Scarface 1920: Night Deck
Scarface 1920: Night Deck Rulebook
Table of Contents
Table of Contents
Card Notes
Each Night Deck card is an Associate. The footer of every card reads "Associate Night Deck" and carries the card number in the bottom corner. Each card shows, in order:
- Muscle (top-left, first value) and Influence (top-left, second value).
- Crime type icon (top-right), where the card has one.
- Associate level (bottom, 1–5 stars or more).
- Card name, then the printed rules text.
Rules keywords printed on the cards (OPPORTUNITY, DURATION, SNITCH) are kept in capitals as they appear.
Cards 9–16
9. Rum Runner
- Muscle 1, Influence 2. Associate level 4. Crime type icon: red bottle.
Take the [alcohol] and [gun] supplied by a Deal where you have 1 [thug] placed (not adding the Dealers Supply stat value).
- [red bottle]: Draw 3 Dealers. Keep 1 and discard the rest.
10. Gin Importer
- Muscle 2, Influence 2. Associate level 5. Crime type icon: red bottle.
OPPORTUNITY. If a rival has laid out their Plan, take as many [alcohol] as cards in their Plan. If the Plan has less than 3 cards, return this card to your hand instead of discarding it.
2 Control markers: You can make a sale in one of your Neighborhoods ignoring its [alcohol] requirements. +1 [defense].
11. Prison Warden
- Muscle 0, Influence 1. Associate level 1. Crime type icon: yellow briefcase.
OPPORTUNITY. Instead of putting your [thug] in Prison, place them in the Hospital.
- [yellow briefcase] / [red target] / [blue money bag]: Your rivals get +1 [defense] for each [thug] they have in Prison. You get -1 [defense] for each [thug] you have in Prison.
12. Businessman
- Muscle 0, Influence 1. Associate level 1. Crime type icon: yellow briefcase.
Ignore all SPEND requirements when fulfilling 1 Job.
2 Business markers: Spend 1 Vote and take 1 ([alcohol] / [gun]).
13. Labor Sluggers
- Muscle 2, Influence 0. Associate level 1. Crime type icon: yellow briefcase.
Take 1 of your [thug] from the Underworld and place it next to another of your [thug].
- [yellow briefcase] / [green spade] / [blue money bag]: DURATION. Players can not move their [thug] / [car] / [truck].
14. Union Leader
- Muscle 1, Influence 2. Associate level 2. Crime type icon: yellow briefcase.
Choose one District. Place all [thug] from all Safehouses there. Spend 2 [money] for each [thug] affected.
- [yellow briefcase] / [red target]: Take 1 Vote per Control marker in the Districts OR send 1 [thug] to the Candidates area.
At the end of the game, if your [thug] is still there, gain 2 [money] for each Vote you have.
15. Police Officers
- Muscle 2, Influence 1. Associate level 2. Crime type icon: yellow briefcase.
Place any [police] you want in the District where Angry Eliot Ness is.
3 Casinos: Take 1 [thug] from each rival (except Angry Boss and Enforcers) that is next to 1 [police] and put it in Prison.
16. City Treasurer
- Muscle 0, Influence 2. Associate level 3. Crime type icon: yellow briefcase.
Place Angry Eliot Ness in the District you choose.
- [green spade] / [red bottle]: Choose a rival. You gain 2 [money] for each Vote they have.
Cards 17–24
17. Police Captain
- Muscle 2, Influence 2. Associate level 3. Crime type icon: yellow briefcase.
Your [crime rate] can not increase during this turn.
4 Speakeasies: During this turn, [police] Protection to Neighborhoods that are being seized substracts -1 [defense], instead of adding +1 [defense].
Printed as shown: "substracts".
18. Alderman
- Muscle 0, Influence 3. Associate level 5. Crime type icon: yellow briefcase.
DURATION. Players can not carry out the Sell in the Neighborhoods order.
- [yellow briefcase]: Remove all Business markers on a Neighborhood you choose after spending 1 Vote for each one, and return them to the Business track.
