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Full rulebook
Browse the manual or download the original PDFFull manual text available to read Open text
The dungeon’s doors have kept in 12 outlaws, whose felonies are debatable, to say the least! Will you free them soon enough for them to join the party?
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Printer
if at least 1
per
Art Forger
if at least 1
Activate the ability
of an adjacent card
Components
6 Village cards
with a brown back
6 Castle cards
with a gray back
2
---
Peddler
=
Simply add all 12 cards
from this expansion to their
respective decks, then set up
the game as usual.
A small icon on the
cards denotes the cards
from this expansion.
Setup
Game design: Grégory Grard & Mathieu Roussel
Art: Stéphane Escapa / Layout: Jérôme Soleil
Translation: Mathieu Rivero
Production management: Donia Faiz
Project management: Sébastien Kihm
All rights reserved
Catch Up Games 2025
The game designers would like to thank
Le BAR, Samouel, Anna, Panpan, Jief, James,
Gaby, Brian, GGV, Ti Coeur, Laurence, Lola, Serge, Claudine,
Amber, Brian, Cécile, Vincent, Louise, Sergueï, Claire and Étienne.
3
---
This expansion introduces new scorings, which are explained at the end of this rulebook, and features a new type of abilities: Lock abilities. Lock abilities are one-time use abilities you can choose to trigger whenever you wish. When you buy a character with a Lock on the left side of its ability, place a Key from the supply on the card. You may spend this Key (and this Key only!) to activate the corresponding effect once during the game. Locks 4
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When you can activate a Lock ability
You may activate up to a single Lock
ability per turn you take (including the turn
you buy the card with a Lock ability). It is
resolved alongside your normal actions for
the turn:
EITHER just before deciding whether to
use a Key to trigger the Messenger (before
step 1 of the turn sequence);
OR after using a Key (between step 1 and
step 2);
OR at the very end of your turn, after
refilling the rows (after step 4).
Unused Lock abilities
If any Keys remain on your Lock cards
at the end of the game, add those to
your Keys before counting your score.
5
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Discard all 3 face up cards in the Castle or in the Village, then immediately reveal 3 cards to refill that row.
Icons glossary
per
per
per
For each Craftsmanship shield on the cards you just discarded.
For each card with a purse in its scoring scroll that you just discarded.
For each card with a discount ability that you just discarded.
6
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Choose an (orthogonally) adjacent card and activate its ability. A Lock ability activated this way does not require you to spend a Key from that card (nor does it require the presence of a Key). As they are always active, discount abilities can not be chosen this way. Card with a Lock ability. Activate the ability of an adjacent card if at least 1 is missing. If you have at least 1 Scholarship shield in that column. If you have no face-down cards in your tableau. 7
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per
Sum of costs of all
3 cards in this row.
Example: cost 7 + cost 3
+ face-down card = 10 points
For each different cost in
the cards of your tableau.
Example: costs of 2, 2, 4, 4, 6, 7, 8
and two face-down cards = 5 different costs.
3x5 = 15 points
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Expansion for
Published additional content
Manual published by the publisher · for rules reference only. More about the game on BoardGameGeek and Ludopedia .