Gang Up!
Gang Up! Rulebook
Table of Contents
Table of Contents
The Goal
The first player who earns 20 Status points wins.
- If two or more players get 20 Status points or more at the same time, the player with the highest total Status wins. If there are multiple, the victory is shared.
- Alternatively: If the pile of Crime cards runs out, the player with the highest Status at that time wins.
The Cards
The game contains 6 different card types.
Passive cards
- Status - the Status Tracker. Each player has one and uses it to show their current Status.
- Location - optional (see Optional Rules Setup). Example printed on the sheet: Boxing Gym - "During your Crime phase you may look at the top 2 crime cards; draw 1, put the other one back on the crime pile." (Status 2 to buy.)
- Gang Leader - optional (see Optional Rules Setup). Example printed on the sheet: Dollar Bill - "HOSTILE TAKEOVER: Discard 3 cards to gain 1 status." (marked with a plus) and "BIG BANKACCOUNT: Lose 1 status whenever a robbery crime is successful." (marked with a minus).
Active cards
- Crime - the Crime cards. Each has a Status number in the top-left purple circle, a Manpower requirement (hat icon) and a Status reward at the bottom. Example printed on the sheet: Tommy Gun Crates - "Draw 2 Resource cards when the Crime is successful" (Status 5, Manpower 3, +3 Status).
- Influence - the Influence cards (Resource cards). Each has a Status number and one or more Influence icons. Example printed on the sheet: Last Supper - "After a Crime with 2 gangs; kill up to 2 Gangsters of each gang" (Status 9).
- Gangster - the Gangster cards (Resource cards). Each has a Status number and an icon. Example printed on the sheet: Breakout Ben - "Add 1 Gangster from Jail to your hand" (Status 5; the card's action costs "Discard 2 cards").
(Both Influences and Gangsters are Resource cards.)
The Setup
To start the game, sort and deal the cards as described below.
-
Pick 2 random Gangsters of Status 5 or lower, and place them 'in Jail' face up on the table.
-
Shuffle and place all Crime Cards in a pile face down.
-
Shuffle and place all Resource cards (Influence + Member cards) in one pile face down.
-
Each player gets a Status card and sets it to 5 (for instance by marking it with a coin).
-
Each player is dealt 6 cards from the Resources pile which go to their hand.
The setup illustration shows example Gangsters (Bum Barry, Snakey Pete and Red) in a HQ next to a Status tracker set to 5. Their card text is too small to read reliably on the printed sheet, so it is not transcribed.
The setup illustration is labelled as follows.
- At the table centre: Jail Pile; Crime Card pile; Crime in Progress; Resource Card pile; Crime Discard Pile; Resource Discard Pile.
- In front of each player: HQ (the Gangsters in play for that player, shown with the Status tracker alongside).
- Your Hand.
Optional rules setup
To add a tactical layer to the game you can choose to include 'Gang Leader' cards and/or the 'Location' cards.
- Each player may choose a Gang Leader Card and place this visibly in front of him or her.
- Place all 3 Location cards at the centre of the table.
Playing the Cards
All active cards have a number in the top left corner, placed in the purple circle. This number represents Status.
- To be able to play any card, your current status needs to be equal or higher than the Status number on a card.
- Note: The required status is not subtracted from your current status, it's just being compared to it.
- There is no limit to how many influence or Gangster cards you can play, as long as you meet the requirements.
You start the game with 5 status, but that will change during the game; keep track of your current status with the 'Status card'.
Icons used on the cards:
- 16 Status (purple medal with "16"): 16 Status is required to play this card.
- Manpower (hat icon with "5"): 5 Manpower is required to play this card.
Additionally, Crime cards require manpower to be played; 1 Gangster equals 1 manpower unless stated otherwise on the card.
You can earn more Status by successfully completing a Crime.
- Gain (or lose) 4 status (medal with "+4"): Gain (or lose) 4 status from this Crime card.
Status drop: if a player's Status drops, he can generally play less cards, or might even have to return Gangsters from the table back to his hand.
A Turn
The youngest player starts the game. Then when this turn is complete, the player to the left starts his or her turn, etc.
During your turn you execute your criminal plans, but there is always a risk that those plans will be disturbed by other players!
