After Pablo
After Pablo Rulebook
Table of Contents
Table of Contents
- Contents
- Game Overview
- The Basics
- Game Set Up
- Playing the Game
- Actions
- Action 2: Buying Cocaine
- Action 3: War
- Action 4: Cross Border (must Sell to U.S.A. as next action)
- Action 5: Sell to U.S.A. (must do if last action was Cross Border)
- Extra Abilities
- End of Player Action
- End of Season
- Period of Adjustment
- Final Scoring
- D.E.A. Favors
- Cards/Special Abilities
Contents
3 Boards (Border board, Mexico board, Colombia board.), 20 Smuggling Tokens, 57 Cartel Cards, 11 Guerrilla Cartel Cards, 46 Money Cards, 25 small white Cocaine cubes, 10 black Weakness chips, 1 white Season Marker, 1 blue D.E.A. Marker, 4 Small Black Influence cubes (for 3-2 player games), 1 Player Aid, 1 First player Token, 1 Rule book
Player Pieces:
1 Colombia Leader Card, 1 Mexico Leader Card, 1 Large Command Point Cube, 1 Associate Pawn, 15 Small Influence Cubes
Game Overview
After Pablo is a game played over the 12 seasons following Pablo Escobar's death. Each player controls a cartel that must establish quick command of the Narcotics market. During each season players take one of five actions that best aid their growing cartels. These actions include hiring cartel members or buying product to sell. Other choices may focus on establishing or protecting influence in Mexico or Colombia using hired gunmen to change the balance of power in those countries. While fighting for influence and control players must also continue to smuggle and sell cocaine to America or eventually their funds will drain. Hopefully the players have hired a good crew, or bribed enough people to help them smuggle their narcotics into the United States. If they can get their product to America, they must sell to the American distributors. Sometimes these distributors are trustworthy other times they may be police. If a player did not prepare well his cartel members will be arrested. After each season is complete players score for command of the Mexican and Colombian markets. After 12 seasons, the player with the most Command Points wins the trust of the new narcotics market.
The Basics
Game Boards
The game, After Pablo, is played on three separate game boards, each board represents a separate region. Each board is set up left to right beginning with the Border Board (A), the Mexico Board in the middle (B), and the Colombia board to the right (C). Throughout the game, cartel cards will be laid on the bottom of each board above each American city (D). Players will use their Associate Pawn to fly from each board's airport (E) to conduct actions on each board.
Cartel Cards
A single cartel card contains a variety of information. The cartel cards represent a person a player has met in the region the card was purchased in. His price for hire or whether he needs to be auctioned is in the upper left corner (A). The vehicle on the bottom of the card is the type of vehicle that the character on the card can provide for smuggling (B). The information beneath the character is a type of special ability (C) the cartel member can do.
When the Associate Pawn is in America the cartel cards on the game board represent distributors in each city. If the color in the upper right hand corner of the card (D) matches a player's color, that particular cartel card is considered a Trustworthy Distributor in that American city. If the color does not match the distributor in that city the distributor is risky. A player using these distributors takes a chance that the police may be alerted. Players that don't trust a distributor must turn over the card when selling to that city to see if the deal is safe. If a police car is featured on the other side of the card the player selling must deal with an arrest. An empty alley on the back of the card is considered a safe deal.
Cartel Cards Back
Safe Back / Arrest Back
Guerrilla Cards
Guerrilla Cards are cartel cards. The only difference being they can only be purchased in Colombia and provide each player with the option of being able to purchase a weapons expert.
Game Set Up
A. Place the three boards in the middle of the table. The Border board on the left, the Mexico board in the middle and the Colombia board on the right.
B. Separate money cards into their proper stacks, $1, $5, $10, and $20. Place money stacks above Mexico.
C. Place the 25 small white Cocaine cubes above Colombia.
D. Place the 10 Weakness Discs above the Border board.
E. Shuffle Smuggle Tokens face down in a pile next to the Border board. Place five tokens face up in the five smuggling combination boxes on the Border board.
F. Place the white Season Marker on the first season of the season track, located on the Mexico Board.
G. Place the blue D.E.A. Marker on the first spot of the D.E.A. Case Track, located on the Border board.
H. Separate Cartel Cards from Guerrilla Cards (green fronts). Remove Colombia and Mexico Arrest cards from Cartel deck. Shuffle both decks thoroughly and deal each player 1 face down Guerrilla card, and 2 face down Cartel Cards. This is each player's 3 card starting hand.
I. Place Guerrilla Deck FACE-UP to the right of the Colombia board, near the Guerrilla space in Colombia. Draw a face up card off the top of the Guerrilla deck and place it on the Guerrilla/NYC space. DO NOT LOOK ON THE BACK OF ANY CARD DRAWN!!
J. Place Cartel Deck FACE-UP next to the Border board. Draw a face-up card off the top of the Cartel deck for every empty American city spot on each board EXCEPT the Guerrilla/NYC space. DO NOT LOOK AT THE BACK OF ANY CARD DRAWN!!
K. Put the Mexico and Columbia Arrest cards back into the Cartel deck and shuffle the deck with the cards FACE UP. Both Guerrilla and Cartel decks will be shuffled face up for the rest of the game.
In addition to the 3 card hand, each player also chooses a color and receives:
L. 1 large cube, Command Point counter, and places in on the '0' of the score track.
M. 1 Associate Pawn.
N. 15 small Influence cubes.
O. A Mexico and Colombia Leader card in their color.
P. Each player places 1 Influence cube on the Mexico and Colombia flags. In addition players also add 1 Influence on their personal D.E.A. folder, located on the Border board.
