the Emperors’ Jewel or other valuable loot worth the most Victory Points (VP) will be the winner of the game. Anyone who will stay inside Hadria after the event deck is depleted will be caught and mercilessly thrown inside the city dungeon, their names erased from the annals of the omnipotent Guild.


Game Setup

Before the game players should prepare the board. They place city tokens, figures of guards and jewels on indicated spaces of the city map. The city tokens are placed face-down and they represent short encounters or adventures that the thieves must face during their nocturnal travels through the alleys of Hadria – anything from an unexpected patrol of guards to a drunken merchant, whose pouch full of gold may quickly change its owner.

After setting up the board, each player chooses (randomly or not) one thief to impersonate. Each thief is a unique character with a passive ability described on his or her thief sheet and with a special action card representing a given thief’s area of expertise. Once the thieves are chosen, each player takes 2 basic action cards that are always available and enable him to move around the board or draw new action cards as well as 2 general action cards that give him a range of various possibilities – from bribing a guard to sending a clockwork owl on a scouting mission. Finally, each player takes 10 markers of Action Points (AP), his thief’s unique figure and a screen, behind which he will be planning his activities. Now players are ready to start the game!


Events

Event cards control the flow and the length of the game. Each turn players draw and reveal 1 event card from the top of the event deck – the calm deck or the alarm deck depending on the stage of the game. Event cards change the conditions of the game and introduce new, temporary rules. The first player reads the revealed event card aloud, introduces its effect and then rolls a die to determine the initiative of the city guards – how quickly they will react and how capable they will be in spoiling the thieves’ schemes. Once the initiative is rolled, each player draws 1 action card.

Declaration

The Declaration Phase and the Resolution Phase are the most important steps of each turn. In the Declaration Phase the players simultaneously and secretly plan their actions for the current turn. Each player declares his action cards i.e. he places behind his screen any number of face-down action cards from his hand and then places on the top a number of his available AP. The number of AP placed on a given action card determines how quickly this card will be resolved – and whether the player will do it before or after the city guards activate. In other words, the more AP you place on your action card, the sooner you may use its effects.

Resolution

Once all players have planned their actions, it is time for the Resolution Phase. The order of activities in this phase is resolved based on the initiative. In case of guards and captains, the initiative is determined in the Events Phase by rolling a die placed on the city guard sheet. In case of the thieves, the initiative is indicated by the number of AP markers on a particular, declared action card.

Example: Morius has declared two action cards – one with 4 AP and another with 1 AP. Meanwhile, Noiron has placed all 10 AP on one action card. The initiative of the city guard is 6. It means that Noiron will resolve his action first, followed by guards and captains and finally Morius will resolve his two actions – first the one with 4 AP and then the one with 1 AP.

After the players and the city guards resolve their actions, the game proceeds to the Clean-up Phase, during which the players prepare for the next turn: all declared action cards are discarded, various temporary markers, such as fire or smoke, are removed from the board, the first thief marker is passed to the left and the players gather their AP markers to reuse them in the next turn.

Ending the Game

The ultimate goal of each thief is the Emperors’ Jewel hidden inside the palace in the center of the board. Any thief who manages to steal it and carry it away from Hadria (thus escaping from the board) immediately wins. However, it is not the only way to win. When the Emperors’ Jewel is stolen, the alarm is raised in the city – the players have only 5 turns to wrest the jewel from their rival’s hands and leave Hadria. If, at the end of the fifth turn, the Emperors’ Jewel is still on the board, but some thieves have managed to escape, the winner is the player who has gained the most VP for the stolen riches.
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These are the basic rules for Age of Thieves, thank you for taking a look! ninja We will publish more details about gameplay soon. If you have any questions ask them here - we will do our best to answer them as soon as possible!

If you don't want to miss any future updates like our Facebook fanpage!
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Steve Cohn
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Galakta wrote:
If you have any questions ask them here - we will do our best to answer them as soon as possible!


So many questions!

Each player gets 10 action point markers. Do some master thieves have more than others? Possible to get more? Sounds like it is possible to have less if you are captured at some point.

How many general action cards are in the game? Hoping for a large number for replayability purposes.

How many city tokens are in the game? City tokens sound like small random events, I'm hoping for a large number for replayability purposes.

