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King of Chicago

King of Chicago Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Object of the Game
    • 1.2 How You Win
    • 1.3 Guidelines of the Game
  • 2.0 Game Components
  • 3.0 Before You Start
    • 3.1 Game Setup
    • 3.2 Place Personal Items
  • 4.0 The Game Can Begin
    • 4.1 Order of Play
  • 5.0 Action Round - Player's Turn
    • 5.1 Move Your Car
    • 5.2 Make 1 Action
      • 5.2.1 Pick up Resources
      • 5.2.2 Expand Your Turf
      • 5.2.3 Open a Business
      • 5.2.4 Start or Complete a Job
      • 5.2.5 Attack: Driveby or Business Attack
        • Driveby Attack
        • Business Attack
        • Calculating Mobster Attack and Defense Bonus
        • Example of a Business Attack
  • 6.0 Trade Round
    • 6.1 Collect Income
    • 6.2 Draw Cards
    • 6.3 Hire Mobsters
    • 6.4 Bribe the Police
    • 6.5 Place Mobsters
  • 7.0 Ending the Game
  • 8.0 Appendix
    • 8.1 Event Cards
    • 8.2 Mobster Cards
    • 8.3 Job Cards

1.0 Introduction

1.1 Object of the Game

As head of a gang of Mobsters in Chicago in the 1920'ies, you must battle your way to the top, facing rival gangs of ill repute, take control of the organized crime in the city and build the most powerful gangster empire the city has ever seen. Before you can be crowned King of Chicago, you must open illegal Bars, Casinos and Brothels, expand your Turf, hire ruthless, hard hitting Mobsters, to join your gang and strike down hard on any opponents who stands in your way.

In bullet rains from Driveby shootings, raids, and corrupt police, historic Chicago becomes the perfect setting for an action-packed story.

1.2 How You Win

You become King of Chicago, when you have gathered 10 Power Points. You gain Power Points by controlling Businesses and Mobsters, gaining the Local Respect and by completing Jobs.

These assets give you Power Points:

AssetPower Points
Small Business1
Medium Business2
Large Business3
Completed Job1
Local Respect Marker1
Every 2 Mobsters1

All players must place their Power Points in front of them, visible for everybody. This way all players can keep track of who is winning and who is losing.

1.3 Guidelines of the Game

No tricks are too dirty in this struggle for power in the underworld of Chicago. As long as you uphold the "official" rules of the game, all kinds of trading, lending, hiring and blackmailing are allowed. Only your own morale sets the limits. But remember; in the end, every Mafioso is closest to himself and his family and therefore everyone is allowed to disregard partnerships, deals, truce and you can always choose not to pay back borrowed money, Mobsters etc.

But be careful you don't end up with a severed horse head in your bed!

Trust no one but yourself and remember that a Mobster values his personal honour very high. Especially if someone dishonour him!

2.0 Game Components

King of Chicago includes:

  • 1 Game board
  • 2 Dice
  • 6 Cars (brown, blue, green, orange, red, yellow)
  • 6 Car Markers
  • 1 Police Car (the black car)
  • 1 Police Badge
  • Deck of Cards: 54 Resource Cards, 45 Mobster Cards, 8 Job Cards, 21 Event Cards
  • 3 x 40 Resources (Girls, Booze, Henchmen)
  • 18 Business Pieces (3 different sizes)
  • 18 Business Markers
  • 6 x 15 Turf Markers
  • 1 Local Respect Marker
  • 1 Round Marker
  • 6 Private Folders
  • Money: 20 x 50 dollar bills, 40 x 100 dollar bills, 30 x 500 dollar bills, 20 x 1000 dollar bills

3.0 Before You Start

3.1 Game Setup

Place the Game Board on the middle of your gaming table.

Each player receives:

  • 1 car, 15 Turf Markers and 1 Private Folder all of the same color (your choice)
  • $1000
  • 1 Car Marker
  • 1 Business Marker, and the respective Business Piece (drawn randomly among the 9 Small Businesses)
  • 1 Start Mobster (drawn randomly among Mobster Cards with a star in the right corner)
  • 3 Resources (1 of each kind)

The Deck of Cards consists of Mobster Cards, Resource Cards, Event Cards and Job Cards.

It is important that the Deck of Cards is shuffled thoroughly (include remaining Start Mobsters). The different cards need to be evenly distributed throughout the deck to ensure the flow of the game.

Put the deck face down on the square called Deck of Cards.

Place the remaining game components on their square on the Game Board:

  • Business Markers
  • Business Pieces (place on top of Business Markers)
  • Resources
  • Police Badge
  • Local Respect Marker
  • Round Marker (place on first square of the 1-4 squares)
  • Money
  • Police Car (place in front of Police Dept.)

Finally place Resources on the following Location Squares on the Game Board:

  • Pawn Shop: 1 Henchman
  • Tailor: 1 Henchman
  • Lawyer: 1 Girl
  • Tobacco Trade: 1 Girl
  • Museum: 1 Booze
  • Boxing Club: 1 Booze
  • Wharf: 3 Booze
  • Docks: 3 Booze
  • Randolph St. Station: 3 Girls
  • LaSalle St. Station: 3 Girls
  • Laborer's Union: 3 Henchmen
  • Teamsters: 3 Henchmen

3.2 Place Personal Items

Place your Car Marker, Business Marker, Turf Markers and Private Folder in front of you. Place your Money and Resources in your Private Folder. And place your Mobster Card face down underneath either your Car Marker or your Business Marker.

Each player rolls both dice. The player with the highest score starts the game. This player chooses a Start Location (the Business Squares marked with star). He then places his Business Piece on the Start Location and his Car on the Street Square next to it. Then each player does the same in a clockwise direction.