Q. Also, each player places 1 Influence cube on the $1 space of each Asesinos track on the Mexico and Colombia boards.
R. The player who has most recently watched Bring Me the Head of Alfredo Garcia takes the First Player token. If tied, player who most recently watched an episode of Miami Vice.
S. First Player is dealt $18 from the bank. Going in clockwise order, the 2nd player receives $20, 3rd player is dealt $22, and the 4th player receives $24. Money is private.
The game is ready to begin.
Set up if playing with 3 or 4 players
If playing with 3 players, add 1 black influence cube on both the Mexico and Colombia flags. This black cube cannot be removed.
If playing with 2 players, place 2 black influence cubes on both the Mexico and Colombia flags. These cubes cannot be removed during the game, and are only there to fill the space of missing players.
Playing the Game
Players play 12 seasons (16 Seasons in 2 player games). A season begins with the starting player and continues clockwise; each player takes one turn. On a turn, a player chooses 1 of 5 actions. After all players have taken a turn, the season is scored and the season marker is advanced to the next season.
After every 4 seasons, players have a Period of Adjustment; the board is adjusted and a new starting player is determined at these times. When complete, the season marker is advanced and play continues with another 4 seasons. After 12 seasons and a final Period of Adjustment, the players score end-game Command points. The player with the most Command Points secures the trust of the narcotics market and wins the game.
Season
A season begins with the starting player and continues clockwise. Each player takes one of five actions. After every player has had a turn the season is scored.
On a turn a player may take ONE of these five actions:
- Business (take 5 Cartel Business or place 5 Influence Business)
- Buy Cocaine
- War
- Cross Border (must Sell to U.S.A. as next action)
- Sell to U.S.A. (must do if last action was Cross Border)
In addition to playing one of these actions, a player may also play "special abilities" on cartel cards, use D.E.A. favors, borrow money, or sell cocaine to Mexico. These are not considered part of an action and can be done freely by the player on his turn.
After each player has had a turn, Command points are scored and/or purchased and the Season Marker is advanced. The player with the First Player token begins the next season.
Actions
On a turn, a player may take one of these five actions.
Action 1: Business (Cartel Business or Influence Business)
If a player takes the business action he may take either the Cartel Business action OR the Influence Business action but NOT both and not a mixture of the two. The Business action must be completely devoted to either cartel or influence.
Cartel Business
When taking the Cartel Action a player buys new cartel cards into his hand.
A player may spend up to five action points buying cartel cards, putting cartel cards up for auction and flying from one airport to another.
Buying Card = 1 Action point
Putting a Card up for Auction = 1 Action point
Flying to Airport = 1 Action point
If the player is just beginning the game or has just sold to the U.S.A., he places his Associate Pawn on any one of the airport spaces on the Colombia, Mexico or Border Boards. If his associate pawn is already on one of the airports, due to a previous turn, he begins his cartel business on that board.
Buying Card. Each card the player decides to purchase costs 1 action point. The player may only select cards from the board his associate pawn is visiting. The money cost of a cartel card is in the upper left hand corner of the card. The player pays the cost to the bank and takes the card into his hand. If a card has a star in place of money, it must be auctioned.
Auction Card. Each card selected for auction also costs 1 action point. A player simply takes the card off the board, sets it aside for later auctioning, and deducts an action point. A player can select more than one card for auction but each card selected costs one action point. The card/s will be auctioned at the end of his turn.
Flying. If a player sees a card he wants on another board he can fly his associate pawn to that board's airport for the cost of 1 action point and can continue purchasing cartel cards or put them up for auction.
After the player has spent his action points and paid for all of his cards he auctions any cartel cards that have a star instead of a number in the upper-left corner. If he has more than one card for auction he auctions the entire lot of cartel cards. The bidding begins with the player to the left of the current player and continues clockwise. Each player has one opportunity to bid, the price can be any amount, even 0, but the bid must be higher than a previous bid. Players may also pass. The current player has the last opportunity to bid. After all players have bid once or passed the highest bidder pays the bank and takes card/s.
A player may choose to use less than the 5 Cartel Business moves allotted.
Hand Limit. Each player has a 7 card hand limit. If a player ever earns more than 7 cards he must immediately choose cards to discard until he has 7.
Players cannot use the special abilities on cartel cards on the same turn that the card is purchased (explained in detail below).
After cards have been purchased, the player draws new cards, face up, from the Cartel/Guerrilla decks and places them on the empty cities on the boards. Players can never look at the back of these cards when placing them on the board.
Cartel Business example: (See Illus. 1)
Jason chooses the Cartel Business action. His Associate pawn is already in Mexico from his prior turn so he must begin there. He purchases 1 Assassin card and 1 Cowboy card in Mexico for 2 action points. He flies his Associate Pawn to the Colombian Airport for a 3rd action point and puts a Guerrilla card up for auction for a 4th action point. His 5th and final action point is spent placing a Politician/Lawyer card up for auction too.
After he pays for all his cards, Jason puts the Guerrilla and Politician/Lawyer cards up for auction together. Mat begins the auction to his left and bids $2, Jeff bids $7, Dave passes, and Jason, who gets the final bid, raises it to $8. He pays the bank and takes his new cards.
After his turn, Jason draws cards from the cartel/guerrilla decks and places them in any empty cities. Boards are once again full of cards.
Influence Business
A player may choose an Influence action rather than a cartel action. The player may spend up to 5 action points on Influence related business.
These 5 action points include buying Influence in Colombia and Mexico, buying influence in the player's personal D.E.A. favor folder, hiring Asesinos in Colombia and Mexico, and/or flying from one airport to another.
Buying Influence in Colombia or Mexico = 1 Action point
Buying Influence in D.E.A. Folder = 1 Action Point
Buying Asesinos = 1 Action Point
Flying to Airport = 1 Action Point
If the player is just beginning the game or has just sold to the U.S.A., he places his Associate Pawn on any one of the airport spaces of the Colombia, Mexico or Border Boards. If his Associate Pawn is already on one of the airports, due to a previous turn, he begins his Influence Business on that board.
