Hello everyone and welcome to yet another developer diary. Today we will discuss the first action part of the game and that is the thievish phase.

Thievish phase is overseen by the governorate’s thief general, who has, based on his race and unlocked skills, an attack value and a defence value. These come into play whenever the general conducts an offensive move or is targeted by one. So let’s talk about them.

The phase itself is divided into two parts. In the first part, governorate has access to actions. These actions are Building contact net, Espionage and Gang war. Success of these actions is determined by comparison of the attack value of attacking governorate’s thief general and defence value of the defending governorate’s thief general. If the attack value is higher, then the attack succeeds, otherwise the defending governorate is safe from the effect of the action.

Attacker can use each of these actions only once per count. If he’s targeting governorate A with Espionage, he can’t target governorate B with Espionage. But he can use the remaining two actions on any governorate, like Gang war on governorate C, if his race permits it.

All races have access to these actions, but not all races can use all of them at the same count. Some can use only one, some can use two and some all three actions at the same count.

Espionage obviously finds out a bunch of useful things. Building contact net, if successful, adds influence with the targeted governorate. You can spend influence on crimes, which is something we will talk about in a minute. Gang war lowers the influence and gold cost of crimes against the targeted governorate.

Now to the second part, in which governorate has access to crimes. Crimes cost gold and influence and if the attacking governorate has both, are always successful. Attacker can target the enemy governorate with only one crime per type of crime per count (for example only one Sabotage on target governorate A) and at the same time, governorate A can suffer from only one Sabotage per count. In case more attackers send Sabotage on governorate A, the more effective (stronger) one will be considered.

However, you can’t keep your influence indefinitely as it deteriorates by 1 every count (but not under 0). Example: Governorate sends building contact net on Monday. It is successful and after the count gets 3 points of influence to spend on Tuesday. If it doesn’t use them, influence deteriorates by 1 the next count and it is only 2 on Wednesday.


This concludes the thievish phase and we will be back next week with the magic phase.