Table of Contents

The World of Cadwallon ...... p .3

The Goal ...... p .3

Game Components ...... p .4

Starting a Game ...... p .6

Adventure Boards ...... p .8

Character Cards ...... p .9

The Game Round ...... p 10.

Moving Militiamen ...... p 11.

Activating Characters ...... p 12.

Movement ...... p 14.

Opening a Chest ...... p 15.

Attacking ...... p 17.

Arcana Cards ...... p 18.

Mission Cards ...... p 19.

End of the Game ...... p .20

Welcome to Cadwallon ...... p .21

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CoT RULES USA NEW.indd 2 20/06/10 19.51 The World of Cadwallon

In the dark of a moonless night, a lonely militiaman shuffles along a deserted alley. The sound of a small stone striking the pavers brings him about just in time to see a black-clad figure vanish around the corner. “Stop! Thief!” Kornak hollers. Cursing under his breath, he runs after the fleeing shadow. Just another normal night in Cadwallon...

Welcome to Cadwallon! Here is a city of vagabonds, deserters, and outlaws of every stripe. Truly, a City of Thieves! The Duke and his brave militia struggle to maintain order, but it is the mighty guilds and wealthy merchants who rule the city. And the most feared of these is the shadowy Guild of Thieves. As a member of the Guild, you must respect their basic rules, lest the city descend into complete chaos!

Aarklash is a rough and dangerous world, steeped in magic, and scorched by all-encompassing war, as petty jealous gods advance their agendas with little regard for the human cost. Cadwallon is the last free city here, a shelter for those who want nothing to do with gods and their conflict. But there are powers who would use it as a pawn in their struggles: powers who eagerly await a moment of weakness!

In the end, though, it is wealth that rules here, and even loyalty to the Guild is limited. In Cadwallon, you must remain alert for any opportunity, and know when to take a risk. Oh, and always respect the unofficial city motto: “My Kingdom for a Ducat!”

The Goal

In the City of Thieves, each player leads a militia circles the neighborhood . Before moving, opening chests, and fighting each gang of thieves out to get rich or die trying . long, the district will be completely cordoned turn . They also receive Arcana cards to use off and any thieves who remain will be as part of their strategy . The thieves need to loot as much treasure trapped! as they can before selling them off to “The At the end of the game the gang that has Spiv ”. But they are short on time, as the Each gang has 7 Action Points to spend on collected the most ducats wins .

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CoT RULES USA NEW.indd 3 20/06/10 19.51 Game Components

1 Gameboard 20 miniatures 24 Chest tokens Each character is represented by a miniature . The characters are split into 4 gangs, each gang has a different color: • Executioners • The Nocturnis Gang These are the treasures the thieves are hoping • Kaldern’s Gang to loot . They begin the game in the rooms . • The Cursed Ones Different types of treasure are depicted on the tokens . Gathering treasure is the main method for a gang to collect ducats .

28 aCtion Point tokens

The gameboard represents a district of Cadwal- lon .The district is divided into spaces to regulate

movement . There are street spaces and room There are also 2 militiamen and 2 heroes, Each player receives 7 plastic Action Point spaces . Spaces are separated by white lines or Isabeau and Sienna, who do not belong to tokens . These tokens are spent whenever a green arrows (which allow movement) and red any gang . character moves or takes an action . lines (which block movement) . 60 arCana Cards 20 CharaCter Cards Each character is pictured on a card that lists his abilities and skills . Each player places his character cards face up in front of him . To help recognize them on the board, each character has a base that matches his gang The Arcana cards are shuffled and placed face color . down near the game board . Players can use The 2 militiamen have black bases . Sienna these cards to give their own characters an and Isabeau have gray bases . edge, or interfere with their opponents’ plans . 4