Buying Colombia or Mexico Influence. If Associate pawn is on Mexico or Colombia airport. It costs a player 1 action point to place one of his Influence cubes onto that country's flag. The player must pay money in the amount equal to the number of cubes that are on the flag after placing an influence cube down. If it is the 5th cube placed on the flag, the player must pay $5 to the bank. If it is the 9th cube placed, the player must pay $9 to the bank.
If the player does not have any cubes left from his own supply, he may use a cube from anywhere on the board, except the Court System boxes (Arrest, Trial Acquittal).
If the player now has more cubes on a country's flag than anyone else that player becomes the new leader of the country. He places his leader card which matches that country on the leader slot.
ex. There are 6 cubes on Mexico, Jason spends one of his 5 action points to place a 7th cube. He pays the bank $7. He has more cubes on Mexico than anyone else, so he becomes leader and places his Mexico leader card on Mexico's leader space.
If a player has the majority and has become leader and any players tie him for any reason, he still maintains his leadership until a player has more influence. If another player has more influence leadership positions are changed immediately.
There is no limit to the amount of influence in Mexico and Colombia a player may buy.
Buying D.E.A. Influence. If a player's Associate Pawn is on the airport of the Border board he may spend action points to place influence in his own D.E.A. Influence folder. The player must pay money in the amount equal to the number of cubes that will now be contained IN HIS OWN D.E.A. folder. If the active player already has 1 cube on his folder and another player's folder contains 3 cubes, the active player would only pay $2 to place a 2nd cube in his own folder.
D.E.A. Influence may be spent to play D.E.A. favors immediately after placing. A player cannot buy additional D.E.A. influence if he has already used D.E.A. favors on the same action. (D.E.A. favors are explained in detail below.)
A player can purchase a maximum of 5 D.E.A. influence.
Buying Asesinos. A player on the airport space of Mexico or Colombia may spend action points to buy Asesinos in that country. Each Asesino cost 1 action point. He places a cube on the Asesino he desires and pays the cost to the bank. The cost is the "$" number on the desired assassin.
Players may buy more than one Asesino, but may only have one of each assassin. If a player has a $4 and $8 Asesino in Mexico, he may not purchase another one of the $4 and $8 Asesinos, but he may still purchase a $1 and $2 Asesino. Each player may buy one of each Asesinos regardless of whether other players already have cubes on it.
Example: Jason, Mat, Dave and Jeff may all buy the $4 Colombian Asesino and place a cube there; none of those players can buy a second $4 Colombian Asesino.
Flying. Flying is the same as Cartel business.
Influence Business Example: (See Illus. 2)
Jason's associate pawn is in Colombia. For his first 2 action points he purchases 2 Colombian influence and places his cubes on the Colombian flag. They are the 6th and 7th cubes placed, so he pays $13 (6+7=13) to the bank. He now has the majority of cubes in Colombia, and places his Colombia leader card on the board.
For his 3rd action point Jason buys one $4 Colombia Asesino and places a cube on that assassin.
For his 4th action point he flies to the airport on the Border border and buys 1 D.E.A. Influence for his final action point. It's his 2nd cube placed in his D.E.A. folder, so he pays $2 to the bank.
Action 2: Buying Cocaine
A player will eventually need to buy this resource to sell to the United States. Selling cocaine is one of the few ways a player's cartel can earn more money.
A player's Associate Pawn must be in the Colombian airport in order to purchase cocaine. If the player is just beginning the game or has just sold to the U.S.A., he places his Associate Pawn on the Colombia airport. If his Associate Pawn is already on one of the airports due to a previous turn, the player moves his associate to the Colombian airport; this does not take an action point. A player simply moves his Associate Pawn to the Colombia airport.
A player may purchase 1 to 5 cubes of cocaine, but may not have more than 5 cubes of cocaine at any time. Each cube of cocaine costs $1.
When buying cocaine, if no player leads the Colombian market, the player pays the bank. If any player is the leader of Colombia, the player buying cubes pays the Colombia Leader money for the cocaine. If the player buying cocaine cubes is the leader of Colombia, he pays nothing and takes the cocaine for free. He is considered the owner of the crop.
Players place their cocaine cubes in their player area after purchasing.
If a player tries to purchase cocaine and there are not enough cubes, players remove all the cocaine from the U.S.A. and create a new stock pile.
Buy Cocaine example: (See Illus 3.)
Jason's associate pawn is on the Border board. He moves the pawn to the Colombian airport in order to buy five cocaine cubes. Mat is the leader on the Colombian board so Jason pays Mat $5 for the five cubes.
On Mat's turn, since he is the leader of Colombia, if he buys cocaine he may take up to five cubes for free.
Action 3: War
A player may want to eliminate the influence of other players in Mexico or Colombia. War is a way for players to gain control of these countries. It can also gain a player Command Points and make it cheaper to place influence cubes on the flags of Mexico and Colombia.
A player taking a war action must move his associate pawn to the country he'd like to fight in, this does not cost an action point, he simply places his Associate Pawn on the board he's declaring war in**.** Only Mexico and Colombia may have wars.
To perform the war action, a player must have an influence cube on the flag of the country he wishes to fight in. If he does not have an influence cube in the country, he can not fight there. The player may battle any of the players that also have an influence cube on this country's flag. If a player does not have a cube on the flag, the warring player cannot challenge him. A player can not go to War against the black cubes that are used in 2 and 3 player games.
A player declares who he is fighting. The current player is considered the attacker; the player he is fighting is the defender.
