Shadow Thief hero portrait

Shadow Thief

Shadow Thief’s organized play performance is on the Stats page.

Face 1: Dagger
Dagger
Face 2: Dagger
Dagger
Face 3: Bag
Bag
Face 4: Bag
Bag
Face 5: Card
Card
Face 6: Shadow
Shadow

Status Effects

Shadows Positive Status Effect

Stack limit 1

  • When a player with this token is damaged as a result of an opponent's Offensive Roll Phase, no damage is received and no defense is made (although the attack still "succeeds" & other effects may apply). Discard this token after the affected player starts & concludes a single turn while under its effects.

Sneak Attack Positive Status Effect

Stack limit 1, Attack Modifier

  • After Attacking, a player with this token may spend it and roll 1 die to add the value of the die to their damage total.

Poison Negative Status Effect

Stack limit 3

  • A player afflicted with this token is dealt 1 dmg per Poison token during the Upkeep Phase of their turn. Persistent.

Abilities

Dagger Strike Offensive (84.2% / 53.6% / 17.3%)

  • DaggerDaggerDagger Deal 4 dmg
  • DaggerDaggerDaggerDagger Deal 6 dmg
  • DaggerDaggerDaggerDaggerDagger Deal 8 dmg
  • If Bag was rolled, gain 1 CP. If Shadow was rolled, inflict Poison.

Shifty Strike Offensive (61.5%)

Needs a Small Straight

  • Gain 3 CP. Then deal 1/2 CP as dmg (rounded up).

Pickpocket Offensive (97.1% / 84.2% / 53.6%)

  • BagBag Gain 2 CP
  • BagBagBag Gain 3 CP
  • BagBagBagBag Gain 4 CP
  • If Shadow was rolled, up to 1 CP may instead be stolen from your opponent.

Insidious Strike Offensive (26.1%)

Needs a Large Straight

  • Gain 3 CP. Then deal CP as dmg.

Shadow Dance Offensive (35.5%)

Needs ShadowShadowShadow

  • Roll 1 die: Deal 1/2 the value as pure dmg. Then gain Shadows & Sneak Attack.

Carducopia Offensive (69.9%)

Needs CardCard

  • Draw 1 x Card.

Shadow Defense Defensive

Defense Roll 4 dice

  • On Dagger Dagger, inflict Poison. On Shadow, gain Sneak Attack. On Shadow Shadow, gain Sneak Attack and Shadows immediately (ignoring incoming dmg).

Counter Strike Defensive

Defense Roll 5 dice

  • Deal 1 x Dagger dmg. On Dagger Shadow, inflict Poison.

Shadow Shank! Ultimate (1.3%)

Needs ShadowShadowShadowShadowShadow

  • Gain 3 CP and gain Shadows. Then deal CP as dmg +5.

Upgrades

Dagger Strike II Upgrade of Dagger Strike (0 CP)

  • DaggerDaggerDagger Deal 4 dmg
  • DaggerDaggerDaggerDagger Deal 6 dmg
  • DaggerDaggerDaggerDaggerDagger Deal 8 dmg
  • Gain 1 CP. If Shadow was rolled, inflict Poison. If Card was rolled, draw 1.

Shifty Strike II Upgrade of Shifty Strike (2 CP)

Needs a Small Straight

  • Gain 4 CP. Then deal 1/2 CP as dmg (rounded up).

Shadow Strike Same card (46.8%)

Needs DaggerDaggerShadowShadow

  • Deal 1/2 CP as dmg (rounded up). Inflict Poison.

Pickpocket II Upgrade of Pickpocket (1 CP)

  • BagBag Gain 3 CP
  • BagBagBag Gain 4 CP
  • BagBagBagBag Gain 5 CP
  • BagBagBagBagBag Gain 6 CP
  • If Shadow was rolled, up to 2 CP may instead be stolen from your opponent.

Insidious Strike II Upgrade of Insidious Strike (2 CP)

Needs a Large Straight

  • Gain 4 CP. Then deal CP as dmg.

Shank Attack Same card (65.2%)

Needs DaggerBagCardShadow

  • Gain 1 CP, gain Sneak Attack, draw 1, & inflict Poison.

Shadow Dance II Upgrade of Shadow Dance (1 CP)

Needs ShadowShadowShadow

  • Roll 1 die: Deal 1/2 the value as pure dmg. Then gain Shadows & Sneak Attack. Draw 1.

Carducopia II Upgrade of Carducopia (2 CP)

Needs CardCard

  • Draw 1 x Card cards. If Shadow was rolled, your opponent discards 1 randomly. If Bag was rolled, gain 1 CP.

Shadow Defense II Upgrade of Shadow Defense (3 CP)

Defense Roll 5 dice

  • On Dagger Dagger, inflict Poison. On Shadow, gain Sneak Attack. On Shadow Shadow, gain Sneak Attack and Shadows immediately (ignoring incoming dmg).

Counter Strike II Upgrade of Counter Strike (4 CP)

Defense Roll 5 dice

  • Deal 2 x Dagger dmg. On Dagger Shadow, inflict Poison.

Hero Cards

Wild Shadow! Card

Roll Phase Action, 4 CP

  • Change the value of any one die. If in Shadows, change the values of any 2 dice instead.

Shadow Coin! Card

Instant Action, 0 CP

  • Gain 2 CP. If in Shadows, gain 3 CP instead.

Enter the Shadows! Card

Instant Action, 4 CP

  • Gain Shadows.

Poison Wound! Card

Instant Action, 2 CP

  • Inflict Poison on a chosen opponent.

Card Trick! Card

Main Phase Action, 2 CP

  • Chosen opponent discards 1 randomly. Additionally, draw 2 if in Shadows or draw 1 otherwise.

Sneaky! Card

Main Phase Action, 1 CP

  • Gain Sneak Attack.

Shadow Meld! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Shadow, gain Sneak Attack & 2 CP. On any other outcome, draw 1.