Place your Car on the Street Square off the arrow.

The Car Marker: This marker represents your Car. You place your Mobster Cards here to indicate which Mobsters are sitting in your Car. Must be visible to your opponents at all time.

The Business Marker: This represents a specific Business piece. You place your Mobster Cards here to indicate which Mobsters are located in your Business. Must be visible to your opponents at all time.

Turf Markers: You place your Turf Markers on the Turf Squares to indicate which areas of Chicago you control.

Private Folder: Here you can choose to hide your money, Resources, Job Cards and Event Cards from the eyes of your opponents.

Money: You use your money to hire new Mobsters, bribe the police and take over your opponent's Turf.

Resources: You use Resources to open new Businesses.

Mobster Card: Represents an individual Mobster. You use your Mobster to attack your opponents and protect your Businesses.

Note: When you start the game, place your Mobster in your Car if you are thinking of attacking your opponents. If you on the other hand consider it wise to protect your own Business, place your Mobster underneath your Business Marker.

4.0 The Game Can Begin

4.1 Order of Play

King of Chicago is separated into continuous Game Sequences until the winner is found. Each Game Sequence consists of 4 Action Rounds followed by 1 Trade Round.

In every Action Round the players take turns in a clockwise direction. During each player's turn he first moves his Car once, and then makes 1 action: open business, complete Jobs, attack opponents etc.

Note: The Player who got to pick the first Start Location, starts the first Game Sequence.

Every player's turn in each Action Round looks like this:

Action Round - Player's Turn:

  1. Move your Car
  2. Make 1 Action: Pick up Resources; Expand your Turf; Open a Business; Start or complete a Job; Attack: Driveby or Business Attack; Pick up and/or drop off Mobsters

If a player controls the Police Car he can only use it at the end of his turn. Similar to his Car he first moves the Police Car, and then makes 1 Police Action.

  1. Move the Police Car
  2. Make 1 Police Action: Bust a Business; Bust a Car; Clear a Turf; Confiscate Resources

When an Action Round is over, remember to move the Round Marker, to help you keep track of the rounds.

After the 4 Action Rounds all players stop their activities and the Trade Round starts. Here the players receive their income, draw cards, hire Mobsters, bribe the police and finally place their Mobsters in their Businesses and/or Car.

Trade Round:

  1. Collect Income
  2. Draw Card
  3. Bid on Mobsters
  4. Bribe the Police
  5. Place Mobsters

Note: In your Private Folder there is a list of the Game Sequence, the Action Round and the Trade Round. It may help you to keep track with the development of the game.

5.0 Action Round - Player's Turn

5.1 Move Your Car

You can move your Car freely around on the Street Squares on the Game Board. You move your Car by rolling a die and driving the number of squares equal to the amount of eyes shown on the die. If you want to you can move your Car less squares than shown on the die or you can decide not to move your Car at all (even though you already rolled the die). You are allowed to pass other Cars and to place your Car on a square occupied by one or more Cars.

If you want to go to a specific Business, Turf or any other non-Street Square on the Game Board, move your Car to the adjacent Street Square indicated by the small arrow.

Note: Special Mobsters or Event Cards may allow you to move your Car one extra time or further than the dice shows.

5.2 Make 1 Action

After you have moved your car, you are allowed to make 1 action during your turn. Playing an Event Card or trading with other players does not count as an action.

You can make one of the following actions:

5.2.1 Pick up Resources

Resources represent goods and labor you use to start illegal Businesses.

There are three kinds of Resources:

  • Girls are the primary Resource in building Brothels.
  • Henchmen are the primary Resource in building Casinos.
  • Booze is the primary Resource in building Bars.

You can freely pick up Resources placed on the Game Board. Simply drive your Car to the Street Square adjacent to the Location Square with the Resources. Pick up all or some of the Resources and place them in your Private Folder.

Picking up Resources counts as 1 action.

In each Trade Round new Resource Cards may be drawn, this way Resources pop up all over downtown Chicago in a constant flow. You just need to be at the right spot at the right time!

Note: You can trade and swap Resources with the other players any time. This does not count as an action.

5.2.2 Expand Your Turf

A Turf Square represents an area of Chicago where you can assert your power, by taking control of the protection rackets (meaning you protect the shop owners from yourself by charging them protection money). Whenever an area is under your "protection" you receive $50 in each Trade Round.

Turf Squares are the gray squares on the Game Board. You take control of a Turf by moving your Car to the adjacent Street Square, and if the Turf is not already claimed by one of your opponents you can place one of your colored Turf Markers on the Turf. It now belongs to you. If someone else has claimed the Turf, you take it over by paying $100 to the bank and replacing his Turf Marker with your own. This Turf now belongs to you.

Taking control of a Turf counts as 1 action.

Local Respect Marker. If you have the largest amount of Turfs, you receive the Local Respect Marker which counts as 1 Power Point. You must place this Marker visible to your opponents. If another player gains more Turfs than you he receives the marker and the Power Point. If two players own the same amount of Turfs none of them gets the marker or the point and it is put back on its square on the Game Board.

You cannot trade or give away turf.

5.2.3 Open a Business

Your businesses are the backbone of your empire. By opening Bars, Brothels and Casinos you make money and get Power Points which is what you need to become King of Chicago.

Businesses give you the following amount of money and Power Points:

BusinessIncomeMonopolyPower Points
Small$300$4001
Medium$600$8002
Large$1200$15003

Each kind of Business costs a certain amount of Resources; you can find these prices on the different Business Markers. The prices are:

SizeBusinessHenchmenBoozeGirls
SmallCasino311
SmallBar131
SmallBrothel113
MediumCasino422
MediumBar242
Medium

You open a Business by parking your Car next to an empty Business Square the size of your required Business (the white squares on the game board).