The wars are determined by the number of guns a player uses. The guns can come from cartel cards or from the Asesinos spaces of the country the war is taking place in. First, the attacking player uses as many cartel cards with guns pictured on them as he chooses. He places the cards face up in front of himself. The attacker may also remove influence cubes from the Asesinos track in the country in which he is fighting. Each Asesinos influence cube provides the amount of guns pictured on the space they are removed from. Again, only the Asesinos track from the warring country may be used.
After the attacking player has played his guns (cards and Asesinos cubes), he adds them together and declares the value to the defender.
The defender may then play as many cards and Asesinos cubes (Asesinos from the same country) as he likes. He may also refuse to play any cards and cubes. He adds the guns on the cards and Asesinos cubes and declares his value. His total value does not need to be the same value as the attacker. It can be higher, lower or equal.
After both players have played cards, the values are compared. The player with the higher value is successful. The loser's final value is subtracted from the winner's value. The losing player must remove influence cubes equal to the difference between the two final values. If the loser must remove all of his influence from the country's flag, he earns one Weakness Chip and places it in his player area. If the loser has fewer influence cubes than the difference, he is eliminated and does not lose any more influence. The weakness chip is earned instead.
War Scoring
If the winner of the War was the Attacker, he earns 2 Command Points and advances his Command Point marker on the score track. The Attacker Winner also may place one Influence on that country's flag.
If the Winner was the Defender, the defending player earns 1 Command Point and advances on the score track. A defender winner doesn't earn an influence cube.
If the result of the war changes the majority of influence cubes on the warring country a new leader is decided immediately.
If War values are a tie, the War is considered a draw. Players earn nothing and the action is complete.
War example: (See Color Illus. 4)
Jason moves his Associate Pawn to Mexico and declares War against Dave. Dave has 3 Influence on Mexico's flag, Jason has 2 influence.
Jason is the attacker and plays three cards, two Guerrilla Cards (3 guns each) and one Assassin card (2 guns). He also adds a 3 gun Asesinos cube to the hand. His final war value is 11 (3+3+2+3).
Dave, as defender, plays two Guerrilla cards and his 4 gun Asesinos cube for a final value of 10 (3+3+4).
Jason, the attacker, wins. The Final values are subtracted 11-10=1. Dave must remove 1 cube. Jason gains 1 influence cube on the Mexican flag, and earns 2 Command Points. He now has 3 cubes in Mexico, Dave only has 2. Jason now becomes the leader of Mexico.
Note: After Jason played a value of 11, Dave could have refused to play any guns and take the loss. The final values would be subtracted, 11-0=11. Dave would have to lose 11 influence cubes from the Mexico flag but he had only 3 on the flag. Instead of losing 11 influence, he only removes the 3 influence from the flag and earns 1 weakness chip.
Action 4: Cross Border (must Sell to U.S.A. as next action)
At some point a player will need money; this can be earned from selling cocaine to Mexico (which is explained later) or the U.S.A. Sales in the United States are much more profitable than Mexico. To sell cocaine in the U.S.A. a player must attempt to smuggle his product across the border in order to access its markets. This is done with the Cross Border Action. A player who uses the Cross Border action must use the Sell to U.S.A. action on their next turn.
A player that is taking the Cross Border action must move his associate pawn onto the Cross Border space, marked with an "A." on the Border board.
Each cartel card has a vehicle featured on the bottom of the card. This is the method of transportation the cartel member uses to smuggle narcotics. There are 5 separate vehicles a cartel card might have: a SUV, a Semi Truck, an Airplane, a Speedboat, and a Person. There are also "Wild" cartel cards which can be any single vehicle. The Border Board features 5 face up Smuggling Tokens at all times. The 5 tokens represent the perfect combination to smuggle product in order to avoid being arrested.
A player plays as many cards from his hand as he likes. Each vehicle symbol at the bottom of a cartel card that matches a Smuggling Token is considered to have crossed the border safely with one cube of cocaine. Each Smuggling Token requires a separate vehicle symbol. If the Smuggling track has multiple matching transportation tokens (i.e. two speedboats or two planes) a player needs a separate vehicle symbol for each token. Some cartel cards have two vehicle symbols.
A player must try to smuggle every cube of cocaine he has. If a player has 5 cubes he must smuggle them all. If a player can match all 5 Smuggling Tokens with 5 cartel card vehicle symbols all his Cocaine will have arrived in the U.S.A. safely. The player will earn bonus Command Points.
A player may begin this action with less than 5 cocaine cubes. If he does, he only needs to contend with as many of the Smuggling Tokens as the player has in cocaine cubes. The player can choose to match any of the Smuggling Tokens. Example: Jason is crossing with 3 cocaine cubes; he produces 3 cartel cards with one vehicle symbol on each. The vehicle symbols match 3 of the Smuggling Tokens. Jason successfully smuggles his cocaine across the border.
Smuggling Check
A player may transport his cocaine without having enough cartel card vehicle symbols, but it will be risky. He must do a Smuggling Check. For each Smuggling Token the player can't match with a cartel card vehicle symbol, he must draw 1 card from the top of the cartel deck and look at the back. If the card has an empty alley, the player is safe and 1 cocaine cube has arrived in the U.S.A. If the card has a police car, the police have caught the player. When a player is caught by the police that player must lose 1 cocaine cube back to stock and 1 Influence cube from his player area must be put in the Arrest box on the Border board. If the player does not have any influence cubes in his player area, he must remove one from any of the boards (not from the court system!) and place it in the arrest box.
The D.E.A. favor folder can be used to try to avoid arrest in these smuggling situations and will be explained in the D.E.A. favors section.
Cross Border Scoring
If a player was able to match five vehicle symbols with all five Smuggling tokens, he has earns the Perfect Five Bonus, and earns 5 Command Points. He advances his score marker.
