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Subject: Complete Card List, Statistics, and Strategies rss

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Brad103
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Skaneateles
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Introduction
Below is a complete list of the cards in Thief's Market. I wanted to be able to see all the stats of the cards in an easy to read format, in order to work on some strategies and theory crafting. I have written some of my own thoughts on the cards below. I hope this can be found useful for others as well. I've split this post into 2 so that the Card List can be viewed easier, and edited easier. Feel free to post your own comments and strategies!

Wasn't sure where this should go, General, Review, Rules, Strategy? Hope it fits well here.
Deck A
Gem Cost
B| | |
| |R|
| | |W

B|B| |
|G|G|
|R|R|

|G|G|
|R|R|
| |W|W

B| | |
|G| |
| |R|
| | |W

B|B| |
| |W|W
|G| |


Deck B
Gem Cost
|G|R|

B|G|R|
|G| |W

B| | |W

B|G|R|
B|G| |W

B|B|G|
|G|G|W
|R|R|W
|G|W|W
B|G| |W
B| |R|W

|G|R|
| |R|W
B| |R|
B| | |W
| |R|W

B| |R|
B| |R|


Deck C
Gem Cost
|G|R|W

B|G| |
|G|R|W
B|G| |
|G| |W

B|G|R|W
B|G|R|W
|R|W|W
B| |R|
|R|R|
B|B| |W
B| |W|W
B|G|G|
|G|R|R

Card Name
Guy in a Trench Coat
Disgruntled Minion
Corrupt Official

Glamer
Philosopher's Stone
Alchemical Lab

Pawnbroker
Bondsman
Fence

Coercion Coordinator
Public Relations Expert
Tailor
Local Celebrity

Shadowy Hood
Necklace
Nearby Safehouse


Card Name
Executive Assistant

Legitimate Jeweller
Deceptive Bag of Colored Glass

Bookie

Gauntlet of Evil Intent
Imbalanced Scales

Sticky-Fingered Dockhand
Rumor-Monger
Anthropomorphic Water Buffalo
Easily Impressed Noble
Wicked Clutches
Eyepatch of Command

Brooch
Menacing Monocle
Provisioned Safehouse
Concealed Safehouse
Fortified Safehouse

Lucky Animal Appendage
Unlabeled Potion


Card Name
Insurance Racket

Island Estate
Exit Strategy
Big Haul
The Heist

Political Campaign
Loyalty Program
Collecting Golem
Fur Coat
Giant Belt Buckle
Crown
Scepter
Treasure Map
Treasure Map

Icon
Henchman
Henchman
Henchman

Magic
Magic
Magic

Henchman
Henchman
Henchman

Henchman
Henchman
Henchman
Henchman

Magic
Item
Safehouse


Icon
Henchman(x2)

Henchman
Item

Henchman

Magic
Item

Henchman
Henchman
Henchman
Henchman
Magic
Magic

Item
Item
Safehouse
Safehouse
Safehouse

Magic
Magic


Icon
Speech

Compass
Speech
Speech
Speech

Speech
Speech
Magic
Item
Item
Item
Item
Compass
Compass

Phase
After Splitting
After Splitting
After Splitting

Buy Phase
Buy Phase
Buy Phase

Buy Phase
Buy Phase
Buy Phase

Buy Phase
Buy Phase
Buy Phase
Buy Phase

End Game
End Game
End Game


Phase
After Splitting

Buy Phase
Buy Phase

Buy Phase

After Buying
After Buying

Buy Phase
Buy Phase
Buy Phase
Buy Phase
Splitting Phase
After Splitting

End Game
End Game
End Game
End Game
End Game

Splitting Phase
Buy Phase


Phase
Buy Phase

After Buying
Buy Phase
Buy Phase
Buy Phase

End Game
End Game
End Game
End Game
End Game
End Game
End Game
End Game
End Game

Trigger
You Have 1+ Blue Gem
You Have 1+ Red Gem
You Have 1+ White Gem

You Have 1+ Blue Gem
You Have 1+ Green Gem
You Have 1+ Red Gem

You Have 1+ Green Gem
You Have 1+ Red Gem
You Have 1+ White Gem

Discard 1 Blue Gem
Discard 1 Green Gem
Discard 1 Red Gem
Discard 1 White Gem

None
None
None


Trigger
You Have 1+ Green Gem

You Have 1+ Gold Die
You Have 1+ White Gem

You Have 1+ Blue Gem

Discard 1 Infamy Die
Spend 1+ Gold Die

Buy Blue Gem Card1
Buy Green Gem Card1
Buy Red Gem Card1
Buy White Gem Card1
You Were Stolen From
You Have Start Player Token

