Cadwallon - City of Thieves - Rulebook

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    Rules of PlayTM

    Revised edi t ion

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    The World of CadwallonIn the dark of a moonless night, a lonely militiaman shuffles along a desertedalley. The sound of a small stone striking the pavers brings him about just intime to see a black-clad figure vanish around a corner. Stop! Thief! Kornak

    hollers. Cursing under his breath, he runs after the fleeing shadow. Its just another night in Cadwallon

    Welcome to Cadwallon! Here is a city of vagabonds, deserters, and outlaws of everystripe. Truly, a City of Thieves! The Duke and his brave militia struggle to maintainorder, but it is the mighty guilds and wealthy merchants who rule the city. And themost 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 byan 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 thosewho want nothing to do with the gods and their conflict. But there are powerswho would use the city as a pawn in their struggles powers who eagerly await amoment of weakness!

    In the end, though, it is wealth that rules here, and even loyalty to the Guildis limited. In Cadwallon, you must remain alert for any opportunity and knowwhen to take a risk. Oh, and always respect the unofficial city motto:

    My Kingdom for a Ducat!

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    The GoalIn Cadwallon: City of Thieves , each player leads a gangof thieves out to get rich or die trying.

    The thieves need to loot as much treasure as they canbefore fencing their spoils to The Spiv. But they are shorton time, because the militia is circling the neighborhood.Before long, the district will be completely cordoned off and any thieves who remain will be trapped!

    Each turn, each player has seven action points withwhich to move his characters, open chests, and engagein combat. Players also receive Arcana cards, which areused to give their characters special abilities and thwarttheir opponents plans.

    At the end of the game, the player who has collectedthe most ducats wins!

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    20 F igures Each character is represented by a gure. The charactersare split into four gangs and each gang is identi ed bya different color: T e Executione s T e Noctu nis Gang Kalde ns Gang T e Cu sed Ones

    There are also two militiaman gures and two herogures: Isabeau and Sienna. These characters do not

    belong to a gang.

    20 C olored B ases These bases are used to identify which gure belongsto which gang. There is one base for each member of

    every gang, as well as two black bases for the militia-men and two grey bases for the heroes.

    To attach the gure to the base, gently press the gure into thebase and it will snap into place. To remove the gure from thebase, gently pull the gure and it will detach from the base.

    24 C hest t okens These tokens represent treasures that the thieves arehoping to loot. Gathering treasure is the main methodfor a gang to collect ducats.

    Game Components1 g ame B oard

    The game board represents a district of Cadwallon. Thedistrict is divided into street spaces and room spaces.These spaces determine how characters can moveabout the board.

    20 C haraCter C ards These cards list the abilities and skills of the charactersin the game.

    28 a Ction P oint t okens These tokens represent action points and are spentwhenever a character moves or takes an action.

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    d uCats The goal of every gang is to collect as many ducats aspossible. These are represented by plastic coins in threedenominations:

    40 Bronze coins worth 1 ducat each

    20 Silver coins worth 5 ducats each

    20 Gold coins worth 10 ducats each

    Ducats are placed next to the game board in a pilecalled the bank. Players may make change with the

    bank at any time.

    1 r ound C ounter The round counter is placed on theadventure sheet to track the roundsof the game.

    25 C haraCter t okens

    These tokens are used for some adventures asdescribed on the adventure sheets. There are 10zombie tokens and 15 civilian tokens.

    6 d iCe

    60 a rCana C ards

    Players can use these cards to give their characters anadvantage or interfere with their opponents plans.

    15 m ission C ards

    The Guild of Thieves directs the actions of the gangsthrough Mission cards. Completing missions earnsplayers more ducats for their treasure.

    8 a dventure s heets

    Each adventure sheet describes the background storyfor a scenario in the game and explains any specialevents that may occur.

    9 P ortCullis t okens These tokens are used to block certain routes out of thedistrict after the guards have raised the alarm.

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    Deplo ment Space

    Gua d oom

    T easu

    Lib a

    MagiciansC ambe

    Do mito

    Labo ato

    A

    A

    A

    G

    F

    A

    A

    A A7

    4

    9

    9

    8

    82

    6

    8

    8

    55

    59

    AA

    B

    C

    D

    E

    F

    G

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    SetupUnfold the game board 1 and choosean adventure 2 (see Adventure Sheets onpage 8). Place the corresponding adventuresheet next to the game board.