If a player transported his entire product, the amount of cocaine he began his Cross Board action with (5 cocaine or less), safely to the U.S.A. but didn't have the cards to make a Perfect Five, or transported less than 5 cocaine, the player earns 1 Command Point and advances his scoring marker.
After the Crossing
After the player has crossed the border, he must remove the 2 bottom tokens from the smuggling track and slide the three remaining tokens down to fill the empty slots. The player draws 2 new Smuggling tokens from the stack and adds them face up to the top of the Smuggling track.
D.E.A. Case Advances.
After the smuggling tokens have been removed and replaced, players count each lightning bolt on the all of the Smuggling tokens. Each lightning bolt advances the D.E.A. Case track one space to the right.
If the marker of the D.E.A. track reaches the red space, the D.E.A. has enough information to arrest one influence cube from both Mexico and Columbia. One influence cube of the player who is currently the leader of each country is taken from each nation's flag and placed in the arrest box. If there is no leader in a country, no cubes are taken. If removing the leader causes a player to lose majority in the country, the new leader is determined immediately.
If there are enough lightning bolts that the D.E.A. pawn will advance further than the red space it is placed at the beginning of the track, and continues until all lightning bolts are counted.
Crossing Border Example 1: (See Illus. 5)
Jason begins his turn with 5 cocaine cubes and wants to cross the border. He places his associate pawn on the smuggling space, marked A., on the Border board. He plays cards with five vehicles: 1 Speedboat, 2 Airplanes, and 2 People. He safely transported his 5 products with all 5 vehicles and earns 5 Command Points.
After crossing, he removes the bottom 2 Smuggling tokens, slides the remaining down the track, and draws/adds 2 new ones. The Smuggling Tokens now show a total of 3 D.E.A. lightning bolts. He advances the D.E.A. track 3 spaces.
Crossing Border Example 2:
Mat begins his Crossing Border action with 5 cubes. He places his associate pawn on the smuggling space. He only has 3 matching cartel cards symbols so 3 of his cocaine cubes automatically make it safely to the U.S.A. He draws a card from the cartel deck for the 4th cube. It is an empty alley, so 1 more cocaine cube safely arrives in the U.S.A. He draws another card for his 5th cube, it is a police officer. He loses 1 cocaine cube back to stock and places 1 of his influence in the Arrest box.
Note: Had all 5 cocaine cubes made it safely across, he would earn 1 Command Point for getting all the product he began his turn with safely across without having all the correct cartel cards. Mat would also earn 1 Command had he began his turn with less than 5 cocaine and transported his entire product safely across regardless whether he used cards or not.
After crossing, Mat removes the bottom 2 tokens from the smuggle track, slides the rest down and adds 2 new ones. The Smuggling Tokens now show a total of 4 lightning bolts. He moves the D.E.A. marker two spaces up the track, it hits the red space. Mat removes one influence from the Mexico leader and one from the Colombia leader and places them in the Arrest box. Mat must advance 2 more spaces on the track, he places the marker at the beginning of the case track for the 3rd lightning bolt, and advances it one more space to the right for the 4th D.E.A. bolt.
Action 5: Sell to U.S.A. (must do if last action was Cross Border)
This action must be taken by a player if Cross the Border was his last action. Also, Sell to the U.S.A. cannot be played as an action if a player did not cross the border as his previous action or has no cocaine product to sell.
A player that is taking this action must move his associate pawn on to the U.S.A. space on the Border board, marked with the letter "B."
The player's associate has arrived in the U.S.A. and must sell his entire product to distributors in the major cities. The Major U.S.A. cities are located on the bottom of every board. The associate pawn doesn't need to fly to each board to sell. All cities are considered in the same space.
The player must sell all of his product. A player may try to sell to any city he likes, but not every distributor can be trusted. Each cartel card that is on an American City represents a different distributor. A player can assure the distributor is safe if the Distributor Color, in the upper right hand corner of the cartel card, matches his player color. A distributor color that matches the player's color is considered trustworthy to that player and selling to that color card will always be safe. The "Wild" distributor colors are safe for every player. The symbols of the distributor colors are purely for theme.
Each city can buy only one cube from the current player. A player simply places a cocaine cube on the highest price box above the cartel card. If a cube has already been sold there on a previous turn, the player places his cube on the next highest value available. If all three slots are filled, he can't sell to that city, it's flooded with product.
A player must sell all of his product. The cartel cards he sells to are immediately discarded.
If he sells to a city that does not have the same distributor color, he must flip the card over to see if he can safely sell. If the back is an empty alley, he has safely sold to that city and discards the card, he places his cocaine cube on the highest price box available, and collects his money. If the card back has a police car, the distributor has alerted vice, and the police arrest 1 influence cube from the player. The player discards the card, loses 1 cocaine cube back to stock, and places 1 influence cube from his player area into the arrest box. If he has no cubes in his player area he must take 1 from the board (not including the Court System portion).
Distributor colors are only used in the sell to U.S.A. action. They affect no other phase of the game.
The probability of a cartel card being a police officer or being a safe deal is printed at the bottom of the card. 1/2 means there's only two of this card and one of them is safe. 1/3 means there are three of these cards and one is safe. This is explained in detail in the card description below.
The D.E.A. bribes folder can be used to avoid arrest in these selling situations and will also be explained below.
Each cartel card has a player color or a question mark. The question mark is loyal to no player and may be either police or a safe deal.
Each cartel card also has a wild character. The wild cards are safe for any player to sell to.
Sell to U.S.A. Scoring
If the player began the Sell to the U.S.A. action with 5 cocaine and was able to Sell them all (even if the player used D.E.A. favors and Special Abilities) he earns 2 Command Points and advances immediately on the score track.