19. Judge
- Muscle 0, Influence 3. Associate level 4. Crime type icon: yellow briefcase.
Put in Prison all rival [thug] from the Hospital.
6 Business markers: Spend 1 [bullet token] to remove 1 rival [car] / [truck] next to 1 [police]. Return it to its owner's player area. That rival removes 1 Vehicles Gang stat upgrade, if possible.
20. The Candidate
- Muscle 1, Influence 3. Associate level 6. Crime type icon: yellow briefcase.
Return any number of [thug] from the Underworld to their Headquarters. Take 1 Vote for each [thug] returned.
3 Brothels, 2 Casinos and 2 Speakeasies: SNITCH +1 to your Healing value and to all your Gang stat values (except Vehicles and Nightclubs).
21. Racehorse Trainer
- Muscle 1, Influence 1. Associate level 1. Crime type icon: green spade.
Gain 1 [money] for each Casino next to any of your [thug].
- [green spade] / [yellow briefcase]: Choose a rival and a Crime type. That rival pays you 2 [money] for each card with that Crime type in their Discard pile.
22. Crapshooter
- Muscle 0, Influence 1. Associate level 1. Crime type icon: green spade.
Reveal the top card from your deck. Gain as many [money] as the [muscle] and [influence] of that card and put it back on top of your deck.
2 Gang stat upgrades: Move 1 of your [car]. If you move it next to 1 of your Casinos, gain 5 [money].
23. Baseball Manager
- Muscle 2, Influence 0. Associate level 1. Crime type icon: green spade.
If you have the Family Ring, take one of the unused Tier 1 Most Wanted tokens at random. Receive its rewards. If you don't have the Family Ring, take it.
- [green spade] / [blue money bag] / [red target]: Gain 2 [money] for each [green spade] in your Discard pile.
24. Street Gambler
- Muscle 1, Influence 0. Associate level 2. Crime type icon: green spade.
Take 1 [bullet token] for each Casino in a rival Home District. If you have the Family Ring, gain 2 [money] for each [bullet token] you take.
- [green spade] / [blue money bag] / [red target]: Peek the top 6 cards from your deck. Put them back on top in the order you choose.
Cards 25–32
25. Bookmaker
- Muscle 0, Influence 1. Associate level 2. Crime type icon: green spade.
OPPORTUNITY. If a rival makes a sale, they pay you 2 [money] for each Casino you control.
Recruiters and Nightclubs Gang stats at level 2: Draw as many Street Gangs as Casinos in your Home District. Keep 1 and discard the rest.
26. Casino Owner
- Muscle 0, Influence 2. Associate level 3. Crime type icon: green spade.
Hire 1 Associate 1–3 [star] from the Market. Place it on top of your deck.
- [green spade] / [purple lips]: Add 1 Casino to one of your Neighborhoods. At the end of the game, gain 30 [money] if all your rivals control less Casinos than you.
27. Poker Player
- Muscle 2, Influence 2. Associate level 3. Crime type icon: green spade.
OPPORTUNITY. If a rival gains [money] from Casinos, you gain that [money] instead of them.
4 Gang stat upgrades: Take 1 [bullet token] for each different Crime type from the Associates in your Plan and in the Market.
28. Betting Operator
- Muscle 1, Influence 3. Associate level 5. Crime type icon: green spade.
DURATION. If you lose control of a Neighborhood, regain its control immediately.
- [green spade]: Choose a rival. That rival chooses to either give you 1 [bullet token] or to compare how many [bullet token] you both have, and if you have more than them, you keep them all. Otherwise, nothing happens.
29. Racecourse Owner
- Muscle 2, Influence 3. Associate level 4. Crime type icon: green spade.
OPPORTUNITY. After a rival lays out their Plan, choose 1 card from it. They must lay out a new Plan that doesn't include that card.
Hand Size and Lawyers Gang stats at level 3: Peek the 2 top cards in each rival deck (4 cards if you have the Family Ring). You may place any at the bottom of their deck.
