Nothing Personal (Revised Edition)
Nothing Personal (Revised Edition) Rulebook
Table of Contents
Table of Contents
Game Setup
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Each player chooses a family and starts with $5, their family's blackmail token, and all 25 of their family's influence tokens. Each player places their corresponding scoring meepster on the 0 space of the scoring track.
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Place the Vito Copindole gangster card in the Capo position. Shuffle the rest of the gangster cards and fill the remaining positions with gangsters from the top of the gangster deck, then place the gangster deck face-down on its space on the board.
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Shuffle the influence cards and place the deck face-down along with all the other tokens near the board to use when needed.
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Place a turn token on the "1. The Business" space on the board.
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The player that looks the most like a gangster takes the Capo ring and starts the game.
The Rundown
Nothing Personal takes place over 4 rounds, each with 3 phases:
- The Business — Draw and play influence cards
- The Crew — Activate and score gangsters
- The Feds — Arrest and promote gangsters
As you enter a new phase, move the turn token on the board down to the next phase as well. Turn tokens will stay on the "Bookkeeping" area of the board at the end of the round to track the game's progress.
Components
- 54 Gangster Cards
- 94 Influence Cards
- plus 5 Reference Cards, 1 Vendetta Card, 1 Victory Card
- 1 Capo Ring
- 1 Black Move Die and 1 Red Whack Die
- 5 Blackmail Tokens
- 5 Gangster "Meepsters"
- 150 Influence Tokens
- 1 Gameboard
- 80 Money Tokens (50 $1 tokens, 20 $5 tokens, 10 $10 tokens)
- 15 Re-Roll Tokens
- 5 Turn Tokens
- 8 Exhaust Tokens
1 | The Business
Expand your family's control over the city's gangsters through influence cards.
1A. Draw Influence Cards
Starting with the Capo, each player draws 3 influence cards. You may pay to draw additional cards at the cost of $10 per card, but you must announce how many cards you are buying and draw them all at once. You may not buy cards again this turn.
There is no limit to the number of cards you can buy or the number of cards you can have in your hand. Unplayed cards remain in your hand between turns.
1B. Play Influence Cards
Starting with the Capo and moving clockwise, each player chooses one of the following actions:
- Play an influence card for its listed effect(s)
- Discard an influence card and place 1 influence on any gangster
- Pass and take no further actions this phase
Players continue taking actions in this order (even if the Capo changes) until all players have passed. Once all players have passed, proceed to The Crew phase.
Ante
After each player has taken one action, you may add an ante when choosing your action. Future players must match or raise the current ante amount in order to play or discard an influence card. If they cannot or choose not to meet the current ante, they must pass.
Placing Influence
When placing influence on a gangster, add 1 of your family's tokens for each influence added. There is no limit to the amount of influence a gangster can have on them, but beware that collecting too much influence may attract the attention of the police later in the round.
Most influence cards specify a type or types of gangsters that the influence can be played on.
There are 4 gangster types, each with a corresponding icon: Hitman, Thug, Conman, Gambler.
For example, if an influence card says to "Place 2 influence on a gambler," you can only place that influence token on a gangster with the Gambler icon. Gangsters with multiple types fully count as each type they have an icon for.
If an effect allows you to place more than 1 influence token on a gangster, you must place all of that influence on a single gangster. You cannot split the influence among multiple gangsters unless the effect specifically says so.
If the card lists an "And" effect, resolve the top before moving to the bottom part. If it lists an "Or" option, choose either the top or bottom effect to resolve.
Resolving Card Text
For other card effects, you must resolve as much of the text as you can, ignoring the part(s) you cannot resolve.
If the text says you must do one thing in order to do another thing, you must be able to resolve the first effect to resolve the second. For example, for "Pay $10 to gain 5 Respect," you must be able to pay the $10 in order to gain the 5 Respect. Otherwise, there is no effect.
Controlling a Gangster
The player with the most influence tokens on a gangster controls that gangster. If there is a tie for most influence, the Capo chooses which of the tied players controls the gangster for that instance.
Controlling the Capo
The capofamiglia (or "Capo") is the boss of the Mafia hierarchy. The player who controls the gangster in the Capo position becomes the Capo and takes the Capo ring as a symbol of their authority and prestige. Whenever there is a tie (for any reason), the Capo breaks the tie, even if they aren't directly involved in the tie. Of course, the Capo may be bribed (or threatened) to break a tie in a certain way. This tiebreaker ruling is only valid in that particular instance—the Capo may choose to break the tie another way in future instances.
If no player controls the Capo, the Capo ring stays with its previous owner until a new player takes control of the Capo.
The Associate: Gangster in Training
You may place influence on the gangster in the Associate position. However, the Associate does not take actions, doesn't score Respect or Money, and can't be arrested during The Feds phase. Think of the Associate as more of an investment for future turns.