    Each player chooses a gang and takes the fourgures that belong to his gang 3 and attaches

    the four colored bases that match the gangs color.

    Each player takes seven action point tokens 4 .

    Each player takes the four character cards thatcorrespond to the characters in his gang 5 andplaces them faceup in front of him.

    Place the round counter 6 on space 1 of theround counter track on the adventure sheet.

    Place one militiaman fgure 7 in the Guardroom B and one in the Treasury C .

    Mix the chest tokens (treasure side face-down) and randomly place one in each room onthe game board. Then ip the tokens faceup toreveal the treasures.

    Shuf e the Mission cards 8 . Place three Missioncards faceup on the adventure sheet. Stack therest of the Mission cards facedown next to thegame board.

    Shuf e the Arcana cards 9 . Each player drawsve Arcana cards. Stack the rest of the Arcana

    cards facedown next to the game board.

    The players each roll two dice; whoever rolls thehighest total becomes the rst player.

    Starting with the rst player and proceeding clock -wise, each player places one of his gures on anydeployment space A . Repeat this step until eachplayer has placed all four of his gures. A guremay not be placed in a deployment space alreadyoccupied by another gure.

    The rst player now starts the rst game round.

    E

    D

    A

    A

    1

    5

    53

    9

    5

    5

    5

    55

    3

    3

    4

    4

    A

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    A

    AA

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    C a acte s ave t ee abilit values:

    The combat value is used when ghting.

    The movement value is the maximumnumber of spaces the character can moveeach turn.

    The mind value is used when attemptingto lockpick a chest or perform certainspecial tasks.

    Eac c a acte as one unique skill:

    A skill is a special advantage or ability that a charactercan use to further his gangs agenda. Using a skill doesnot count as an action, but some skills require thatthe player spend action point to use them. A charactercan take an action, move, and usehis skill all in the same turn (seeActivating Characters on page 12).

    Active skills can only be usedwhen that character is activated.Passive skills are always in ef-fect (such as skills that givea bonus in combat). EachCharacter card detailsthat characters skill andwhen it can be used.

    Character CardsEach character in the game is represented by a Charactercard. The card shows a portrait of the character and listshis or her abilities and skills:

    A Gang Colo

    B COMBAT Value

    C MOVEMENT Value

    D MIND Value

    E Name

    F Skill

    A

    B

    C

    D

    E

    F

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    4. a nnounCe the e nd oF the t urn When the current player has activated all of thecharacters he wants to, his turn is over and theplayer to his left can begin. Players are not requiredto activate all of their characters, nor must theyspend all of their action points.

    After all players have nished their turns, the rst playeradvances the round counter one space and starts thenext round. Players recover all action point tokens thatthey spent during the past round. If all characters ina players gang have left the district, he can no longerparticipate in the game round (i.e., he does not draw Arcana cards or move militiamen).

    The Game RoundCadwallon: City of Thieves is played over a series of rounds. Each player takes one turn during each round.The frst player takes the frst turn during the round. Theother players then take their turns in clockwise order.

    Turns are divided into four phases, which must beplayed in order:

    1. d raw o ne a rCana C ardThe current player draws one Arcana card and addsit to his hand.

    2. m ove a m ilitiaman The current player indicates which militiaman hewishes to move and rolls a die: If he rolls a ,the militiaman is asleep or distracted and does notmove. Any other result indicates the maximumnumber of spaces that the militiaman may move(see Moving Militiamen on page 11).

    3. a Ctivate C haraCters The current player activates his characters one at atime. The characters spend action points to move,lockpick chests, bash open chests, attack othercharacters, and use skills.

    The player may also play Arcana cards and/orful ll a Mission card during this phase.

    G uild o f T h ie v e s R ule N um b e r 1

    T hieve s never a s s i s t t he milit ia.

    A r c ana c ar ds c anno t b e p la y e d t o h e lp a m ilit iam an.

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    If a militiaman wins a combat, he takes two ducatsfrom the losing player, returns them to the bank,and forces the losing character to retreat three

    spaces, chosen by the player who won the combat.

    If a militiaman loses combat, he retreats three spaces, chosen by the player who won the combat.

    A player cannot use a militiaman to attack amember of his own gang! Militiamen cannot attackeach other.

