Capodecina
3 13 4 5 30 20
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
5 6 5 3 4
Weapon Range Evasion Damage Penetration Abilities
Twin Blades 0” - +1 - -
Keywords Command Ability: Thieves Guild
Faction (The Guild), Leader, Human Training
All friendly characters within 6” gain
the Slippery (3) special rule until the
Character Abilities end of the round.
• Acrobatic (2)
• Expert Offence (2)
• Infiltration
• Pickpocket
King Pulcinella
2 12 2 2 30 18
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
5 4 5 4 3
Weapon Range Evasion Damage Penetration Abilities
Staff of Credit 0” - - -1 Stun
Keywords Command Ability: Start the Mob Rule
Faction (The Guild), Leader, Human Horrorshow! When this character makes a Combat
All friendly Pulcinellas and Ostrich action, they gain +1 ATT for every
Rider Pulcinellas gain First Strike (2) other friendly character with Mob
Character Abilities until the end of the round. Rule who is in base contact with that
• Brave
enemy.
• Mindless
King For A Day
If this character is the only character
with the Leader keyword in your
gang, all friendly Pulcinellas with the
Henchman keyword lose Mindless
for the entire game.
Madame
3 12 6 6 30 19
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 5 4 3 6
Weapon Range Evasion Damage Penetration Abilities
Garter Pistol 6” - - -2 Black Powder, Reload (1)
Stiletto 0” - +1 +1 -
Keywords Command Ability: My Girls & Boys
Faction (The Guild), Leader, Human, Don’t Let Them Take You! While this character is on the board,
House of Virtue All friendly characters within 6” gain all characters with the House of Virtue
Parry (2) until the end of the round. keyword gain Companion (House of
Virtue).
Character Abilities Command Ability:
• Concealment (+1)
Strike When They’re Vulnerable
• Parry (2)
All friendly characters with the House
• Slippery (3)
of Virtue keyword gain Penetration
-2 on their weapons until the end of
the round.
V.2
Prince of Thieves
3 14 4 4 30 23
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
5 4 5 5 5
Weapon Range Evasion Damage Penetration Abilities
Gilded Sword 0” - +1 -1 -
Concealed Pistol 4” - +2 -2 Black Powder, Reload (1)
Keywords Command Ability:
Faction (The Guild), Leader, Human Take it for the Guild!
All friendly characters within 3”
gain Pickpocket until the end of the
Character Abilities round.
• Acrobatic (2)
• Expert Marksman (2)
• Infiltration
• Pickpocket
• Slippery (2)
V.2
Baba-Yaga
2 13 7 4 40 21
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
3 4 2 4 6
Weapon Range Evasion Damage Penetration Abilities
Pestle 1” +1 - -3 -
Keywords Command Ability: Blood Rights
Faction (The Guild), Hero, Human, Pick a friendly character within 6”.
Unique, Discipline (Blood Rites, Wild That character loses 2 Life Points
Magic) and this character replenishes 3 Will
Points.
Character Abilities
• Concealment (-1)
• Mage (3)
• Vampiric Attack (2)
Barber
2 11 4 30 15
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
5 5 4 4 3
Weapon Range Evasion Damage Penetration Abilities
Straight Razor 0” - - -2 -
Keywords
Faction (The Guild), Hero, Human
Character Abilities
• Expert Offence (2)
• First Strike (1)
• Engage (2)
Baroni
2 13 3 2 30 16
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 4 6 4
Weapon Range Evasion Damage Penetration Abilities
Single Duelling
8” +1 - -1 Black Powder
Pistol
Twin Duelling
8” +1 +3 -1 Black Powder, Reload (1)
Pistols
Keywords Command Ability: Intimidation
Faction (The Guild), Hero, Human All friendly characters within 3” gain
First Strike (1) until the end of the
round.
Character Abilities
• Brawler (1)
Twin Pistols
• Expert Marksman (2)
If this character makes a Combat
• Pickpocket
action with its Twin Duelling Pistols
it cannot make a Combat action
with its Single Duelling Pistol until
reloading.
V.2
Black Lamp
2 14 6 2 30 21
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 4 5 6
Weapon Range Evasion Damage Penetration Abilities
Sharpened Dagger 0” - - - -
Keywords Command Ability: Rally to the Light!
Faction (The Guild), Hero, Human, All friendly characters within 6” gain
Unique Companion (Black Lamp) until the
end of the round.
Character Abilities The Lamp
• Brave
This character may attempt to Dispel
• Brawler (1)
magic spells as if it has Mage (3) and
• Parry (2)
Expert Sorcerer (3).
• Universal Shielding (3)
Butcher
2 13 3 30 14
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 4 5 3
Weapon Range Evasion Damage Penetration Abilities
Bucher’s Knives 0” - +1 - -
Keywords
Faction (The Guild), Hero, Human
Character Abilities
• Brawler (1)
• Expert Protection (2)
Dog Keeper
2 11 3 3 30 10
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 3 4 4
Weapon Range Evasion Damage Penetration Abilities
Training Whip 3” +2 - - -
Keywords Dog Master
Faction (The Guild), Henchman, When this character uses a
Human Command Point, it must have a Dog
as the target.
Character Abilities
• Engage (2)
Fisherman
2 12 2 1 30 14
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 4 5 3
Weapon Range Evasion Damage Penetration Abilities
Pole Spear 2” - +1 - Aquatic
OR
Harpoon Gun 8” +1 +1 - Reload (1), Two-handed
Keywords Command Ability: Bring It Down!
Faction (The Guild), Hero, Human One friendly character within 6”
gains the Hunter special rule until
the end of its next activation.