Neutral Influence
Some effects add neutral influence to a gangster. Neutral influence counts as influence for determining gangster control and arrests. In a case where neutral influence "controls" a gangster, no player is considered to control it.
2 | The Crew
Use your gangsters to earn respect and money for your family and toss a wrench in the plans of the other families.
2A. Activate Gangsters
Starting with the gangster in the Soldato position and proceeding in ascending order up to the Capo position, the player who controls that gangster chooses one of the following actions:
- Perform that gangster's power
- Perform that position's power
- Attempt to Make a Move
- Pass
As always, if there is a tie for most influence, the Capo chooses which of the tied players controls the gangster for that action.
Exhaust Tokens
Whenever a gangster moves to a higher position by way of Make a Move, a Whack, or some other effect, place an exhaust ("On the Lam") token on them to show they've gone into hiding after pulling off such a daring feat.
If a gangster has an exhaust token on them when their position comes up to take an action or when they would otherwise be activated, the only action you can take is to remove the exhaust token. This is to prevent a gangster getting to take multiple actions in the same turn. A gangster can only have one exhaust token on them at a time.
2B. Score Gangsters
Starting from the Capo position and proceeding in descending order down to the Soldato, the player who controls that gangster scores Respect and gains money based on the gangster's card values modified by the position. While rare, it is possible to lose respect or money if your gangster has a negative value.
Important! Position modifiers are only used when scoring a gangster. Whenever you reference a gangster's Respect or Money outside of scoring, only use the values on the gangster card itself.
Each gangster card shows a position number and position name, the gangster's name and type(s), a respect value and a money value (each with a position modifier), the gangster's power, and the position's power.
Scoring Example: You control master safecracker and dabbling artist Lucas Soriano, currently in the Racketeer position. When scoring him, his usually worthless Respect value of 0 is increased by the position's modifier of +2, so you score 2 Respect. Likewise, his lucrative Money value of 3 is made even better by the position's +1, so you gain $4.
3 | The Business
Gangsters who draw the attention of the cops are arrested, forcing the Mafia to refill its ranks.
3A. Arrest Gangsters
Any gangster that has 10 or more total influence tokens on it is arrested. Return all influence on that gangster and discard that gangster to the Prison pile.
3B. Promote Gangsters
In descending order from the Capo position, fill any empty spaces with the next gangster in line, including the Associate. All influence stays on a gangster when moved. If no gangster is available, draw the top card of the gangster deck and place it in the position. Gangsters can be promoted through multiple positions in this way.
3C. Bookkeeping
Move the turn token down into the next available bookkeeping space. If you just completed the fourth round, proceed to the endgame. Otherwise, place a new turn token and start the next round beginning with The Influence.
The road to the top is a long one, but hey, the benefits are great.
Endgame
It's time to find out which family came out on top.
Final Scoring
Players score 1 Respect for each influence card in their hand and for every $5 they have. The player with the most Respect wins! Take a picture with the victory card and let the whole world know who's the boss.
If there is a tie for most Respect, the player with the Capo ring breaks the tie like any other. Let's hope you didn't cross them too often...
Specific Rules
Negotiations
Deals, bribes, promises, and threats can be made at any time. Deals can involve most anything you can think of—taking future actions, loans (with interest, of course), paying for re-rolls on your behalf, etc. Influence cards, tokens, and Respect cannot be used as part of a deal. Deals are non-binding, so be careful who you deal with. It's recommended that the group set the ground rules for exactly how much treachery they want to allow before the game begins.
Rolling for Numbers
When rolling the Move (black) die to determine a numerical result, a knife symbol counts as a 1 and a tommy gun symbol counts as a 6. The symbols have no other effect unless otherwise stated.
Anytime Actions
The following actions may be taken at any time:
Re-Rolls Any player can pay $10 to re-roll any result. Dice may be re-rolled multiple times by any player(s), even those not affected by the roll. Re-roll tokens are gained through various powers and effects and can also be played at any time.
Selling Influence Cards You may sell an influence card for $5 at any time.
Gangster Actions
Make a Move Making a move is a way to advance a gangster up the Mafia hierarchy through political and social means. Make a Move is one of the 4 options always available on a gangster's turn.
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Choose the Target — Select a target gangster in any position on the next highest tier.
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Roll the Move Die — Roll the Move (black) die and add the result to the attempting gangster's Respect value.
A tommy gun result automatically succeeds. A knife result automatically fails and the attempting gangster dies.
For any other results, if the combined total is equal to or higher than the number of the target position, the 2 gangsters swap positions, keeping any influence tokens on them. Place an exhaust token on the gangster who moved to the higher position.