CoT RULES USA NEW.indd 4 20/06/10 19.52 15 mission Cards duCat s 9 PortCullis tokens The goal of every gang is to collect as many ducats as possible . These are plastic coins, in three colors: These are used when the guards have raised the alarm . The Adventure Boards will ex- plain how they are used . The Guild of Thieves directs the actions of the gangs through the use of Mission cards . 40 Bronze coins worth 1 ducat 25 CharaCter tokens At the beginning of the game, 3 Mission cards are drawn at random and displayed on the Adventure board . The rest are piled face down in a deck next to the gameboard . 20 Silver coins worth 5 ducats These tokens are used for some Adven- tures, as described on the Adventure 8 adventure boards Boards . There are 10 Zombie tokens and 15 Civilian tokens . 20 Gold coins worth 10 ducats 6 diCe

Ducats are placed next to the gameboard in a pile called the bank . Players may make change with the bank at any time .

1 round Counter

Each Adventure Board describes the story for the game, and details any special events that may occur . Before the game, the play- ers must choose one adventure, and the A round counter is placed on the Adven- matching Adventure Board will be used . ture Board to track the rounds of the game .

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CoT RULES USA NEW.indd 5 20/06/10 19.52 Starting a Game

9 5 5

A A A Deployment space 6 A B Guardroom 8

C 8 C Treasury G 2 8 A D Library A 8 B E Magician’s chamber F 9 A F Dormitory 7 A A A G Laboratory 9 5 5 5

6 3

CoT RULES USA NEW.indd 6 20/06/10 19.53 4 3 Unfold the gameboard 1 and choose an Adventure 2 . Place the Adventure Board next to the gameboard .

The players each choose a gang . They take 7 Action Point tokens 3 and the 5 5 5 4 miniatures of their color, 4 with the corresponding Character cards 3 5 .

A A The players display their Character cards face up in front of them .

4 Place the Round Counter 6 on square 1 of the Adventure Board . A Place the two militiamen miniatures: 7 one in the Guardroom B and one 5 in the Treasury C .

Mix the Chest tokens (treasure side down) and place one at random in each room on the gameboard . Then flip the tokens face up to reveal the treasures . A D 5 Shufflethe Mission cards 8 . Place 3 Mission cards face up on the Adventure A Board . The rest of the Mission cards are piled face-down next to the gameboard .

Shuffle the Arcana cards 9 . Each player draws 5 Arcana cards . The rest of E 5 the Arcana cards are piled face-down next to the gameboard .

A The players each roll two dice, whoever rolls the highest total becomes the first player . 5 Starting with the first player, the players take turns 1 placing their characters, one at a time, on any deployment A A space A , until all players have placed all four of their characters . There can only be one character in each 9 deployment space . 5 5 4 The first player now starts the first game round . 7

CoT RULES USA NEW.indd 7 20/06/10 19.53 Adventure Boards

At the beginning of the game the players Place the selected Adventure Board face up need to decide which adventure they will next to the gameboard . be playing and find the corresponding Ad- The Adventure Board shows a background venture Board . Or, the adventure can also story, game events, a round counter track, be chosen randomly . and spaces for three Mission cards:

A the round Counter At the beginning of the first round, the counter is placed on square “1” of the A round counter track . At the beginning of each new round it is moved up one square . When the counter lands on a square that contains an event, the event is read and ap- plied immediately .

B B missions Before the game begins, three Mission cards are drawn and placed face-up on the B Adventure Board . Mission cards offer gangs an opportunity to earn extra ducats . When a Mission card is used, it is dis- B carded and a new mission cards is drawn to replace the old one . There are always 3 missions available .

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CoT RULES USA NEW.indd 8 20/06/10 19.53 Character Cards

Each character in the game has a unique Characters have three ability values: Character card . The card shows a portrait of the character, and lists all of his (or her) The Combat value is used when abilities and skills: fighting . The Movement value is the A number of spaces the character can B move each turn . The Mind value is used when try- C ing to pick the lock on a chest, or to succeed at certain special tasks .

D Each character has one unique skill E A skill is a special advantage or ability which a character can use to further a gang’s F agenda . Using a skill does not count as an action, though some skills require that the player spend an Action Point token to A Gang Color use them . A character can take an action, move, and use his skill all in the same turn . B COMBAT Value See “Activating Characters.”