    Moving MilitiamenTwo militiamen have been assigned to maintain law andorder in the district. During the game, they move aroundthe board, trying to interfere with the characters plans.

    The two militiamen start the game in the Treasury A and the Guardroom B .

    Before a player can activate his characters, he mustattempt to move one militiaman. First, he chooses whichmilitiaman he wants to move and rolls one die. If he rollsa , the militiaman is asleep or distracted and does notmove this turn. Any other result indicates the maximumnumber of spaces that the militiaman may move.

    Moving and attacking with militiamen does not costaction points. Militiamen follow the same rules formovement as all characters (see Movement onpage 14).

    The player is not required to use all of a militia-mans movement.

    Militiamen never leave the district.

    When a militiaman enters a space that is occupied

    by another character, combat takes place. Theplayer who moved the militiaman controls himduring combat. If combat ends in a draw, themilitiaman wins (see Attacking on page 17).After combat is over, the militiaman can nolonger move, even if he has movement pointsremaining.

    Players cannot use Arcana cards to aid militiamenin combat (see Arcana Cards on page 18).

    T easu

    Gua d oomB

    A

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    In addition to moving and performing one action,a character can use an active skill during activation.Active skills cost a number of action points to useas described on the character cards.

    If a character moves before performing his oneaction, he must complete the move befo e

    performing that action. A character cannot interrupt his movement to perform an action andthen resume his movement (although some skillscan be used during movement).

    Each character can only be activated once per turn.When a player activates another character, he can-not go back to a previous character. So the order inwhich characters are activated is very important.

    Du ing t is p ase of is tu n, a pla e can alsospend t ee action points to use a Mission ca d (see Mission Cards on page 19).

    Spent action point tokens a e ecove ed at t ebeginning of t e next ound.

    Activating CharactersDuring the Activate Characters phase, the currentplayer may move and perform one action with each of his characters. Each time he wishes to move or performan action, the player must spend one o mo e actionpoints (see Action Point Costs below). If a playerspends all of his action points (and as a result usesall of his tokens) he may not activate any more charac-ters during the round.

    During a round, each character is limited to onemovement and one action . These may be taken inany order. A character can move and then perform anaction o perform an action and then move. Charactersare not required to move or perform an action whenthey are activated. A player can choose to do one, orthe other, or both, depending on the situation.

    Eac pla e activates is c a acte s one at atime, spending any action points he wishes on thatcharacter before activating the next character. A playerdoes not have to use all of his action points, but anyaction points that are not spent are lost. A player canactivate his characters in any order he chooses, andthat order can change from round to round.

    a Ction P oint C osts

    A ChArACTEr MAy PErFOrM: COST

    Movement M pac up hM m alu1 Ac p

    Action

    A ack a h r charac r 1 Ac p

    L ckp ck a ch 1 Ac p

    Ba h a ch p 2 Ac p

    Skill P rf rm h u qu k ll l h charac r car s charac r car

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    The player with The Executioners gang decides to activate Davitto rst. Davitto spendsw ac p ba h p a chA a h p ac p m wpac B . He has performed one action and one movement, so he cannot do anything

    else this turn. The player has four action points remaining to activate his other characters.

    a Ctivating C haraCters e xamPle

    G uild o f T h ie v e s R ule N um b e r 2

    P at ience i s t he f ir s t le s s on

    in t hiever y.A p la y e r do e s no t h av e t o ac t iv at e all o f h is

    c h ar ac t e r s .

    A

    B

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    l eaving the d istriCt

    A character may only leave the district if the alarmhas been sounded. Each adventure sheet willexplain when and how the alarm is sounded.

    In order to leave the district, characters mustbe moved off the board through a deploymentspace that is not blocked by a portcullis. It costsone action point to move off the board from adeployment space.

    Characters cannot leave the district through a

    deployment space that is blocked by a portcullis.

    A character cannot leave the district when forcedto retreat after losing a battle.

    m ovement To move a character, a player must spend one actionpoint. The character can then move any number of spaces up to his movement value. A character is notrequired to use his full Movement value.

    To move from one space to the next, the target spacemust be adjacent and cannot be occupied by anyother character, even another member of the charactersown gang. Two spaces are considered adjacent if theyare separated by a white line or a green arrow.

    m ovement l imitations

    Red lines represent solid walls that block move-ment. Characters cannot cross red lines.

