Scarface 1920
Scarface 1920 Rulebook
Table of Contents
Table of Contents
- Introduction
- Game Components
- Game Setup
- Basic Concepts
- Gameplay Overview
- Action Turn
- Orders
- Skills
- Jobs
- Reorganization Turn
- Extra! Extra! Phase
- Game End and Winner
- Game Variants
- Credits
- Glossary
- Rules Summary
- Solo Mode
- Overview
- Considerations
- Solo Mode Components
- Solo Mode Setup
- Solo Mode Basic Concepts
- Enforcer's Turn
- Orders Modifications
- Hire 1 Associate
- Get 1 Job
- Get 1 Dealer
- Sell in the Neighborhoods
- Recruit Thugs
- Sell to the Authorities
- Add Business Markers
- Remove Control Markers
- Reduce Crime Rate
- Retrieve Thugs from Prison
- Send Thugs to Districts
- Move Cars, Trucks and Thugs
- Seize 1 Neighborhood
- Upgrade Gang
- Get Supply from Deals
- Additional Rules & Criteria
- Enforcer presence
- Following Districts
- Enforcer Plan
- Receiving money from the Family Ring
- Bribery immunity
- Vehicle benefits
- Selecting a District
- Alcohol and guns surplus
- Hitting, Killing and Putting thugs in Prison
- Removing Business markers
- Removing Gang upgrades
- Supplied/Unsupplied
- Selecting a Neighborhood
- Storing alcohol and guns
- Spending alcohol and guns
- Moving thugs, cars and trucks
- Solo Mode Game End and Winner
- Solo Mode Game Variants
Introduction
Objective
Scarface 1920 is a board game for 1-4 players that takes place in Chicago during the Roaring Twenties, after the passing and enforcement of the National Prohibition Act in 1920. Players will lead one of the four gangs aspiring to rule over the city. Eventually, victory will go to the player that amasses the most wealth.
You will be able to attack rival neighborhoods, send your thugs to the underworld to make some valuable deals, improve on your production of arms and liquor through different arrangements, or grow your gang's power and influence. And all of this, while avoiding the Feds from crushing you.
Profits can be obtained through several means, but the selling of guns and alcohol in the Neighborhoods will be crucial. Once Prohibition ends (1933), the player with the most money will sit on Chicago's throne.
Disclaimer
Scarface 1920 is a game that takes place in a specific time in the history of the United States: the bloody power struggle that took place for control of the city of Chicago between 1920 and 1933, during Prohibition. However, we at Redzen Games by no means condone or justify any violence or other criminal behavior that may take place in a game of Scarface 1920.
Game Components
- 1 Main board
- 4 Gang screens (1 per Gang)
- 4 Gang boards (1 per Gang)
- 4 Thug boards (1 per Gang)
- 40 Gang Member cards (10 per Gang)
- 60 Associate cards (10 per Crime type)
- 31 Dealer cards
- 39 Job cards
- 28 Raid cards
- 16 News cards
- 36 Solo mode Actions cards
- 18 Neighborhood tiles
- 4 Player Aids
- 4 Boss figures (Alphonse Capone, Dean O'Banion, Stephanie St Clair, Arnold Rothstein)
- 1 Eliot Ness figure
- 12 Thug figures (The Chicago Outfit)
- 12 Thug figures (Black Wolves Gang)
- 12 Thug figures (North Side Mob)
- 12 Thug figures (The Seven Gems)
- 12 Car figures (3 per gang)
- 8 Truck figures (2 per gang)
- 3 Police figures
- 28 Control markers (7 per gang)
- 4 Crime Rate markers (1 per gang)
- 40 Business markers (10 Speakeasies, 10 Casinos, 10 Brothels and 10 Nightclubs)
- 48 Gang upgrade cubes (12 per gang)
- 1 Time marker
- 35 Guns
- 50 Alcohol
- 120 Money tokens
- 1 Family Ring token
- 8 Solo mode tokens
Components Per Gang
- 1 Boss figure
- 1 Gang board
- 10 Gang Member cards
- 1 Thug board
- 12 Thug figures
- 3 Car figures
- 2 Truck figures
- 12 Gang upgrade cubes
- 7 Control markers
- 1 Crime Rate marker
- 1 Gang screen
Game Setup
- Place the main board at the center of the table.
- Place the Money tokens (money), the Family Ring token, the Business markers, the Alcohol (alcohol) and the Guns (guns) beside the main board; this is the General Supply.
- Shuffle the Raid cards and place them face down on the Raids area; this is the Raids deck.
- Shuffle the Job cards and place them face down on the Jobs area; this is the Jobs deck.
- Set aside the following Dealer cards: "Alcohol Supplier" and "Gun Supplier" (Dealers # 1-8). Then, shuffle the remaining Dealers cards and place them face down on the Dealers area; this is the Dealers deck.
- Shuffle the 1-3 Associate level Associate cards and place them face down on the 1-3 Associate level Associates area; this is the 1-3 Associate level Associates deck. Then, draw 3 cards and place them face up on the 1-3 Associate level spaces, from left to right. Finally, reveal the top card and place it face up on top of the 1-3 Associate level Associates deck.
- Shuffle the 4-5 Associate level Associates cards and place them face down on the 4-5 Associate level Associates area; this is 4-5 Associate level Associates deck. Then, draw 1 card and place it face up on the 4-5 space on the right. Finally, reveal the top card and place it face up on top of the 4-5 Associate level Associate deck.
- Place the Eliot Ness figure on the starting level of the Crime track.