C MOVEMENT Value Some skills can be used only when that character is activated . Others are in effect all D MIND Value of the time (such as skills that give a bonus in combat) . Each character card details that E Skill character’s skill, and when it can be used . F Name 9

CoT RULES USA NEW.indd 9 20/06/10 19.53 The Game Round

The game is played over a series of rounds . announCe the end of Each gang takes one turn during each round . 4 the turn The first player acts first during the round . The other gangs then take turns in clockwise order . When the player has activated all of the characters he wants to, his turn A gang’s turn is divided into four phases, is over and the player to his left can which must be played in order: begin . Players do not have to activate all of their characters, nor must they 1 dr aw one arCana Card spend all of their Action Points . The player draws one Arcana card Once all of the players have finished their that he adds to his hand . turns, the first player moves the round 2 move a militiaman counter forward one square and starts the The player indicates which militiaman next round . All players recover any Action he wishes to move and rolls a die: If Point tokens spent . he rolls a  the militiaman does not move . Any other result indicates the maximum number of spaces the mili- tiaman may move .

3 aCtivate CharaCters The player activates his characters Guild of Thieves one at a time . The characters spend Rule Number 1 Action Points to move, open chests, attack other characters, and use skills . “Thieves never assist The player may also choose to play the militia” Arcana cards and/or use a Mission card . Arcana cards cannot be played to help a militiaman.

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CoT RULES USA NEW.indd 10 20/06/10 19.54 Moving Militiamen

Two militiamen have been assigned to the When a militiaman enters a space oc- district to maintain law and order . During cupied by another character there is a the game they will move about the board, fight . The player who moved the mili- trying to interfere with the actions of the tiaman controls him during the fight . players . If the fight ends in a tie the militia- man wins . See “Attacking.” The two militiamen start the game in the After the fight is over, the militiaman Guardroom and the Treasury . is done moving for the turn . Any re- maining movement is lost . Before activating his characters, a player must attempt to move one militiaman . If the militiaman wins a fight First, he designates which militiaman he he takes 2 ducats from the will move and rolls one die . If he rolls a , loser (returning them to the the militiaman is distracted and does not bank) and forces him to run move this turn . Any other result indicates away 3 spaces (chosen by the maximum number of spaces the mili- the player who won the fight) . tiaman may move . The militiaman moves and attacks without If the militiaman loses a fight he runs spending any Action Points . Militiamen away 3 spaces (chosen by the player follow the same rules for movement as all who won the fight) . characters . A player may not use a militiaman to See “Movement” . attack a member of his own gang! Also, the militiamen will never attack The player does not have to use all of each other . the militiaman’s movement .

Militiamen never leave the district .

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CoT RULES USA NEW.indd 11 20/06/10 19.54 Activating Characters

Characters must be activated in order to When a character moves or takes an move and take actions . Each time a char- action, the player must spend one acter moves or acts, the player must spend or more of his Action Point tokens . Action Points . A player normally has 7 Ac- Normally, he will take all seven to- tion Points each turn to spend with his kens back at the beginning of the characters . next round . If a player runs out of to- The player activates his characters kens, he may not activate any more one at a time, spending any Action Points characters this turn . he wishes to with that character before ac- tivating the next character . A player does Each character is limited to 1 move- not have to use all of his Action Points, but ment and 1 action each turn . any points that are not spent are lost . A These may be taken in either order: player can activate his characters in any or- a character can move and then take der he chooses, and that order can change an action, or take an action and then from turn to turn . move . Characters do not have to move and take an action when they A character must spend Action Points are activated . A player can choose to move or take actions: to do one, or the other, or both, de- pending on his strategy .

