Table of Contents

Detection

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Sight

Light

Every light source has a light value which represents its brightness. At 1 away from the light source, the Light value is used. For every further inch away from the light source, deduct one (i.e. within 1“ of a Candle the figure is at light level 2, but if more than 2” away, they are not illuminated at all).“

Figure coverage

The amount of light falling on a figure is also a factor - whether the figure is fully exposed, or partially hidden by walls and other objects can affect its detectability. The base a figure is mounted on should be divided up into sixteenths by quartering each side of the base. Have a look at how many full squares are covered by the light beam and compare it to the following chart-

Number of squares covered Rating Modifier
0-2 Not lit
3-10 Partially lit
11+ Fully lit

Light Sources

A light source is visible from any distance. Hence a thief about to use a fire arrow can be seen by anyone.

Walls

Walls block light. In cases of contention, draw a straight line from the middle of a light source to the corner of the wall.

Alertness

If the figure to be detected is in the FOV of another, the watcher rolls their alertness dice. If a guard, add their Notice to each die roll. They must achieve at least one success with a target number of 7 minus the level of the light on the figure. If the figure is carrying a light source (holding a torch or about to shoot a fire arrow), the roll is automatically successful.

Snuffed Lights

If an alert guard is near (within 1 inch of their figure) a snuffed light source, they will relight it.

Sound

Every action creates sound of some sort. Sound behaves in the same way as Light (see above) - however a figure can detect sound from any angle, it does not need to be in the figures FOV (field of view). Sounds cannot trigger a guard into pursuit status, only alert. To enter pursuit, a guard must see a thief.

Ignored Sounds

Guards ignore and do not react to any sound generated by fellow guards' footsteps or any equipment in the mansion - they are used to these sounds.

Blocking Sounds

A thief needs to exceed the sound of nearby objects and equipment in order to be detected. i.e. a thief generating only 1 Sound can move freely within 8 of a Generator without being heard, or within 5” of a drunk guard.“

Walls

Walls block sound. However, sound may reach around walls. Measure the shortest distance around the wall to the detecting figure. i.e. a straight line from the source of the sound to the corner of the wall, and from there to the middle of the figure listening.

Hearing

The listener rolls their hearing dice. If a guard, add their Notice to each die roll. They must achieve at least one success with a target number of 7 minus the level of the sound.

Touch

A guard moving into a thief, or a thief moving into a guard automatically triggers the guard into pursuit status. The guard may immediately attack if they have not already had an action this turn.

Guards

A guard that makes their hearing or alertness roll changes their status to one higher (ie bored to interested).

A guard must have made a successful alertness check (or have been touched) before they are able to target a thief with an attack, and vice versa. This alertness check must have been made prior to the attack and the target must not have moved more than an inch since the check. A guard cannot attack a thief that is only detected through sound.