  • 1 square - Small Business
  • 2 squares - Medium Business
  • 3 squares - Large Business

Announce to the other players that you wish to open a Business, and pay the correct amount of Resources as indicated on the Business Marker. Put the Resources back in the pile with the rest of the unused Resources, and place the correct Business piece on the Business Square. Take the corresponding Business Marker and place it in front of you so it is visible to the other players.

Opening a Business counts as 1 action.

When you open a new Business you can freely transfer one or more Mobsters from your Car to your Business to protect it from attacks. This does not count as an action.

Note: If you need extra Resources in order to open a Business you can always trade with your opponents. You may swap, borrow, beg, buy and threaten your way to new Resources at any time and it does not count as an action. Of course prices on Resources vary considerably as demand and availability goes hand in hand.

5.2.4 Start or Complete a Job

Completing a Job can give you a valuable money lead and gives a Power Point you cannot lose.

For each Job you complete you gain a money reward and 1 Power Point.

You draw Job Cards from the Deck of Cards in the Trade Round, and they are yours to keep. To complete a Job you have to drive from one square on the Game Board to another (i.e. from Florist to Butcher). The two locations are highlighted in red on the cards.

Once you have drawn a Job Card, it is up to you when you wish to start the Job and how long time you spend completing it.

Start Job. Park your Car next to the square where the Job Card tells you to start the Job. Next you read the Job Card aloud to the other players and place the card visible in front of you. It shall remain visible while you complete the Job. You cannot discard or trade a Job you have already started.

Starting a Job counts as 1 action.

Note: You are allowed to make more than one Job at the same time.

Complete Job. Park your Car next to the Street Square where the Job Card tells you to complete your Job. Then announce that you have completed your Job and receive the money reward described on the card. The card of the completed Job must be placed visible to your opponents to signal that you have 1 Power Point.

Completing a Job counts as 1 action.

Intercept Job. If you have started a Job it can be hindered if:

  • Your Car gets busted by the police. Then your Job is cancelled and you must place it in the used cards pile.
  • Your Car gets attacked by an opponent and you lose the Shoot-out. Then you must hand over your Job Card to your opponent who may now try to complete the Job. The intercepting opponent does not have to start the Job over, he just has to complete it to receive the money reward and the Power Point which was rightfully yours!

Tip: If you have no chance of starting a Job or if you need Money or Resources you are allowed to trade or swap your Job Cards.

5.2.5 Attack: Driveby or Business Attack

By attacking your opponents you can kill or wound their Mobsters, knock out their Cars or take over their Businesses. This is where your Mobsters come in handy.

You can either make a Driveby Attack or a Business Attack on your opponent.

You must have at least one Mobster in your Car to be able to attack.

Driveby Attack

By making a Driveby Attack you can wound or kill the Mobsters in your opponent's Car and send his Car out of the 4 Action Rounds and into the Garage.

The order of a Driveby Attack is:

  1. Declare the attack
  2. Calculate total attack and defense bonus
  3. Shoot-out rounds
  4. After the attack

1. Declare the attack. Drive your Car to the same Street Square as your opponent's Car and declare your Driveby Attack. When the attack is declared both of you must turn over the Mobster Cards you have under your Car Markers and lay them visible in front of you. These are the Mobsters ready to fight for you.

2. Calculate attack and defense bonus. Now the attacking player calculates his Total Attack Bonus and the defending player his Total Defense Bonus:

  • Total Attack Bonus = the sum of the Attack Bonuses from the Mobsters involved.
  • Total Defense Bonus = the sum of the Defense Bonuses from the Mobsters involved.

The different types of Mobster Bonuses and how to calculate them are explained later in this section.

These calculated bonuses remain the same throughout the entire Driveby Attack, even though any individual Mobster involved in a Driveby Attack is wounded or killed and regardless of the number of Shoot-out Rounds.

3. Shoot-out rounds. Once you are engaged in a Driveby Attack you cannot get out until the entire Driveby Attack is completed and an overall winner and loser has been found. The Driveby Attack is decided through consecutive Shoot-out Rounds. To win the Driveby Attack you have to win a Shoot-out Round for each Mobster your opponent has involved and one extra Shoot-out Round to defeat his Car. This means that if your opponent has 2 Mobsters in his Car you have to win 3 Shoot-out Rounds: 1 for each of his Mobsters and 1 for his Car. The same goes for the defender: he wins the Driveby Attack if he wins the number of Shoot-out Rounds equal to the number of your attacking mobsters plus another Round for your Car. This means that if you attack an empty Car or Business you have to win 1 Shoot-out Round to win.

In each Shoot-out Round the attacking and defending player fight each other by rolling one die each. The winner of each Shoot-out Round is the player with the highest score. You calculate your Attack and Defense Score by adding your Total Attack or Defense Bonuses to your die roll:

  • Attack Score = Total Attack Bonus + Die Roll
  • Defense Score = Total Defense Bonus + Die Roll

If the Attack Score and the Defense Score are equal, both players reroll until a winner is found.

The player who loses a Shoot-out Round must place one of his Mobsters in either the Graveyard or the Hospital. He can choose any of his Mobsters involved in the Driveby Attack. This ends one Shoot-out Round.

Depending on how many Mobsters each player has on his side you continue to fight a number of Shoot-out Rounds until one of you is the winner and the other has lost everything.