If a player had less than 5 cocaine at the beginning of his action and sells them all safely he earns 1 Command Point immediately.
After a player has finished selling he draws new cartel cards face up from the cartel/guerrilla decks. Without looking at the backs, he places them on the empty cities.
Sell to U.S.A. example: (See Color Illus. 6)
Jason's previous action was crossing the border. He now must Sell to the U.S.A. His player color is yellow. He places his associate pawn on the U.S.A. space on the Border board and must attempt to sell all his product. He has 5 cocaine. 2 of the cartel cards in cities are loyal to him (because the cards have Jason's player color, yellow, on them). These 'loyal distributors' are in Denver and Los Angeles. He sells to those cities first. He places the cocaine on the $9 space of Denver and the $9 price box of L.A. (Mat sold to L.A.'s $10 box on a previous turn). Jason discards both of these cards after selling.
The cartel card in San Diego is a Wild. Knowing it is safe Jason sells to San Diego, he places a cocaine on the $8 price box and discards the card.
That is the last of the safe cards so Jason risks selling to New York City. He flips the NYC card, it is an empty alley. He is safe, and places a cocaine cube on the $10 box and discards the card.
Next he attempts to sell to Miami, he flips the card. It is police. He places 1 influence cube from his player area in the arrest box, returns his last cocaine to stock and discards the Miami card. For selling to the other four cities, Jason collects $36 (9+9+8+10=36)
Note: Had he sold all 5 cocaine he would earn 2 Command Points, also D.E.A. favors could have helped him sell safely to Miami (explained in D.E.A. Favor section).
Extra Abilities
In addition to the single action a player may take he can do any of the Extra Abilities on his turn. These Extra Abilities can be performed before after or during his action, and as often as he likes.
Play Cartel Card Special Abilities
Use D.E.A. Favors
Sell to Mexico
Borrow Money
Play Cartel Card Special Abilities
In addition to his action a player may play as many of the special abilities on cartel cards from his hand as he likes. Most cartel cards have a special ability featured below the cartel member's picture. A player may play as many cartel special abilities as he likes. Each card that is played for its special ability is discarded.
A player CANNOT play a cartel card for its special ability if he just bought it using the 5 cartel Business action. He must wait until his next turn! He can play the card if he bought it on a previous turn or on another player's turn due to an auction.
The special abilities on cartel cards are explained in detail below.
Use D.E.A. Favors
On his turn, a player may spend as many D.E.A. folder influence cubes as he likes to perform D.E.A. Favors. He simply removes the influence from his own D.E.A. folder and places the cubes back in his player stock. The D.E.A. favors cost a certain amount of cubes to perform. This will be explained below.
A player CAN use cubes in his D.E.A. bribes folder immediately after purchasing them, but can't pay to place any more influence cubes into his folder if he has already used a D.E.A. favor during his turn.
Sell To Mexico
A player that needs money can sell his cocaine to Mexico. He does not need to move his Associate Pawn to Mexico to do so. It is assumed cocaine he's purchased previously is stored in Mexico. He can freely sell cubes to Mexico; each cocaine cube sold earns him $2. Cubes sold are placed back in the cocaine stock. A player cannot sell to Mexico on the same turn that he buys cocaine cubes.
Borrow Money.
If a player has no money and needs to buy something, he may borrow money from the game. This is considered an insult to his cartel. The player takes $5 from the bank and earns one Weakness Chip. The player never pays the debt back to the bank. The weakness chip will stay with him until the end of the game. Borrowing may only be done if the player has 0 money.
A player may burrow at anytime, even on another player's turn.
End of Player Action
After a player's action, he must redraw any cards taken from the cities. Cards are drawn from the face up cartel deck and must be placed face up, from left to right, on the empty cities. If the Guerrilla/New York City space is empty, the player must draw from the face up Guerrilla Deck, and place it face up on New York City space. This space may only have Guerrilla cartel cards. Players may never look at the back of these cartel cards unless they are purchasing them or selling to that city as a Sell to the U.S.A. action.
If the cartel deck has run out, shuffle discards face up, never looking at the back of the cards, to create a new cartel card draw deck. Same can be done if Guerrilla deck runs out. Do not mix cartel and Guerrilla discards together.
End of Season
After each player has taken a turn the season comes to an end and is scored.
End Season Scoring:
The Leader of Mexico earns 2 Command Points and advances on the score track.
The Leader of Colombia earns 1 Command Point and also advances in scoring.
All players have the option to purchase Command Points at this time by purchasing ONE luxury. Players pay any costs to the bank and advance their score markers according to the luxury item they purchased. Luxury costs as follows:
Beauty/Women $10 = 1 Command Point
Yacht/Vehicle $20 = 2 Command Points
Estate $30 = 4 Command Points
The player does not collect an item when buying his luxury. He just pays the bank and advances his score marker.
After players have scored, the Season Marker is advanced. After every four Seasons, players have a Period of Adjustment to prepare for the next four seasons.
Period of Adjustment
The Period of Adjustment must be performed in the order below.
- Move Court Down One Space
- Clean U.S.A.
- Advance D.E.A. Case Track One Space
- Most D.E.A. folder may Arrest
- Change Starting Player
1. Move Court Down One Space
Players push all the influence in each box of the court system down one space. All cubes pushed out of the Acquittal box will be returned to the owning players. All cubes in the Trial box will be pushed to the Acquittal box, and all cubes in the Arrest box will be pushed to the Trial box. The Arrest box will now be empty.
2. Clean U.S.A.
All cocaine cubes on the American City price boxes are returned to the cocaine stock. All U.S.A. price boxes will now be empty.