- Place the Police (police) in the following Districts: Far South Side, Far North Side and Central.
- Place at random the following number of Neighborhood tiles on the districts (with the day-side face up). The remaining Neighborhoods tiles are returned to the game box.
- 2-players: 2 in the Central District and 1 in each other District.
- 3-players: 3 in the Central District and 1 in each other District.
- 4-players: 2 in each of Central, Far South Side and Far North Side Districts and 1 in each other District.
- Place at random one Speakeasy, Brothel or Casino marker on each Neighborhood tile.
- Place the Time marker on the Time track; choose the box depending on the number of players. This is the starting box.
- Place face up the 'U.S. is Voted Dry' News card in the Active News space.
- Place face down the "Prohibition Ends at Last!" News card on the News area. Then, shuffle the remaining News cards; draw 2 and place them face down on the News area (on top of "Prohibition Ends at Last" card); this is the News deck. The remaining News cards are returned to the game box without looking at them.
- The last player who has watched a gangster movie becomes the starting player.
Players Setup
- Choose one of the gangs and take all the components with the same color as the figure of its Boss (see list below).
- Place the Gang board in front of you; this is your player area. Then, place your 12 upgrade cubes and your Boss figure on the Boss track.
- Place the Thug board in front of you. Then, put your 12 Thug (thug) figures as follows: 6 in the Slums, 2 in Safehouses and 4 in the Headquarters.
- Place your gang screen in front of you. Then, take 10 money from the General Supply and place them behind it.
- Place all your Control markers, Cars (car) and Trucks (truck) in your player area.
- Place your Crime Rate (Crime Rate) marker on level 1 of the Crime track, just ahead of the Eliot Ness figure.
- Set aside the Right-Hands (Right-Hand) cards from your Gang Member cards. Then, shuffle your remaining Gang Member cards and place them face down in your player area; this is your deck. Draw 3 cards from your deck; this is your hand.
- Beginning with the player sitting to the right of the starting player and following counterclockwise, every player chooses a District with no police and places one of their car or truck there. Then they place a Control marker on a Neighborhood tile in that District. The tile can not have other control markers on it.
- Draw 3 cards from the Jobs deck and keep them face down in your player area; these are your unfulfilled Jobs.
- Take 1 "Alcohol Supplier" and 1 "Gun Supplier" Dealer cards and place them face up in your player area. Then, take 2 (alcohol/gun) from the General Supply and place one in each Deal. The unused "Alcohol Supplier" and "Gun Supplier" cards are returned to the game box.
Basic Concepts
The Gangs
THE CHICAGO OUTFIT. Led by the visceral Al Capone, The Chicago Outfit is the embodiment of corruption in Chicago. He can easily pull the strings of the top officials and has an impressive ability to make his gang grow with all kinds of criminals. But "Scarface" doesn't want a gang; he wants an empire.
NORTH SIDE MOB. Behind Dean O'Banion's baby face lies a cunning and cruel man. The North Side Mob boss leads a gang capable of squeezing every last drop of alcohol out of every barrel in Chicago. If there is a bootlegger in town, he sure works for the Irish Boss.
BLACK WOLVES GANG. Arriving in Chicago from New York, Stephanie St. Clair has become a true hurricane in the Windy City. Under her order, the Black Wolves rule the streets with ease, assaulting enemy Neighborhoods and turning into a real pain in the ass for all other gangs that aspire to the throne of Chicago.
THE SEVEN GEMS. Led by Arnold 'The Brain' Rothstein, The Seven Gems are flawless when it comes to spreading their tentacles over Chicago and controlling the city's darkest businesses. They rule over banks and politicians, and they control sports betting to the point of fixing the World Series.
Game Icons
Throughout this rulebook and in the game components several icons are used to ease gameplay and readability:
- Muscle
- Influence
- Right-hand
- Thug figure
- Car figure
- Truck figure
- Associate level
- Money token
- Crime rate
- Alcohol
- Gun
- Storage
- Police
- Defense
- Enforcer
Crime types: Bootlegging, Theft, Vice, Gambling, Violence, Corruption.
Use of icons in text (Examples)
- alcohol / gun: Either alcohol or gun
- 2 (alcohol/gun): 1 alcohol and 1 gun, or 2 alcohol, or 2 gun
- 1 alcohol +2 gun: 1 alcohol and 2 gun
- +1 Crime Rate: Increase your Crime Rate by 1 level
- +2 muscle: Add 2 muscle to your Plan
- +3 defense: Add 3 to the Neighborhood's defense
Card Identification
In Scarface 1920 all cards show their type and ID code at the bottom. The combination of these two will help you identify and sort out any card in the game.
Important Terms
In Scarface 1920 some words have a very specific meaning. Throughout this rulebook and glossary (pg 30) you will find the definition for each one of these terms: Add, Adjacent, Store, Hire, Gain, Hit, Kill, Make a sale, Move, Next, Put in Prison, Retrieve, Seize, Send, Spend, Upgrade.
Main Board
1. Map. The main board has a map of 1920's Chicago in the center.
2. Districts. The map is divided into 7 different Districts separated by red lines.
3. Dealers. These cards represent the illegal providers of alcohol and guns.
4. Authorities. This is the area where thugs are sent to reduce your Crime Rate, retrieve thugs from prison, add businesses to your Neighborhoods, remove control markers from rival Neighborhoods and sell alcohol/guns to the powers that be.
5. Time track. This track determines the duration of the game, which changes depending on the number of players.
6. Extra! Extra! box. If the Time marker is here at the end of a Reorganization turn, an Extra! Extra! phase is carried out.
