Objective
Light Fingers is a turn-based magical clockworks board game. The objective of the game is to steal and secure a set amount of loot at the Thieves Camp. The first player to secure the required loot will prompt Guild Master Kaw to end the game and announce the winner. If the allotted number of turns is up before any player can deliver the loot, Guild Master Kaw will choose a winner based on his own criteria.
House Rules
The House Rules allows players to customize their gameplay. Turn certain tiles on or off, change the rules in play and manage preferences.


Dueling Rules
Quick Flip Duel: Players may choose whether the Quick Flip Duel is available to players in the game. If activated, players will be able to engage in a game of Quick Flip to steal loot from one another.

Stealth Point Stealing: Players may choose whether they can use a Stealth Point to steal loot from another player. If turned off, players will no longer be able to steal using their Stealth Points.

Rock Paper Scissors Duel: If activated, players may engage in a game of Rock, Paper, Scissors to steal loot from each other in the game.

Hardcore Duel Mode: When the Hardcore Duel Mode is active, players can win 2 pieces of loot in a duel is they manage to win all three cards during the encounter. Winning 2 out of 3 still gains the player 1 loot.


Tile Rules
Swamp Tile: If turned on, the Swamp will be allowed to spawn during board generation.

Cemetery Tile: Players can choose whether they want the Cemetery Tile to spawn during board generation.

Crypt Dungeon Tile: If activated, the Crypt Dungeon Tile will be allowed to spawn during board generation.


Thieves Camp Rules
Number or Loot Caches on 96 Tiles: Players may decide whether 2 or 3 loot caches will spawn on a new 96 tile board

Number of loot caches on 148 Tiles: Decide whether there will be 2, 3, or 4 loot cashes spawned on a new 148 tile board

Number of Loot Caches on 192 Tiles: Players can determine whether there are 2, 3, or 4 loot caches on a new 192 tile board.

Enabled Guard Activity: If activated, the Guard Activity will build up with each Guard that spawns onto the board. Once the Guard Activity is full, Guild Master Kaw will relocate the camp.


NPC Rules
Travelling Merchant Count: The Travelling Merchant sells goods to any player that stops on the same tile. Players can choose between 0-5 Travelling Merchants on the game board.


Loot Rules
Staggered Dungeon Loot: Staggered loot makes it possible for players to collect loot in the dungeon at every checkpoint along the way. Players may choose whether this rule is turned on or off.

Loot in Royal Vault: Players may set whether there is 2,3,4 or 5 bags of loot to collect in the Royal Vault.

Loot in Dungeon:Players set whether there is 1, 2, 3 or 4 bags of loot available to steal in the Dungeon.

Dungeon Loot Variance:When loot variance is turned on, the dungeon will randomly have one less or one extra loot available. The dungeon will never be completely empty.

Percent Chance of Extra Loot in Shop: Players can choose between 0, 25, 33 or 50 percent chance of an extra bag of loot being spawned in a shop.

Percent Chance of No Loot in Shop: Determine the chance no loot is spawned in a shop. Players can choose between 0, 25, 33 or 50 percent.

Loot Numbers Visible on Map: Players can activate whether the loot numbers for shops and dungeons are visible to all players in the map view.


Game Preferences
Spinning Cog Sound: The board contains a giant spinning cog which makes a ticking sound. Players can toggle that sound on or off.

Guild Master Kaw’s Advice: When starting a new game, Guild Master Kaw offers his advice. Players can decide whether that advice is turned on or off.
Turn Cycle
Dice Roll
At the start of each turn, all players will roll a dice. The outcome of the roll will determine the movement points for each character. The player with the lowest dice roll will take their turn first.

Movement
The Light Fingers board magically unfolds into a miniature world as players use their dice to determine how many spaces their character can move. Players may move in any direction to explore the board, uncover tiles and interact with other players. If a player decides to interact with a space before their movement points are complete, they must confirm the end of their turn prior to the interaction.

Encounters
If a player lands on a encounter tile at the end of their movement, they must choose whether they will interact with that space. If a player chooses to enter a dungeon, all players will participate as either intruders or defenders. This encounter will take place at nightfall, once all players have completed their movements.

Intruders
These players will race against each other through a series of mechanical traps to be the first to reach the end of the level. Players may keep all the coins and loot that they collect during the raid.
Defenders
These players operate traps within the dungeon to prevent the intruders from getting to the end of the level. Defenders can also pick up and move Golems around the level to attack intruders, as well as steal coins located within the dungeon.
Loot
Loot can be collected in several ways throughout the board:

The Royal Vault
The most difficult of the dungeons, the Royal Vault will award loot at staggered save points to the first player that reaches them. Players will keep all loot that they collect during this dungeon raid.