A character may perform: Cost Move spaces up to his Movement 1 Action point Movement value Attack another character 1 Action point

Action Pick the lock on a chest 1 Action point

Bash a chest open 2 Action points

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CoT RULES USA NEW.indd 12 20/06/10 19.54 In addition to movement and tak- Each Character may only be activat- ing an action, each character can use ed once per turn . When the player his skill during his activation . Some is finished with a character and acti- skills cost Action Points to use, as de- vates another, he cannot go back to scribed on the character cards . the first character . The order in which Guild of Thieves characters are activated is therefore Rule Number 2 All of a character’s movement must very important . “Patience be completed at the same time . A is the first lesson character cannot interrupt his move- During this phase of his turn, a player in thievery” ment to perform an action and then may also spend 3 Action Point tokens A player does not have resume his movement (though some to use a Mission card. to activate all of his skills are used during movement) . See “Mission Cards”. characters.

Action Point tokens spent are returned at the beginning of the next round.

The player with The Executioners decides to activate Davitto first . For 3 Action Points, Davitto bashes open a chest (2 A .P .) then moves 3 spaces (1 A .P) . He has performed 1 action and 1 movement . He can do nothing more this turn . The player has 4 Action Point tokens left to activate his other characters .

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CoT RULES USA NEW.indd 13 20/06/10 19.54 Movement

When activated, characters can move Green arrows indicate doors or windows leavinG the distriCt around the gameboard, moving from space which allow characters in and out of a to space . A character may only leave the district room space . if the alarm has been sounded . Each In order to move, a character needs to Adventure Board will explain when and A character may only enter a space spend 1 Action Point . He may then move how the alarm is sounded . occupied by another character when as many spaces as his Movement value . attacking . See “Attacking” . A character does not have to use his full A character may leave the district from Movement value . any Deployment Space that is not A character running away after losing a blocked by a portcullis . fight may pass through a space occu- pied by another character, but he must It costs 1 Movement to leave the district To move from one space to the next, end his move in an unoccupied space . from the Deployment Space . that space needs to be adjacent and cannot be occupied by any other Characters may not move through character . Two spaces are adjacent if portcullises . they are separated by a white line or a green arrow . Characters cannot move onto the roof of any building .

movement limitations

Red lines represent solid walls and block movement . Characters may not cross red lines .

White lines allow movement .

All Characters block movement . Leona spends 1 Action Point to move: Valdur spends 1 Action Point to move she moves 3 spaces . and leave the district .

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CoT RULES USA NEW.indd 14 20/06/10 19.54 Opening a Chest

The treasures on the gameboard are care- bashinG oPen a Chest • 3 Green Gems fully locked inside chests . To get hold of Bashing open a chest is an action . It costs The total value of green gems is de- the treasure within, a would-be thief needs 2 Action Points . termined by the number collected to pick the lock on the chest, or else bash A character in the same space as a chest by the gang . One green gem is it open . may bash it open with this action . There is worth 2 ducats, two gems are worth 5, and no need to roll: the chest is automatically three are worth 8 ducats . loCk-PiCkinG a Chest opened . Attempting to pick the lock on a chest is an • 3 Bunches of Keys action . It costs 1 Action Point . During the game, some treasures may be The total value of keys is deter- A character in the same space as a chest may turned over, so the chest side is facing mined by the number collected by attempt to open it with this action . He rolls up . the gang . One bunch of keys is one die . If he obtains a result less than or A treasure showing the chest side is better worth 2 ducats, two keys are worth 5, and equal to his Mind value, the chest is opened . protected, and can only be robbed by bash- three are worth 8 ducats . If he fails, the chest remains locked . ing open the chest . • 3 Scrolls treasures The total value of scrolls is deter- When a chest is opened, the token is col- mined by the number collected by lected and placed face up on the character’s the gang . One scroll is worth 2 card . See “Carrying Limits.” ducats, two scrolls are worth 5, and three The player also takes 1 ducat from the bank . are worth 8 ducats .

There are 9 gems and 15 other items: • 3 Bracelets The total value of bracelets is de- Davitto ends his move in a room with a • termined by the number collected chest . He decides to spend one Action 6 Red Gems by the gang . One bracelet is worth Point trying to open it . He rolls one die Each red gem is worth 2 ducats . 2 ducats, two bracelets are worth 5, and and gets a  . Because that is higher three are worth 8 ducats . than his Mind value, his attempt fails and he cannot take the treasure!