    White lines allow movement.

    Green arrows indicate doors or windows, whichallow characters to enter and leave rooms.

    All characters block movement, includingmilitiamen. No character may enter a spaceoccupied by another character, even if thatcharacter belongs to the same gang.

    A character may only enter a space occupiedby another character when attacking (seeAttacking on page 17).

    After losing in combat, a retreating charactermay pass through a space that is occupied byanother character, but he must end his retreatin an unoccupied space.

    Characters cannot move onto the roof of any building.

    L a p ac p mthree spaces.

    val ur l a h r c by p g action point to move three spaces. His thirdmove takes him off the board.

    m ovement e xamPle

    l eaving the d istriCt e xamPle

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    Once a chest is open, the character can collect the trea-sure. Place the treasure token faceup on his charactercard (see Carrying Limits on page 16).

    The player also receives one ducat from the bank uponopening any chest.

    t reasures There are seven different types of treasure:

    6 red Gems Each red gem is worth two ducats.

    3 G een Gems The total value of the green gems is deter-mined by the number collected by the gang.One green gem is worth two ducats, two areworth ve, and three are worth eight ducats.

    3 Bunc es of Ke s The total value of the bunch of keys isdetermined by the number collected bythe gang. One bunch of keys is worth twoducats, two are worth fve ducats, and threeare worth eight ducats.

    3 Sc olls The total value of the scrolls is determinedby the number collected by the gang. Onescroll is worth two ducats, two are worth

    ve ducats, and three are worth eight ducats.3 B acelets The total value of the bracelets is determinedby the number collected by the gang. Onebracelet is worth two ducats, two are worth

    ve ducats, and three are worth eight ducats.

    3 Pu ses When a purse is found, the player rolls onedie. The result indicates the number of duc-ats he immediately receives from the bank.The purse is then removed from the game.

    3 C ests Full of Ducats A chest only earns ducats for the character if he manages to carry it out of the district (i.e.it is not used to ful ll any Mission cards).Once it is safe, the player rolls one die andadds three to the number rolled. The resultindicates the number of ducats that he takesfrom the bank. The chest is then removedfrom the game.

    o Pening a C hest The treasures on the game board are carefully lockedinside iron chests. To obtain the treasure within,characters must either pick the lock or bash thechest open.

    l oCkPiCking a C hest To attempt to pick a lock on a chest, a character mustbe in the same space as the chest and spend one actionpoint. Roll one die. If the result is less than or equal tothe character's mind value, he has successfully pickedthe lock and the chest is open! If he fails, the chestremains locked.

    B ashing o Pen a C hest To bash open a chest, a character must be in the samespace as the chest and spend two action points. Thereis no need to roll; the chest is automatically opened.

    During the game, some treasures may beipped over so that the chest side is faceup.

    These treasures are better protected and canonly be robbed by bashing open the chest.

    da h m m a r m w h

    a chest. The player spends one action pointto attempt to pick the lock. He rolls one diea g a . Because the result is higher than his mind value of four, he has faileda h ca ak h r a ur !

    l oCkPiCking e xamPle

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    t r k p ac p m a acpoint to attack Faras.

    C omBat e xamPle

    Tortok announces that he will use his Rage skill. Farasresponds by playing the Arcana card Powerful Blow.

    t r k r ll w c a g a a a. His Ragek ll all w h m r r ll h , and this time he gets a

    which is his highest roll and represents his combat score.Fara al r ll w c a h g a a a. ThePowerful Blow card adds one to his highest roll, givinghim a combat score of six.

    Faras has the highest combat score, so he wins thiscombat. He steals a red gem from Tortok and forceshim to retreat three spaces.

    G uild o f T h ie v e s R ule N um b e r 4

    F i g ht in g t he law mer ely an g er s mor e law men . A t h ie f c an ne v e r at t ac k a m ilit iam an.

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    Arcana CardsArcana cards are cheap tricks and clever actions a gangcan use to further their goals.

    Each player starts the game with ve Arcana cards inhand. At the beginning of his turn, each player drawsone Arcana card and adds it to his hand. There is nolimit to the number of Arcana cards that a player canhold in his hand.

    During combat, players may play one Arcana card. Atany other time during their turn, players may play asmany Arcana cards as they wish.