Dungeons
Dungeon tiles are scattered around the game board, containing bags of loot for the first player that can reach them.

Shops
When players enter a shop, they may choose to steal valuables hidden within the chests. However, once a player has stolen from a shopkeeper, they will no longer be able to buy items from that shop and will increase their wanted levels each time they revisit the shop.

Other Players
If a player ends their turn on the same tile as another player, they can choose to steal from them. Players can choose between Quick Flip, Rock, Paper, Scissors or Stealth to raid loot from the other player. Players can also choose to activate Hardcore Duel Mode in the House Rules to win 2 loot in a duel if they win all three cards during the duel encounter.

Quick Flip
If a player chooses Quick Flip, they duel with the other player in a mini game. Players will race to match the symbols displayed on a flag to receive a point. The player with the highest score out of three will be awarded 1 piece of loot from the losing player (if they have any).
Rock, Paper, Scissors
In Rock, Paper, Scissors, players engage in a game of chance with their opponent. The player that scores the highest points out of three will win 1 bag of loot from the losing player (if they have any).
Stealth
If a player has a stealth point, they may use it to automatically steal 1 piece of loot from the opposing player.

Securing Loot
Players can secure the loot they are carrying by depositing it with Guild Master Kaw at the Thieves Camp. Once the loot has been deposited, it cannot be apprehended by the Guards or stolen by another player. The Thieves Camp may relocate during the game, so keep an eye on the Guard Activity if you have loot to secure!
Encounter Tiles
As players move through the board and off the beaten path, they may find the following encounter tiles along the way:

Forest Shrine
    Any player that encounters the Forest Shrine can choose a card that will either grant 1 Stealth Point, 2 Stealth Points, or nothing
Dungeon
    When a player chooses to enter the Dungeon, their encounter will take place at nightfall once all players have completed their movement points. Players will be able to raid the dungeon to steal loot if they are able to evade all the traps operated by the Defenders
Dungeon Crypt
    When a player chooses to enter the Dungeon Crypt, their encounter will take place at nightfall once all players have completed their movement points. Players will be able to raid this more challenging dungeon to steal bags of loot.
Royal Vault
    The Royal Vault is the most challenging of all dungeon encounters. At nightfall, once all players have completed their movement points, the encounter will begin. Players will have the opportunity to steal bags of loot if they successfully evade the traps and raid the dungeon
Farm Fields
    Players that encounter this space can choose to do honest work on the warm that will reward them with 4 pieces of gold for every movement point spent, up to a maximum of 30 coins
Balloon Port
    For a payment of 15 gold pieces, players can take a scenic ride in a hot air balloon, which will transport them to the opposite side of the board
Cave Tunnels
    When players enter the mysterious cave tunnels, they will emerge on another place on the map
Loot Cache
    When the Guard Activity is filled, Guild Master Kaw will arrive at the Thieves Camp to move the Loot Cache location
Thieves Camp
    The Thieves Camp is the location where players can secure their loot. Any loot secured at the camp will not be able to be stolen by other players or aprehended by the Guards
Guard Tower
    When players encounter the Guard Tower, they may pay a visit to the Guard Captain. This Guard is no stranger to shady deals and has many advantages for sale if players have the gold or loot to pay for them
Swamp
    When players or the Guards land in the Swamp, they immediately lose the remainder of their movement points for one turn
Forest
    Players that enter the Dense Forest may spend 1 Stealth point to hide in the trees and evade capture from the Guards for one turn
Cemetery
    If a player encounters this tile, they have a one in three chance of finding a piece of hidden loot buried within. Players that find loot at the cemetary will not gain any wanted levels or have the Guards dispatched after them
Travelling Merchant
    The Travelling Merchant moves around the board each turn. If a player lands on a tile that the Travelling Merchant is visiting, they may check the Merchant's inventory and purchase cards.
Cards
Players will occasionally acquire cards while travelling around the board, either by exploring a new tile, purchasing them in the shops, or when rolling a 1 during the dice roll sequence. Players can use one card during each turn and are limited to carrying 5 cards at any given time. Cards can be played on yourself and certain cards let you target other players or the Guards. Some cards will only be playable in the dungeons. These cards can add traps or treasures to create a more challenging or rewarding dungeon experience.There are also Bonus Cards that are only available in the Board Campaign once they have been unlocked from the Dungeon Rush mode of the game. Specialty dice cards can also be created at the Dice Shop by paying the shopkeeper gold.

