Supergang (Ludodélire)

A game by Gérard Mathieu, Gérard Delfanti, Pascal Trigaux edited by Ludodélire 1991.

Translation by C.Soubeyrand. For 3 - 4 players. 2H to 3H.

Aim of the game :

* With your gang becomes the owner of a full district of the city. (Or be the last existing gang).

* With the police to send all the underworld in jail or at the hospital or in the graveyard. (See "Variant").

Contents :

Beginning :

The player making the highest score with the three dices begins.

The first player puts his three characters in the center (jail) of the gameboard, then he throws together the three dices (green, red and white).

Each character starts straight ahead, in the direction shown by its dice.

You start without money.

During the three first turns, gangsters have not the right to harm each other (neither duel nor vamping) and the police is not in play.

Places and moves :

General Rule :

Streets, shops and sewers may be accessed by each gangster.

Each gangster must move the number of squares indicated by his dice.

He only acts on the last square he reached.

The Street :

A character does not have the right to go back in the street, his direction must always be visible.

There is no square under the bridges.

Shops :

There are 36 shops. Adjacent shops in the same block of houses communicate directely to one another.

A character may stop in a shop at the last square of his move.

Access to shop are shown by notches in the sidewall.

When a character stops in a shop, he must do one of the following actions :

A player become the owner of a shop may use it exactly as a street square, he may cross it, stop there without reason, go in an adjacent shop.

But, he may never cross the shop square twice in the same turn.

To go out of a shop with "one" on the dice enables to choose a direction on the next turn (even to go back in the shop).

Sewers :

The five manholes are shortcuts : it is possible to go from a manhole to an other as if they were adjacent squares, a character may only use two manholes in his turn.

To stop on a manhole allows on the next turn to resurface by any other manhole, at the player wish.

On a manhole, a character can not be arrested (by cops).

How to earn Cash ?

Killers, vamps and dealers may racket, recruit, stick up, buy, cowardly attack in the street, participate to a gangland killing alone or in group.

Coward attack in the street :

Stopped on a street square, a character may, if the player wishes, diddle a tourist, kidnap a luxury dog, "find" a purse or a bundle of banknotes, borrow a tricycle or a motobike.....

Victims are defenceless. It is a coward attitude but it yields 10 millions, given by the bank to the assaillant. (For the risks, see cops).

Racket :

You only have to enter in a shop not yet owned ant to put a R token of the gang 's color. (For risks, see cops). As soon as a R token is put, at each turn the shop yields 5 millions.

Warning !! A racketed shop remains free to buy.

Purchase :

When a character enters in a shop, he may buy it :

Against money, the bank gives an ownership token from the gang 's color. It is put in the shop, it yields each turn 10 millions.

It is possible to purchase a racketed shop, in this case the racket token is removed.

Stick up of a shop :

When a character enters in a shop, he may stick it up.

A basic shop is protected by its manager and a successful stick up yields 50 millions.

A shop with initials (T, V, D or a star) is defended by two managers and a successful stick up yields 100 millions.

The stick up implies a duel against the manager(s). (See duel).

If the shop belongs to nobody, the bank pays, if the shop belongs to a gang, he pays.

A shop belonging to an other gang may also be stick up for ownership, the attacker specifies to the owner if he sticks up for money OR for ownership. If the attacker succeeds a stick up for ownership, the ownership token is changed.

During his turn of play a gang may succeed only once in the stick up of the same shop.

Gangland Killing :

The gangland killing is used to eliminate one or more characters from opponent gangs. It is always and only on the initiative of the player who acts.

The gangland killing may take place in the street or in a shop.

In shops, the managers are concerned by the duel only if their owners are implied. (See duel).

Traffic :

Only the dealer may traffic.

He buys traffic pawns in shops printed with a star, at the price of 5 millions the two, but he can not buy more than ten at once.

Where goes the cash :

Each traffic token put on the sidewall yields 5 millions, each turn.

The dealer may put a traffic pawn and only one on each empty section touching the square in which he has stopped. (A section of sidewall is delimited by two white notches). Owner of a shop in which he is, the dealer may put a traffic pawn on each section of sidewall lining the shop, common sections belong to the first occupant.

The traffic pawns not yet placed are stocked by the player outside the gameboard with his banknotes (and yield nothing).