Hospital or Graveyard? In each Shoot-out Round it is the dice alone (without Mobster Bonuses) that determines whether the Mobster is placed in the Graveyard or the Hospital:

  • If the difference between the two die rolls is less than 3 the Mobster is wounded and is placed at the Hospital.
  • If the difference between the two die rolls is 3 or more the Mobster dies and is placed at the Graveyard.

While a Mobster is hospitalized he does not count in the Power Point calculation.

Note: If you lose a Shoot-out Round but win the die roll your Mobster is always placed at the Hospital.

4. After the attack. The player who loses the Driveby Attack must place his Car in the nearest Garage. (If the distance to the Garages is the same, he can choose which of them to put his Car in). There it must remain until the end of the next Trade Round, after which it is parked outside the Garage and is free to move around as before.

Tip: Win a Driveby Attack on an opponent who is on a Job, and you take over the Job Card.

Business Attack

By attacking a Business you can take control of it and thereby gain the income and the Power Points provided by that specific Business.

The rules of attack on a Business are the same as an attack on a car, with one exception. A business has a special defense bonus that is used when defending your Business from a Business Attack. This bonus is added to the defender's die roll.

Business Defense Bonus. The bonus varies according to its size:

  • Small Business +1
  • Medium Business +2
  • Large Business +3
  1. Drive your Car to the square adjacent to the Business you want to attack. Declare your Business Attack and the attacking player turns over the Mobster Cards under his Car Marker and the defending player turns over the Mobster Cards under his Business Marker.
  2. Calculate your Bonuses and remember to add the extra Business Defense Bonus to the Total Defense Bonus.
  3. Resolve the Shoot-out Rounds. And remember if your opponent has placed 3 Mobsters in his business, you have to win 4 Shoot-out Rounds to win the attack: 1 for each of his Mobsters and 1 for his Business. The same goes the other way around.
  4. After the Attack.

If the Car wins a Business Attack: You take control of your opponent's Business, and the respective Business Marker is placed in your belongings. You can now add your new Business' Power Points to your own. As a part of the attack you can move surviving, uninjured Mobsters from your Car into the Business to protect it from your opponents.

If the Car loses a Business Attack: You must place your Car in the nearest Garage and follow the rules as if you lost a Driveby Attack. Nothing happens to the Business.

Note: A Business cannot Attack a Car.

Calculating Mobster Attack and Defense Bonus

All Mobsters have by default a Standard Bonus of +1 for both Attack and Defense Bonus (this is not written on the Mobster Card). On top of that each Mobster also has special abilities and bonuses that are indicated on their Mobster Card. Mobsters can have the following kinds of special bonuses:

  • Attack: general Attack Bonus, counts as both Business and Driveby Attack. Example: Tony Trouble has Attack +2 which means he has +2 in attack on both Cars and Businesses. He still has a Standard Bonus +1 in Defense.
  • Driveby: general Driveby Bonus, counts as both Driveby Attack and Driveby Defense. Example: Chicken Joe has Driveby +3 which means he has +3 in both Driveby Defense and Driveby Attack. He still has a Standard Bonus of +1 for Business Attack and Defense.
  • Driveby Attack: specific bonus for attack on an opponent's Car. Example: Ken Evil has Driveby Attack +2 which means he has +2 in attack on an opponent's Car and a Standard Bonus +1 in Business Attack and in Defense.
  • Defense: general Defense Bonus, counts as both Business and Driveby Defense. Example: Mr. Jesus has Defense +3 which means he has +3 in defense of any Business or Car he is placed in. He has a Standard Bonus +1 in attack.
  • Driveby Defense: specific bonus for the defense of your Car. Example: Foxtrot O'Flanigan has Driveby Defense +2 which means he has +2 in defense of your Car (if he is placed in it). He has a Standard Bonus of +1 in defense of a Business and +1 in any attack.
  • Business Attack: specific bonus for attack on opponent's Business. Example: Red Irish has Business Attack +2 which means he has +2 in attack on any Business. He only still has a Standard Bonus +1 in Driveby Attack and +1 in defense.
  • Business Defense: specific bonus for the defense of your Business. Example: Sponge has Business Defense +2 which means he has +2 in defense on any Business he is placed in. He still has Standard Bonus +1 in Attack and Driveby Defense.
Example of a Business Attack

Player A has chosen to attack the Booze Bash a medium sized Bar owned by player B.

1. Declare the attack. Player A drives his Car up to the Street Square adjacent to the Booze Bash and declares his Attack. There are 3 Mobsters sitting in Player A's Car and 1 Mobster in Player B's Business.

Player A reveals the Mobsters sitting in his Car by pulling out the Mobsters from underneath his Car Marker and placing them face up in front of him. And Player B reveals the Mobster sitting in his Business by pulling out the Mobster from underneath his Business Marker and placing the Mobster face up in front of him. Player A reveals the following Mobsters: Harry The Hand (In Casino +$200), Ken Evil (Driveby Attack +2) and Bugs Benny (Attack +2). And Player B reveals that Charlie the Fish (In bar +$200) is in his Business.

2. Calculate attack and defense bonus. Player A is adding the Attack Bonuses of his Mobsters:

  • Harry the Hand has a Standard Attack Bonus of +1.
  • Ken Evil has a Driveby Attack +2, but he cannot use it in a Business Attack so he also has a Standard Attack Bonus of +1.
  • Bugs Benny has an Attack +2 which counts for both Driveby and Business Attack.

So Player A's Total Attack Bonus is the sum of +1+1+2 = +4.

And Player B is adding the Defense Bonus of his Mobster and the Business Defense Bonus:

  • Charlie the Fish has a Standard Defense Bonus of +1
  • The Booze Bash has a Business Defense Bonus of +2 because it is a Medium Bar.