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CoT RULES USA NEW.indd 15 20/06/10 19.54 • 3 Purses CarryinG limits When a purse is found, the player When a character acquires a treasure, the rolls one die . The result indicates token is placed on the character card to the number of ducats he immedi- show that he is carrying it . A character ately takes from the bank . The purse is then may only carry up to 3 treasures at a time . removed from the game . Should he exceed this limit, he must imme- diately choose which treasure to drop . The • 3 Chests Full of Ducats treasure he drops is placed in any room of A chest only earns ducats for the that player’s choice that does not currently character if he manages to carry it house a treasure . This treasure chest can be out of the district . Once it is safe, opened again in the normal way . the player rolls 1 die ands adds +3 to the number rolled . The result indicates the number of ducats he takes from the bank . The chest can then be removed from the game .

Guild of Thieves Rule Number 3 “Wealth goes to he who keeps it” A character only drops a treasure when forced to.

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CoT RULES USA NEW.indd 16 20/06/10 19.55 Attacking

Attacking is an action . It costs 1 Action Point . The loser runs away 3 spaces. In order to attack another character, the at- He is moved 3 spaces by the winner of the Guild of Thieves tacker must move into his victim’s space fight . If it is not possible to move 3 spaces, Rule Number 4 during his normal movement for the turn . he must move as far as he can possibly go . “Fighting the law This will always end his movement . As he runs away, he may cross a space oc- merely angers more Each character has a Combat value . This is cupied by another character, but he must lawmen” the number of dice the player rolls when end up in an unoccupied space . A fleeing his character is involved in a fight . character cannot move onto the same space A thief can never attack a militiaman. more than once during this movement .

REsOlviNG A fiGhT:

1. The attacker announces his Combat Tortok rolls 2 dice and gets a  and a  . value . His Rage skill allows him to re-roll the , He may play 1 Arcana card . and this time he gets a  . Faras also rolls 2. The defender announces his Combat 2 dice and he gets a  and a  . The value . Powerful Blow card adds +1 to his highest He may play 1 Arcana card . roll, giving him a total of 6 . 3. T he attacker and the defender each roll their dice . The highest single die rolled Tortok spent 1 Action Point to move and is the character’s combat score . another Action Point to attack Faras . 4. Compare the two combat scores: the character with the highest score wins the fight! If the scores are tied, the attacker wins the fight . Faras has the highest roll (6 is greater Tortok announces that he will use his The winner steals one of his oppo- than 5), so he wins the fight . He steals a Rage skill . Faras responds by playing the nent’s treasures (or 2 ducats if the loser Red Gem from Tortok, and forces him to Arcane card Powerful Blow . has no treasure) . Should the winner end up run away 3 spaces . with more than 3 treasures, he must drop one . See “Carrying Limits”. 17

CoT RULES USA NEW.indd 17 20/06/10 19.55 Arcana Cards

Arcana cards are cheap tricks and special During his turn, each player may play as actions a gang can use to further their goals . many Arcana cards as he wishes .

Each player starts the game with 5 Arcana When an Arcana card is played, the text cards in hand . should be read aloud and the instructions Each player draws 1 Arcana card at the followed . Each Arcana card can be played beginning of his turn every round, and adds only once, and is discarded after use . it to his hand . There is no limit to the number of Arcana cards a player can hold in his hand .

A

B

Guild of Thieves Rule Number 5 “Rules are meant to be broken” A Title When a card contradicts the rules, B Description it is the card that counts.