30. The Mind Reader
- Muscle 2, Influence 2. Associate level 5. Crime type icon: green spade.
Draw 3 Jobs. Choose a Permanent one and fulfill it, ignoring its requirements. Discard the rest.
6 Gang stat upgrades: Remove 1 Gang stat upgrade from a rival (except Vehicles or Nightclubs). If you have the Family Ring, you may upgrade one of your Gang stats without spending any [money], +1 [crime rate].
31. Gang Boys
- Muscle 1, Influence 0. Associate level 1. Crime type icon: red target.
Each Bodyguard in your Plan now also has the following skill: "Move 1 [thug]."
- [red target] / [blue money bag] / [purple lips]: Get 1 Street Gang.
32. WWI Veteran
- Muscle 2, Influence 0. Associate level 1. Crime type icon: red target.
Draw 1 Raid and apply the yellow colored effect to all rivals. Then, discard it.
[crime rate] at level 7 or more: DURATION. Each of your [thug] counts as 2 [thug].
Cards 33–40
33. Roughneck
- Muscle 2, Influence 0. Associate level 1. Crime type icon: red target.
[police] do not provide Protection to Neighborhoods during this turn.
- [red target] / [blue money bag] / [red bottle]: DURATION. Place all rival [car] and [truck] from the Districts on this card. When you discard it, return them to their corresponding Home District.
34. Street Boxer
- Muscle 3, Influence 0. Associate level 2. Crime type icon: red target.
Take 1 [bullet token].
- [red target] / [green spade]: Reveal the top card from the Jobs pile. If it is a Permanent Job, gain 5 [money] for each requirement it has and discard it. If it is an Instant Job, draw it.
35. Sicilian Hitman
- Muscle 2, Influence 1. Associate level 2. Crime type icon: red target.
Spend 1 [bullet token] and hit 1 [thug] in the Districts.
[crime rate] at level 5 or more: You may move up to as many of your [thug] as [muscle] in your Plan. Spend 1 [money] for each [thug] you move this way.
36. Contract Killer
- Muscle 3, Influence 0. Associate level 3. Crime type icon: red target.
OPPORTUNITY. When a rival Hires an Associate of 2 or more [star], you may place another Associate of lower [star] level from the Market behind your screen. At the end of the game, gain 2 [money] for each Associate's [star] behind your screen.
- [red target] / [blue money bag]: Add +2 [muscle] to your Plan for each Associate behind your screen.
37. Hitwoman
- Muscle 3, Influence 0. Associate level 3. Crime type icon: red target.
Take 1 [gun]. Take 1 additional [gun] for each firearm appearing in the artwork in the cards from your Plan.
[crime rate] at exactly level 7: Hit 1 [thug] in a Headquarter. +1 [defense].
38. Russian Sniper
- Muscle 3, Influence 2. Associate level 4. Crime type icon: red target.
Discard 1 Street Gang. Each rival spends 2 [money] for each Business marker they control.
[crime rate] at level 5 or less: Kill 1 [thug] and spend as many [gun] as the Distance between that [thug] and your Home District.
39. Gunman
- Muscle 4, Influence 1. Associate level 4. Crime type icon: red target.
OPPORTUNITY. Ignore the colored effect from a Raid and increase by 1 your [crime rate] Reduction. You may spend 1 [gun] and return this card to your hand.
- [red target]: Spend 2 [gun] to move 1 of your [car] and hit all rival [thug] next to that [car]. +1 [defense] to all players.
40. The Slicer
- Muscle 5, Influence 0. Associate level 5. Crime type icon: red target.
DURATION. -3 [muscle] to all rivals' Plans (can not result in below 0 [muscle]). +1 [defense].
Eliot Ness at level 2 or more: Each rival discards 2 cards from their hand or deck (you choose).
Cards 41–48
41. Street Muggers
- Muscle 1, Influence 0. Associate level 1. Crime type icon: blue money bag.
Each rival pays you 1 [money] for each Business marker they control next to any of your [thug].