How many event cards are in the game? Event cards control the flow and the length of the game. How do event cards control the length of the game?

Do the the calm deck or the alarm deck have different numbers of events? Or are they similar in size?

Has there been any thought to making the player screens larger? These look quite small to hide 3 cards and the various action points that may be placed. Do the action cards have different backs, so a player sitting next to another player might notice (unintentionally or not) that a player has a 'basic' vs. 'general' vs. 'special' card in play? From the photos on BGG it looks like many/most cards have the same back, but won't that make them harder to separate for resetting the game?

One last question about the cards: Are the cards in the game full size/standard cards? Are they 1/2 size "euro" cards? Hard to tell from the images, but I'm hoping for standard sized cards. Easier to handle, easier to read, and bigger 'canvas' for the artwork (which looks great!).


Finally, my last question (for now!).
When can I play this game?! Unfortunately I will not be at SPIEL 2016, but this looks amazing, cannot wait to give it a try!

Looking forward to more information,
~Steve
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Wydawnictwo Galakta
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Hello Steve! Thank you for all the questions. Without hesitations let’s look if we can give you a satisfying answers!

OchreOgre wrote:


So many questions!

Each player gets 10 action point markers. Do some master thieves have more than others? Possible to get more? Sounds like it is possible to have less if you are captured at some point.


Every character starts with 10 AP – in the course of the game that number can decrease or increase, depending on special abilities of thieves, action cards, city tokens and stolen treasures. There is even one accursed inventor, who specializes in gaining action cards and AP, so he can be prepared for every opportunity.

OchreOgre wrote:

How many general action cards are in the game? Hoping for a large number for replayability purposes.


There will be 20 different action cards (a few copies of each for a total of over 60), 2 basic action cards (same for each player) and 6 special action cards (one unique for each thief). We played with this setup quite a few hundred times and it’s still fun and different every time we try the game. We want to strike the right balance of fun and replayability while not making the game too complex.

OchreOgre wrote:

How many city tokens are in the game? City tokens sound like small random events, I'm hoping for a large number for replayability purposes.


There’s quite a few of these on map, when you start the game. When you pick up a token you can expect one of six different events – but we don’t want to spoil the surprise right now.

OchreOgre wrote:

How many event cards are in the game? Event cards control the flow and the length of the game. How do event cards control the length of the game?

Do the the calm deck or the alarm deck have different numbers of events? Or are they similar in size?


There are around 20 event cards divided almost evenly between alarm and calm cards. Some cards will supply the thieves with additional abilities, which can help them to escape more quickly, while others will hinder them and make guards more cautious.

OchreOgre wrote:

Has there been any thought to making the player screens larger? These look quite small to hide 3 cards and the various action points that may be placed. Do the action cards have different backs, so a player sitting next to another player might notice (unintentionally or not) that a player has a 'basic' vs. 'general' vs. 'special' card in play? From the photos on BGG it looks like many/most cards have the same back, but won't that make them harder to separate for resetting the game?


Setup you can see in the gallery is now a bit inaccurate to be honest – we are working on new images that depict the scale much better! The player screens are large enough for players to easily hide played action cards.

OchreOgre wrote:

One last question about the cards: Are the cards in the game full size/standard cards? Are they 1/2 size "euro" cards? Hard to tell from the images, but I'm hoping for standard sized cards. Easier to handle, easier to read, and bigger 'canvas' for the artwork (which looks great!).


Action cards depicting smaller contraptions are 44x68 mm and events are 70x120 mm – the art is clear and recognizable on both, so don’t worry about that!

OchreOgre wrote:

Finally, my last question (for now!).
When can I play this game?! Unfortunately I will not be at SPIEL 2016, but this looks amazing, cannot wait to give it a try!


The grand premiere and first copies to buy will be available at Spiel 2016. After that we want the game to hit the stores in the US as soon as possible!

Thanks for the questions. We hope that the answers will help you better understand the game!ninja
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Steve Cohn
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Thank you so much for the answers and insight into the game!
Really looking forward to this one!
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Today we have another preview. This time from a different point of view. Learn how the guard affect the game!

Get this thief!