So Player B's Defense Bonus is the sum of +1+2 = +3.

3. Shoot-out rounds. Now the fight starts, and none of the players can pull out before one of them has lost it all. Player A has the upper hand because he has a Total Attack Bonus of +4 and Player B has only a Total Defense Bonus of +3. These Bonuses remain the same throughout the entire Shoot-out.

First Shoot-out Round: Player A rolls a 2, which gives him an Attack Score of 2+4=6. And Player B rolls a 4, which gives him a Defense Score of 4+3=7. Player B wins the first Shoot-out Round because of the highest score and Player A is to place one of his Mobsters at the Hospital (the Mobster is placed at the Hospital because the difference in the die rolls alone is less than 3 (4-2=2). If it were 3 or more the Mobster was to be placed in the Graveyard). Player A chooses to place Harry the Hand at the Hospital.

(Transcriber's note: the original manual prints this difference as "2-4=2"; corrected here to 4-2=2.)

Second Shoot-out Round: Player A rolls a 4, which gives him an Attack Score of 4+4=8 (remember the Attack and Defense Bonuses do not change during the Shoot-out Rounds). And Player B rolls 5 which gives him a Defense Score of 5+3=8. Now both have a Score of 8 and it is a draw so they roll the die again. This time Player A rolls a 5 which gives him an Attack Score of 5+4=9. And Player B rolls a 1 which gives him a Defense Score of 1+3=4. Player A wins the second Shoot-out Round and Player B is to place a Mobster, Charlie, at the Graveyard (this time the difference in the die rolls is three or more - 5-1=4 - and therefore the Mobster is killed and is to be placed at the Graveyard). Player B has only 1 Mobster so Charlie the Fish is placed at the Graveyard.

Third Shoot-out Round: Player A has 2 Mobsters left in the Business Attack and Player B has only his Business left, but Player A must still defeat Player B's Business in a Shoot-out Round to win the Attack. So they roll the dice again. Player A rolls a 6, which gives him an Attack Score of 6+4=10. And Player B rolls a 3, which gives him a Defense Score of 3+3=6. Player A wins the third Shoot-out Round and since Player B only has his Business left he has lost the Attack. When you only have your Business or Car left in a Shoot-out Round and you lose, it makes no difference how big the difference is between the two die rolls, you just lose. But if you only have your Business or Car left and you win, you can still kill and wound your opponent's Mobsters, and maybe even win the Shoot-out.

4. After the attack. Player A won the Attack so Player B hands over the Booze Bash Business Marker to Player A who transfers his 2 Mobsters from the Car to the Booze Bash to protect it, by taking the Mobster Cards and placing them under his new Business Marker.

5.2.6 Pick up and/or Drop off Mobsters

In the Action Rounds Mobsters are always located somewhere on the Game Board. You can move them around by picking them up in your Car and dropping them off in any Businesses.

Mobsters can be placed in: Businesses; Cars; Jail; Hospital; Graveyard (which means your Mobster is dead and out of the game).

How to get Mobsters to or from a Business. Park your Car in front of your Business. Now you can freely move Mobsters back and forth between your Business and your car, by moving the Mobster Cards between your Car Marker and your Business Marker. Remember you can only have 3 Mobsters in your Car at the same time.

Moving Mobsters back and forth this way counts as 1 action.

How to get Mobsters out of Jail. Park your Car in front of the Police Dept. and move your Mobster out of Jail and in to your car, by taking the Mobster Card from Jail and placing it under your Car Marker. Remember that no more than 3 Mobsters can sit in a Car at the same time. This means that if you have 2 Mobsters sitting in your Car you can only pickup 1 Mobster from the Jail. You can only pick up your own Mobsters.

Picking up your Mobsters counts as 1 action.

How to get your Mobsters out of Hospital. Park your Car in front of the Hospital and remove your Mobsters from the Hospital to your Car by placing them under your Car Marker. Remember that no more than 3 Mobsters can sit in a Car at the same time. You can only pick up your own Mobsters.

Picking up your Mobsters from Hospital counts as an action.

5.3 Move Police Car

If you have bribed the police (see Trade Round section) you are now in control of the Police Car for the next 4 Action Rounds. You move the Police Car at the end of your turn, after you have moved your own Car and made your action. So when you bribe the Police you are allowed to move the Police Car 4 times.

You drive the Police Car as you drive your own Car by rolling a die. But you can move the Police Car the amount of numbers shown on the die +2 meaning you are able to move from 3 - 8 Street Squares. As with your own Car you can choose to move the Police Car fewer squares than the die tells you to or you can choose not to move it at all, even though you have already rolled the die.

You can only make 1 Police Action during the 4 Action Rounds even if this action is not successful.

You can make the following Police Actions with the Police Car: Bust a Business; Bust a car; Clear a Turf; Confiscate Resources.

When you have made the Police Action you may still move the Police Car until the end of the 4 Action Rounds. Whenever you take control of the Police Car you must move it from where it was last parked.

5.4 Police Actions

5.4.1 Bust a Business

If you bust an opponent's Business you close it until the end of the next Trade Round, and put all the Mobsters in the Business in Jail. This way you can set back your opponents and make the business an easy target.

To bust an opponent's Business park the Police Car in front of the Business and declare the Police Bust. The opponent must then show which Mobsters he has in the Business.

To settle the stand off between the Police Car and the Business owner both of them roll 1 die. The winner is the one that gets the highest die roll. Mobster Bonuses have no effect in a Police Bust, so the chance is always fifty-fifty that the police will lock you down. In case of a tie roll again until a winner is found.