0. Start of your turn
(Optional rule) During this phase you may buy or sell a Location card. Read the backside for details.
1. Draw phase
You take 1 card from the Resource pile and put it in your hand.
2. Gangster phase
You can now place any number of Gangster cards from your hand to your gang's Headquarters (HQ) if you meet the Status requirement for those cards.
During this phase you may also make one Snitch-switch; and trade one Gangster from your hand with one in Jail, but only if the jailed Gangster has a lower status.
3. Crime phase or End turn?
You can choose:
- Take a second card from the Resource pile to your hand and end the turn (continue to 5)
- Or turn over a Crime card and play out the Crime (continue to 4).
4. Crime phase
A Crime can be committed, but is not mandatory. If successful, you earn the status listed at the bottom of the Crime card, if unsuccessful you will lose those status points. If you still have enough Manpower present at the end of the crime, it is successful.
4A Picking up a rumor
Draw a Crime card.
- If you meet the Status requirement of the Crime you may choose to play the Crime or let it pass.
- If the crime is passed, or cannot be played, place it on the discarded Crime pile and the Crime phase ends.
4B. Organizing the Crime
- To start a Crime, you need to meet the required Manpower as indicated on the Crime card.
Adding Manpower to a Crime:
- Each Gangster in your HQ counts as 1 Manpower (unless stated otherwise). You have to indicate who will be part of the crime by pushing those Gangsters towards the Crime card.
- You may also ask 1 of the other players to help add Manpower. If more players are interested, you may only choose 1 Ally. If an Ally is chosen, the Ally also indicates which of his or her Gangsters will be part of the Crime.
- You or the Ally may also add Manpower by playing Influence cards.
- Note; you, or your ally, may add more manpower to the crime then required. Any combination of members is allowed.
4C. Crime in progress
- If the Crime is organized, announce; 'the Crime is now in progress'.
- Now the appointed Gangsters can no longer be changed and no other Gangsters can be added from a HQ to the Crime (unless a card says differently).
- As always, Influence cards, or Gangster Influences can be used by any player to affect the outcome of a Crime!
- If nobody plays Influences anymore; announce 'the crime is completed'.
4D. The outcome
- If the Manpower requirements for the Crime are still met, you (and your Ally both) gain the Status points listed on the Crime card.
- If the Manpower requirements are NOT met anymore, you (and your Ally both) lose the Status points listed on the Crime card.
4E. After the crime
- Some influences can only be played after a crime took place.
5. End turn
Discard the cards from your hand down to 8 and your turn ends.
Cards Glossary
This section contains detailed information per card type and special situations.
Status Card
This card is used to indicate your current gang Status.
- You start at 5 and win when you reach 20.
- Place a coin on your current Status number to keep track.
Jail
'Jail' is a special discard pile where arrested members are placed.
- At the start of the game, there are 2 randomly picked Gangsters placed in Jail, of Status 5 or less.
- Members in Jail are inactive and not part of a gang.
- Several cards allow you to let Gangsters 'escape' from jail, these Gangsters go to your hand.
- During the Gangster phase you can make a Snitch-switch; and trade a Gangster from your hand with one in Jail, if the jailed Gangster has a lower Status.
Gang Leader Card (optional)
The Gang Leader card adds special rules to the game and gives both an advantage and a disadvantage.
- Using Gang Leader cards is optional, each player may decide to use a Gang Leader card, or not.
- During the setup, place your Gang Leader card visibly on the table in front of you.
- The Gang Leader is a passive card and does not count as a Gangster.
Gangster Card
Gangster cards allow you to participate in crimes and give you special benefits.
- Gangster cards can only be brought into play from your hand, during the Gangster phase of your turn.
- When played, Gangster cards need to be placed face up in front of you, this position on the table is called the HQ (Headquarters).
- Each Gangster counts as 1 Manpower, unless stated otherwise.
- Each Gangster has an Action, or Trait, or both; these are described in the card text.
- A Gangster Trait is a passive effect, it simply applies when relevant.
- A Gangster Action can be activated by discarding a number of cards to the Resource discard pile, as shown in the yellow square:
- Icon printed on the sheet: "-2" - Discard 2 cards to do this action.
- Gangster actions may be used as often as you like/can.