Four More
Players can use this card on themselves, other players or the Guards to add four more movement points.
Bear Trap
Players can select which tile the Bear Trap will be placed. The first player or Guard that lands on this tile will lose their turn.
Cursed Die
Players can cast this card on themselves or other players to change the regular dice to a D4 on their next turn.
Calm Down Kaw
Guard Activity will be reduced by two points when a player casts this card.
Dice Swap
Players can swap movement points with any other player or the Guards during their turn.
Card of Double Dice
Players can use this card to double the current number on their dice roll movement points.
Dungeon Cannons
Players can select a dungeon on the board to add cannons as an additional trap for the intruders.
Treasure Map
When this card is placed on a dungeon, an additional 60 coins will be available to steal during play.
Dungeon Golems
Players can cast this card on any dungeon to add additional Golems in game play.
Lucky Die
The player this card is cast on will roll a D20 instead of the regular dice on their next turn.
Grant Stealth
This card will grant one stealth point to the player it is cast on.
It Wasn’t Me!
This card enables players to redirect the Guards to chase another player of their choice.
Sleight of Hand
Players may use this card to steal any card from a player on an adjacent tile on the board.
Snitch
This card can be used to increase any player's wanted level by two points.
Card of Concrete Feet
A player may use this card on other players or the Guards to restrict their movement to one point.
Three for Me
Players can use this card on themselves, other players or the Guards to set the movement points to three.
Card of Half Off
When players cast this card, they choose which player or set of Guards will have their movement points removed by half.
Sticky Fingers
When a player casts this card, they are able to steal 10 coins from each player they pass on the board during that turn.
Inside Job
When a player casts this card, they may choose a set of Guards to reveal their next three dice rolls.
Unwanted
This card will reduce the wanted level by two points for any chosen player.
Wrong Way
Players can cast this card on any set of Guards to send them the wrong way for one turn.
Fugitive
Players can cast this card on another player to mark them as a Fugitive. If the Guards catch the Fugitive, they will be taken to the City Prison rather than being held where they were on the board. This player will also miss one turn.
Making Moves
If a player casts this card first during their turn, they may use an additional two cards in that same turn sequence.
Raid the Camp
Players can use this card to summon the Guards to raid the Thieves Camp. This raid forces the camp to relocate to another loot cache on the next turn.
Guards
  • Whenever a player steals loot from a shop chest or dungeon raid, they gain a wanted level and the Guards are dispatched.
  • Guards will roll their own purple dice during the Dice Roll cycle. If there are multiple players with wanted levels, it is not revealed which Guard is after which player during the dice roll sequence.
  • The Guards carry a banner that matches a player’s character colour. Those Guards will only chase after that player, however, if they cross paths with another player with a wanted level, they will capture them and take their loot.
  • Guards will walk along the pathway until they get close to their target. A player can hide from the Guards in the Tavern for a payment of gold, or in the Dense Forest by using a Stealth Point.
  • Each turn that a player evades the Guards will reduce one wanted level point. When the wanted level reaches zero, the Guards end their pursuit and that player earns one Stealth Point. If a player continues to loot while wanted, their wanted level will increase.
Guard Activity
Each time a player steals from a shop or raids a dungeon, Guards are dispatched. Guard Activity (indicated by a circle) will rise each time a Guard is dispatched. Once the Guard activity circle is full, Guild Master Kaw will relocate the Thieves Camp to another loot cache location on the board. Players can intentionally trigger the camp to move by raising the wanted level or casting the 'Raid the Camp' card.'

Getting Captured
If the Guards apprehend a player they were in pursuit of, all loot the player was holding will be confiscated and they will be held captive for one turn. If the Guards interact with a player that they were not pursuing, all their loot will be confiscated and the Guards will continue on their way. Any loot that has been deposited at the Guild Camp with Guild Master Kaw cannot be taken by Guards or other players.
Dungeon Gameplay
Players that end their turn on a Dungeon or Royal Vault tile have the choice of entering to raid. These raids take place at night after all players have completed their movements around the board. Once a dungeon has been discovered, other players may join as intruders or use specialty cards to cast additional traps on the location.








Intruders
These players will be racing against each other through a series of traps to be the first to reach the loot at each of the staggered save points within the level
  • Players that fall behind during the race to the finish will lose a life and become a defender. They may re-enter the race through the dungeon if all intruders fail to reach the final loot chest
  • Players keep all the coins and loot that they collect during the dungeon raid

Defenders
These players can operate traps within the dungeon to prevent the intruders from getting to the end of the level. Defenders have several actions during gameplay:
  • Operate Traps: Defenders can interact with various levers, buttons and cranks to cause damage to the intruders
  • Steal Coins: The Defenders can pick up coins to steal from the intruders in the dungeon
  • Move Golems: Defenders can pick up and move Golems wandering the dungeon to attack the intruders
Stealth Points
Stealth points are acquired throughout the game in three ways:

Playing a card
Players can redeem a card that grants Stealth Points.

