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BOARD GAMES & CARD GAMES
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Fantasy Flight
| City of Thieves
City of Thieves
Price: £44.99
Currently unavailable.
RRP: £49.99, our price = £44.99
PLEASE NOTE: Due to the excessive weight of this item we are having to charge extra p&p to ship to addresses outside the UK, which will be added before your order is charged. Overseas orders will be charged at cost - we will contact you to agree this before charging/shipping.
Boardgame for 2-4 players, ages 12+, from Fantasy Flight, set in the Cadwallon Universe Cadwallon: City of Thieves is a fast-paced game of cunning thievery and ruthless skullduggery in a fantasy city steeped in magic and intrigue. Two to four players
each control their own gang of four thieves, competing to amass the greatest haul of loot from the many carefully locked chests scattered about the board. This is no friendly competition, however, and there is little loyalty among thieves in Cadwallon! The most successful players are as likely to claim their loot from the other gangs as they are to do the time-consuming legwork themselves. And always there is the Guild, directing the gangs from the shadows, and offering rich rewards to those who follow its will. But there is little time to waste; even the slow-witted militiamen will eventually raise the alarm... and woe be upon any thief who fails to creep away before the lawmen seal the district! Cadwallon: City of Thieves includes- 1 Gameboard 6 Dice 8 Adventure Boards 15 Mission cards 20 Character cards 20 Miniatures 24 Chest tokens 25 Character Tokens 28 Action Point 60 Arcana cards 80 plastic Ducat coins ----------------------------------------------------- COUNTER MAGAZINE REVIEW: ----------------------------------------------------- 2-4 players, 2 hours plus designed by Pascal Bernard and Laurent Pouchain reviewed by John Butitta City of Thieves is a Dust Games production that is published by Fantasy Flight. It is a 2-4 player game that is optimistically listed as taking 60 to 90 minutes but most of our games have gone over 2 hrs. A more realistic time is 30-45 minutes per player. The game is set in the city of Cadwallon, a semi-fantasy setting. The rulers are merchants who generally keep the peace but there is much room for free enterprise, including some less socially acceptable ones such as larceny. Players each operate a gang of 4 thieves. All the thieves have the same basic movement, fighting and lockpicking ability, but each one has a special power which gives them an advantage in some area. The goal is to have the most ducats at the end of the game. There are 25 treasure chests scattered around the board face up (the gangs apparently do very good scouting). Each thief that opens a chest gets the treasure and a ducat. A thief can carry up to 3 treasures each. The treasures all have a value which goes up if a gang collects the 2nd or 3rd treasure in a set. These are only paid if the thief gets off the board with the treasure. In addition, there are 3 randomly chosen missions to collect specific treasures which give an instant cash bonus during the game but cost 3 action points to claim. A number of the scenarios have special cash rewards for achieving a scenario objective. Each gang starts out with 5 Arcana cards and draws an additional one each turn. These cards can be played at any time during a player\'s turn and one card can be used per combat. These cards can add combat dice, give extra movement, negate a successful lock pick, make chests more difficult to open or give a one time special power. When to play these cards is a key to the game. A gang\'s turn consists of moving the city guard, then having their thieves act. There are two guards for the whole city area. Each gang starts their turn by rolling a die and moving one of the guardsmen up to that number of spaces, except on a 6 the guard stays in place. If the moving guardsman encounters a thief from another gang, the guardsman will attack. Each of the adversaries roll 2 dice and compare the highest number of all their dice rolled with the attacker winning ties. Some thieves have as their special power the ability to add a die or a +1 to the highest die roll. Gangs can also play an Arcana card to add the same bonuses to combat. No one is injured by combat - the loser is just moved 3 spaces away. If the guard wins, he also relieves the thief of 2 ducats. The gang then activates their thieves one by one. There are 2 possible actions for each thief: move and/or perform one of the 3 thief options: pick a lock on a chest, bash a chest open or attack a thief from another gang to steal their ill-gotten gains. The move or thief options can be done once in any order. However, when a thief is activated, that thief must perform one or both of their possible action options, then is done for the turn. It costs 1 action point to move a thief up to 4 spaces. For the second group of options it costs 1 action point to try to pick a lock on a chest (successful on a die roll of 1 to 4), 2 points to automatically open a treasure chest by bashing it or 2 points to attack another thief. In addition, some thieves need to spend an action point to activate their special power. Since each gang has a maximum of 7 action points per turn, another key to the game is deciding in what order to activate each thief and how much to do. When thieves attack a rival gang member as their second action option, the same combat resolution as with the guardsmen is used. However, the winning thief may steal a treasure from the loser or take 2 ducats if the loser has no treasures. There is a lot of replay value in the 8 provided scenarios. Most of the scenarios have 8 turns. The thieves enter on turn 1 and after 4 turns of looting and bashing, the alarm sounds on turn 5. Players place 9 porticullises on the board edges to closed 40% of the exits. The players then have the remaining turns to do whatever they can, but any thief that doesn\'t get off the board at the end of turn 8 is considered captured - counts as -2 victory points - plus all the treasure they are carrying is lost. There is a continuing story that runs through the scenarios with extra objectives or ways to earn money. For example, in scenario 1, the thieves have a chance to loot the duke\'s treasure chamber, but the gang needs to get a scroll and a set of keys then evade the traps. In scenario 5, there are zombies that have captured prisoners. These tokens are scattered face down on the board. When a thief enters a house to loot a chest, they need to deal with the face down token first. If it is a captive, they free them and get the reward for getting them off the board by turn eight. If it is a zombie, they fight. Winning eliminates the zombie but losing means having the thief killed or permanently losing an action point. The board and pieces have most of the usual excellent Fantasy Flight quality. The rules are simple and fairly easy to teach. The board, cards and cardboard pieces are all excellent quality with nice artwork. There are a few oddities that are not typical of a Fantasy Flight production. Each thief is represented by plain grey plastic figures which are hard to match with the thief cards. Each gang has a color coded set of bases to snap on the bottom of the figures, but many of the figure\'s bases were slightly warped, so the bases kept falling off. While this game is simple in principle, it is harder to get a good feel for the strategy. It is very easy to turn the game into a slugfest between gangs and forget what is necessary to win. Plus there is a lot of dice rolling and the combat Arcana cards seem to be more useful than the others at first. The game really starts to get interesting after several plays, when you begin to see how the various characters in each gang work together and how to use the Arcana cards at the right time. Plus, it isn\'t enough to steal treasures and it isn\'t enough to just hack and slash. Collecting treasure sets at the right time, in the right order, knowing when to attack, which objectives will provide the best gain and finally getting each thief and their treasure off the board for the gang to count the profits are critical to winning the game. The various scenarios provide a number of extra challenges There are several issues that can work against this game. There is a temptation to dismiss it after the first play as a pure hack and slash. The second is the long playing time. This game would be better if it was truly a 60-90 minute game, as it does tend to drag a bit at times Finally, the dice rolling can be frustrating. On the plus side it is simple to teach and has a lot of replay value. Hopefully it will have the usual Fantasy Flight expansions to widen the scope of play. The game does have a lot of potential, but it requires an investment of several plays to appreciate the strategy. It\'s no classic but is a nice diverting game that you need to develop a taste for.
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