Translation by C.Soubeyrand. For 3 - 4 players. 2H to 3H.
* With the police to send all the underworld in jail or at the hospital or in the graveyard. (See "Variant").
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.
Each gangster must move the number of squares indicated by his dice.
He only acts on the last square he reached.
There is no square under the bridges.
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 :
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).
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).
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).
Warning !! A racketed shop remains free to buy.
It is possible to purchase a racketed shop, in this case the racket token is removed.
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.
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).
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 :
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.
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,.....).
Cost Yield RACKET 5 each turn STICK UP Basic Shop 50 Other Shop 100 COWARD 10 ATTACK TRAFFIC 5 for 2 5 PURCHASE Basic Shop 50 10 Other Shop 100 10
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.
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.
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.
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).
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.
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.
A crime may be noticed as long as the gangster is in the square of the crime.
Under arrest gangsters may :
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).
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 years1 year means 1 turn without playing.
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.
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.
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.
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.
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.
GOOD LUCK, AND MAY THE WORST WIN !
The Game Cabinet - editor@gamecabinet.com - Ken Tidwell