    A

    B

    When an Arcana card is played, read the text aloudand follow the instructions on the card. The text oneach Arcana card is executed only once and the card isdiscarded after use. In some cases, the instructions ona card may contradict the rules. In this case, follow theinstructions on the card.

    Arcana cards cannot be played when performing aspecial action that is unique to the adventure (such asStealing the Treasure of the Duke in Adventure 1).

    G uild o f T h ieves R ule N um ber 5

    R u le s a r e mea nt t o be br oken.

    W h en a car d co nt r adict s t h e r ules ,

    it is t h e car d t h at co unt s .

    A Title

    B Desc iption

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    Once a Mission card is ful lled, it is immediatelydiscarded and a new card from the deck takes its place

    on the adventure sheet. If the deck of Mission cardsruns out, there are no more missions. Do not reshuf ethe Mission cards. Each player can only use one Mis-sion card per turn. Mission cards cannot be held orsaved to ful ll later.

    Mission CardsAt the beginning of the game, three Mission cards aredrawn and placed faceup on the adventure sheet.

    Missions are assigned by the Guild of Thieves and giveplayers an opportunity to earn bonus ducats. EachMission card shows a certain type of treasure that theGuild of Thieves desires:

    To ful ll a Mission card, a players characters must beholding at least one treasure of the type indicated onthe card. All treasures of the correct type held by theplayers characters on the board count towards the totalreward. Treasures carried by characters who have leftthe district do not count. The player must spend threeaction points to ful ll a Mission card. A player can onlydo so during his turn.

    When a player ful lls a Mission card, he immediatelyreceives ducats from the bank equal to the full value of the treasure shown, plus the indicated mission bonus:

    A +0 bonus means that the player does not receive

    extra ducats.

    A +1 bonus means that the player receives one extraducat per treasure.

    A +2 bonus means that the player receives two extraducats per treasure.

    The characters keep their treasures after ful lling themission. They may be able to earn ducats for these trea-sures again, either by ful lling another Mission card or byleaving the district (see End of the Game on page 20).

    G uild o f T h ie v e s R ule N um b e r 6 F ocu s i

    s t he k ey t o s ucce s s . A gang m a y o nl y us e o ne M is s io n c ar d p e r t ur n.

    Paul p hr ac p a ak hScrolls +2 Mission card.

    His characters are holding a total of two scrolls, which are collectively worth ve ducats.

    th M car a a b u f +2 ucaper scroll, so Paul takes four additional ducatsfrom the bank for a total of nine ducats.

    m ission C ard e xamPle

    A T easu e

    B Bonus

    A

    B

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    t he e xeCutioners Not all thieves can easily nd their place within theGuild. One such group calls themselves The Execu-tioners. Its their skills and experience that make themgood thieves, not their attitude. They have reservations

    about thievery and are repulsed by the idea of stealingfrom the poor and common people. When they rstmet, they decided to make the best of a bad job. If theymust steal, theyll steal but only from the wealthyand those who are truly responsible for the greatinjustices committed daily in the City of Thieves!

    Leona: Now the chief of her gang, this natural-bornleader comes from Akkylannie a country of religious fanatics. She was once a duelist andwields her sword with mortal precision. In theAkkylannian army, she learned to lead men anddoes so without inching.

    ha id: As a Cadw (a citizen of Cadwallon),who was born within the city walls, Haridstudies the traditional magic of the city thetarot magic. With his magic cards, he cansummon the spirit of Cadwallon itself. His

    skills have landed him in a heap of troubleand he seeks refuge in the Guild of Thieves.

    I is: This brave warrior does not wish to be a

    thief. Only a few months before joining TheExecutioners, Iris was a member of an order of holy warriors known as the Valkyries of Alahan.But she was the target of a conspiracy and wasforced to ee her country and hide in Cadwallon.Now is the time for her vengeance!

    Davitto: He may be a dwarf, but aboveall Davitto is a Cadw. He's a brilliant inventorwho willingly joined The Executioners to test

    his inventions. His incredible ideas haveoften saved his whole gang!

    w elCome to C adwallon !The continent of Aarklash is the heart of a world steepedin magic. Created by jealous gods, it is a place wherefantastic creatures and terrible monsters dwell together.