7. News. This deck of cards triggers various effects which are inspired by actual events that took place during the Prohibition. When the deck is finished, the game ends.
8. Prison. Your thugs can end up in prison due to a Raid or to the effect of other cards.
9. Raids. This deck represents the Federals attempts to stop the criminal activity of the gangs.
10. Jobs. Cards representing various criminal actions that gangs can carry out to obtain instant or permanent effects.
11. Associates Market. Cards in this area represent different characters you can hire to make your gang more powerful. Divided in two decks: one for the 1-3 Associate level Associates and another for the 4-5 Associate level ones.
12. RAID! box. When a Crime Rate marker reaches this box, a Raid is triggered.
13. Crime track. The level of criminality of each gang is represented and measured in this track with the Crime Rate marker.
14. Underworld. Area where thugs are sent to hire Associates, get Jobs and Dealers, sell in the Neighborhoods and recruit more thugs.
Gang Member Cards
The Gang Members represent the initial structure of your gang. Players begin with a starting deck of 6 Gang Members: 1 Boss, 2 Lieutenants and 3 Bodyguards. This deck can be expanded during the game by obtaining Right-Hands and hiring new Associates.
- Muscle (muscle): The amount of muscle the card provides when played.
- Influence (influence): The amount of influence the card provides when played.
- Crime type: There are 6 different types of crimes a character can specialize in.
- Gang Member type: Indicating the role played by the character within the gang.
- Gang name: The name of the gang this card belongs to.
- Skill: A game effect you can apply when playing the card.
Right-Hands
There are 4 different Right-Hands cards in each gang, identified by the Right-Hand icon in the lower border: the Underboss, the Counselor, the Bookkeeper and the Chauffeur. They represent the men that the Boss trusts the most.
During the game, players will be able to obtain Right-Hands and add them to their deck when upgrading their gang (pg 24).
Boss
The Boss is the leader of the gang and your alter ego as a player. Bosses have no muscle, influence or Skills printed on their card. That information is shown instead on the Gang board (pg 11).
- Muscle (muscle) and Influence (influence): All Bosses start the game with 1 muscle and 1 influence. These values can improve if the gang is upgraded.
- Skills: Each Boss has 4 different skills. When playing your Boss you can carry out 3 skills among the 4 available ones (you could repeat any).
Associate Cards
Associates are characters you can hire (pg 19) to make your gang bigger and more powerful. There are 60 unique Associates, grouped in 5 levels (Associate level) depending on their potential.
- Matching Skill: A skill that can only be performed if you play this card with at least another card of the required Crime type.
- Required Crime type: The type(s) of crime another laid out card must have in order to activate the Matching Skill of this card.
- Associate level (Associate level): The number of stars (1-5) indicates an Associate's given level. This level also indicates the influence required to hire this Associate.
There is no limit to the number of Associate cards players can add to their deck during the game.
The Family Ring
Every time you hire an Associate (pg 19) you get the Family Ring token from the General Supply or from the player that has it at that moment. Some other game effects may also give you the chance to obtain it.
If you hold the Family Ring at the start of your turn you can gain money from the General Supply (based on the number of players) during your turn. Additionally, having the Family Ring may give you an added bonus when playing certain cards.
- 2 players: gain 1 money
- 3 players: gain 2 money
- 4 players: gain 3 money
Important: If you forget to take this money during your turn, you cannot take it later once it has concluded.
Gang Board
The Gang board represents the level of development of your gang and Boss. Each Gang has 6 stats: Hand Size, Lawyers, Recruiters, Dealers Supply, Vehicles and Nightclubs (pg 24). All these stats begin at level 1 and can be upgraded a maximum of two times, up to level 3.
Whenever a stat is upgraded, the Boss figure will advance through the Boss track. Everytime the Boss reaches a new row in the Boss track, their muscle and influence stats will improve. Ocassionally, advancing the Boss figure will also reward you with money or a Right-Hand.
- Boss track Rewards: A one-time reward you get when advancing the Boss figure into a box containing an icon.
- Boss Card Muscle and Influence: When you play your Boss, their muscle and influence are determined by the row the Boss figure is currently in.
- Boss track: Every time you upgrade your gang, your Boss figure will advance through this track following the arrows. The Boss figure starts in the "BOSS" labeled box.
- Boss Card skills: When you play your Boss card, you can use 3 of their 4 available skills.
- Gang Stats Name: The name of each of the 6 stats a gang has, and which constitute the capabilities of that gang.
- Stats Values: A numerical value for each of the gang stats.
- Requirements: The amount of money, muscle and influence the player needs to carry out a specific Gang Upgrade.
- Crime Rate Increase: The number of levels the Crime Rate marker will advance in the Crime track when an Upgrade is carried out.
- Stats levels: All stats begin at level 1. The current level for a given stat is its rightmost box containing a cube.
Thug Board
The 12 Thug figures (thug) of each gang represent its soldiers, always ready to execute the Orders of the Boss. All thugs begin play in their own Thug board.
The Thug board is a track with 3 spaces through which the thugs advance when they are recruited. Only thugs located in the Headquarters can be used to execute Orders.
When thugs are hit or killed, they are placed on the Thug board:
- Hit: They are placed in the Safehouses.
- Killed: They are placed in the Slums.
When a player retrieves any thugs, these are placed in their Headquarters, ready to receive new Orders.
Dealer Cards
These cards represent the illegal providers of alcohol and guns. Each gang starts with 2 Dealers, one of alcohol and one of guns and can get new ones during the game to improve the alcohol and gun supply (pg 19).
