Game Info
Year
2016
Players
3-5
Age
14+
Playtime
60 min
Collection
Mechanic profile
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Vibe profile
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Description
You are all thieves! Each round in Thief's Market you roll the loot dice and split them up, then use your earnings to buy devious plans, henchmen, and finery in order to become the most notorious thief of all!
When the display of available cards to purchase can't be refilled, the game ends. Players with the most henchmen and gold score bonus points, then the player with the most notoriety in cards, tokens, and bonuses wins!
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Thief's Market Playthru
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 3 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video 2pLYW0FroVU
Review at 0:30 sentiment: positive
video_pk 69296 · mention_pk 165730
Click to watch at 0:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Streamlined rules compared to the original
- Updated iconography
- Brand new art
- Balanced player interaction (not stealing purchased items)
- Interesting scenarios with dice drafting and stealing dynamics
Cons
- Focusing too much on gem transformation without getting owls can be detrimental.
Thematic elements
- splitting the loot after a heist
Comparison games
- Thief's Market (original by Tasty Minstrel Games)
Mechanics (from transcript analysis)
- dice drafting — Players take dice from a central pool or steal them from other players. If a player steals dice, they must roll one back to the center.
- engine building — Purchased cards are activated to transform gems, collect coins, or gain owls, which helps build a stronger engine for future turns.
- set collection — Players purchase cards from a market using gems, coins, and owls. The goal is to collect relics.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- thanks for joining us for another tantrum house crowdfunding conniption
- game hey gang thanks for joining us Tanger Mouse Studio 3 I'm will Meadow and I'm Sarah Meadow
- so in this game players are going to be rolling the dice and then trying to split them in a way that makes everybody happy with what they got
- being just greedy enough is how you're going to get all the cards that you want in the game but you're too greedy everybody's going to come after your pool of dice
- ultimately you really need owls because those are the victory points in the game
- so even though you're thieves you won't be stealing other people's owls
References (from this video)
No references stored for this video.
Video c-m7bIEqA6I
Playthrough at 0:21 sentiment: positive
video_pk 69278 · mention_pk 165703
Click to watch at 0:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The core mechanic of deciding how greedy to be is engaging.
- Engine building provides a satisfying progression.
- Stealing is present but balanced by a penalty.
- Relics create an endgame race.
Cons
- Misunderstanding of coin usage caused some frustration.
- Early game decisions heavily influence the rest of the game.
Thematic elements
- Splitting loot after a heist
Comparison games
none
Mechanics (from transcript analysis)
- card drafting — Players acquire cards from a market using collected dice/symbols.
- Dice rolling — Players roll dice at the start of their turn to gather loot.
- engine building — Players acquire cards that provide ongoing benefits or ways to convert resources.
- set collection — Players collect specific symbols or dice to purchase cards from the market.
- take that — Players can steal dice from each other, though with a penalty.
- Variable player powers — Players seem to have unique characters that influence their actions or provide specific abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The stealing is much less like cutthroat mean than it is in other games and I think it's solely because of that the one die having to put back like balances very nicely.
- I'm pretty sure the clarification was correct you can't turn this asked for further clarification a coin and then use it this to this happens at the end of your that's how I understood it and I don't know why I misunderstood the clarification but I did.
- I have the Infinity Gauntlet everybody it should be working in my favor but yet I have almost the least amount of owls.
- She's far ahead, so far ahead, the best she already won.
- Melissa has 22 before she took her turn.
References (from this video)
No references stored for this video.
Video 0L0IvN_ryRE
BoardGameCo Review at 0:00 sentiment: mixed
video_pk 37276 · mention_pk 111928
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Smart, accessible I cut you choose drafting that creates tension without heavy rules
- Tableau progression with marker/heist/relic decks adds meaningful progression and strategic depth
- Card variety and relics provide some variability across games
- Gold tokens as wild utilities offer flexible planning with a built-in timing constraint
- Low barrier to entry makes it a good beer-and-pretzels game
- Final-round pressure can be tense and exciting when relics nearly end the game
Cons
- Overall feel can be repetitive; same core loop repeats across plays
- Limited replayability for some players; variability primarily comes from relics rather than core systems
- Kingmaking tendencies in multiplayer can lead to suboptimal moves still influencing outcomes
- Tokens can be visually confusing due to similar token sizes; could cause momentary misreads
- Restricted to 3-5 players, which limits group size flexibility
- Some may find the balancing of stealing and middle-pile decisions occasionally swingy
Thematic elements
- loot splitting, deception, and opportunistic stealing to maximize personal gain
- medieval/fantasy market where players divide loot through negotiation and drafting
- ensemble heist with rotating control of piles and evolving tableau
Comparison games
- Cash and Guns
- Good Critters
- Soda Jerk
Mechanics (from transcript analysis)
- dice-to-tokens conversion and hand management — Rolled dice become color tokens and points; gold tokens are wild but cannot be spent the turn they are gained, introducing a hold-and-spend dynamic.
- endgame trigger via relics — The game ends immediately when a player buys their third relic, creating a concentrated final phase and potential last-turn pressures.
- I cut, you choose — Players form multiple piles of loot; the current first player selects a pile, while others can steal or add to piles, creating evolving groupings that balance risk and reward.
- I cut, you choose (piling/drafting mechanic) — Players form multiple piles of loot; the current first player selects a pile, while others can steal or add to piles, creating evolving groupings that balance risk and reward.
- multi-deck tableau progression (marker, heist, relic) — Rounds introduce new card types (marker, heist, relic) that shift scoring opportunities and strategic focus, driving forward the endgame tension.
- steal-or-return tension (interaction-heavy negotiation) — Players can steal items from others, returning items to the middle to influence future buys, creating a back-and-forth that rewards timing and risk calculation.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's a beer and pretzels party game that's a lot of fun to go through.
- The game ends immediately when a player buys their third relic, which creates final-round tension.
- I enjoyed Thief's Market more than I expected to.
- Not great for repeat plays; it's the same game every time you play.
References (from this video)
No references stored for this video.
Video I-FQXCfbrtY
The Cardboard Herald News at 1:02:13 sentiment: positive
video_pk 6495 · mention_pk 113090
Click to watch at 1:02:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Accessible gameplay
- Simple core mechanics
- Humorous theme
Cons
none
Thematic elements
- Anthropomorphic characters dividing loot
- Heist/Adventure
- Humorous D&D-inspired
Comparison games
none
Mechanics (from transcript analysis)
- Dice rolling — Players roll dice to collect loot
- Resource management — Players decide how much to take and risk theft
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- You can be really really a talented, smart, clever designer and be bad at making things that are fun.
- The fun is the game.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4