Welcome to all you thieves, rogues and tricksters – here’s everything you need to know about the board-game action multiplayer Light Fingers. From dungeon tips to card guides, there’s enough tricks in here to make sure you grab all the loot before anyone else.

Light Fingers Guide | Loot

Getting started in Light Fingers is simple. Guild Master Kaw has given you one task – bring him loot before anyone else does. The first to take 4 bags of loot to the thieves camp, or possibly more if you’re playing a custom game, wins the game.

Where can I find loot? In shops and dungeons.

Shops are scattered all over the board, and this is probably the easiest way to get loot – find the chest inside the shop, punch it, and escape with your bag of loot.

are scattered all over the board, and this is probably the easiest way to get loot – find the chest inside the shop, punch it, and escape with your bag of loot. Dungeons are more difficult, but offer more reward – if you work your way through the traps, you’ll be rewarded with two bags of loot. If you make it through the more difficult Royal Vault, you’ll be rewarded with three bags of loot.

are more difficult, but offer more reward – if you work your way through the traps, you’ll be rewarded with two bags of loot. You can also rob other players that are carrying loot – if you move onto the tile that they’re standing on, you can initiate a duel for their loot. Or, you can spend a ‘Stealth Point’ (see below) to steal the loot without conflict.

that are carrying loot – if you move onto the tile that they’re standing on, you can initiate a duel for their loot.

Where do I take the loot? To the Thieves Camp.

You’ll need to end your turn in a Thieves Camp while holding loot to deposit it there. Once it’s there, your loot is safe from both guards and other players.

Beware: You can be overburdened by loot! Carrying four or more bags of loot without depositing it in the Thieves Camp will result in your move points being reduced by 1 point for every turn that you are overburdened.

Light Fingers Guide | Wanted Levels and Hiding

Once you’ve stolen a bag of loot, you’ll be branded with a Wanted Level – this indicates the number of turns that you will be pursued by guards for. Taking loot from a shop will give you 3 Wanted Levels, robbing a dungeon will give you 4 Wanted Levels, and completing the Royal Vault will give you 5 Wanted Levels.

Guards will begin their pursuit from either a Guard Tower or a Prison, and will roll for their movement each turn that they pursue you.

Guards will travel along tiles with a ‘path’ in most cases, until they are close to their target. Guards are always aware of your location.

Each group of guards only pursues a designated player , and carry a standard bearing the colour of the player that they are pursuing. You can still be apprehended by any guards if you willingly enter their tile.

, and carry a standard bearing the colour of the player that they are pursuing.

If the guards apprehend you, they will seize any loot that you are carrying, and you will lose your next turn. After this lost turn, the guards will release you.

You can hide from guards for a single turn in certain locations, either by:

Spending 1 ‘Stealth Point’ in a Forest or Dense Forest.

Spending 10 Coins in the Forest Tavern, or 15 Coins in the Tavern.

Light Fingers Guide | Coins and Stealth Points

You can collect Coins by discovering new tiles, finding Coins in Dungeons, or by working on a Farm (see below). These can be spent to buy cards from shops, or to hide in a tavern for a single turn.

You collect ‘Stealth Points‘ either from cards (see below), or by losing your Wanted Level. These can be spent to hide in the Forest or the Dense Forest, or to steal loot from another player without conflict.

Light Fingers Guide | Card Guide

Cards can give you various advantages and tricks over both guards and the other players. You can only use one card per turn, and you can hold a maximum of five cards.

Where can I find cards? You can find cards when you discover a new tile, purchase them from a vendor, or gain a card when you roll a 1 on your move die.

What cards are the best? We’re not going to spoil all the tricks you can use, but if you can buy one of the die size upgrade cards early on, it’ll give you plenty more move points than your competitors.

What cards should I use? Try and use a card every turn, as you’ll reach the maximum of five cards quicker than you realise. If you have a card that grants a ‘Stealth Point’, it’s worth using this in preparation, so you can hide from the guards and make space for another card.

Light Fingers Guide | Dungeon Tips

Dungeons can be a great source of both loot and coins, but are filled with traps and difficult platforming, so make sure that you’re prepared by following these tips.

Take your time – the dungeons don’t have a time limit, so don’t rush the level.

You have three lives , and for each life you can take three hits from dungeon traps.

, and for each life you can take from dungeon traps. Avoid the golems – as they can only be taken out from behind, it’s easier to just avoid them.

Wooden planks can break – it can be tempting to cross that chasm slowly, but if you’re going for any of the coins balanced on any wooden planks, do it quickly!

Light Fingers Guide | Locations Guide

In your escapades across the board, you’ll find a handful of randomly generated locations, and if you end your turn in one of these locations you can find different vendors and loot. All the locations are listed below to help out all you adventurers.

Forest Locations:

Thieves Camp: You begin here, and need to deposit your loot here. The location of the camp will change after every four guard-provoking events in the game.

You begin here, and need to deposit your loot here. The location of the camp will change after every four guard-provoking events in the game. Loot Cache: The Thieves Camp will relocate to a Loot Cache every time it changes location.