- Thug limit: The maximum number of thugs that can be placed on this card.
- Requirements: The required muscle and influence required to get the supply from this card.
- Supply: The number of alcohol/guns the player gets when a "Get Supply from a Deal" order is carried out.
- Storage: The number of alcohol/guns that can be stored on this card.
Police
During a game of Scarface 1920 three Police (police) are on the board at all times. Police are moved by players (usually through card effects). If an effect lets you move a police on the board, you can freely place it on any District. Police have 2 different effects on the Districts where they stand:
Police Bribery
When a player carries out an Order/Job/Skill that causes their thug/car/truck to enter a District, for each police in that District, the player must spend 2 money. If the player doesn't have enough money, that Order/Job/Skill cannot be carried out.
If a Raid, News or rival causes a player's thug/car/truck to enter a District, for each police in that District, the player must spend 2 money. If they don't have enough money, the movement is nevertheless carried out, with the player spending all remaining money they have.
Police Protection
When seizing a Neighborhood: Whenever a player is seizing a Neighborhood, each police in that District adds +1 defense to that Neighborhood (pg 23).
Jobs Cards
Job cards represent the criminal actions that gangs can undertake to benefit from instant or permanent effects. Players will start with 3 Jobs and can get new ones during the game (pg 19).
- Job Type: Indicates if the effect of this Job is either instant or permanent.
- Requirements: When a player meets all the requirements, the Job can be fulfilled and the effect is then activated.
- Effect: The benefit that is achieved when the Job is fulfilled.
Cars and Trucks
Cars (car) and Trucks (truck) are the two types of vehicles that gangs can use in the streets of Chicago. Each player starts with a vehicle of their choice and can add new vehicles during the game. Each type of vehicle has its own benefits:
CAR. When seizing a Neighborhood, its defense (defense) value gets +1 for each car its owner has in the same District, and -1 for each car the seizing player has there (pg 23).
TRUCK. You have to spend 1 (alcohol/gun) less when making a sale in a Neighborhood for each truck you have next to it.
Cars and trucks can move to any District. When thugs move together with a car/truck, their movement is not restricted to adjacent Districts (pg 22).
Neighborhood Tiles
The Neighborhood tiles are placed on the Districts during the game setup and represent historic sites in Chicago. Gangs will try to gain control of Neighborhoods in order to open businesses, make sales and earn as much money as possible.
- Defense value: Indicates the muscle a gang needs to gain control of that Neighborhood. This value can be modified under certain conditions.
- Requirements: Amount of alcohol/guns needed to make a sale in this Neighborhood and gain its profits.
- Profit: The money gained when making a sale in this Neighborhood.
- Storage: Neighborhoods have unlimited storage capacity. When a player controls a Neighborhood, they can store as much alcohol and guns in it as they desire.
Neighborhood tiles have two sides: the day-side and the night-side.
All Neighborhoods start with their day-side up. If a player upgrades their Nightclub stat, they will be able to choose a day-side Neighborhood they control and flip it over to their night-side. Night-side Neighborhoods have a higher defense and generate higher profits.
Control markers
When a gang controls a Neighborhood, it places one of its Control markers on that tile.
Neighborhoods with no Control marker are considered neutral and can never be controlled by more than one gang.
Business Markers
There are four types of Business markers: Speakeasies, Casinos, Brothels and Nightclubs. All Neighborhoods start with 1 Business marker on it. A gang controlling a Neighborhood can add new Business markers on it (pg 21).
Players will gain additional money from their Business markers during the Reorganization turn and at the end of the game. Additionally, having a specific type of Business markers can be beneficial when playing certain cards.
Storage
When you gain alcohol and/or guns you must place them on any card/tile that has the storage icon (Deals and Neighborhoods).
Important: Even if a Deal only supplies alcohol or guns it can store both.
- The storage capacity of a Deal is limited. The number shown in the storage icon indicates the maximum number of alcohol/guns a Deal can store.
- A Neighborhood can store any number of alcohol/guns on it.
If you don't control any Neighborhoods and you would get more alcohol/guns than you can store in your Deals, you will have to return to the General Supply any goods that you can not store.
Crime Rate
The Crime Rate (Crime Rate) represents the level of criminality of each gang and is measured by the position of each Crime Rate marker on the Crime track.
All Crime Rate markers start the game at level 1 and increase or reduce when players carry out certain actions.
The Crime track is divided into 11 levels, grouped in 4 colored sections. When a Crime Rate marker reaches level 11 (RAID! box) a Raid is triggered at the end of the effect that caused the advancement. A player's Crime Rate can never be higher than 11; if a Crime Rate marker were to be higher, it would stay at level 11.
Eliot Ness figure
Eliot Ness represents the pressure federal agents exert on the gangs. His figure will start at level 0 on the Crime track and may advance up to level 6.
A player's Crime Rate marker can never be in the same box as Eliot Ness or below him. If this were to happen, place the Crime Rate marker one level ahead of Eliot Ness.
Raid Cards
Raid cards represent the US Government actions to try and put an end to the criminal activities of the gangs.
- Overall effect: Affects all players without distinction.
- Colored effect: Affects each player based on the position of their Crime Rate marker (color) on the Crime Rate.
- Crime Rate Reduction: Number of levels each player reduces their Crime Rate after applying the Raid's effects.
Carry Out a Raid
Raids take place either when a player's Crime Rate marker reaches level 11 (RAID! Box) in the Crime track (see left), or at the beginning of an Extra! Extra! phase (pg 27). The Raid must be carried out as soon as the effect that triggered it has been completed.