- [blue money bag] / [green spade] / [red bottle]: Move any of your [thug] from your Home District. Rivals pay you 3 [money] for each Neighborhood they control in the Districts where your [thug] moved to if there is no [police] presence.
42. Burglar
- Muscle 1, Influence 0. Associate level 1. Crime type icon: blue money bag.
OPPORTUNITY. At the end of a rival's turn, steal 1 ([alcohol] / [gun]) from a rival's Neighborhood. You may steal an additional [alcohol] / [gun] from that Neighborhood if there is no [police] next to it.
2 [thug] in your Headquarters: Steal 1 ([alcohol] / [gun]) stored in a rival's Deal.
43. Jewel Thief
- Muscle 1, Influence 0. Associate level 1. Crime type icon: blue money bag.
DURATION. When a rival upgrades their gang, you take the [money] they pay.
- [blue money bag] / [red bottle] / [purple lips]: Each rival that has [thug] in the Hospital takes a random Tier 1 Most Wanted tile from the box and pays you its Rewards or, if they can't pay them all, instead sends 1 of their [thug] from the Hospital to their Safehouses.
44. Hijackers
- Muscle 2, Influence 0. Associate level 2. Crime type icon: blue money bag.
When making a sale, you can use any rival [truck] in that District as if it was yours.
- [blue money bag] / [red target]: Move as many rival [truck] as the number of [thug] you have in your Headquarters.
45. Teamsters
- Muscle 2, Influence 0. Associate level 2. Crime type icon: blue money bag.
OPPORTUNITY. If a rival gets 1 or more Dealers, you draw 1 Dealer.
3 [thug] in the Districts: Move 1 [truck] and steal 1 ([alcohol] / [gun]) from a rival Neighborhood next to that [truck]. You may steal additional [alcohol] / [gun], increasing +1 [defense] for each, unless that would make your [defense] go beyond level 10.
46. Bank Robber
- Muscle 2, Influence 1. Associate level 3. Crime type icon: blue money bag.
If you have a Control marker in Central District, gain [money] according to the color of your [crime rate]: Green 20 [money], Yellow 15 [money], Orange 10 [money], Red 5 [money].
1 [thug] in the Authorities: Each rival spends 1 Vote. You may add +1 ([muscle] / [influence]) to your Plan for each Vote that has been spent this way.
47. Triggerman
- Muscle 3, Influence 0. Associate level 3. Crime type icon: blue money bag.
Increase your [crime rate] any number of levels and gain 2 [money] for each level increased (can not result in [crime rate] above 11).
- [yellow briefcase] / [red bottle]: Spend 1 [alcohol] and choose a rival's Deal with no [thug] on it. Take all the [alcohol] / [gun] stored on and supplied by that Deal.
48. Runaway Robbers
- Muscle 3, Influence 1. Associate level 5. Crime type icon: blue money bag.
OPPORTUNITY. If a rival upgrades their Vehicles stat, take 1 ([car] / [truck]) from your Player area and place it in your Home District.
- [yellow briefcase]: Remove this card from the game and gain 15 [money] for each ([car] / [truck]) you have in the Districts.
Cards 49–56
49. Masked Robber
- Muscle 3, Influence 1. Associate level 4. Crime type icon: blue money bag.
DURATION. Rivals pay you 5 [money] for each card in their Plan above 1.
1 [thug] in your Deals: If you make a sale during this turn, you don't need Presence Chain to gain the Distance to Home District bonus.
50. Public Enemy No 1
- Muscle 4, Influence 2. Associate level 5. Crime type icon: blue money bag.
You may carry out the skill and/or matching skill of an Associate in your Discard pile.
3 [thug] in your Safehouses: Make a sale in a rival Neighborhood. You may spend ([alcohol] / [gun]) stored in that Neighborhood for the sale. +1 [defense].
51. Brothelkeeper
- Muscle 0, Influence 1. Associate level 1. Crime type icon: purple lips.
Look for 1 or more Bodyguards in your deck and put them in your Discard pile. Gain 2 [money] for each Bodyguard discarded.