Character Abilities
• Expert Offence (1)
• Fast Swimmer (1)
• Hunter
Ostrich Riding Pulcinella
2 16 2 40 14
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
7 4 4 3 2
Weapon Range Evasion Damage Penetration Abilities
Club 0” - - - Stun
Keywords Mob Rule
Faction (The Guild), Hero, Human, When this character makes a Combat
Pulcinella action, they gain +1 ATT for every
other friendly character with Mob
Rule who is in base contact with that
Character Abilities enemy.
• Limited Movement
• Mindless
• Slippery (3)
Recruiter
2 12 5 2 30 14
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 3 4 5
Weapon Range Evasion Damage Penetration Abilities
Handbow 15” - - -1 Reload (1)
Keywords Command Ability: Extortion
Faction (The Guild), Hero, Human All friendly characters with the
Henchman keyword within 3” gain
Bodyguard (Leader, Hero) until the
Character Abilities end of the round.
• Expert Marksman (1)
Instigator
Any character within 6” with Union
adds +2 ATT instead of +1 ATT.
V.3
Rialto Assassin
2 13 4 30 18
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
5 5 6 5 4
Weapon Range Evasion Damage Penetration Abilities
Balanced Throwing
6” - -1 -4 -
Knife
Smoke Bomb 6” +1 - - Blast, Harmless, Smoke
Keywords
Faction (The Guild), Hero, Human,
Unique
Character Abilities
• Expert Marksman (3)
• Infiltration
• Slippery (2)
V.2
Arbalest
2 10 2 30 12
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 3 4 3
Weapon Range Evasion Damage Penetration Abilities
Crossbow 30” - - - Reload (1), Two-handed
Keywords Union
Faction (The Guild), Henchman, If this character or its target is in base
Human contact with with at least 2 other
friendly characters, it receives +1
ATT when making a Combat action.
Character Abilities
• Expert Marksmen (1)
V.2
Citizen
2 11 3 30 10
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 3 4 3
Weapon Range Evasion Damage Penetration Abilities
Improvised Weapon 0” - - - -
Keywords
Faction (The Guild), Henchman,
Human
Character Abilities
Union
If this character or its target is in base
contact with with at least 2 other
friendly characters, it receives +1
ATT when making a Combat action.
V.2
Dancer
2 11 3 3 30 14
Actions Life Will Command Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 6 3 3 4
Weapon Range Evasion Damage Penetration Abilities
Poisoned Needle 0” -1 - +1 -
Keywords Command Ability: Poisoned Weapons
Faction (The Guild), Hero, Human, Communicative Dance Any time this character causes an
House of Virtue Pick one friendly character within 3” enemy character to lose at least 1
and one different friendly character Life Point from a Combat action,
with the House of Virtue keyword that character must make a Basic
Character Abilities within line of sight. Both of those ATTACK Roll. For every dice that
• Slippery (2)
characters make an immediate Move doesn’t roll an Ace, the character loses
action. This movement cannot be 1 Life Point.
used to move into base contact with
an enemy.
Dog
2 8 0 30 7
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
6 5 3 2 1
Weapon Range Evasion Damage Penetration Abilities
Teeth 0” - - - -
Keywords
Faction (The Guild), Henchman,
Animal
Character Abilities
• Companion (Dog Keeper)
• Engage (2)
• Limited Movement
• Mindless
• Primitive
Escort
2 13 4 40 14
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 4 4 3
Weapon Range Evasion Damage Penetration Abilities
Sword 0” - +1 - -
Keywords
Faction (The Guild), Henchman,
Human, House of Virtue
Character Abilities
• Bodyguard (Hero, Henchmen)
• Parry (2)
Gondolier
2 11 2 30 12
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 3 4 3
Weapon Range Evasion Damage Penetration Abilities
Bladed Oar 2” - +1 -1 Two-handed
Keywords Sculler
Faction (The Guild), Henchman, For each character with this rule, you
Human may purchase 1 extra gondola from
the Equipment list. This character
may be deployed in water or on a
Character Abilities gondola and may also re-roll failed
• Brave
dice rolls when making Row actions.
• Fast Swimmer (1)
Harlot
2 11 4 30 10
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
4 4 3 3 3
Weapon Range Evasion Damage Penetration Abilities
Stiletto 0” - +1 +1 -
Keywords
Faction (The Guild), Henchman,
Human, House of Virtue
Character Abilities
• Concealment (+1)
• Parry (1)
V.2
Pilferer
2 9 4 30 10
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
5 6 2 3 2
Weapon Range Evasion Damage Penetration Abilities
Dagger 0” - - +1 -
Keywords
Faction (The Guild), Henchman,
Human
Character Abilities
• Concealment (+1)
• Pickpocket
• Slippery (3)
Pulcinella
2 10 2 30 10
Actions Life Will Size Ducats
MOVE DEXTERITY ATTACK PROTECTION MIND
5 4 3 2 2
Weapon Range Evasion Damage Penetration Abilities
Club 0” - - - Stun
Keywords Mob Rule
Faction (The Guild), Henchman, When this character makes a Combat
Human, Pulcinella action, they gain +1 ATT for every
other friendly character with Mob
Rule who is in base contact with that
Character Abilities enemy.
• Mindless
Any character with the Faction (The Guild) keyword may use this
Command Ability for 1 Command Point.
Mob Mentality: Make a basic MIND Roll.
Add up Aces +2. The result is the number of re-rolls you may make on any single
Success
die on any roll this round.
Fail No effect.
Add up Aces +5. The result is the number of re-rolls you may make of any single
Critical
die on any roll this round.
Fumble Character loses 1 additional Command Point.