Once the Raid is over, the game continues where it left (either with the player resuming their Action turn or concluding the Extra! Extra! Phase).
To carry out a Raid, follow these steps:
- Put in Prison all thugs from the Underworld.
- Reveal the top card of the Raids deck.
- Resolve the overall effect.
- Apply the appropriate colored effect to each player based on their Crime Rate.
- Each player reduces their Crime Rate as indicated in the Crime Rate reduction box.
- Discard the revealed Raid card.
Time Track
The Time track indicates the duration of the game. The number of players determines the initial position of the Time marker, that advances one box on the Time track every time someone carries out a Reorganization turn.
The position of the Time marker in this track will mark the start and end of the game, which coincides with the start and end of Prohibition in the News cards.
The Time marker can never be placed to the left of its original starting box.
- Extra! Extra! box: The Extra! Extra! phase is triggered if the Time marker is here at the end of a Reorganization turn.
- News deck: One of these cards is revealed in every Extra! Extra! phase.
- Active News space: The effect of the top News card in this space is applied until another card is placed over it.
News Cards
News cards represent events and stories inspired by the real news that took place during the Prohibition years. News cards mark the duration of the game but also produce an effect that impacts all players.
- News effect: The effect that is activated when the News card is revealed.
Gameplay Overview
A game of Scarface 1920 is played by turns. The Time track will determine the duration of the game, which will change depending on the number of players.
Beginning with the starting player, players take turns clockwise performing Action turns as long as they have any cards left in their hand or deck.
Action turns are the core of the game. That is when players play their cards to carry out their Actions. Hiring new gangsters, controlling Neighborhoods, getting and selling alcohol and guns, making their gang stronger or visiting the Underworld or the Authorities are some of the actions they will perform to achieve their goal of becoming the most powerful gang in Chicago.
When a player has no cards left, they have to perform a Reorganization turn, which will advance the Time marker to the next box of the Time track.
Advancing the Time marker will eventually make it reach the Extra! Extra! space, triggering an Extra! Extra! phase, in which the next News card is revealed. When the last News card is revealed, the game ends, and players count the money they collected during the game and any end-of-game bonuses they may have.
The player with the most money will be the winner.
Golden Rules
- Whenever the text of a card contradicts or changes the rules described here, the card takes precedence.
- If a mandatory card effect cannot be carried out in full, you must try and fulfill as much of it as possible.
- If a card specifies you "may" do something, you can do it partially if desired.
- Requirements or costs must be met in full in order to resolve their effect.
- Money must be kept behind the screen, hidden from the other players.
- The amount of all game components is limited except for money, alcohol and guns. In the rare case where you would run out of any of these three components, you are free to use any replacement as a proxy.
- If two or more players must resolve an effect simultaneously and they can't agree on who resolves it first, proceed clockwise starting from the active player.
Game Turn
Cards in your hand or deck → ACTION TURN
- Lay out your Plan
- Carry out Actions: 1 Order, Skills and Jobs
- Draw new cards
Then: next player's turn.
No cards in your hand or in your deck → REORGANIZATION TURN
Reorganization steps, then an EXTRA! EXTRA! PHASE if triggered on the Time track. Then: next player's turn.
Action Turn
On your turn, if you have any cards left in your hand and/or deck, you must carry out an Action turn.
1. Lay Out Your Plan
You must play any number of cards from your hand (at least one) and lay them out in front of you. This set of cards is your Plan.
Note: If you have no card in hand but still have cards in your deck, proceed to Draw new cards.
These cards provide you the total amount of muscle and influence for your Order, the Skills you can carry out during that turn, or the possible requirements you need to meet to fulfill your Jobs.
Laying out large Plans has an impact on your Crime Rate. Playing only 2 cards in a Plan does not affect your Crime Rate, but you must increase your Crime Rate by 1 level for each card in the Plan above 2. This may trigger a Raid, which would have to be resolved immediately.
Note: Your Crime Rate cannot be reduced when laying out your Plan, even if you played 1 card or no cards at all.
Boss cards have no printed muscle or influence, since their values depend on the position of the Boss figure on the Gang board (pg 11).
Example: You have laid out this Plan in your Action turn. You have 4 muscle and 1 influence available to carry out your Actions. Since you played 3 cards, you increase your Crime Rate by 1.
2. Carry Out Actions
You may carry out, in any order:
- Skills from the cards in your Plan.
- Jobs you want to activate and/or fulfill.
- One Order using your muscle/influence in your Plan.
3. Draw New Cards
First you must discard all the cards laid out in your Plan. Place them face up in your discard pile.
Note: You are free to look at the cards in your discard pile, but you cannot look at another player's discard pile.
If you have fewer cards in your hand than your current Hand Size value (pg 24), draw as many cards as needed from your deck until you reach your Hand Size value.
If you don't have enough cards in your deck to refill your hand, draw as many as you can but don't reshuffle your discard pile to build a new deck.
4. Next Player Turn
Then, the turn of the player on your left begins.
Orders
After you have laid out your Plan (pg 17) you may carry out one of the following Orders:
UNDERWORLD ORDERS
- Hire 1 Associate (pg 19)
- Get 1 Job (pg 19)
- Get 1 Dealer (pg 19)
- Sell in the Neighborhoods (pg 20)
- Recruit thugs (pg 20)
AUTHORITIES ORDERS
- Sell to the Authorities (pg 21)
- Reduce your Crime Rate (pg 21)
- Retrieve your thugs from Prison (pg 21)
- Add Business markers (pg 21)
- Remove Control markers (pg 21)
OTHER ORDERS
- Send thugs to Districts (pg 22)
- Move cars, trucks and thugs (pg 22)
- Seize 1 Neighborhood (pg 23)
- Get supply from Deals (pg 23)
- Upgrade your gang (pg 24)
You can carry out your Order anytime during your turn, either before or after performing other Skills or Jobs. If you want to, you could decide not to carry out any Order at all.