If the Police Car wins: The Business is shut down and all Mobsters in the Business are arrested and taken to jail for further questioning. Move the Mobster Cards from the Business and place them on the square Jail, where they will stay until they are picked up by the player who controls them. While a Mobster is imprisoned he does not count in the Power Point calculation.

The Business stays shut down until after the next Trade Round, and can open as before when a new Game Sequence begins. The Business generates no income in that Trade Round.

Tip: Keep an eye on where Tony Trouble hides out since the Police Car always will be successful in shutting down a Business or busting a Car he is hiding in.

If the Business owner wins: If the owner of the Business wins nothing happens except the police has used its 1 action for the 4 Action Rounds. The Police Car can still drive around on the Game Board.

Tip: Keep an eye on Clean Gene. He is so smooth the police will never be able to bust a Business or a Car he is in.

Tip: The Police Car is a good "blackmailer". Use it to threaten and blackmail your opponents into giving you money or favors by promising not to bust their Businesses.

Closed Business. A closed Business can still be attacked and taken over by other players. The closed Business still has its Business defense bonus on +1, +2 or +3 according to its size. If an opponent takes over the Business, it is still considered closed until the end of the Trade Round, so he receives no income the next Trade Round. A closed Business does not give you any Power Points and is also not a part of the monopoly count. A closed Business always reopens after the Trade Round, and its Income and Power Points are restored.

Tip: The police are good "can openers". Let them bust a Business and arrest the whole gang of Mobsters inside it... and then attack it with your Car. This way you avoid numerous visits to the Hospital... or the Graveyard!

5.4.2 Bust a Car

Use the Police to arrest your opponent's Mobster, because no one can attack with an empty Car.

You can arrest Mobsters sitting in an opponent's car, by moving the Police Car to the same square as his car, and announcing a bust. The rules of the Stand Off are the same as with shutting down a Business, meaning there is a fifty-fifty chance no matter how many Mobsters sit in the Car.

If the Police Car wins: If the Police Car rolls the highest score the Mobsters in the opponent's Car are arrested. The Mobster Cards are moved from under the Car Marker to the Jail square. They will remain there until the owner drives by the Police Dept. and picks them up. The Car is not affected by the police action, and you can still move it in the Action Rounds.

If the Car owner wins: If the Car owner rolls the highest score nothing happens and the Police Car has used its 1 action until next 4 Action Rounds. The player that has control of the Police Car can still drive it around on the Game Board until the end of the 4 Action Rounds.

Tip: If you attack an opponent while he is on a Job, his Job is destroyed and the Job Card is placed in the used cards pile.

5.4.3 Clear a Turf

Obtaining the Local Respect is a brilliant way to steal a Power point, and nobody suspects the Police.

You can clear 1 of your opponent's Turf by parking the Police Car in front of the Turf. You clear the square by simply removing the Turf Marker (the Turf Marker is returned to the owner). The empty Turf is now up for grabs...

5.4.4 Confiscate Resources

You can confiscate Resources by parking the Police Car next to a square with Resources on it and remove any amount of Resources placed there. Put the Resource Markers back in the appropriate pile of Resources. These Resources are now out of the game.

Tip: When you have spent the 1 police action it can be a good idea to move the Police Car as far away from your Businesses as possible in case another Mafioso bribes the police and decides to use them to bust your Businesses.

Tip: You can also use the police as an extra defensive precaution to patrol your Turf in order to prevent your opponents from attacking your interests.

6.0 Trade Round

After the 4 Action Rounds comes the Trade Round. In the Trade Round you and your opponents must do the following:

  1. Collect Income
  2. Draw Cards
  3. Hire Mobsters
  4. Bribe the Police
  5. Place Mobsters

6.1 Collect Income

Money is primarily used to hire Mobsters, bribe the Police and to take over opponent's Turf. But you can also use it on the black market to buy whatever is available from the other players.

At the start of the Trade Round all players collect their income from the Businesses they own and from the Turf they control. The income is calculated the following way.

IncomeMonopoly
Small Business$300$400
Medium Business$600$800
Large Business$1200$1500
1 Turf$50

To speed up things you can let each player take care of his own income. This takes a little bit of trust between the players though. If this kind of trust does not exist, you may elect a person to become the banker and let him divide the income amongst you.

Monopoly. You gain monopoly if you are the only owner of a specific kind of Business, Bar, Casino or Brothel in the Trade Round. If you have a monopoly on one of the three different Businesses types you receive a monopoly income. If another player opens the same kind of Business you lose your monopoly and go back to normal income.

Note: You might gain a monopoly if an opponent's Business is busted by the police, as a closed Business is not a part of the monopoly count.

Income from Mobsters or Event Cards. Throughout the game different Mobster or Event Cards will appear that may influence your income. They can bring you extra income or Resources or take them away from you!

Example: If you are unlucky and get the Election Day card sent in your direction, you receive no income at all next Trade Round.

Example: If you have The Pimp located in one of your Brothels you receive 2 Girls in the Trade Round.

Read the section Special Cards for more information.

6.2 Draw Cards

The cards you draw send new Mobsters and Resources to town and give you surprising opportunities.

After the income phase each player draws a card from the Deck of Cards. The player who started the Action Rounds also gets to draw the first card.

You can draw 4 different kinds of cards.

  • Resource Card - draw a new card.
  • Event Card - keep the card.
  • Job Card - keep the card.
  • Mobster Card - put the card on the Auction list.

Resource Cards. A Resource Card tells you where in Chicago new Resources have arrived. If you draw a Resource Card read it aloud and place the correct amount of Resources on the Game Board as described on the card. Place the card in the Used Cards pile.