- [red target] / [purple lips] / [blue money bag]: DURATION. If a rival takes 1 or more Votes, you take them instead of them.
52. Opium Den Owner
- Muscle 1, Influence 1. Associate level 1. Crime type icon: purple lips.
OPPORTUNITY. At the start of any player's turn, draw 2 cards.
- [purple lips] / [green spade] / [red bottle]: You may change a Gang stat upgrade cube to another Gang stat (except Vehicles and Nightclubs).
53. Street Pimp
- Muscle 1, Influence 1. Associate level 1. Crime type icon: purple lips.
OPPORTUNITY. If 1 of your [thug] is Hit or Killed, do the same to a rival [thug] that is not in the Safehouses or Slums.
More [muscle] than [influence] in the Market: DURATION. +2 [muscle] if you seize a Neighborhood with a Brothel. +2 [defense] when defending one of your Neighborhoods with a Brothel.
54. Brothel Madams
- Muscle 0, Influence 1. Associate level 2. Crime type icon: purple lips.
Show all players how many Votes you have. Gain 2 [money] for each Vote you have.
- [yellow briefcase] / [red bottle]: Each rival pays you 3 [money] for each Neighborhood they have with less Brothels than your Nightclubs Gang stat level.
55. Chinatown Madam
- Muscle 0, Influence 2. Associate level 2. Crime type icon: purple lips.
Spend any number of Votes. Add the same amount of Brothels to your Neighborhoods.
3 [muscle] in your Hand: Take 1 rival [thug] (except Angry Boss or Enforcer) from the Districts and place it in the Underworld.
56. Brothel Owner
- Muscle 2, Influence 1. Associate level 3. Crime type icon: purple lips.
Upgrade your gang without spending any [money], and spending as many Votes as the new level of the Gang stat you upgrade.
- [purple lips] / [red target]: Add 1 Brothel to one of your Neighborhoods. At the end of the game, you gain 30 / 40 / 50 [money] (2 / 3 / 4 players) if all your rivals control less Brothels than you.
Cards 57–64
57. Trafficker
- Muscle 2, Influence 2. Associate level 3. Crime type icon: purple lips.
Spend any number of [bullet token] and reduce your [crime rate] by that same number of levels.
4 [muscle] in your Plan: Choose a rival and compare your Votes. If they have more Votes than you, they give you the difference. Otherwise, they pay you 3 [money] for each Vote you have more than them.
58. Dominatrix
- Muscle 0, Influence 2. Associate level 4. Crime type icon: purple lips.
Make a sale in a Neighborhood with a Brothel on it. You may spend Votes instead of any of the ([alcohol] / [gun]) it requires.
- [green spade]: Remove the Dominatrix from the game to choose an Associate from a rival's deck and add it to your hand. The chosen Associate is now part of your deck.
59. Film Producer
- Muscle 2, Influence 2. Associate level 4. Crime type icon: purple lips.
DURATION. Rivals pay you 6 / 4 / 2 [money] (2 / 3 / 4 players) for each Gang Member they lay out in their Plan.
5 [influence] in your Plan: Take a Control marker from one of your Neighborhoods and place it in a neutral Neighborhood.
60. The Widow
- Muscle 0, Influence 4. Associate level 5. Crime type icon: purple lips.
You may use [muscle] as [influence], and/or [influence] as [muscle] in your Plan to carry out orders. +1 [defense].
3 [muscle] and 3 [influence] in your Discard pile: Discard all the cards in your hand and deck.
61. Undertaker
- Muscle 1, Influence 0. Associate level 5. Crime type icons: red bottle, green spade, blue money bag, yellow briefcase, purple lips, red target.
Kill as many of your [thug] as you want from the Districts or Hospital (except Angry Boss and Enforcers). For each [thug] killed with this effect, you may carry out an additional order.
62. Preacher
- Muscle 0, Influence 2. Associate level 4. Crime type icon: none visible.
OPPORTUNITY. Ignore one requirement of a Job you fulfill or of an Enforcer you Hire.