Important: You cannot interrupt an Order by carrying out other Skills or Jobs.
Underworld Orders
There are 5 Orders you can choose in the Underworld:
- Hire 1 Associate
- Get 1 Job
- Get 1 Dealer
- Sell in the Neighborhoods
- Recruit thugs
How to carry out the Underworld Orders:
- Send 1 thug to the Underworld.
- Increase your Crime Rate as many levels as the number of thugs you have in the Underworld. This may trigger a Raid, which would have to be resolved immediately after you completed the Order.
- Choose 1 of the 5 Underworld Orders.
- The influence in your Plan must meet the requirements for that Order.
Example: You take a thug from your Headquarters and send him to the Underworld to Hire an Associate. As you already have another thug there, and now you place a second one, you must increase your Crime Rate by 2 levels.
Hire 1 Associate
Take an Associate from the Market with a number of Associate level equal or lower than the influence in your Plan and choose one of the following options:
- Place the Associate on your discard pile, OR;
- Add the Associate to your hand. In this case, you must spend 1 alcohol for a 1-3 Associate level Associate or 2 alcohol for a 4-5 Associate level Associate. This alcohol must be taken from your stored alcohol.
Finally:
- Refill the Market by shifting the cards left of the Associate you took one space to the right and turning up the top card of the corresponding Associate deck.
- Take the Family Ring (pg 10) from whichever player has it (or from the General Supply if no-one does). If you already had the Family Ring, simply ignore this effect.
Example: You have 4 influence in your Plan. You cannot Hire "The Slicer" because he is 5 Associate level and you only have 4 influence in the Plan. Even though you could Hire the 'Alderman', you decide to Hire the "Triggerman" because you want to have 1 Theft Associate in your deck to fulfill a Job you have, and also because you want to add the card to your hand but you only have 1 alcohol left (adding the Alderman to your hand would cost 2 alcohol).
Get 1 Job
Draw as many cards from the Jobs deck as the influence in your Plan. After looking at them, keep 1 and place it face down next to your other unfulfilled Jobs (if any).
Finally, return the discarded Jobs, face down, to the bottom of the Jobs deck. There is no limit to the number of Jobs you can have.
Get 1 Dealer
Draw as many cards from the Dealers deck as the influence in your Plan. After looking at them, keep 1 and return the discarded ones, face down, to the bottom of the Dealers deck.
Finally, you must carry out one of the following options:
- Create a single Deal: Place the new Dealer on its own, next to your other Deals, OR;
- Expand an existing Deal: Tuck the new Dealer beneath one of your existing Deals, leaving the lower part of the card (requirements and supply) visible; this is an expanded Deal.
There is no limit to the number of Deals you can have.
Example: You have 3 influence in your Plan, so you draw 3 Dealer cards from the deck. After checking them, you decide to keep the "Brewery Owner". The rest are returned to the bottom of the Dealers deck. You can now place the new Dealer in 3 different ways: (A) by itself, as a third deal (single deal), (B) beneath your "Alcohol Supplier", becoming an expanded Deal made up of 2 Dealers, or (C) beneath your already existing expanded Deal of 2 Dealers ("Gun Runner" and "Irish Revolutionary"), becoming thus an expanded Deal with 3 Dealers.
Sell in the Neighborhoods
You can make as many sales in your Neighborhoods as the influence in your Plan. For each sale, you must:
- Choose a Neighborhood you control where you have not made a previous sale during this Order.
- Spend the alcohol and/or guns required to gain the money shown on the bottom right corner of the tile. The alcohol/guns may be taken from the same Neighborhood and/or from any of your Deals or Jobs.
Trucks: For each truck you have next to the Neighborhood, you have to spend 1 alcohol/gun less on that sale. If you had enough trucks in one District, the alcohol/guns required for the sale might drop down to 0 (but never less than 0, even if you had more trucks than necessary).
Bribery: For each police next to the Neighborhood, you have to spend 2 money after each sale.
Example 1: You control 2 Neighborhoods in a District where you also have 2 trucks. You send 1 thug to the Underworld to Sell in the Neighborhoods. You can sell without spending any alcohol/guns in your Neighborhood A, because your 2 trucks in that district save you 1 alcohol/gun each when selling. Those 2 trucks also save you 1 alcohol/gun each in your Neighborhood B, so you can sell there by spending only 2 alcohol or 1 alcohol +1 gun. Keep in mind that every time you sell, you need to spend 2 money for each police in the district, so in order to make those 2 sales, you need to spend 4 money in police briberies. After subtracting these briberies, the total amount you gain is 29 money.
Example 2: You are in control of Neighborhoods A, B and C. You also have 2 Deals. During your turn, you send 1 thug to the Underworld to Sell in the Neighborhoods. You have 3 influence in your Plan, so you could make up to 3 sales in 3 different Neighborhoods you control. You spend 3 alcohol stored in Neighborhood A to Make a Sale there, and gain 14 money. Then, you spend 1 alcohol and 1 gun stored in Deal 1 to Make a Sale there, and gain 12 money. Even if you had enough alcohol and guns stored in Neighborhood B to sell there again, you could not since you already sold in that Neighborhood during this Order. Likewise, you don't have enough alcohol to Make a Sale in Neighborhood C. To Make a Sale there, you could use the 1 alcohol stored in your Deals, but you could not use the 3 alcohol stored in the other Neighborhoods you control. You gain a total of 26 money from the 2 sales you made with this Order.