- The effects of Gangster Actions and Traits are instant.
- Killed Gangsters go to the Resource discard pile.
- Arrested Gangsters go to the Jail pile.
Crime Card
Committing Crimes is the basic way to gain Status.
- A Crime card can be played during the Crime phase of your turn (see phase 4 in the 'turn').
- The text on a Crime card applies to the person who started the Crime and the Ally.
- Crime cards are discarded to the Crime discard pile, when the Crime phase ends.
- There are various types of Crimes, represented by icons:
- Robbery
- Fraud
- Gambling
- Trafficking
Some Gangsters have additional traits linked to a specific Crime type.
Influence Card
Influence cards alter the state of Status, Gangsters and Crimes.
- An Influence Card can always be played if you have the required Status, unless otherwise specified.
- The effects of Influence cards are instant.
- If used, the cards are immediately discarded to the Resource discard pile after being played.
- There is no maximum number of Influence cards that can be played during a turn.
- There are various types of Influences, represented by these icons:
- Jail (three-bar icon)
- Defect (double-headed arrow icon)
- Kill (skull icon)
- Cancel (cross icon)
- A grey card icon and the Cards icon (stack of cards)
- A grey circle icon and the Status icon (medal)
- A grey arrow icon and the Manpower icon (hat-and-stack)
Location card (optional)
A Location can be bought and sold; it gives you special benefits.
- During the setup, place all Location cards in the centre of the table.
- During the 'start of your turn', you may buy a Location by lowering your status with the amount mentioned on the card.
- Icon printed on the sheet: medal with "2" - Lower your status amount with the amount mentioned to buy this location.
- Once a Location is bought, place it near your HQ; the effect described on the Location benefits you, for as long as you own the Location.
- Another player may offer to buy your Location 'at the start of his turn'. Bargain or haggle using Status points. If you agree to sell; the buyer decreases his Status and the seller increases his Status with the agreed amount. And the Location is placed near the new owner's HQ.
Choosing targets
Various cards require a target. When you play the card, you decide the target(s).
Cards on your Hand
- You start the game with 6 cards in your hand.
- If at the end of your turn you have more than 8 cards in your hand, you must discard the excess number of cards to the Resource discard pile. You may choose which cards to discard.
- Note; you might be able to use excess cards to activate Gangster Influences, instead of simply discarding them!
Status change & consequences
Status represents how successful you are. The higher your Status, the more cards you can play.
- Gangsters only respect a superior, so if your Status drops below that of a Gangster, then the Gangster immediately returns to your hand.
- If a player's Status drops below the required Status, before 'the Crime is in progress' phase, the Crime card needs to be discarded.
- Once the Crime is IN progress, it is not canceled due to the Status drop, but some gangsters may need to return to your hand.
Card Terms
These terms in the cards text refer to the following:
- A Crime: The moment when the Crime is in progress (4C).
- Arrest: Move a Gangster to Jail. Gangsters can only be arrested at a Crime (4B).
- Ally: Gangsters added to a Crime when you are not the gang that started the Crime.
- Cancel: Ignore the specified effect.
- Defect: Move a Gangster from another gang to your gang's HQ. (You cannot defect arrested Gangsters or Gangsters in jail).
- Force to join: Temporarily force Gangsters from another gang to join a Crime. If not otherwise affected, these Gangsters return to their HQ after the crime. The forced Ally can't directly gain or lose Status from the Crime.
- Gender of Gangster: Male or female, may be guessed based on the name and illustration.
- Your gang: These are all your Gangsters in your HQ and at a crime together.
- Kill: Remove a Gangster from play and put him or her on the Resource Discard pile.
- Steal Status: Add x to your total Status, remove x from the targeted gang's Status.
- Status, highest or lowest: If a card requires you to choose a player with the 'highest' or 'lowest' Status, look at the player's current Status and pick that player. If 2 or more players share the Status, choose the affected player.
Box Contents
Basic version: 25 Crime cards, 40 Influence cards, 35 Gangster cards, 5 Status Counters, 1 Game rules booklet.
+ Expansion version: 5 Gang Leader cards, 3 Customizable cards, 4 Crime cards, 4 Influence cards, 5 Gangster cards, 3 Location cards, 1 icon card.