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CoT RULES USA NEW.indd 18 20/06/10 19.55 Mission Cards

At the beginning of the game, 3 Mission He cannot hold or save the Mission card to Guild of Thieves Rule Number 6 cards are drawn and placed face up on the use later . The ducats received are equal to Adventure board . the full value of the treasure shown, plus “Focus is the key Missions are sent by the Guild of Thieves, the Mission bonus indicated: to succes” and give players an opportunity to earn A +0 bonus means the player takes 0 extra A gang may only use bonus ducats . Each Mission card shows ducats per treasure . one mission card per turn. a certain type of treasure that the Guild of A +1 bonus means the player takes 1 extra Thieves desires: ducat per treasure . A +2 bonus means the player takes 2 extra ducats per treasure . A The player adds the value of all the match- ing treasure tokens that his characters are Paul spends 3 Action Points and takes B currently carrying to the Mission bonus . He receives the total in ducats from the bank . the “Scrolls +2” Mission card . The player keeps his treasures after com- pleting the mission . He may be able to earn A Treasure ducats for these treasures again, either by using another Mission card or by removing B Bonus them from the board . His characters are holding a total of 2 See “End of the Game”. scrolls . 2 scrolls are worth 5 ducats .

To use a Mission card, a gang needs Once a Mission card is used, it is immedi- to hold at least 1 token with the trea- ately discarded and replaced by a new one sure indicated on the card and spend from the deck . Add the new Mission card 3 Action Points during its turn. to the Adventure Board . If the deck of Mis- When a player uses a Mission card, he receives sion cards runs out, there are no more mis- The Mission card adds a bonus of +2 ducats from the bank immediately . sions . Do not reshuffle the Mission cards . ducats per scroll, so Paul takes 9 ducats from the bank .

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CoT RULES USA NEW.indd 19 20/06/10 19.55 End of the Game

Eventually, even the slow-moving militia the district into ducats . Any treasures car- will react to the rash of thefts in the district . ried by characters that are still in the district They will throw a cordon around the neigh- are worth nothing . borhood, trapping all thieves still within . Each Adventure Board describes when the Each player loses 3 ducats for each of his game will end, usually when the Round characters that failed to leave the district Counter reaches the end of the round before the end of the game . counter track (“End of the Game” square) . The player with the most ducats becomes At this point, all players must convert the the new guildmaster for the district, and treasures they managed to carry out of wins the game!

Guild of Thieves Rule Number 7 “A wealthy gang will always be targeted by his enemies” Keep your ducats hidden and ask for change often to confuse them.

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CoT RULES USA NEW.indd 20 20/06/10 19.55 elCome to adwallon leona : the chief of her gang, this w C ! natural born leader comes from The Aarklash continent is the heart of a the city . Cosmopolitan and stubbornly neutral, Akkylannie, a country of religious world steeped in magic . Created by jealous Cadwallon is a wealthy trade city, and convoys fanatics . She once was a duelist, and gods, it is a place where fantastic creatures travel all of Aarklash to reach it . wields her sword with mortal precision . In and terrible monsters dwell together . the Akkylannian army she learned to lead Fabulously wealthy merchants do their busi- men, and does so without flinching . For ages, the populations of Aarklash co- ness here, and they have created guilds to harid : a Cadwë: a citizen of existed rather peacefully, developing magic better organize their jobs and protect their Cadwallon, who was born within and technology, and quietly worshipping interests . There are more than a dozen guilds the city walls . For this reason he their chosen gods . But a terrible war has en- in Cadwallon, each with its own small army, studies the traditional magic of the flamed the entire continent and forever up- each seeking to conjure more wealth and city: the tarot magic . With his magic set the balance of Aarklash: the Rag’Narok! power . One of these is the Guild of Thieves cards, he can summon the spirit of Alone, one single city refuses to take part itself, which sees that the thieves of Cadwal- Cadwallon itself . His skills have landed him in this all-devouring war: a city founded by lon respect some basic rules, and keeping in a heap of trouble, and he seeks refuge in mercenaries, prospectors, and pioneers . A the city from plunging into complete chaos . the Guild of Thieves . city that is proud of its freedom and its inde- In Cadwallon you must always be alert and iris : this brave warrior does not wish to pendence from the kingdoms of Aarklash: know when to take a risk, if you intend to re- be a thief . Only a few months before Cadwallon . spect the city motto: “My Kingdom for a Ducat!” joining the Executioners, she was a member of an order of holy Here, victims of the war seek shelter along- the exeCutioners warriors, the Valkyries of Ala- side deserters, pacifists, and outlaws of every Not all thieves can easily find their place han . But she was the target of type . This open and accepting policy makes within the Guild . One such group calls a conspiracy, and was forced Cadwallon the most fascinating nest of ras- themselves the Executioners . It’s their to flee her country and hide in Cadwal- cals in all of Aarklash . It also has earned the skills and experience that make them good lon . Now is the time for her vengeance! city its nickname: City of Thieves! thieves, not their attitude: they have scru- Davitto : he may be a dwarf, but above Despite its reputation, Cadwallon is not a ples and are repulsed by the idea of steal- all he is Cadwë . Davitto is a brilliant lawless place . Thanks to its brave Militia, the ing from the poor and common people . inventor who willingly joined the Duke of Cadwallon is able to grant safety to his When they first met, they decided to make Executioners to test his inventions . people, and wealth to his city . Since the city’s the best of a bad job . If they have to steal, His incredible ideas have often founding, the Duke has delegated a portion they’ll steal, but only from the wealthy and saved his whole gang! of his power to a dozen noble families, each those truly responsible for the great injus- charged with directing one of the fiefdoms of tices of the City of Thieves!