Visiting the Shrine
If a player chooses to visit and interact at the Shrine, they may have a chance of gaining a Stealth Point.

Escaping Pursuit
Players that have avoided capture by Guards will be rewarded with 1 Stealth Point.

Stealth points also have several uses throughout the game:
  • Steal from other players: Players may use their Stealth Point to steal loot from another player without having to engage in a game of Quick Flip or Rock, Paper, Scissors.
  • Hide in a forest: Players may evade capture by Guards by using a Stealth Point to hide in a Dense Forest for one turn.
  • Sneak past guards : Players can spend one Stealth Point to walk through a tile occupied by Guards to avoid capture.
Shop Tiles
When players explore the board, they may occassionally find a specialty shop. Each shop will sell different cards or offer services for a price. Some shops may also contain a bag of loot hidden inside a chest. If a player chooses to steal a piece of loot from the shop, the owner will summon the Guards and that player will no longer be able to purchase items from that shop. When a player has completed their turn on the shop tile, they can run off the edge to indicate the end of their turn. Below is a list of each shop and the services offered:

Fortune Teller
  • Unwanted (25 coins)
  • Inside Job (20 coins)
  • Wrong Way (20 coins)
  • Reveal Dungeon (10 coins) NPC Service
Marketplace
  • Making Moves (20 coins)
  • Dice Swap (25 coins)
  • Ten Sided Die (60 coins)
  • Cursed Die (10 coins)
  • Card of Concrete (20 coins)


Travelling Merchant

  • Making Moves (20 coins)
  • Wrong Way (20 coins)
  • Bear Trap (25 coins)
Blacksmith Shop
  • Bear Trap (25 coins)
  • Dungeon Cannons (20 coins)
  • Dungeon Golems (10 coins)
  • Treasure Map (20 coins)
Mushroom Hut
  • Unwanted (25 coins)
  • Dice Swap (25 coins)
  • Sleight of Hand (20 coins)
  • Lucky Die (10 coins)
Forest Tavern
  • It Wasn't Me (30 coins)
  • Sticky Fingers (5 coins)
  • Calm Down Kaw (20 coins)
  • Card of Double Dice (10 coins)
  • Rent a room for the night (10 coins) (NPC Service)
Village Warehouse
  • Calm Down Kaw (20 coins)
  • Grant Stealth (25 coins)
  • Snitch (20 coins)
  • Card of Concrete (20 coins)
  • Card of Double Dice (10 coins)
Sculptor
  • Cursed Die (10 coins)
  • Twenty Sided Die (120 coins)
  • Twelve Sided Die (80 coins)
  • Ten Sided Die (60 coins)
  • Eight Sided Die (40 coins)
Siege Shop
  • Bear Trap (25 coins)
  • Dungeon Cannons (20 coins)
  • Dungeon Golems (10 coins)
  • Treasure Map (20 coins)
Bounty Hunter
  • Snitch (20 coins)
  • Inside Job (20 coins)
  • Card of Concrete (20 coins)
  • Fugitive (15 coins)
  • Place Bounty (20 coins) NPC Service
Bank
  • Treasure Map (20 coins)
  • Stash Loot (10 coins) NPC Service
  • Withdraw Loot (0 coins) NPC Service
  • Bribe Banker (40 coins) NPC Service
Antique Shop
  • Card of Double Dice (10 coins)
  • Card of Half Off (10 coins)
  • Card of Concrete (20 coins)
  • Lucky Die (10 coins)
Apothecary
  • Cursed Die (10 coins)
  • Dice Swap (25 coins)
  • Grant Stealth (25 coins)
  • Sleight of Hand (20 coins)
Hare's Shop
  • Hare Guide (45 coins) NPC Service
  • Tunnel Access (15 coins) NPC Service
  • Unwanted (25 coins)
  • Snitch (20 coins)
  • Sticky Fingers (5 coins)
Winning the Game
Once a player secures the set amount of loot at the Thieves Camp requested by Guild Master Kaw, the game ends. The game can also end once the turns specified by Guild Master Kaw have elapsed. At this time, Guild Master Kaw will tally up the loot players have secured, factor in any bonus points for achievements, and decide on a winner.