None
None
None
None
None

You Were Stolen From
Buy This Card


Trigger
None

Spend 1+ Infamy Die
Discard 1+ Gold Token
Buy This Card
Buy This Card

None
None
None
None
None
None
None
None
None
1)Including This Card

Effect
Buy Additional Card
Buy Additional Card
Buy Additional Card

Turn 1 Blue Gem Into Any Gem
Turn 1 Green Gem Into Any Gem
Turn 1 Red Gem Into Any Gem

Turn 1 Green Gem Into Gold Die
Turn 1 Red Gem Into Gold Die
Turn 1 White Gem Into Gold Die

Gain 1 Infamy Token
Gain 1 Infamy Token
Gain 1 Infamy Token
Gain 1 Infamy Token

Gain 2 Notoriety
Gain 2 Notoriety
Gain 1 Notoriety (2 if you own 2+ Safehouses)


Effect
Buy Additional Card

Turn 1 Gold Die Into Any Gem
Turn 1 White Gem Into Any Gem

Turn 1 Blue Gem Into Gold Die

Gain 1 Gold Token
Gain 1 Extra Gold Token

Gain 1 Infamy Token
Gain 1 Infamy Token
Gain 1 Infamy Token
Gain 1 Infamy Token
Gain 1 Infamy Token
Gain 1 Infamy Token

Gain 3 Notoriety
Gain 3 Notoriety
Gain 2 Notoriety (4 if you own 2+ Safehouses)
Gain 2 Notoriety (4 if you own 2+ Safehouses)
Gain 2 Notoriety (4 if you own 2+ Safehouses)

Don't Reroll Stolen Dice. After Splitting May Reroll 1 Die
Discard Card, Gain Top Card From Current Deck


Effect
Buy Additional Card. Pay 1 Less Gem To Buy Cards

Gain 1 Extra Infamy Token
Gain 2 Infamy Token Per Gold Token Discarded
Gain 1 Infamy Token Per Object2 Owned This Turn
Gain 1 Infamy Token Per Object2 Owned This Turn

Gain 1 Notoriety For Every 2 Infamy Tokens
Gain 1 Notoriety For Every Other Card Owned
Gain 3 Notoriety For Every 2 Magic Cards Owned
Gain 4 Notoriety
Gain 4 Notoriety
Gain 6 Notoriety
Gain 6 Notoriety
Gain 7 Notoriety (5 If Other Player Owns a Compass Card)
Gain 7 Notoriety (5 If Other Player Owns a Compass Card)
2)Object = Dice and Start Player Token
Deck Summary

Deck A
Deck B
Deck C


Deck A
Deck B
Deck C

|
|
|


|
|
|
Henchman
10
7a
-

Extra Buy
3
1
1
Safehouse
1
3
-

Turn Die
6
3
-
Magic
4
5
1

Gold
-
2
-
Compass
-
-
3

Infamy
4
6
4
Item
1
4
4

Notoriety
3
5
9
Speech
-
-
6

Misc
-
2
-
|
|
|
|

|
|
|
|
Total
16
19
14

Split Phase
3
4
0





Buy Phase
10
10
5b





End Game
3
5
9
a) The Executive Assistant has 2 Henchman icons, bringing the total number of icons in Deck B to 8 (18 total).
b) The Heist and Big Haul cards have immediate one-time abilities. Though it happens during the Buy Phase it's not a continual benefit like other Buy Phase cards.

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Brad103
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Skaneateles
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Card Types
There are 5 major types of cards: Extra Buy, Turn Die, Gain Gold, Gain Infamy, and Gain Notoriety. The first three help you build up a small resource engine, while the latter two help you build up your end game score.

Extra Buy: 3/1/1 (Deck A/B/C)
Early on, having the ability to buy an extra card doesn't help that much. You don't have much gold on hand, and resources are limited (more-so in higher player games). Still, having an extra buy mid-late game can give you an advantage. Since cards from emptied decks stay available to buy later in the game, you may be able to pick up an inexpensive second card easily. There are only 5 of these in the game, and all but 1 (Deck C) are Henchman. Grab one if you can, but they aren't critical to have.
- Works well with: Buy Gem Card

Turn Die: 6/3/-
These are probably the most important cards to have. You'll want to try to pick up at least one of these as soon as you can. Four of these give you an immediate benefit of turning a gem into another type. The other four allow you to turn a gem into a gold bag. (The last lets you turn a gold bag into a gem.) Both versions have their own strengths. Either you get a 'wild' this turn, or you get a gold token (wild) to use on your next turn along with your other dice.
- Works well with: Turn Gem Die, Discard Gem Die, Buy Gem Card

Gain Gold Token: -/2/-
Besides using a Gold Die, there are only these two cards that allow you to gain more Gold Tokens. The Gauntlet of Evil Intent sacrifices your score (Infamy Tokens) to gain you additional gold. If you're struggling to get gold though, being able to utilize the Infamy Die as gold can be quite advantageous. The Imbalanced Scales give you can extra Gold Token whenever you gain gold from Dice. So long as you have at least one Gold Token and a Gold Die, you can spend the Token and get back two at the end of the round. This combo is extremely useful! (my favorite)
- Works well with: Infamy Dice (Gauntlet), Turn Gem Die into Gold Die (Scales)

