| a. Move
Urchins - at up to 3 locations b. Steal / Exchange Goods - at up to 3 locations c. Steal Shillings - at up to 3 locations d. Go to Smithfield Market - all players go to the market |
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| NB: Players choose ONE action only. They may not mix actions (ie: a player may NOT move at one location, take commodities at another location, and take shillings at a third location). | ||
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| a.
Move Urchins (affects
current player only) In their turn a player may pay goods cubes from their own stock to move their own urchins at up to 3 different locations. At each of these locations, the player may do one of the following: |
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| i. Move an existing urchin
up or down. ii. Bring an urchin into the location. iii. Leave the location - at the bottom or the top. iv. Go back to Fagin. |
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i. Move an existing urchin up or down. Movement is paid for using the number of goods cubes shown at the foot of each location; each price shown is for 1 level of movement (up or down). |
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| eg: 1 blue (book) cube = 1 level movement on the blue location (River Thames). |
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| 4 purple (jewellery) cubes = 1 level movement on the purple location (St. Pauls Cathedral). |
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| Each urchin may be moved as many levels at a location as the player can afford (eg. 3 levels at St Pauls Cathedral [purple] will cost 12 purple [jewellery] cubes). Complete movement for an urchin must be paid for before the urchin starts to move. Urchins must move the full distance paid for in one direction; they may NOT change direction mid-move (eg. in the example to the right, brown pays 12 purple cubes to move 3 spaces down the purple location). | ![]() |
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ii. Bring an urchin into the location. Urchins enter at the start (5) level, which costs 1 level of movement for that location. Players may then continue their full paid-for movement along the location. (eg. in the example here, orange pays 8 purple cubes to move onto the start space and then up 1 further level). Urchins are placed at the centre of each location level, leaving the arrows clear for constable movement. No location may contain more than one urchin from each player. A player may NOT pay to move another players urchins; they may, however, move them by bumping (see next page). |
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iii. Leave the location - at the bottom or the top. A player may choose to move their own urchin out of a location. This can only be done at the top or the bottom of the location. The movement must be paid for in full; that is, they must pay enough goods cubes to go one level beyond the last marked level on the track. (eg. in this example, white pays 8 purple cubes to move onto the bottom level and then off the location). An urchin which has left a location may NOT return to the same location until at least the next round. However, this urchin is free to enter a different track in this round. NB: This counts as movement on a further track (making 2 of the 3 allowed in one turn). |
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| An urchin moved off the bottom of a location must return to the player; an urchin moved off the top of the location may return to the player OR go back to Fagin... | ||
iv. Go back to Fagin. An urchin is returned to Fagin by paying to move it off the top of a track and then paying 15 shillings. This movement must be paid for in full; that is, players must pay enough goods cubes (back to the warehouses) to go one level beyond the highest marked level on the track. Players must then pay 15 shillings (taken off the shilling track around the edge of the board) and place their urchin on the Fagin symbol. If an urchin is moved off the top of the location but cannot (or chooses not to) pay 15 shillings, it must be returned to the player. NB: An urchin who has gone back to Fagin is left at the top of the location for the rest of the game (eg. orange in the example below has returned to Fagin). The player may NOT use this location or this urchin again. |
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| The
first player to get 3 urchins back to Fagin is the winner! |
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©2006,
2007, 2008 Scene Cinema Ltd.
All rights reserved. |
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