3. Advance D.E.A. Case Track One Space
The blue D.E.A. marker advances right one space. If it lands on the red space, if there are leaders of Mexico and Colombia, each must lose one influence from the nation's flag. The influence lost is placed in the Arrest box. If the blue marker began on the red space it advances back to the beginning space.
4. Most D.E.A. folder may Arrest
The player with a majority of cubes in the D.E.A. favor folder section may arrest any one influence cube from either the Mexico or Colombia flag. The player chooses one cube to arrest and places it in the Arrest box. He can't arrest the black cubes used in a 2 and 3 player game.
If players are tied for majority in the D.E.A. folder section, no influence cube is arrested.
5. Change Starting Player
The Leader of Mexico becomes the new starting player. If no one leads in Mexico, the Colombia Leader is the new starting player. If no one leads in either, the starting player remains the same. The starting token is passed to the new starting player and a new season begins. If 12 seasons have been played (16 in a two player game) this is the last Period of Adjustment and final scoring can take place.
Final Scoring
Before the end game Command Points are scored, any player that played the Cross the Border as their last game action during the final season is allowed to do a final Sell to the U.S.A. action. This final sell to the U.S.A. action happens after the final Period of Adjustment. The players sell in the order determined in the final period of adjustment. Just selling to the U.S.A. is performed, players can not use extra abilities or D.E.A. favors other than 'safe deal'. After a player has finished selling, he must redraw cartel cards for empty cities if another player needs to sell. After all players have completed this action the end game points are scored.
The End Game Scoring:
Ending Leader of Mexico 2 Command Points
Ending Leader of Colombia 1 Command Point
Player with most Money 2 Command Points
Player with least Money -2 Command Points
If there is a tie for most or least money all tying players score the same amount.
Weakness Chips -1,-2,-3,-4,-5, etc.
Weakness chips subtract points. Owning one weakness chip is minus 1 Command Point, a second Weakness adds one negative point to the previous chip and would be minus 2 Command points. Each chip adds an extra negative point to the previous so having 3 weakness chips would be minus 6 Command Points (-1+-2+-3=-6).
Influence in Court -1 Command Point per Influence Cube
Any Influence cube in any box of the court system (Arrest, Trial, or Acquittal) equals minus 1 Command.
Players total their points. The player with the most Command Points is considered the Boss of Bosses and leads the Narco-Market after Pablo Escobar's death.
If there is a tie, the player with fewer influence in the court system is more wise and wins. If there still is a tie, the player with the fewest Weakness chips is stronger, and if still a tie the player with the most money barely wins.
End of 2 Player Game:
A 2 player game is 16 seasons in length. The game is scored after the period of adjustment following the 16th season.
D.E.A. Favors
A player can use any of these abilities on their turn, even on the same turn they have purchased influence cubes into their D.E.A. folder. A player may not pay to place any more influence cubes in their folder once they have used D.E.A. favors during the same turn.
A player can purchase a maximum of 5 D.E.A. influence for his folder.
When using D.E.A. favors, players pay for the abilities by removing the cubes from their folder equal to the cost of the favor. A player can use as many favors as he wishes, as long as he can pay for them. The following are different favors the D.E.A. can provide and the cost.
1 Cube Cost
- Safe Deal in U.S.A. After selling to a city in the U.S.A. with a cartel card that does not match that players color, and it upon turning the card over the player discovers the distributor is police, the player may spend one cube from D.E.A. folder to avoid being arrested and sell safely to that city.
- Redraw Smuggling Card. When Crossing the Border, if a cartel card turned over for the smuggling check is revealed to be a police symbol, the player may spend one cube from their D.E.A. folder to redraw a cartel card. The effect of the redrawn card must be taken.
- -1 Court Term. A player may spend one cube from D.E.A. folder to push one of his influence cubes down one court box. Cubes in Arrest can be pushed to Trial, Trial can be pushed to Acquittal, and cubes pushed out of Acquittal box are returned to the player.
2 Cube Cost
- Extra action. A player may spend two cubes from his folder to conduct an entirely new action. The action is played after his current action, and is played as though it is the beginning of that players turn.
- Move D.E.A. Case track +/- 2 Spaces. A player may spend two cubes from his folder to move the D.E.A. marker on the case track forward or backwards two spaces. The direction is the player's choice. The D.E.A. marker can't be moved further back than the starting space. If the marker lands on the red space, leader influence is arrested as normal.
- Search Full Hand. A player may spend two influence to search a player's full hand of cartel cards (not money) This may be useful if a player would like to fight, but isn't sure of the weapon power of another player.
3 Cube Cost
- Arrest One Influence. Spending 3 cubes from a folder allows a player to arrest any one influence cube from either the Mexico or Colombia flag. The arrested influence is placed in the Arrest box.
Cards/Special Abilities
The cartel cards represent people for hire. A guerrilla card is considered a cartel card, but may only be auctioned by visiting Colombia.
There are also two Arrest cards in the cartel deck that trigger arrest events. If one of these cards is drawn when replenishing cartel cards on the boards simply follow the instructions of the card.
Snitch cards are also featured, which represent thieves and, well, snitches. Players may obtain these cards to play on other opponents.
A player may never have more than 7 cards. If he purchases more than 7 cards he must immediately discard cards until he has a hand of 7.
Cartel card special abilities can only be played by the current player. After playing a special ability the card is discarded. A special ability on a card can't be used on the same action it is purchased, but may be used on following actions The following cartel characters and their abilities are as follows:
Assassin (2 of each color, 1 wild)
The assassin differs from the Asesinos because he may be used in any War action. An Asesinos may only be used in the country in which he's hired. An Assassin may be purchased from any country and used in any war action. 1/2. As distributor: 1 out of 2 assassins are safe.
