====== Guard Cards ====== | Back to [[hiddenmovement]] | These cards are used to influence the guards in the game. Either to reduce the risk to your thief, or increase the risk to another player's thief. * Unless otherwise stated, a Guard Card can be played on any guard on the table. * You may have a maximum of 6 Guard Cards in your deck. * Guard Cards are bought with **Gold Coins** {{ :games:board:gold-coin-2017072636-2400px.png?100|Gold Coin}} from **Thief Cards** in the **Resource Phase**, or obtained by **Pick Pocketing** a guard in the **Players Movement Phase** * Guard Cards cannot be used to buy other Guard Cards. * Guard Cards are played instead of Thief Cards in the **Players Movement Phase** * Guard Cards, once used, go to the discard pile and are reshuffled when there are no more Guard Cards left. * You do not have to reveal the actual location of your thief if you play a card that says "within line of sight of your thief". ===== Cards ===== ^ **Adjust Rigging** \\ {{:games:board:guardadjust.png?100|Adjust Rigging}} | x2 | For the remainder of this **Turn** you can ignore the effects of carrying a treasure. | **Cost 3** | ^ **Art** \\ {{:games:board:guardart.png?100|Art}} | x2 | A **Bored** guard examines a piece of art and becomes **Distracted**. | **Cost 1** | ^ **Diligent** \\ {{:games:board:guarddiligent.png?100|Diligent}} | x2 | The next guard that would change from **Pursuing** to **Returning** status remains in **Pursuing** status for another Guard Movement Phase, moving forward another two hexes if it can. If it can't move, it remains stationary. | **Cost 1** | ^ **Hip Flask** \\ {{:games:board:guardhip.png?100|Hip Flask}} | x2 | Change an **Interested** or **Alert** guard to **Bored** status. | **Cost 1** | ^ **Lockpicks** \\ {{:games:board:guardlockpicks.png?100|Lockpicks}} | x2 | You can move your thief through any **Special Hex** on the map tile you are currently on with normal movement cards as well as a **Rope Arrow** card. Discard this card when you leave the map tile. | **Cost 3** | ^ **Moss Arrow** \\ {{:games:board:guardmoss.png?100|Moss Arrow}} | x3 | Next **Players Movement Phase** you may play a **Run** card and run without making any noise. | **Cost 1** | ^ **Noise Arrow** \\ {{:games:board:guardnoise.png?100|Noise Arrow}} | x2 | Place your **Thief Marker** on a hex within line of sight of your thief. This will cause any guard within line of sight of the marker to treat it as a spotted thief. | **Cost 2** | ^ **Taffer making noise** \\ {{:games:board:guardtaffer.png?100|Taffer making noise}} | x2 | Choose a map tile, all the **Bored** or **Interested** guards on the map tile are now **Alert**. | **Cost 2** | ^ **Thrown Rock** \\ {{:games:board:guardthrown.png?100|Thrown Rock}} | x2 | You throw a rock within line of sight of your thief. Place a Rock {{ :games:board:rock_web.png?100|Rock}} counter. All **Alert**, **Bored** and **Interested** guards on that map tile are now **Alert** and turn to face, as directly as they can, the rock. They remain stationary unless they spot a thief until the next **Guards Movement Phase** then return to normal. Then remove the rock counter. | **Cost 2** | ^ **Trip** \\ {{:games:board:guardtrip.png?100|Trip}} | x2 | A **Pursuing** guard falls over and spends the next **Guards Movement Phase** stationary. | **Cost 2** | ^ **Water Arrow** \\ {{:games:board:guardwater.png?100|Water Arrow}} | x3 | You put out a torch. Place an **Extinguished Torch** {{ :games:board:extinguished_torch_web.png?100|Extinguished Torch}} on a hex within line of sight of your thief. No thief can be spotted on that hex. But if a guard moves onto the hex, remove the counter and if a thief is there, the thief is caught. | **Cost 1** | ==== Advanced Cards ==== * (x1) **Art**. * (x2) **Hip Flask** * (x1) **Diligent**. * (x1) **Moss Arrow**. * (x1) **Noise Arrow**. * (x1) **Taffer making noise**. * (x1) **Thrown Rock**. * (x1) **Water Arrow**.