- [red bottle] / [green spade] / [blue money bag]: Take a random Street Gang from a rival.
63. The Medium
- Muscle 0, Influence 0. Associate level 5. No crime type icon.
+1 [muscle] and +1 [influence] for each News card in the Active News space.
During this turn, you may carry out an extra order. It must be the same as an order the previous player carried out.
64. Bloody Mama
- Muscle 3, Influence 0. Associate level 5. Crime type icons: blue money bag, red target.
DURATION. When a rival lays out their Plan, you may discard this card to take and shuffle 1 Associate from that Plan into your deck. +1 [defense].
More [thug] in the Districts than [crime rate]: Steal all ([alcohol] / [gun]) a rival has stored next to one of their [truck]. They remove the [truck] and 1 Vehicles Gang stat upgrade, if possible. +2 [defense].
Cards 65–72
65. Miss Ruby
- Muscle 1, Influence 2. Associate level 5. Crime type icons: red bottle and yellow briefcase.
You can convert any amount of [alcohol], [gun], [truck] and Votes to the same amount of [alcohol], [gun], [truck] or Votes in any combination. +1 [defense].
2 Associates in your Plan: Your rivals reveal their Hand and discard all [fedora icon] and Enforcers from it.
66. Red Lotus
- Muscle 2, Influence 1. Associate level 5. Crime type icons: purple lips and green spade.
Retrieve your Angry Boss. +1 [defense]. At the end of the game, add your Lawyers Gang stat value to each Candidate bonus.
1 Speakeasy in Central: Draw 2 Dealers. Tuck them beneath 1 of your Deals, leaving the upper part of the cards visible, to increase the Storage and [thug] capacity of that Deal.
67. The Pharmacist
- Muscle 0, Influence 2. Associate level 3. Crime type icon: yellow briefcase.
During this turn, each [alcohol] you spend counts as 2 [alcohol].
[yellow briefcase]: Take 1 [alcohol] for each [thug] in the Hospital.
68. Hoodlum
- Muscle 1, Influence 1. Associate level 3. Crime type icon: blue money bag.
If you Hire 1 Associate, you can choose the Crime type of the Most Wanted tile you want to receive.
2 [thug] in 2 Districts: Take as many [bullet token] as News cards in the Active News space.
69. Flapper
- Muscle 0, Influence 2. Associate level 3. Crime type icon: purple lips.
Spend any number of [bullet token] and add that same amount of Business markers to Neighborhoods.
6 [influence] in the Market: Take 1 Vote for each [thug] you have in the Authorities.
70. Taxi Driver
- Muscle 0, Influence 0. Associate level 3. Crime type icon: red target.
DURATION. If a rival takes [bullet token], you take it instead of them.
[crime rate] is lower than the G-Men token: Hit 1 [thug] in each rival Headquarters. +1 [defense].
71. Slot Maven
- Muscle 1, Influence 1. Associate level 3. Crime type icon: green spade.
Send 1 [thug] next to a Casino.
5 Gang stat upgrades: Gain Business profit from your Casinos that are next or adjacent to your Angry Boss.
72. Customs Agent
- Muscle 2, Influence 0. Associate level 3. Crime type icon: orange bottle.
You may use [alcohol] as if it were [gun] when making a sale this turn.
4 [influence] in the Discard pile: You may make a sale in a Neighborhood you control.
Cards 73–80
73. The Butcher
- Muscle 3, Influence 0. Associate level 4. Crime type icon: orange bottle.
DURATION. At the beginning of your turn discard only this DURATION card. All other DURATION cards are not discarded this turn.
[crime rate] at level 8 or more: SNITCH. At the end of your turn, you may hit 1 rival [thug] in your Home District.
74. Bellboy
- Muscle 1, Influence 1. Associate level 4. Crime type icon: blue money bag.
OPPORTUNITY. At any moment during a rival's turn, discard all the cards in your Hand and deck.
4 [influence] in your Discard pile: SNITCH. Ignore the Bribery and the Extra [police] Effect on the G-Men card.