Example: 1 Booze at the Dry Cleaner. This means you take one Booze Resource Marker from the pile of Resources and place it on the square Dry Cleaner.

Different Resources can appear on the same square during the game.

Every time you draw a Resource Card you must draw a new card from the Deck of Cards.

Event Cards. An Event Card gives you specific advantages in specific situations. The text on the card tells you how to use the Event Card and in which situations you may consider using it.

Example: Street Wise. Throw down this card in your turn and get an extra die roll for moving your Car.

If you draw an Event Card put it in your Private Folder and draw no further cards.

Tip: Only one of each Event Card exists in the game so use it wisely. Event Cards are excellent for threatening people into co-operation, to sell or swap or to take revenge!

For further information please see the special cards section.

Job Cards. A Job Card describes a Job you can complete and hereby gain a money reward and also a Power Point. A Job is always shaped so you have to drive from one square on the Game Board to another in order to complete it.

Example: Bank Robbery. Hit the National bank with 2 Mobsters. Bring the 1500$ loot to the dry cleaner.

If you draw a Job Card put it in your Private Folder and draw no further cards.

Read the section start or complete a Job and special cards for further information.

Mobster Cards. A Mobster Card symbolizes a specific Mobster with his very own special abilities. You can use the different Mobsters to attack your opponents and thus fight your way towards power. Some will even give you extra income or Resources. If you draw a Mobster Card you must place it on the auction list from left to right, with the first drawn Mobster as number one etc.

Example: The Mayor. This Mobster gives you double income in any Bar, Brothel or Casino he is placed in, but he has no Attack Bonus or Defense Bonus.

If you draw a Mobster Card put it on the auction list and draw no further cards.

For every two Mobsters working for you, you get one Power Point. Dead Mobsters are out of the game and do not count as Power Points. Mobsters in Jail or in the Hospital also do not count as Power Points, and any special abilities these Mobsters might have cannot be used as well.

You can only give away or trade Mobsters in the Trade Round.

For more information please see the Special cards Mobsters section.

6.3 Hire Mobsters

In order to attack or defend yourself you must hire Mobsters for your gang. All Mobsters have different special abilities. Some are good at driving while some defend or attack better than others. Others again make extra money or Resources for your Mobster empire. Which Mobster you choose to invest in entirely depends on your strategy, your peace of mind and of course on what is available. One thing is for sure though; you do not survive long in the streets of Chicago without tough Mobsters on your payroll.

When all players have drawn their cards it is time to bid on the Mobsters on the auction list. The auction is held for one Mobster at the time from left to right, according to the sequence in which they were drawn. The player who started the Game Sequence is also the first to bid on a Mobster. After his bid every player is free to bid higher. There is a minimum price of $50 for a Mobster, but no upper boundary on how much a Mobster may cost, it all depends on how deep your pockets are. The bidding continues until no one wants to bid any further, and the Mobster goes to the player with the highest bid. The money is placed in the bank and a new auction is held over the next Mobster on the list.

You are not allowed to bid more money than you can pay, but you may borrow money or give money during the bidding.

This way of hiring of Mobsters continues until there are no more Mobsters or no more bids. If a Mobster is not bought the auction will continue to the next Mobster and the unsold Mobster is to be placed first on the list in the auction the next Trade Round.

Note: If you borrow money from your opponents, the conditions of the loan are entirely up to the two of you.

6.4 Bribe the Police

It is always nice to know that the police is on your side.

You bribe the Police the same way you hire your Mobsters by making an auction. The player with the highest bribe receives the Police Badge as a token of control over the Police Car for the following 4 Action Rounds.

Read the section Move Police Car for more details.

6.5 Place Mobsters

When you place your Mobsters you lay down the strategy for the next 4 Action Rounds. So make sure that everybody is in the right place.

In the end of the Trade Round you must place or replace your Mobsters. You can move the Mobster Cards freely around under your Car or your Business Markers. You can place them face down to hide their identity from your opponents. Remember no more than 3 Mobsters can be placed in a Car or a Business at the same time.

The Car and Business Markers must always be kept visible to the other players during the game. Imprisoned or hospitalized Mobsters cannot be replaced in the Trade Round. They must be picked up at the Police Dept. or the Hospital during the Action Rounds.

Tip: Remember it is allowed to swap, trade, buy, sell or borrow Mobsters in the Trade Round.

Before next Game Sequence. After the Trade Round remember to:

  • Rotate the dice, so the player one step to the left starts the new Game Sequence.
  • Move the Round Marker back to its starting position.

You have now completed a full Game Sequence and are ready to start a new one. Continue this way until one of you becomes KING OF CHICAGO... Have a nice fight!

7.0 Ending the Game

You win the game the moment you reach 10 Power Points or more, so make sure to keep an eye out for your opponent's Power Points throughout the game and if someone is about to win gang up on him to keep him down.

8.0 Appendix

Here follows a more in depth description on chosen Event, Job and Mobster Cards.

8.1 Event Cards

  • Streetwise: The extra die roll can also be used to move the Car after your Action. You cannot make two Actions.
  • Fabulous first aid: This card can also prevent your Mobster from getting killed if your opponent plays The Pillow or He had an accident.
  • Election day: The targeted player gets his activities "frozen". He cannot move his car, the Police Car, play Event Cards (except the severed horse head) or trade with other players. He receives no income the following Trade Round, but he may draw cards, hire Mobsters, bribe the Police and place or replace his Mobsters. The player's Businesses and Car defend themselves as usual.
  • Burglary: Roll a die to determine how many Resources you may steal from your opponent. You decide which resources you steal.
  • Dynamite: You sacrifice a man of your own choice. Place him in the Graveyard before the Shoot-out starts. His Attack or Defense Bonus does not count in the following Shoot-out, and your opponent does not have to defeat him to win the Shoot-out.
  • Sneaking out the backdoor: This card must be played before the Shoot-out Rounds begin. The escaping Mobsters hide under ground. Place them in your Private Folder. They are out of the game until the following Trade Round, where you can place them back in the game.
  • The Feds are in town: This card only counts until the next Trade Round.