If the ownership is modified, all the traffic pawns lining a shop freely take the color of the new owner.

It is impossible to deal on the shop 's sidewalls from someone else.

Important :

Each player must ask for his incomes, each turn, before the next player throws the dices.

Each income is immediately available for all the members of the gang. The loan of cash between players is strickly forbidden.

When a gang is completely neutralized (jail, graveyard, clinic), he only earns incomes from properties.

A gangster can not fire at a manager or at an other gangster if the police is present.

A character can not buy a shop, he just sticks up.

When a player arrives in a place, he has the choice of the order and the number of his actions, but he may only do one dice throw against the character(s) he decides to attack (policemen, managers, gangsters,.....).

Tarriffs (in millions) :

                   Cost                          Yield

RACKET                                        5 each turn
     Basic Shop                                   50
     Other Shop                                  100
COWARD                                            10 
TRAFFIC           5 for 2                          5
    Basic Shop     50                             10
    Other Shop    100                             10

The Characters :

The killer :

The killer has a bonus of +2 on the dices for a duel. (See duel).

The Vamp :

When reaching the same square then a opponent and alone male pawn, the vamp may vamp him : she may use him immediately, then she will play the three following turns taking him with her.

The presence of the police or a character from an other gang do not protect from vamping.

Madly in love, he brings all his powers to the disposition of the vamp; he becomes the fourth member of the vamp 's gang for every action of the game.

A vamp may not vamp twice in order the same character.

After the third turn of vamping, the vamped recovers his freedom as soon as he moves. He cannot attack the vamp or be vamped by an other vamp, before his move.

If during an action (stick up, arrest, gangland killing), the vamp is put out of the fight, the vamped recovers immediately his freedom, but he must continue the undertaken action, except against his own gang.

In case of stick up or murder, the vamp and his vamped are always considered as accomplices.

The Dealer :

Master of the sidewall, the dealer is the only one who can deal.

A dealer dead, injuried or in jail deprives the gang of the traffic 's incomes, until he is back. The traffic pawns remain in place.

The vamped dealer may buy and put traffic pawns from his color with the money from the vamp and he gives incomes from his traffic pawns to the vamp.

Recruit :

When a character is dead, the gang may recuit :

A character costs 50 millions; it is free for the owner of the shop.

Each new recruited is immediately available in the shop.

The owner of a shop where an other player wants to recruit, may freely determine the price, he may also refuse to sell a character.

The Managers :

There is one manager in each basic shop.

There are two in each shop with initial(s).

They are not indicated on the gameboard, they defend their shop when there is a stick up, with one blue dice (basic shop) or two blue dices (shop with initial).

The manager is played by the owner of the sticked up place.

If there is no owner or no racket token or if this is him who rackets the place, the attacking player chooses a defender among the other players; he will defend the interests of the shop, without any consequence for him.

During the stick up of a racketed shop, it is the racketing player who defends the shop. If the stick up succeeds, the racket token of the defender is removed. He may be replaced by a racket token from the attacker.

In case of gangland killing in a shop, the managers act only if a gangster owning the shop is present.

In case of arrest by the cops, they do nothing.

When they survive to a stick up, the managers witness all the observed crimes : cross on the police record. (see law).

The Cops :

Cops move in group of two, each group according to a blue dice.

At each turn of play, each player throws all the dices together (cops and available gangsters), he first plays the cops then the characters.

During a duel, a group of cops throws two dices.

Move :

They start and they move as gangsters (start from the center, no right to turn back), but :

Dead or injuried cops are removed from game, the player who injuried or killed them make them restart from the center following the dice.

After a duel an ablebodied cob follows his injuried or killed colleague.

Cops fallen in manholes are removed from game, the player who pushed them in make them resurface on the next turn, from the manhole of his choice.

A player whose all the gangsters are unavailable still plays cops during his turn.

Testimony :

They witness all crimes done on an adjacent square. A crime in a shop may only be seen from a square with an access to this shop (each crime is inscribed in the police record).

A crime may be noticed as long as the gangster is in the square of the crime.

Arrest :

Cops arrest gangsters if their police record is no more empty or in case of flagrante delicto. They must end their move on the gangster 'square.