    For ages, the populations of Aarklash coexisted ratherpeacefully, developing magic and technology whilequietly worshipping their chosen gods. But the bal-ance of Aarklash has been upset and the entire conti-nent set a ame by a terrible war: the RagNarok!

    One single city refuses to take part in this all-devouringwar; a city founded by mercenaries, prospectors, andpioneers; a city that is proud of its freedom and its

    independence from the kingdoms of Aarklash thecity of Cadwallon.

    Here, victims of the war seek shelter alongside deserters,paci sts, and outlaws of every kind. This open andaccepting policy makes Cadwallon the most fascinatingnest of rascals in all of Aarklash. It has also earned thecity its nickname: the City of Thieves!

    Despite its reputation, Cadwallon is not a lawless place.Thanks to its brave militia, the Duke of Cadwallon is ableto provide security for his people and wealth for his city.Since the citys founding, the Duke has delegated aportion of his power to a dozen noble families, eachcharged with directing one of the efdoms of the city.Cosmopolitan and stubbornly neutral, Cadwallon isa wealthy trade hub and convoys travel from all overAarklash to reach it.

    Fabulously wealthy merchants do their business here,and they have created guilds to better organize theiraffairs and protect their interests. There are more than adozen guilds in Cadwallon each with its own smallarmy and each seeking to secure more wealth andpower. One of these is the Guild of Thieves, whichensures that the thieves of Cadwallon respect somebasic rules that keep the city from plunging intototal chaos.

    In Cadwallon, you must always be alert and know whento take a risk if you intend to respect the city motto:

    My kingdom for a ducat!

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    k aldern s g ang Kalderns Gang consists only of professionals. Thesemen and women are veterans of the Guild of Thieves,who respect its rules and consider burglary to be justanother job. They practice their skills with great seri-ousness and are true artists of stealing!

    Kalde n: Kaldern came to Cadwallonin order to escape from the war andmake his fortune. He was trained byan old thief in the Guild who gave himthe chance to show his devotion and

    loyalty. He took the place of his formermaster when the old thief died peacefully of old age(a very rare occurrence among thieves!).

    Sa s: Sarys speaks very little, and when shedoes she usually addresses either the dead ora demon. She comes from a clan of Drunes barbarians who worship demons. The rest of the gang doesnt know why shes there, butthe Guild asked Kaldern to keep an eye on herand add her to his gang. Despite her barbarianupbringing, the others do their best to treat her withrespect, and they admire her tremendous skill!

    Elise: Just like Kaldern, Elise is a perfect creationof the Guild of Thieves. In some ways even more sobecause she was born a Cadw. Elise is

    an arcane thief, specializing in in ltrationand the theft of magical objects.

    To tok: Tortok is an Orc who justarrived in Cadwallon after narrowlyescaping from attacks against his

    people. He was already a bandit amongthe Orcs and he practices his chosenprofession with peculiar savageryin the City of Thieves.

    t he n oCturnis g ang Cruel, greedy, and violent, the members of The Nocturnis Gang have gathered together because no one else wouldhave them! They are so brutal and lacking in discretionthat other Guild members are reluctant to admit thattheyre thieves too. But they always accomplish theirmission and return with the treasures, even if they leavesome corpses in their wake. Some suspect that theytrigger alarms on purpose, hoping to get into a ght.

    Sana is: Once a worshipper of Vile-Tis, a god of darkness, Sanaris grew tired of running through the

    forests with the other Wolfen of Aarklash humanoid wolf men two meters tall. He desired

    the comforts of great cities and great wealth sohe renounced his faith and chose to follow a new god the Ducat of Cadwallon!

    Fa as: As a necromancer and tomb-robber,Faras met Sanaris in one of Cadwallons prisons

    just a few moments before they made theirescape. He was seduced by the prospect of becoming rich, so he abandoned his arcaneresearch, but not before he learned enoughmagic to defend himself from the militia.

    D okan: Drokan was once a servant of theOphidians a race of intelligent snakes but he broke free from their tight grasp to

    follow his own will. Not wanting to becomea slave again, Drokan knows that to truly befree he must become rich!