8.2 Mobster Cards

  • Mr. Jesus and The Cleaner: To bid on these Mobsters you must have certain resources. If you do not have these resources you cannot bid on the Mobsters. These resources are to be paid along with the auction money.
  • Thin Tim, Swift Nick, Jack Rabbit and Rolls Roy: These Mobsters all have driving bonuses that add to the die roll of your Car (i.e. if Swift Nick is placed in your car, it can move 2-7 squares each round). If you have more than one driver in your Car only one bonus may apply.
  • Lucky Lou: Lou cannot die. If he gets "killed" he is to be placed in the Hospital instead of the Graveyard, where the player who controls him can pick him up as usual. The Event Cards He had an accident and The Pillow are wasted on him.
  • Der Schweinehund: If Der Schweinehund is in your car, you cannot pick up Resources.
  • Frankie the Squealer: As long as Frankie is jailed you receive no income at all during the Trade Round.
  • The Dwarf: If The Dwarf is placed in your Car there is room for 4 Mobsters in it. If Fat Fred and The Dwarf are placed in the same Car the two equalize each other.
  • The Reporter: No matter where The Reporter is placed, you can look in either a Car or a Business of your choice to see what Mobsters are placed there. This can be done once each Game Sequence.
  • Johnny Favorite: Johnny saves you $200 when you bribe the police (i.e. if you bribe the police for $350 you only have to pay $150). If Johnny sits in a Car or Business that gets busted, he does not go to Jail.
  • Tony Trouble: If the Police Car makes an action against a Car or a Business in which Tony is placed they automatically win. If Clean Gene and Tony are placed together they equalize each other and the police can make a normal bust.

8.3 Job Cards

  • At the Race Track: You start the Job at The Bookie and drive your Car to the Race Track where you complete the Job by betting an amount of money of your own choice (at least $50). To resolve the bet you roll a die. If it is a 1, 2 or 3 you have lost your money. If it is a 4, 5 or 6 you win and receive the double amount of your bet. You complete the Job no matter whether you win or lose the bet.
  • 5.2.6 Pick up and/or Drop off Mobsters
  • 5.3 Move Police Car
  • 5.4 Police Actions
    • 5.4.1 Bust a Business
    • 5.4.2 Bust a Car
    • 5.4.3 Clear a Turf
    • 5.4.4 Confiscate Resources
  • Brothel
    2
    2
    4
    LargeCasino533
    LargeBar353
    LargeBrothel335
  • Fat Fred: If Fat Fred is placed in your Car there is only room for two Mobsters in it. If Fat Fred and The Dwarf are placed in the same Car they equalize each other.
  • Clean Gene: If the police makes an action against a Car or a Business in which Clean Gene is placed the police automatically lose. If Tony Trouble and Clean Gene are placed together they equalize each other and the police can make a normal bust.
  • The Doctor: The Doctor can try to save your Mobsters from getting killed. To save the Mobster you roll a die. If it is a 4, 5 or a 6 the Mobster is only injured and is placed at the Hospital instead of the Graveyard. This goes no matter where The Doctor is placed. The Doctor can also try and save himself if he gets killed, but he cannot save your opponent's Mobsters.
  • Freddie Forgery: Roll a die in the income phase of each Trade Round. If it is 1-5 the player receives $100-$500 from the bank. If it is 6 Freddie Forgery is imprisoned for life and is placed at the Graveyard. He is now out of the game.
  • The Mechanic: If you lose a Driveby or Business Attack The Mechanic will repair your Car right away. Place your Car outside the nearest Garage and move it as normal in your next turn. This goes no matter where The Mechanic is located.
  • Mr. Needle: No matter where Mr. Needle is placed he doubles the income of all your Turf.
  • The Mayor: If The Mayor is placed in one of your Businesses when the Trade Round starts that Business produces double income. Even though The Mayor has no Attack or Defense Bonuses he is still considered a hit and can still be killed or wounded in a Shoot-out. You may attack even though The Mayor is the only Mobster placed in your Car.
  • John Doe: If John is involved in a Shoot-out you can neutralize one of your opponent's Mobsters involved in the Shoot-out (your choice). This neutralized Mobster cannot apply any of his bonuses or special abilities in the given Shoot-out. Both John Doe and the affected Mobster still count as a hit and can therefore still be killed or wounded in the Shoot-out. You can attack even though John is the only Mobster placed in your Car.
  • Jealous George and Jack Knife: If they are opposed by any of the Mobsters on their list in a Shoot-out they get a +4 Attack or Defense for each of the opposing Mobsters on the list until the Shoot-out is over (i.e. if Jack Knife is opposed by Swift Nick in a Shoot-out he gets a +4 defense or attack, if Jealous George is opposed by both The Mayor and Mr. Needle in the same Shoot-out he gets a +8 Attack or Defense).
  • The Union Boss, Charlie the Fish, Harry the Hand, Slick Rick, The Pimp, Hyman Diamond and The Chemist: If these Mobsters are placed in the Businesses described on their Mobster Cards when the Trade Round begins, they generate either 2 specific Resources or from $100-$200 when you receive your income.