Season 1
Shadow Thief
How to play Shadow Thief
Overview & game plan
An attrition thief: hoard CP, let poison tick, then convert CP into damage.
If after roll 1 5× Shadow for Shadow Shank! are reachable. Keep 5× Shadow and reroll all dice not needed, aiming at Shadow Shank! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Insidious Strike. Shadow Shank! deals a documented 12 damage, so the 5 committed dice stay on the table.
Strengths
- Shadows negates an ENTIRE enemy attack phase
- Insidious Strike deals damage equal to your whole CP pool – without spending it
- Pickpocket steals CP directly from the opponent
Weaknesses
- Very tame early: Dagger Strike only deals 4–8
- Needs 5+ turns before the CP pool gets dangerous
Dice & symbols
Most likely attack
Requirement: 2× 💰 Bag · Chance: 97.1%
Attacks & odds
| Ability | Requirement | Chance | Damage | Damage type | Effects |
|---|---|---|---|---|---|
| Dagger Strike | 3× 🗡 Dagger | 84.2% | 4 damage | Normal | poison |
| Shifty Strike | Small straight (4 in a row) | 58.7% | about 4 damage | Normal | – |
| Pickpocket | 2× 💰 Bag | 97.1% | – | – | – |
| Insidious Strike | Large straight (5 in a row) | 24.9% | about 7 damage | Normal | – |
| Shadow Dance | 3× 👤 Shadow | 35.5% | about 2 damage | Pure | – |
| Carducopia | 2× 🃏 Card | 69.9% | – | – | – |
| Shadow Shank! Ultimate | 5× 👤 Shadow | 1.3% | about 12 damage | Ultimate | – |
How you defend
Two options: Shadow Defense (4 dice – 2 shadows = whole hit negated + sneak attack) or Counter Strike (5 dice – retaliate 1 per dagger, poison on dagger+shadow). Both only prevent with luck.
Concrete dice decisions
- If after roll 1 5× Shadow for Shadow Shank! are reachable. Keep 5× Shadow and reroll all dice not needed, aiming at Shadow Shank! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Insidious Strike. Shadow Shank! deals a documented 12 damage, so the 5 committed dice stay on the table.
- If after roll 1 a large straight for Insidious Strike are reachable. Keep a large straight and reroll all dice not needed, aiming at Insidious Strike (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Shadow Shank!. Insidious Strike deals a documented 7 damage, so the 5 committed dice stay on the table.
- If after roll 1 3× Dagger for Dagger Strike are reachable. Keep 3× Dagger and reroll all dice not needed, aiming at Dagger Strike (3 dice). If fewer than 3 matching dice remain after roll 1, switch to Shadow Shank!. Dagger Strike deals a documented 4 damage and applies poison, so the 3 committed dice stay on the table.
- If after roll 1 a small straight for Shifty Strike are reachable. Keep a small straight and reroll all dice not needed, aiming at Shifty Strike (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Shadow Shank!. Shifty Strike deals a documented 4 damage, so the 4 committed dice stay on the table.
- If after roll 1 3× Shadow for Shadow Dance are reachable. Keep 3× Shadow and reroll all dice not needed, aiming at Shadow Dance (3 dice). If fewer than 3 matching dice remain after roll 1, switch to Shadow Shank!. Shadow Dance deals a documented 2 damage and ignores defence and prevention, so the 3 committed dice stay on the table.
Concrete playing rules
Mid game
Build Shadows and Sneak Attack, use Insidious Strike for CP banking.
Late game
Work toward Shadow Shank! with as much Sneak Attack bonus as possible.
Resources
- Combat Points: Your weapon: Shifty Strike = half your CP (rounded up), Insidious Strike = full pool, Shadow Shank! = pool + 5. The CP are NOT spent. Pickpocket 2–4 (with a shadow: 1 of them stolen from the opponent), Shifty/Insidious/ultimate +3 each before the damage, Dagger Strike +1 with a bag. Barely spend! Only buy cards when the turn is otherwise empty – every CP is future damage.
- Shadows + Sneak Attack: Shadows: all attacks in one enemy turn fizzle completely (lasts through your next full turn). Sneak attack: +1d6 on one attack. Shadow Dance (3× shadow) grants both; Shadow Defense on 2 shadows out of 4 dice. Activate Shadows BEFORE the opponent's strongest turn – e.g. when their ultimate symbols are already showing.
Statuses & timing
- Shadows: positive, per the burst note a prerequisite for the Sneak Attack escalation.
- Sneak Attack: positive, per the burst note adds an extra d6 to the ultimate.
- Poison: negative, triggered as a conditional inflict via Dagger Strike, Shadow Defense and Counter Strike.
- Prioritise Pickpocket/Carducopia when no high-chance attack is available, since they are pure economy turns with no damage per the data set.
- Shadows + Sneak Attack: Shadow Dance (3× shadow) grants both; Shadow Defense on 2 shadows out of 4 dice.
- Shadows + Sneak Attack: Activate Shadows BEFORE the opponent's strongest turn – e.g. when their ultimate symbols are already showing.
Avoid these mistakes
Works well with
- NinjaRank #1/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- IcemanRank #2/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- RavenessRank #3/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- Headless HorsemanRank #4/37Adds new roles: damage.No documented direct interaction – the rating relies solely on role and survival balance.
- SeraphRank #5/37Adds new roles: damage.Adds extra damage pressure (49 versus 44).