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CoT RULES USA NEW.indd 21 20/06/10 19.55 Drokan: a former servant of the show his devotion and loyalty . the noCturnis Ophidians, a race of intelli- He took the place of his former master GanG gent snakes . He broke free when the old thief died peacefully in his Cruel, greedy, and violent, the members of from their morbid grasp to old age (a very rare thing among thieves!) . the Nocturnis Gang have gathered together follow his own will . Not wanting sarys: she speaks very little, and because no one else wanted them to join to become a slave again, he knows that to when she does she usually ad- their gang! They are so brutal and lacking truly be free, he must become rich! dresses either the dead, or a in discretion that other Guild members are valdur: shrouded demon . She comes from a clan reluctant to admit that they’re thieves too . in mystery, even of Drunes: barbarians who worship But they always accomplish their mission the other mem- demons . The rest of the gang doesn’t and return with the treasures, even if they bers of his gang don’t know know why she’s there, but the Guild asked leave some corpses in their trail . Some sus- where he comes from . He ap- Kaldern to keep an eye on her and add her pect that they trigger alarms on purpose, peared in their lives quite suddenly, slaying to his gang . For this reason the others do hoping to get into a fight . their adversaries in a street fight . Since that their best to treat her with respect, but an moment, he has been following them . All even greater reason is her tremendous skill! sanaris: once a worshipper of Vile- members of this gang are hardened crimi- Elise: just like Kaldern, Elise Tis, a god of Darkness, he grew nals, but there is something in Valdur that is a perfect creation of tired of running through the forests frightens even them… the Guild of Thieves . with the other Wolfen of Aarklash— In some ways even humanoid wolf men two meters tall . kaldern’s GanG more so, as she was born Cadwë . He desires the comforts of great cities and Kaldern’s Gang is made up only of profes- Elise is an arcane thief, specialized in infil- great wealth . He renounced his faith, and sionals . These men and women are veter- tration and the theft of magic objects . chose to follow a new god: the Ducat ans of the Guild of Thieves, who respect Tortok: an who just arrived of Cadwallon! its rules and consider burglary to be just in Cadwallon after escaping faras: a necromancer and tomb- another job (more or less) . They practice from attacks against his peo- robber . He met Sanaris in one of Cad- their skills with great seriousness . They are ple . He was already a bandit wallon’s prisons, a few moments be- true artists of stealing! among the , and he’s glad fore they made their escape . He was to be able to continue practic- seduced by the prospect of getting Kaldern: Kaldern came to Cadwal- ing his “profession” in the City rich, and abandoned his arcane research . lon in order to escape from the war of Thieves with peculiar savagery . But not before he learned enough magic to and make a fortune . He was defend himself from the Militia . trained by an old thief of the Guild, and had the chance to 22

