Thief Deck

Created by Andrew Hall

[email protected]

Thieves. How can you not like thieves. Cunning.. silent.. cheap! They new thief skills that came out with Dungeons, made thieves one of, if not THE, most powerful champions. There are only two ways to stop a thief skill. And well, I know one of them is a Chase card. And the chances of someone having that card when Con Game comes around, well.. lets just say, "You've been conned!!"..:)


Ally 10/55

    4th/210 Myrmidons (+4)
When the Myrmidons are discarded, their player shuffles all discards back into his draw pile.
    4th/230 Athasian Sloth (+8)
When played in battle, the opposing player must immediately discard two cards from his hand.
    4th/246 The Dreaded Ghost (+9)
Undead. This ally drains the adjusted level of an opposing champion (except cleric) by 9; any that drop below 0 are instantly defeated.
    4th/247 Clay Golem (+4)
The clay golem rips away allies from the opposing champion, who must discard any already played. The ally continues to rip away any more played.
    4th/250 Selkie (+3)
Swimmer. The selkie can charm the opposing champion into discarding one card in its force (chosen by that player).
    DU/046 Troglodyte (+5)
Underdark. This creature's odor is such that all cards in an opposing player's force of icon level 4 or less are discarded (including the champion, if applicable).
    DU/048 Lurker in the Earth (+9)
Underdark; earthwalker. The Lurker can be played at any time as a harmful event to burrow over to a player's pool and devour (discard) any earthwalking champion of level 6 or less or it can be played in combat to discard one opposing ally already played.
    DU/051 The White Weird (+7)
Underdark; flyer. The White Weird can be played at any time as a harmful event to fly over to a player's formation and poison (discard) one holding or it can be played in combat to halve (round down) an opposing champion's adjusted level.
    DU/053 Master Illithid (+7)
Underdark. When played, this ally can shift any two cards of one type in the opposing player's force to this side. Choice need not be immediate.
    NS/081 Ancient Dracolich (+9)
Undead; flyer; dragon. One opposing ally of this player's choice is instantly discarded.

Artifact 1/10

    4th/520 The Winner's Cape, (AD&D/+10)
This mighty artifact is the Grand Prize in the 1996 World Championship at the GenCon Game Fair. All of this player's champions are immune to offensive spells (including Wish) and the attached is also immune to harmful events. This artifact can be used by any champion.

Dungeon 1/1

    DU/013 Maze of the Guild, (AD&D)
This player's thief champions can use stealth to attack any realm, regardless of powers or restrictions. Allies must still follow movement restrictions.

Event 5/10

    3rd/400 Calm
This magical calm undoes the harmful effect of an event, but only for the player of this card. (Helpful)
    4th/119 Cataclysm!
Destroys one realm of the player's choice; that realm is discarded. (Harmful)
    4th/120 Good Fortune
The player of this event draws five cards immediately. (Helpful)
    4th/131 The Caravan
Play only between two player's turns. The player of this event can take a turn immediately. Afterward, play continues where it left off. (Helpful)
    4th/137 Deflection
This player can deflect a harmful event affecting only him onto any other player. (Helpful)

Magical Item 4/12

    DU/072 Amulet of Spell Turning (+3)
Whenever an offensive spell is cast at the attached champion or his pool, this player cuts his draw pile and checks the last digit of the card number of the card revealed. If it is 0-7, the spell is turned back at the caster. On an 8 or 9, the spell takes effect normally. (Def)
    FRc/18 Bell of Might
This item can duplicate another player's event card for this player. (This player's use is secondary.) The bell cannot be used again until this player's next turn. (Def)
    NSc/11 Bag of Beans
During phase 3 you may cut your draw pile and take the card you cut to. If it is a realm, discard it immediately. Any other type of card may be held, put in the pool, or played as desired. (Def)
    PO/005 Sword of the High King (+4)
Cannot be used by monsters. In battle, this mighty weapon causes fear. The opposing champion becomes level 1, and his allies are each reduced to a +1 bonus. (Off)

Realm 10/15

    1st/123 The Great Kingdom, (GH)
No undead can attack the Great Kingdom. The player's maximum hand increases by two.
    4th/001 Menzoberranzan, (FR)
Menzoberranzan can be played at any time. The realm is immune to flyers.
    4th/017 Temple of Elemental Evil, (GH)
Draw three cards immediately when the Temple is played.
    4th/028 Tyr, (DS/5)
Tyr's player draws one extra card per turn. This realm can defend itself as a level 5 hero.
    4th/050 Cariele, (BR)
Run by the guilds of the North to make a profit, Cariele increase this player's maximum hand size by three.
    DU/030 Border Post, (GH/5)
This realm can defend itself as a level 5 hero. If it is in the same formation as the Border Garrison, its level adds to that realm.
    DU/031 Border Garrison, (GH/10)
This realm can defend itself as a level 10 wizard. Regardless of where it is in the formation, it must be attacked first.
    NS/003 Mintarn, (FR)
Can only be attacked by flyers or swimmers. Whenever a thief in this player's pool is to be discarded outside of combat, it instead goes to Limbo, returning at the end of this player's next turn.
    NS/007 Cromlin, (DS)
While Cromlin is in play, this player may freely exchange magical items and artifacts between the champions in his pool and his hand in Phase 3.
    NSc/24 Den of Thieves, (AD&D)
When attacking any realm in this player's formation, the attacking player must discard a card from his hand or pool for each champion and ally sent forward.