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Reputation — The winner of the exchange—either by making a move or stopping one—gains Respect equal to the Respect of their gangster, and the loser of the exchange loses Respect equal to the Respect of their gangster, to a minimum of 1 Respect gained or lost.
Whack a Gangster You can only attempt a whack if a power or effect allows it, such as "Whack a gangster for $7."
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Pay the Price — Pay any listed costs and target a gangster in any position. If you are attempting to whack the Capo, you must pay an extra $10 due to the Capo's prestige and protection. This cost is added after any other modifiers to the cost, so even if a whack's cost is "$0," there ain't no such thing as a free whack when it comes to taking the boss down.
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Roll the Whack Die — Roll the Whack (red) die:
- Tommy gun symbol: The target is killed and the attempting gangster moves into the newly vacated position. Place an exhaust token on the attempting gangster.
- One-pistol / two-pistol / three-pistol symbol: The target is killed.
- X symbol: The whack attempt fails, no effect.
- Knife symbol: The whack attempt fails and the attempting gangster is killed instead.
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Reputation — The winner of the exchange—either by succeeding at a Whack attempt or surviving one—gains Respect equal to the Respect of their gangster, and the loser of the exchange loses Respect equal to the Respect of their gangster, to a minimum of 1 Respect gained or lost.
Blackmail
When an effect allows you to blackmail a gangster, you may place your family's blackmail token on that gangster. Blackmailing is always optional; you don't have to place or move your blackmail token if you don't want to.
If you already have a blackmail token on another gangster, you must move it to the new gangster if you wish to blackmail them.
A gangster can only have 1 blackmail token on them at a time.
When a gangster would take an action during The Crew phase, if they have a blackmail token, that gangster's controller can only perform an action if the blackmailing player allows it. If the players cannot come to an agreement, the controlling player must take the Pass action with that gangster.
Blackmail has no effect when scoring gangsters, it only affects taking actions with them.
Optional Rules
Vendetta
The Vendetta card is an optional card to help players that are behind catch back up. Using the Vendetta card is highly encouraged in games with players new to the game.
At the end of the round, the player with the least Respect takes the Vendetta card. The Vendetta card may be played at any time to immediately whack a gangster for free. This attempt is not tied to a particular gangster, and any effects involving "the attempting gangster" are ignored. No Respect is gained or lost from this whack.
Long Game
For a longer game, simply play 5 rounds instead of 4.
Binding Deals
Some groups may wish to play with binding deals to avoid any potential hurt feelings or homicidal thoughts. With this rule, deals can still be made, but those deals are binding and both sides must make good on their part of the deal as soon as possible.
Playing with Older Content
Cards from the original Nothing Personal game and expansions can be used with the new Revised Edition with just a few tweaks.
Number Die: Any rolls that would be rolled with the Number (white) die are rolled with the Move (black) die instead.
A result of a knife symbol counts as a 1 and a tommy gun symbol counts as a 6. The symbols have no other effect unless otherwise stated.
Omertà: Treat any reference to "Omertà" as "blackmail" instead.
Passive Effects: If a gangster's power is italicized, that means it is a passive power and not one that can be chosen during the The Crew phase. This passive power is always considered to be "on."
Phases: The original Nothing Personal had 6 phases in a round instead of 3. Translate any reference to an old phase as follows:
- The Commission, The Fence → 1. The Business
- The Family, Bookkeeping → 3. The Feds
Positions: 4 positions from the original game have new titles:
- #1: Third Guy → #1. Soldato
- #2: Second Guy → #2. Wiseguy
- #3: First Guy → #3. Made Man
- #7: Counselor → #7. Consigliere
Individual Card Clarifications
Keywords
Any gangster: This includes gangsters you don't control.
Gain: Take the listed resource from the supply.
If successful: This is resolved in addition to the successful action's effect.
Kill: The affected or targeted gangster immediately dies. There is no roll for this effect, nor is it considered a whack attempt.
Position: Position relates to the number of the positions themselves. Thus, it is possible that a higher or lower position could be on the same tier.
Replace: The token that is replaced returns to its owner.
Steal: Take the listed resource from an opponent — they lose it and you gain it.
Tier: Tier relates to the rows of the positions. Higher or lower tier means any tier higher or lower than the current tier, not just the tier directly higher or lower, unless otherwise specified.
With influence: Unless otherwise stated, this always means the total amount of influence on a gangster, not just your influence.
Influence Cards
Classy Criminals: You can only pay for the 1 additional influence once.
Come Fly With Me: You can only pay for the 1 additional influence once.
Fido Fight Club: The influence moved does not have to be your own.
Gang Wars: The influence moved does not have to be your own.
I'll Be Seeing You: You can only pay for the 1 additional influence once.
My Way: You can only pay for the 1 additional influence once.