    Valdu : Shrouded in mystery, even the other membersof his gang dont know where Valdur comes from. Heappeared in their lives quite suddenly, slaying theiradversaries in a street ght. Since thatmoment, he has been following TheNocturnis Gang. All membersof this gang are hardenedcriminals, but there is somethingin Valdur that frightens even them

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    t he C ursed o nes Darkness crawls everywhere, even in Cadwallon, andThe Cursed Ones are servants of these vile forces. Theysteal by the command of their dark masters, allowingthem to nance their horri c plans. Each piece of goldbrings them closer to their nal victory and theultimate destruction of Cadwallon!

    Je lan: Originally from Syharhalna, Jehlanfought for his country in his native desertlands and in the lands of the Orcs. There,after the rest of his army was slaughtered, hehad a mystical revelation and he travelled toCadwallon to accomplish his dark plans.

    Ana s: Anays is a noblewoman fromAcheron, the nation of necromancers.

    In order to prove herself among herpeople, she had to go to Cadwallon

    and increase her dark skills. She haslearned how to summon the power

    of the grim trinity of Acheron.

    Do ak: As a deserter and mercenary whofought for all the human armies in Aarklashbefore ending up in Cadwallon, Dorak isa broken, disappointed, and cynical man.From the moment he arrived in Cadwallon,hes been ready to join any ght, hoping to nd death

    and oblivion. Jehlan knows that Dorak is crazy, but hecant afford to lose such a skilled crossbowman.

    To am: As a faithful follower of Mid-Nor,the Dwarf of Darkness, this altered and

    monstrous being dreams of destroying thepeople of the surface world and waking the

    nightmarish creatures who sleep in thedepths of Cadwallon!

    inCarnates Outside Cadwallon, throughout the continent of Aarklash, all races are ghting a terrible war, dubbedthe RagNarok. This con ict was secretly begun bythe sel sh gods, but is fought by mortals. To helpthe people who worship them, each god of Aarklashhas transformed their chosen warriors into powerfulbeings the Incarnates.

    Each Incarnate is a legendary hero who is immortal, andoften invincible. When two Incarnates meet in battle,the sky itself trembles! But the fate of an Incarnate isoften a tragic one. The incarnation is as much a curseas a blessing, as a part of the Incarnates soul is stolenand he must spend the rest of his long life seeking iton the battle elds of Aarklash.

    Cadwallon may be neutral in the RagNarok, but thegods have other plans. They incarnate even someCadw, perhaps hoping to push Cadwallon to enter thewar. The two most famous Incarnates of Cadwallon areIsabeau and Sienne.

    Isabeau t e Sec et: Isabeau is a member of the noblefamily of Cadwallon that rules over the Soma efdom.Her father and uncle were killed bythe Guild of Usurers when she was stillyoung and she swore to avenge them.She trained to become a formidable

    ghter and joined the Guild of Blades,which organizes the business of Cadwallons mercenaries.

    Sienne, A canic T ief: Sienne was born and raisedin the Guild of Thieves, though in truth she is a memberof the Soma family and a cousin of Isabeau. This

    peculiar status has brought her many troublesand trials, but she has always come out on

    top. Thats why the gods took noticeof her and she was incarnated. Now

    Sienne is one of the most famous

    thieves in Cadwallon and the nestarcane thief in the Guild.

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    Creditsg ame d esigners Pascal Bernard and Laurent Pouchain

    e xeCutive P roduCer

    David Preti

    C over i llustrators Edouard Guiton and Miguel Coimbra

    g raPhiC d esign Goulven Quentel

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

    g ame B oardNicolas Fructus

    s CulPtor Juan Navarro Perez

    l ogoMatthias Haddad

    t ranslators Collin Kelly and Fulvio Cattaneo

    e ditors William Niebling and Erwan Hascot

    F antasy F light g ames t eam

    P roduCer Christopher Hosch with Steven Kimball

    e ditor Julian Smith

    P roduCtion m anager Eric Knight

    e xeCutive g ame d esigner Corey Konieczka

    e xeCutive P roduCer Michael Hurley

    P uBlisher Christian T. Petersen

    2011 Dust Games Ltd. Hong Kong, all rig hts reserved. Cadwallon Cyanide 20 002011, all rig hts reserved. 2011 Fantasy Flight Publishing, Inc., all rights reserved. Nopart o this product may be reproduced without specifc permission.Cadwallon: City of Tieves is a trademark o Du st Games Ltd. Fantasy Flight Games, Fantasy Flight Supply,

    TM

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