Rule 2/3

    4th/500 The Master Strategist, (AD&D)
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. Spells and blood abilities cannot be played. Any such cards already in play are discarded when this rule card is played.
    PO/086 Nullify Magic, (AD&D)
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. No wizard or clerical spells may be played.

Thief 13/20

    DU/040 Skulker, (AD&D/5)
Swimmer. Leader of a band of undersea pirates, Skulker can plunder any opponent's discard pile during combat, using any allies, magical items, or artifacts (if legal) found there. At the end of the round, the cards are returned to their owner's draw pile, which is reshuffled.
    NS/028 The Guildmaster, (GH/10)
Thieves cannot use thief skills without the Guildmaster's permission. He is immune to unarmed combat cards.
    NS/030 Daryth of Calimshan, (FR/3)
Daryth wears a pair of magical gloves that give a +2 bonus to any thief skills used by him.
    NS/031 Storm Silverhand, (FR/9)
Storm can be sent to Limbo at any time, allowing her player to look at an opponent's hand. She returns to the pool at the end of her player's next turn.
    NS/032 Jacqueline Renier, (RL/7)
Werebeast. Opposing champion is automatically defeated unless he can cast spells, or has or can play a magical item or artifact.
    NS/033 Ratik Ubel, (RL/5)
Undead. Immune to offensive spells and harmful events. Ratik can ignore any one magical item played against him.
    NS/034 Julio, Master Thief of Haslic, (RL/2)
If victorious in battle, Julio can return one nonspell card from the discard pile to his player's hand.
    NS/035 Turin Deathstalker, (GH/8)
Undead. Turin carries a dagger of venom that instantly discards allies of +4 or less. He is immune to unarmed combat cards and the special powers of all Forgotten Realms champions.
    NS/036 Simpkin "The Weasel" Furzear, (GH/7)
Halfling. Any magical items attached to champions who oppose Simpkin become Simpkin's for that round of battle. Afterwards they are discarded.
    NS/038 Jamlin, (DS/5)
Elf. Jamlin must be beaten by 10 or more points in combat to be discarded; if not, he returns to his pool with attached cards.
    NS/039 Donval, (DS/8)
Dwarf; earthwalker. Donval can have any number of attached artifacts from any world. However, he may not use magical items.
    NS/040 El-Hadid, (BR/4)
El-Hadid can use blood abilities. In combat his opponent must choose up to 4 cards he plans to use that round and place them face up in front of him. Only cards from this "minihand" may be used in the battle.
    NS/043 Uldo Dracobane, (AD&D/7)
Elf (drow); earthwalker. If not involved in battle at the end of this player's turn. Uldo may send all cards attached to a dragon champion to the bottom of that player's draw pile. He must attack his next turn or be discarded.

Thief Ability 10/55

    DU/082 Con Game
All champions and their attachments in one opponent's pool are shuffled together. This player deals out the shuffled cards between he and their owner. This player then discards the cards dealt to him. The other player may immediately place the cards he was dealt back into his hand or into his pool. (Off/3)
    DU/083 Legal Loophole
This skill may be attached to any thief to allow all of this player's thieves to ignore the effects of any rule cards in play. Lasts until the attached thief is discarded. (Def//3)
    DU/084 Tumble Out of Danger
This skill may be played at any time to redirect a spell or event that targets the champion using this skill. It can be redirected at any champion in any pool or in battle. (Def)
    DU/085 Broad Jump (+4)
When played in combat, this skill allows the attached thief to bypass a defending wizard, cleric, or psionicist and automatically raze the realm. The defending champion returns to his pool. (Off/4)
    DU/086 Hijacking
This skill may be played any time that another player is to receive cards from his draw pile as the result of an event, realm, artifact, champion, or holding's power. You may take an equal number of cards from your draw pile, and the other player must immediately discard his draws. (Off)
    DU/087 Fortune Telling
Play this skill on a champion in any opponent's pool and call odd or even. Then cut the owner's draw pile and check the card's last digit. If you are correct, the champion is sent to Limbo until his owner discards a champion with a base level equal to or higher than the champion's. If you are wrong, your opponent gets the card that you cut to and may play it immediately (if legal). (Off/3)
    DU/089 Intimidation
Tell your opponent to break off the attack. If he does, the battle ends without spoils and nothing is razed. If he presses the attack, you may take the top 5 cards from your draw pile. Place any realms or holdings on the bottom of your draw pile. Any other cards may be played into the battle, regardless of restrictions (ie, multiple artifacts may be attached, spells may be used by nonspellcasters, etc). After combat is resolved, only legal cards may remain attached. (Def/4)
    NS/055 Backstab
Doubles the attached thief's base level for one round. (Def/4)
    NS/056 Pick Pockets (+2)
Use another player's magical item for this round of combat. At the end of combat, the item's owner draws and discards a card, noting its last digit. If it is higher than the thief's base level, the item is returned; if not, it is discarded. (Off/4)
    NS/063 Use Poison (+3)
The opposing champion must draw and discard a card, noting its last digit. If that digit is 3 or less, that champion is defeated. Lasts until a champion has been defeated by the poison. (Off/4)