Special Abilities:
- 2 Guns
Cartel Friend (3 of each color, 2 wild)
The Cartel Friend is a character which is very loyal to the cartel, and can provide a variety of special abilities. He is a rather wealthy person and can be costly to hire. As a distributor, other players should be cautious because he works primarily for his own cartel. 1/3. 1 out of 3 are safe.
Special Abilities:
- 2 Guns
- Flying is 0 Action points: when using a business action, flying is not counted as an action point for the current action.
- One Influence may be placed in Mexico, Colombia or the D.E.A. folder.
- Safe Deal: One Sell to a U.S.A. city is safe. To be played after a police card is revealed.
- A player may have a maximum of 9 cards in his hand until the end of his next action.
- +1 Action: A player may take one more action on his same turn, after his current action.
Cowboy (2 of each color, 1 Wild)
The cowboy is brilliant at smuggling cocaine. He's an expert at his vehicle and provides two symbols toward the Smuggle Token combination. 1/2. As distributor: 1 out of 2 Cowboys are safe.
Special Abilities:
- 2 Smuggling Vehicles.
- 3 Guns
Politician/Lawyer 1/2 (2 of each color, 1 wild)
This card represents politicians and lawyers for hire. His abilities can be very powerful and he knows this. His services must me auctioned because he knows his skills are valuable to a cartel. 1/2. As distributor: 1 out of 2 Politician/Lawyers are safe.
Special Abilities:
- +1 Action: A player may take one more action on his same turn, after his current action.
- The player places up to two influence cubes in his D.E.A. folder.
- The player places up to two influence cubes on the Mexico flag.
- The player places up to two influence cubes on the Colombia flag.
- The player pushes two of his influences cubes to the Acquittal box in the court system.
- The player places up to two influence cubes Mexico, Colombia, and/or his D.E.A. folder. Influence can be split between flags or D.E.A.
LAWYER NOTE:
- A player may discard a Politician/Lawyer card, at any time, to push one of his influence cubes down 1 box in the court system. Any influence pushed out of the Acquittal box is returned to the player.
Guerrilla (2 of each color, 1 Wild)
A Guerrilla is only available for hire in Colombia. Being a munitions expert, a guerrilla can provide a player with 3 guns of power, and can be used in any war. Each player begins the game with one guerrilla. The Guerrilla needs to make money for their cause and can only be hired in an auction. 1/2. As distributor: 1 out of 2 Guerrillas are safe.
Snitch (1 of each color)
The snitch is hated by all players but can be useful to drain an opposing cartel. All snitches are free (they have a cost of zero).
When selling to the U.S.A. a snitch is ONLY trustworthy to his cartel color. It is guaranteed that police are waiting on the other side of the card for other players.
A snitch can be safely sold to in the Sell to U.S.A. action using D.E.A. Favors or the Safe Deal special ability. A Snitch is 1/1. Meaning every snitch has a police on the other side of the card.
To play a snitch, the current player is the snitch and chooses an 'opponent" and gives him the snitch card. The opponent must follow the icon at the bottom of card. The icon always has a negative effect of the cartel of the player who received it. This is known as B.S.
In addition to the snitch's B.S. the player who had the card played against him also must deal with the snitch immediately. The opponent must choose one of the following ways to deal with the snitch. He may remove 1 influence from any country flag or D.E.A. (influence lost is returned to his player area), or pay 2 guns to kill the snitch (paying with cartel cards or Asesinos cubes from any country), or the opponent may do nothing and receive 1 Weakness Chip. After the opponent has dealt with the snitch, the snitch is discarded.
Snitch B.S.:
- Snitch draws one random cartel card from opponents hand to keep.
- Snitch gives 1 Smuggling token to opponent. The opponent places the token in his player area. During his cross border action, the opponent must play the extra matching vehicle symbol to earn a Perfect 5 Bonus, or do 1 extra smuggling check when crossing. If a player is crossing with less than 5 Cocaine, this Smuggle Token must be matched or smuggle checked.
- -1 Opponent Influence. Opponent loses 1 influence from a country flag or D.E.A. folder. The player losing influence chooses the location to remove it from. The influence is returned to his player area.
- Snitch steals $5. Opponent must give snitch player $5. If he doesn't have enough money, he pays snitch player what he can.
- Move D.E.A. Case track 2 spaces forward. This card is played on an opponent. The D.E.A. case track may not personally effect this opponent, but the opponent must still DEAL with the snitch.
Deal with Snitch:
- After any of this B.S. is performed the opponent MUST deal with the snitch card as well. The opponent chooses 1 of the three options: Remove 1 influence from a country flag or D.E.A. folder, spend 2 guns, or earn 1 Weakness chip.
SNITCH NOTE:
- Symbol assures Police on back of card. Only safe to sell to if loyal or with D.E.A. favors and Safe Deal special ability.
Wild Cards
Each cartel card character has a wild card. These wild characters are considered safe to sell to for any player. They also provide any type of symbol the player desires when crossing the border. These cards must be auctioned to hire. The cards range from 1/1 to 2/2. This means there are one type of that card and no police, or two types of that card and no police.
Arrest Cards.
Anytime the cartel deck is drawn from, if an arrest card is drawn off the top it is NOT placed on the board, or used in a Smuggling Check. Instead, an arrest occurs depending on which card is drawn. The arrest is immediate, and occurs even during a smuggling check. There are only 2 arrest cards in the cartel deck; 1 arrest card for Mexico and 1 card for Colombia. The arrest cards represent the Government of that country making its own arrests in the drug war.
If there are more than 5 influence on the flag of the arresting country, the leader of that country loses 1 of his influence. He places the lost influence in the Arrest box. The arrest card is discarded and players continue drawing cards or doing their smuggling checks.
If there is 5 or less influence on a flag, no arrest happens, and the card is discarded.