Gain Infamy Token: 4/6/4
Infamy Tokens (And Notoriety) are your end game score. Infamy Tokens are gained slowly, usually one at a time. Don't let that fool you though, they do add up, and can often become the majority of your score at the end of the game. One card, The Political Campaign, gives you an extra point for every two Infamy Tokens you have during the final scoring. If you have a gained a lot of tokens, you should make this card a priority.
- Works well with: Political Campaign

Gain Notoriety: 3/5/9
Notoriety is pure score. Many cards give a base number of points, but some give you points based on other factors (tokens/card symbols). Most of the cards that give Notoriety are in Deck C, and most of Deck C is Notoriety! At this point in the game it's a fight to get the most points you can from this Deck. One important Notoriety card is the Loyalty Program. This card can give you up to 11 points depending on how many players there are!
- Works well with: Safehouse Icons (Safehouses), Magic Icons (Collecting Golem), Infamy Tokens (Political Campaign)

Unique Cards
Safehouses: These give you slightly less than average Notoriety/Gem when you own just one, and slightly than average when you own two or more. May not be worth buying unless you plan to grab a second one. There are 4 total.

Executive Assistant: A 'buy additional card' that is worth 2 Henchman during final scoring. If you're going for the most Henchman bonus points, get this card if you can.

Legitimate Jeweler: Turns a Gold Die into any Gem, effectively letting 1 Gold Die be used immediately. Can be useful, but if you leave it as a Gold Die, you'll have an extra resource to spend next round.

Gauntlet of Evil Intent: Turns an Infamy Die into a Gold Die (see notes above under Gain Gold Tokens). This can be a gamble, sacrificing score is never wise.

Imbalanced Scales: Gives you an extra Gold Token whenever you gain gold from Dice. If you have a way to turn a Gem into a Gold Die this card can be very handy to have. Rather than spending a die you can spend a Gold Token and get back two at the end of the round!

Wicked Clutches: Gain an Infamy Token whenever you are stolen from. This can work multiple times each round, so steal as often as you can. Works best if you're the first player, as you can take the entire pile ensuring you'll be stolen from at least once.

Lucky Animal Appendage: Stolen Dice aren't re-rolled. This could make you less of a target to steal from (or more of a target, depending on the dice). The extra bonus to re-roll 1 die later can be useful.

Unlabeled Potion: Buying this card gives you a blind draw from the current deck. Keep track of what has already been bought to know if it's worth it. Or wait until Deck C is the current deck and buy it up! (A Deck C card is always worth the 2 Gem cost of this card)

Insurance Racket: The last 'additional buy' card available. You also get a 1 Gem discount on all future purchases. As this card is in Deck C it is rarely worth buying as the game is almost over at this point. Generally better off buying points instead.

Exit Strategy: Convert your gold into Infamy. When the game is nearing it can be more beneficial to ditch all your gold for points. Keep in mind on whats left to buy, and if you want the bonus gold score. Also, you will not have a chance to convert any gold gained on the final round.

Big Haul/The Heist: These cards only cost 2 gems, and they're in Deck C! The catch? you only get points for how many objects you end up with. Generally the most you'll get from this is 4 points. However, the points are in the form of Infamy Tokens, so if you have the Political Campaign card, that 4 points can be worth 6 points!

Political Campaign: Every Infamy Token is now worth 150% it's normal value! If your strategy was getting Infamy over Notoriety you want to have this card! If not, then you have to consider its cost for the score you would get. It's an expensive card, one of only two 4-Gem cost cards in the game.

Loyalty Program: This card gives you Notoriety points equal to how many cards you have at the end of the game, besides this one. This card is often the highest point giving card in the game. It's expensive at 4-Gem cost, but it can give you a huge boost for a winning score.

Collecting Golem: The Golem gives you 3 points for each Wand card you own at the end of the game. The Golem itself is a Wand, so as long as you have one other Wand card you'll get Notoriety from this. However, as it costs you 3 Gems, you'll want to try to end up with at least 4 Wand cards to make this card worth it.

Treasure Map: The two Treasure Map cards give you 7 Notoriety, or only 5 if another player has a card with the Compass Icon (the other Treasure Map, or the Island Estate). If you own one, try to buy others. If someone else has one, than determine if it's worth only 5 points to you (or worth preventing 7 points to another). Because, the Crown and Scepter both give you 6 points for the same gem cost.

Thank You!
I've checked the card list a number of times for errors and I've caught all of them, I hope. If you see a mistakes or misinterpretation on the cards, please let me know.
I hope this card list and/or card thoughts help you in developing some interesting strategies and card combos on your quest to become the next King of Thieves!
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