Under arrest gangsters may :

Put traffic tokens or be stopped on a square lined with your traffic token is a crime. In case of arrest, the traffic pawns concerned are removed and returned to the bank. (The same thing happens in case of racket).

Purchase of Cops :

When a player starts his turn, he may buy the cops.

In this ruthless and venal world, cops may be purchased for 500 millions, their new owner will play them before each player turn, for all the remaining game (except if all his gangsters are killed, in that case police may be bought again).

The law :

All the gangsters incur the following peins for their crimes, there is no concurrency of sentences.

COWARD Attacks                            1 year

RACKET                                    1 year

STICK UP                                  1 year

TRAFFIC (dealer)                          1 year

ASSAULT and injuries                      1 year

REBELLION against police                  1 year

EACH MURDER                               2 years

1 year means 1 turn without playing.

The Duels :

Case of duel :

Rules of a Duel :

All the characters of the game are represented by a target.

All targets of the involved characters in the duel are placed at four meters (13 feet) attackers on the left side, attacked on the right side, between two targets there is a space of one target wide, on the border of a plank (table).

The attacker then the defender throws the number of dices corresponding to their characters.

Results are compared.

The highest result is the first gunner, he fires at the targets as many arrows as points of difference between the two results.

If the first gunner shoots down all the opponent targets with his arrows, the duel is winned and the second gunner do nothing.

If the first gunner does not shoot down all the opponent targets (he missed them or he does not have enough arrows) the duel continues : by the second gunner who has the same number of arrows against the other targets.

And so on, until all the targets on one side have been shooted down.

Targets fallen face on the ground are dead.

Targets fallen face facing the sky are injuried.

If an arrow shoots down two targets, only the first shooted down is concerned. Bounces do not apply.

End of a duel :

An injuried gangster goes to the clinic where he stays until his next turn of play; where he is placed on the central square from which he will leave on the next turn, following direction given by dice. In the clinic an injuried gangster may not be vamped, but the police may come and arrest him without any rebellion possible! In this case, he goes to jail at his next turn to serve his pein.

Injuried during a duel against the police, a gangster goes to the clinic before serving his pein in jail.

Killed gangsters are put in the graveyard, they may be recruited in shops with the corresponding initial, their police record is erased.

Killed or injuried managers are considered as being replaced for the next duel.

Injuried or killed cops start from the center as sons as the player who killed or injuried them plays again.

Remarks :

When there is a duel between a vamped gangster and his gang, in case of death of the vamp, the gangster is no more vamped and he goes with his own gang.

Do not forget that the killer has a bonus of two points on dices for the duels.

Each player may play with his own gun as long as it only shoots arrows.

It is possible to kill injuried gangsters in the clinic. The dice throw of the attacker determines the number of arrows to shoot on the injuried target, who can not defend himself because he is under perfusion. If the target is shooted down, it implies the death of the character.

Remarks :

Never forgets that one of the interests of SuperGang is NEGOCIATION !

Limits :

The game is voluntarily limited :

The bank owns 1320 millions for 4 players, 1000 millions for 3 players et not any more million. To take all the money from the bank is a way to disturb opponents. When the bank is empty, you have to take money from the others, an empty bank encourages the gang war.

When a player has no more racket token in the bank, he must remove either a racket or an ownership somewhere on the gameboard if he wants to indicate a new ownership.

Time limitation : it is recommanded to limit the available time for each player to move his characters. After this time (four minutes) each non moved character goes for the next turn in jail.

Elimination :

If the three gangsters of a player are dead, he is eliminated. All his tokens, pawns and cash return to the bank, he does not play police any more. The same thing happens if the player abandons.

Variant :

A player plays only the police. With a dice he plays a group of policemen, at his choice, before each player turn. The police arrives at the beginning of the third turn, starting from the center, following number given by dice.

The supplementary powers of the police are the following : she can bring any innocent gangster, in police custody, for one turn in jail, where he restarts on the next turn.

Killed or injuried policemen go on the center, where they may restart on the player 's turn who put them out of fight.

Their possibilities and impossibilities are the same but their actions conducted by only one person is more coherent and efficient.

Of course, cops cannot be bought. (Ken - ahem.)

The player wins as soon as all the gangsters are in the graveyard, the clinic or jail.

This enables a game with five players.


The Game Cabinet - - Ken Tidwell