K. Knave Captains K.1 THIEF K.1.1 Starting Items. Start with , . K.1.2 Ability. After you Filch, you may move the Thief. K.2 TINKER K.2.1 Starting Items. Start with , . K.2.2 Ability. After you Serve, draw 1 card. K.3 RANGER K.3.1 Starting Items. Start with , . 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 , . 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 , . 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 , . 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 , . K.7.2 Ability. After you place acclaim at a ruin, draw 1 card. K.8 HARRIER K.8.1 Starting Items. Start with , . 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 , . K.9.2 Ability. When you Assault, the Ronin may move before the battle. K.10 CHEAT K.10.1 Starting Items. Start with , . 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 , . 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 , . 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.)