75. Detective
- Muscle 2, Influence 1. Associate level 4. Crime type icon: red target.
Look for 1 card in your deck (except Boss and Enforcers) and add it to your Plan. Shuffle your deck. +1 [defense].
Exactly 3 Business markers: SNITCH. Take 1 extra [bullet token] when discarding your Plan if you laid out less than 3 cards.
76. Journalist
- Muscle 1, Influence 2. Associate level 4. Crime type icon: yellow briefcase.
Spend any number of Votes. Put in Prison the same number +1 of rival [thug] from the Districts.
[crime rate] at level 4 or less: SNITCH. All your [thug] that would be put in Prison during a Raid are placed in your Headquarters.
77. Prosecutor
- Muscle 0, Influence 3. Associate level 4. Crime type icon: purple lips.
Get 1 Dealer and 1 Job.
2 [thug] in Prison: SNITCH. Take 2 Raid cards and tuck them beneath this card. When a Raid is carried out, you may check its effects and swap it with one of the Raids beneath this card. After that, resolve the Raid normally.
78. Aviator
- Muscle 2, Influence 1. Associate level 4. Crime type icon: green spade.
During this turn, you have presence in all Districts.
[muscle] + [influence] in your Plan adds 8 or more: SNITCH. The Distance to Home District bonus when you make a sale is 15 [money] instead of 10 [money].
79. Jazz Singer
- Muscle 0, Influence 0. Associate level 3. No crime type icon.
Choose any Enforcer that has already been Hired in the game. Your [thug] have that Enforcer's figure card skills during this turn.
- [purple lips] / [red bottle]: Take 1 of your [thug] (except from Prison) and place it next to 1 of your Nightclubs, OR take 2 of your [thug] (except from Prison) and place them next to 1 of your Jazz Clubs.
80. Cardinal
- Muscle 0, Influence 2. Associate level 3. Crime type icon: yellow briefcase.
Take 1 [thug] in the Districts from each rival and place it in their Headquarters.
Family Ring: OPPORTUNITY. When a Raid is carried out, ignore the G-Men effect. Your rivals receive the G-Men effect twice.
Cards 81–83
81. Escapist
- Muscle 2, Influence 0. Associate level 3. Crime type icon: blue money bag.
Switch the [muscle] and [influence] in your Plan.
1 [thug] in the Underworld: Your rivals discard all the Street Gangs they have.
82. Dry Crusader
- Muscle 1, Influence 2. Associate level 3. Crime type icon: orange bottle.
OPPORTUNITY. Ignore the G-Men effect when a Raid is triggered.
1 Control marker in Central District: Spend any number of Votes to remove that same number of Business markers from Neighborhoods. Return them to the Business track.
83. The Great Gatsby
- Muscle 1, Influence 1. Associate level 6. Crime type icons: red bottle (orange), green spade, blue money bag, yellow briefcase, purple lips, red target.
Copy the effect of one of your rival Bosses' skills.
Any cards left in your deck: At the end of your turn, add The Great Gatsby to your deck and reshuffle it.
Coverage Note
- Photographed card faces: 75 distinct cards, numbered 9 to 83, one photo each for cards 9–80 (eight per photo) and a three-card photo for 81–83. No duplicate card numbers were seen.
- The stated size of the expansion is 60 cards. The photos show 75. This was not resolved: the count may include cards from another deck or the stated figure may be wrong.
- Cards 1–8 and 84 onward were not photographed. The sourcer's note lists card 3 as seen. The photo set does not include a card 3 that could be confirmed here.
- Legibility: cards 9–80 were re-checked against the original-resolution (4080×3072) BGG photos. Cards 62, 65, 66, 69 and 76 were spot-checked again at full resolution, and cards 81–83 were transcribed from their own crops of the same photos.
- Icon names are bracketed generically where the icon could not be identified (for example, the fedora icon on card 65 is shown as [fedora icon]). Crime-type colours are read from the card frames and have not been matched to base-game crime types.
- Any word that could not be read at full resolution is marked [illegible] rather than guessed.