Age of Thieves is getting closer day by day – the world premiere is scheduled for mid-October, but we are already lifting the veil of secrecy a little as far as the gameplay is concerned. Today we will show you how the city guard can hinder the thieves, what happens when a thief gets caught and what is the price of escaping from the dungeon.



Where’s he gone?!

The guards may not be the smartest, but they certainly are alert, stubborn and restless. All the guards have a preset Move and Vigilance attributes – how many spaces they can cover to get the thieves and at what distance they detect them. If a reckless rogue gets within the vigilance range of a guard, this guard will move towards him a number of spaces indicated by his move attribute. A guard that cannot detect any thief remains on his space – he suspects nothing and has no reason to leave his post. The same happens when a player moves beyond the vigilance range of a guard – such guard stays on his space scanning the area, always ready to catch any villain that might come near.
To the dungeon, you scoundrel!




There is a strong chance that a thief or two will get caught by the guards during the game. If a thief occupies the same space as a guard and is not hidden, he is caught and escorted to the nearest dungeon. There gaolers strip him of his belongings and beat the hell out of him. This results in losing a jewel (if the unfortunate thief has any) and 1 action card. Additionally, next turn the thief has only 2 Action Points (instead of 10) to use and must play the Move action card in order to escape from the dungeon, which limits his options even further.



He ran that way!

The city guard is not a mere nuisance for the players – many action cards enable the thieves to use certain tricks that can fool the guards or even manipulate them into catching a rival. The guards become even more important element of the game when one of the thieves steals the Emperors’ Jewel. Once this happens, the alarm is raised in the city: veteran captains, who are very hard to avoid, appear on the board and all the guards start chasing the masters of shadow and legerdemain with even more zeal than before. Initiative – or how quickly the city guard gets to act during a turn – is determined by rolling 2 dice d10-8d10-5 instead of 1 and choosing the higher result. Moreover, if a thief ties with the city guard in the initiative value, the guards and captains get to act first!

Catch me if you can…

Will you succeed in stealing the Emperors’ Jewel unseen or will you fall into the guards’ hands and end up in the dungeon? Dungeon break is rife with danger and other thieves are constantly waiting for your smallest mistake. Age of Thieves has its debut this October! Are you looking forward to it?
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Felix L.
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Thanks for the insight!

This will definitely be one of my highlights of this year's Spiel in Essen! meeple
Still need to preorder it.
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Hello Felix,

it will be a pleasure, when you meet us at our booth at SPIEL (2-C124)

We know, that you already found our pre-order site, but for everybody else - if you want to reserve your copy for the SPIEL, here is the appropriate link to do that:
galakta-games.com/index.php/2016/09/16/galakta-at-spiel-2016/
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Tobias Schneider
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Hello,

I also have some questions about the game.

1) How is the action order if there is a tie between two or more players or a player and a guard with the same initiative/ equal number of action cubes on the two cards?

In Case if the alarm system has not arrived- if it goes on and there is a tie between a thief and a guard, the guard goes first.

2) The game lenght says 60 minutes till 120 minutes. Is this realistic?

Thank you for your help in advance.

Kind regards

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Ian Girling
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This looks great right up my street. Hope it hits the UK shores sometime soon!
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Hi NextFuture!

Thank you for the questions, let us know if you'd like to ask about anything else! Here are our answers and we hope you'll like the game!

NextFuture wrote:
Hello,

I also have some questions about the game.

1) How is the action order if there is a tie between two or more players or a player and a guard with the same initiative/ equal number of action cubes on the two cards?

In Case if the alarm system has not arrived- if it goes on and there is a tie between a thief and a guard, the guard goes first.


Any initiative ties between thieves are broken in favor of the first thief or the person sitting closest to him in the clockwise order. Additionally, each tying thief can only resolve one action card with a given number of AP markers at the time i.e. the same thief cannot resolve a few action cards with the same initiative in a row, but thieves alternate resolving their tying cards.

If there is a tie between the guards and a player, then the player move first unless the alarm is on.

NextFuture wrote:


2) The game lenght says 60 minutes till 120 minutes. Is this realistic?

Thank you for your help in advance.

Kind regards



Yes it is! I don't think we've ever played longer then that. And we've played many, many times. Rarely we played shorter games, so we think 60-120 is really accurate.
 
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