Law of Root

English

K. Knave Captains

K.1 THIEF

K.1.1
Starting Items.
Start with boot, bag.
K.1.2
Ability.
After you Filch, you may move the Thief.

K.2 TINKER

K.2.1
Starting Items.
Start with bag, hammer.
K.2.2
Ability.
After you Serve, draw 1 card.

K.3 RANGER

K.3.1
Starting Items.
Start with sword, crossbow.
K.3.2
Ability.
Once per turn, as an action, you may flip any item down to Assault, Skirmish, or Nab.

K.4 VAGRANT

K.4.1
Starting Items.
Start with tea, coin.
K.4.2
Ability.
Once per turn, as an action, you may flip any item down to Revel, Gift, or Serve.

K.5 ARBITER

K.5.1
Starting Items.
Start with sword, coin.
K.5.2
Ability.
In Assault battles, you may take 1 extra hit to deal 1 extra hit. (Do this after rolling the dice.)

K.6 SCOUNDREL

K.6.1
Starting Items.
Start with crossbow, tea.
K.6.2
Ability.
When you Skirmish, you may instead move from a clearing before the battle. If you do, do not ignore 1 hit.

K.7 ADVENTURER

K.7.1
Starting Items.
Start with hammer, coin.
K.7.2
Ability.
After you place acclaim at a ruin, draw 1 card.

K.8 HARRIER

K.8.1
Starting Items.
Start with boot, crossbow.
K.8.2
Ability.
When you Dash, you may move the Harrier up to three times (instead of two), ignoring rule.

K.9 RONIN

K.9.1
Starting Items.
Start with boot, sword.
K.9.2
Ability.
When you Assault, the Ronin may move before the battle.

K.10 CHEAT

K.10.1
Starting Items.
Start with boot, tea.
K.10.2
Ability.
As an action, you may flip two items down to take any item action.

K.11 GLADIATOR

K.11.1
Starting Items.
Start with sword, hammer.
K.11.2
Ability.
When you Assault, draw 1 card at the start of battle.

K.12 JAILOR

K.12.1
Starting Items.
Start with crossbow, bag.
K.12.2
Ability.
In Nab battles, you may deal 1 less hit, even if you are dealing no hits, to ignore 1 rolled hit you take. (Do this after rolling the dice.)