CoT RULES USA NEW.indd 22 20/06/10 19.56 Torham : this dwarf is a faithful isabeau the secret: a the Cursed ones follower of Mid-Nor, the Dwarf member of the noble family Darkness crawls everywhere, even in Cadwal- of Darkness . This altered and of Cadwallon which rules lon . The Cursed Ones are servants of these vile monstrous being dreams to destroy over the Soma fiefdom . forces . They steal on command of their dark the people of the surface world, and Her father and uncle were masters, allowing them to finance their horrific wake the nightmarish creatures who killed by the Guild of Usurers when she was plans . Each piece of gold brings them closer to sleep in the depths of Cadwallon! still young, and she swore to avenge them . their final victory—and the ultimate destruc- She trained to become a formidable fighter and tion of Cadwallon! the inCarnates joined the Guild of Blades, which organizes the Outside Cadwallon, throughout the Aarklash business of Cadwallon’s mercenaries . Jehlan: originally from Syharhalna, he continent, all peoples are fighting a terrible sienne, Arcanic Thief: born and fought for his country in his native des- war: the Rag’Narok . This conflict was secret- raised in the Guild of Thieves, ert, and in the lands of the Orcs . There, ly begun by the selfish gods, but is fought though in truth she is a mem- after the rest of his army was slaughtered, by mortals . To help the people who worship ber of the Soma family, and a he had a mystical revelation and he headed to them, each god of Aarklash has transformed cousin of Isabeau . This pecu- Cadwallon, to accomplish his dark plans . their chosen warriors into powerful beings: the liar status has brought her many troubles Anays: a noblewoman from Ache- Incarnates . and trials, but she always ended up on top . For ron, the nation of necroman- Each Incarnate becomes a legendary hero . He this reason, the gods took notice of her and cers . In order to prove her- is immortal, and often invincible . When two she was incarnated . Now Sienne is one of the self among her people, she Incarnates meet in battle, the sky itself trem- most famous thieves in Cadwallon, and the had to go to Cadwallon and bles! But the fate of an Incarnate is often a finest arcane thief of the Guild . increase her dark skills . She’s tragic one: the incarnation is as much curse learned how to summon the power of the grim as blessing, as a part of the Incarnate’s soul is trinity of Acheron . stolen, and the Incarnate must spend the rest Dorak: a deserter and mercenary of his long life seeking it on the battlefields of who fought for all the human Aarklash . armies in Aarklash before ending up Cadwallon may be neutral in the Rag’Narok, in Cadwallon . He was a broken, dis- but the gods have other plans . They incarnate appointed, and cynical man . From the moment even some Cadwë, perhaps hoping to push he arrived in Cadwallon, he’s been ready to join Cadwallon to enter the war . The two most fa- any fight, hoping to find death and oblivion in mous Incarnates of Cadwallon are Isabeau and it . Jehlan knows Dorak is crazy, but he can’t Sienne . afford the loss of his skill with the crossbow .

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CoT RULES USA NEW.indd 23 20/06/10 19.56 Game Designers Pascal Bernard and Laurent Pouchain

Executive Producers David Preti and Paolo Parente

Cover Illustrators Edouard Guiton and Miguel Coimbra

Graphic Design Frédérick Condette

Illustrators Paul Bonner, Miguel Coimbra, Nicolas Fructus, Edouard Guiton, Florent Madoux, Paolo Parente, and Marc Simonetti

Gameboard Nicolas Fructus

Sculptor Juan Navarro Perez

Logo Matthias Haddad

Translators Collin Kelly and Fulvio Cattaneo

Editors William Niebling and Erwan Hascoët

Alderac Entertainment Group President John Zinser

For Alderac Entertainment Group Todd Rowland

© Copyright Rackham Entertainment®, 2010 . All rights reserved . Confrontation® is registered by Rackham Entertainment® . © Cadwallon, City of Thieves Board Game Dust Game Ltd ., 2006 -2010 Dust Game Limited would like to thank... Gilles Garnier and Josè Rey, Erwan Hascoët and Laurent Pouchain . Goulven Quentel for his precious assistance . Jean Bey (you know why) . A final big thanks to Raphael Guiton and Nathalie Lamri from Rackham Entertainment .

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