Recruit Thugs
Carry out as many thug recruitments as the influence in your Plan. For each recruitment, you can advance one of your thugs between the following spaces on the Thug Board (pg 11):
- From the Slums to the Safehouses, OR;
- From the Safehouses to the Headquarters.
Example: This turn you have 4 influence in your Plan. You decide to carry out 2 thug recruitments from the Slums to the Safehouses (A and B) and 2 thug recruitments from the Safehouses to the Headquarters (C and D).
Authorities Orders
There are 5 Orders you can choose in the Authorities:
- Sell to the Authorities
- Reduce your Crime Rate
- Retrieve your thugs from Prison
- Add Business markers
- Remove Control markers
How to carry out the Authorities Orders:
- Send 1 thug to the Authorities.
- Choose 1 of the 5 Authorities Orders.
- The influence in your Plan must meet the requirements for that Order.
Sell to the Authorities
You can spend 1 alcohol or 1 gun for each influence point in your Plan and gain 6 money for each one sold. The alcohol/guns must be taken from your stored alcohol/guns.
Reduce your Crime Rate
Move down your Crime Rate marker on the Crime track (pg 14) as many levels as the influence in your Plan.
If your Crime Rate marker would end up at the same level as the Eliot Ness figure or lower, place your marker one level ahead of him instead.
Example: You have 3 influence in your Plan and you have sent a thug to the Authorities to reduce your Crime Rate. Your current level is 7 but you cannot go down to level 4 since Eliot Ness is there. Therefore, your Crime Rate marker moves down 2 levels only.
Retrieve your Thugs from Prison
You need at least 2 influence in your Plan to carry out this Order. Take all your thugs from Prison and place them back on your Headquarters.
Add Business Markers
You can add 1 Business marker (pg 13) for each influence in your Plan. To add it, take 1 Speakeasy, Casino, or Brothel marker from the General Supply and place it on one of your Neighborhood tiles.
Business markers restrictions
- The number of Business markers in the General Supply is limited. Once they are all gone, no more markers can be added.
- A Neighborhood can have at most 3 Business markers in any combination of these types: Speakeasy, Casino or Brothel.
- The Nightclub marker can only be added by upgrading your gang. The Nightclub does not count towards the 3-marker limit per Neighborhood.
Example: You have 2 influence in your Plan, so you can add up to 2 Business markers to your Neighborhoods. You control Neighborhood A with 1 Brothel marker, and B with 2 Speakeasy markers. You decide to add 2 Casino markers to your Neighborhoods. You cannot add the 2 markers to Neighborhood B because it already has 2 markers and the limit is 3. You could add them to Neighborhood A since it only has 1 Brothel marker. Finally, you decide to split them and add 1 Casino to each Neighborhood.
Remove Control Markers
Remove 1 Control marker from a Neighborhood every 5 influence in your Plan and return it to its owner. Any Business markers and any alcohol/guns stored in the Neighborhood remain there once the Control Marker is removed.
Other Orders
Send Thugs to Districts
You can take as many thugs from your Headquarters as the muscle in your Plan and place them on any District(s) where you have presence (see below).
Bribery: For each Police (police) in a District, you must spend 2 money for each thug you want to send there. If you don't have enough money you cannot carry out the Order.
Example: You want to send 3 thugs to the Districts. Since you have 4 muscle in your Plan, you should be able to do it. You send 2 thugs to the Central District, where you already have 1 thug and a Neighborhood you control. You then send 1 thug to the North Side District, where you have 1 truck and 1 thug, hoping to be able to Seize a rival's Neighborhood in a later turn. There are also 2 police in the North Side District, so you have to pay 4 money to send your thug there. You could not have sent any thugs to the West North Side district, as you have no presence there.
PRESENCE ON A DISTRICT. A Player is considered to have presence on a District when it has at least one of the following components on it: thug / car / truck / Control marker.
Move Cars, Trucks and Thugs
You can take as many of your cars/trucks and/or thugs from Districts as the muscle in your Plan and place them on any other District(s) with the following restrictions:
- Cars/trucks can move to any District(s).
- Thugs can only move to an adjacent District(s) unless they move together with a car/truck.
Bribery: For each Police (police) in a District, you must spend 2 money for each car, truck or thug you want to move there. If you don't have enough money you cannot carry out the Order.
Example: Player 1 is preparing a siege against a Neighborhood controlled by Player 2 in the Far North Side District. He estimates that he needs 3 more thugs and 1 more car in that District. Therefore, he lays out a Plan with 4 muscle in order to (A) move 1 thug from North Side to Far North Side (thugs can only move to adjacent districts on their own) and; (B) move 2 thugs + 1 car from Central to Far North Side (thugs that move together with a vehicle can go to whichever District the vehicle goes).
ADJACENT. Two Districts are adjacent if they are in contact through one of their sides. Two components are adjacent to each other if they are in adjacent Districts.
NEXT. Two components that are in the same District are considered to be next to each other.
Seize 1 Neighborhood
Choose 1 rival or neutral Neighborhood on a District where you have presence to gain control of it.
To do so, the muscle in your Plan must be equal or higher than the total defense value of the Neighborhood, calculated as follows:
Defense value shown in the icon at the top left corner of the Neighborhood tile, PLUS:
- +2 If there is a Control marker on the Neighborhood.