The Thieves Camp will relocate to a Loot Cache every time it changes location. Royal Vault: The most difficult dungeon, this vault grants three bags of loot at the cost of five wanted levels. Once completed, a new Royal Vault will appear in a different empty forest tile.

The most difficult dungeon, this vault grants three bags of loot at the cost of five wanted levels. Once completed, a new Royal Vault will appear in a different empty forest tile. Marketplace: The vendor here sells four cards, including one that changes your move die to a 10-sided die. There’s also a chest that holds one bag of loot.

The vendor here sells four cards, including one that changes your move die to a 10-sided die. There’s also a chest that holds one bag of loot. Blacksmith’s Shop: The vendor here sells four dungeon-related cards, including one to add cannons to a dungeon that another player might enter. There’s also a chest that holds one bag of loot.

The vendor here sells four dungeon-related cards, including one to add cannons to a dungeon that another player might enter. There’s also a chest that holds one bag of loot. Mushroom Hut: The vendor here sells four cards. There’s also a chest that holds one bag of loot.

The vendor here sells four cards. There’s also a chest that holds one bag of loot. Hare’s Shop: The vendor here sells four cards. There’s also a chest that holds one bag of loot.

The vendor here sells four cards. There’s also a chest that holds one bag of loot. Forest Shrine: If you end your turn here, you can choose from a handful of cards to potentially gain a useful card.

If you end your turn here, you can choose from a handful of cards to potentially gain a useful card. Farm Fields: If you end your turn here, you gain five coins for every move point you had remaining on your turn.

If you end your turn here, you gain five coins for every move point you had remaining on your turn. Fortune Teller: If you end your turn here, you can spend five coins to reveal the location of a hidden dungeon.

If you end your turn here, you can spend five coins to reveal the location of a hidden dungeon. Cave Tunnel: If you end your turn here, you will be transported to another Cave Tunnel on the map. There can be multiple Cave Tunnels to transport between.

If you end your turn here, you will be transported to another Cave Tunnel on the map. There can be multiple Cave Tunnels to transport between. Forest Tavern: If you spend ten coins, you can hide from the guards for the rest of the day.

If you spend ten coins, you can hide from the guards for the rest of the day. Dense Forest: At the cost of one ‘Stealth Point’, you can hide from the guards for the rest of the day.

At the cost of one ‘Stealth Point’, you can hide from the guards for the rest of the day. Forest: At the cost of one ‘Stealth Point’, you can hide from the guards for the rest of the day.

At the cost of one ‘Stealth Point’, you can hide from the guards for the rest of the day. Dungeon Entrance: If you end your turn here, you will enter the dungeon at nightfall.

If you end your turn here, you will enter the dungeon at nightfall. Guard Tower: Spawns a group of guards when a crime is committed nearby.

Wooden-walled Town Locations:

Bounty Hunter: If you end your turn here, you can pay twenty coins to hire the Bounty Hunter to chase a player and destroy one bag of loot they’re carrying.

If you end your turn here, you can pay twenty coins to hire the Bounty Hunter to chase a player and destroy one bag of loot they’re carrying. Warehouse: The vendor here sells four cards. There’s also a chest that holds one bag of loot.

The vendor here sells four cards. There’s also a chest that holds one bag of loot. Farm Fields: If you end your turn here, you gain five coins for every move point you had remaining on your turn.

If you end your turn here, you gain five coins for every move point you had remaining on your turn. Sculptor: The vendor here sells four cards to upgrade your movement die to a larger die. There’s also a chest that holds one bag of loot.

The vendor here sells four cards to upgrade your movement die to a larger die. There’s also a chest that holds one bag of loot. Balloon Port: If you end your turn here, you can spend fifteen gold to transport you to the opposite balloon port.

City Locations:

Bank: There is a chest at this location that holds one bag of loot. Nothing can be bought here.

There is a chest at this location that holds one bag of loot. Nothing can be bought here. City Prison: Spawns a group of guards when a crime is committed nearby.

Spawns a group of guards when a crime is committed nearby. Siege Shop: The vendor here sells dungeon-related cards. There’s also a chest that holds one bag of loot.

The vendor here sells dungeon-related cards. There’s also a chest that holds one bag of loot. Balloon Port: If you end your turn here, you can spend fifteen gold to transport you to the opposite balloon port.

If you end your turn here, you can spend fifteen gold to transport you to the opposite balloon port. Sculptor: The vendor here sells four cards to upgrade your movement die to a larger die. There’s also a chest that holds one bag of loot.

The vendor here sells four cards to upgrade your movement die to a larger die. There’s also a chest that holds one bag of loot. Antique Shop: The vendor sells a variety of cards. There’s also a chest that holds one bag of loot.

The vendor sells a variety of cards. There’s also a chest that holds one bag of loot. Apothecary: The vendor sells a variety of cards. There’s also a chest that holds one bag of loot.

That’s pretty much everything you need to get started in Light Fingers! While you’re here, why not check out this recent article on Light Fingers, and make sure to follow us on Twitter.