- +1 For each police next to the Neighborhood.
- +1 For each thug and/or car that the owner of the Neighborhood has next to it.
- -1 For each thug and/or car that you have next the Neighborhood.
After Seizing the Neighborhood from a rival, return the Control marker to its owner and place one of yours on the tile. If it was a neutral Neighborhood, simply place one of your Control markers on the tile.
Any Business markers and any alcohol/guns stored in the Neighborhood remain there after you seize it.
Example: You want to Seize a Neighborhood controlled by a rival. It has 3 defense, +2 from the Control marker, +1 from the thug, +1 from the police and -1 from your thug = 6 defense. Therefore, you must lay out enough cards in your Plan to have 6 muscle if you want to gain control of this Neighborhood.
Get Supply from Deals
Choose 1 of your Deals with a muscle/influence requirement equal or lower than the muscle/influence in your Plan.
Then, place 1 thug from your Headquarters on that Deal to take the alcohol and/or guns it supplies from the General Supply, respecting the maximum number of thugs you can have in that Deal.
In expanded Deals (pg 19), the muscle/influence required is equal to the sum of all muscle/influence visible. The alcohol/guns received is equal to the sum of all alcohol/guns visible.
Finally, store the alcohol and/or guns received on any of your Deals and/or Neighborhoods.
Note: Keep in mind that depending on your Dealers Supply level in your Gang board, you may receive additional alcohol/guns when you get the supply (pg 24).
Example 1: You have 1 muscle in your Plan and you decide to send a thug to a Deal to get some alcohol/guns. You cannot send your thug to the Irish Revolutionary because that would require 2 muscle. You send your thug to the "Alcohol Supplier" which only requires 1 muscle and take 2 alcohol. Then you store 1 of the alcohol on the "Alcohol Supplier" and the other one on the "Irish Revolutionary".
Example 2: You have 2 muscle in your Plan and want to send a thug to a Deal. At present you have 2 Deals: (A) an Expanded Deal, made up of 2 Dealers (Gun Supplier + Distillery Owner) and (B) a single Dealer (Alcohol Supplier). You send your thug to the Deal A since you have enough muscle to meet their joint requirement. In exchange you obtain 3 alcohol and 1 gun. You store 1 alcohol and 1 gun in your Deals, given that they both have a storage limit of 1 alcohol/gun. You store the 2 remaining alcohol in a Neighborhood you control.
Upgrade your Gang
Upgrade 1 of the gang stats on your Gang board (pg 11).
- The muscle and influence in your Plan must meet the requirements of the gang stat you want to upgrade.
- Spend the money required to upgrade the stat you choose.
- Take the cube immediately ahead of your Boss figure in the Boss track.
- Place the cube in the stat you want to upgrade (starting with level 2). Then, increase your Crime Rate accordingly. This may trigger a Raid! (pg 14).
- Advance the Boss figure one box in the Boss track (to the space you just took the cube from). When doing so, you may get a Boss track bonus. (See below).
Important: If you are forced for some reason to remove a gang upgrade from the game, you must remove the rightmost cube first (that is, starting with Level 3).
Example: You have 2 muscle in your Plan that you want to use to upgrade your Recruiters to level 2. You spend 4 money and put the next cube on the Boss track on level 2 of the Recruiters stat. As shown in the upgrade box, you have to increase your Crime Rate by 1 level. Finally, you advance your Boss figure to the space that was just vacated, effectively increasing his muscle and/or influence.
Boss Track Bonuses
IMPROVE BOSS STATS. Every time your Boss figure advances up to a higher row of the track, their muscle and influence stats improve. Whenever you play your Boss card in your Plan, their muscle and influence values will be the ones printed to the left of the row where the Boss figure stands.
BOSS TRACK REWARDS. If beneath the upgrade cube you just removed from the Boss track there is an icon, you will gain the indicated amount of money or a new Right-Hand (pg 10) of your choosing. Place the Right-Hand card in your discard pile or spend 2 alcohol to add it to your hand.
Gang Stats
HAND SIZE. If you have less cards in your hand than the value of this stat, draw cards from the deck until you reach that number; or as many as possible (pg 17).
LAWYERS. Number of thugs you retrieve from Prison during your Reorganization turn (pg 26), and number of Crime Rate levels you reduce in the Crime track at the end of some Raids.
RECRUITERS. Number of thug recruitments (pg 20) you can carry out during your Reorganization turn (pg 26).
DEALERS SUPPLY. Additional alcohol/guns supplied by each Dealer when you get supplies from a Deal (pg 23).
VEHICLES. Take a car/truck from your player area and place it on a District where you have presence. If any police are there, you will have to pay 2 money for each one.
NIGHTCLUBS. Choose one of your Neighborhoods and flip the tile, leaving it with the night-side up. Then take 1 Nightclub marker from the General Supply and place it on it. Keep the Control marker on the tile, as well as any Business markers, alcohol and guns that were there before.
Note: If you ever lose control of a Nightclub, do not remove your gang upgrade cube.
Skills
After you have laid out your Plan (pg 17) you may carry out as many Skills as you like from the cards in your Plan.
Skills are effects included on the Associate and Gang member cards which are applied regardless of the muscle/influence in your Plan.
You can carry out a Skill anytime during your turn, either before or after an Order, another Skill or a Job.
Important: You cannot interrupt a Skill by carrying out another Order, Skill or Job.
Matching Skills
The matching Skills can only be carried out if you lay out at least another card with the type of crime shown in the requirement.
Example: These are the cards you laid out in your Plan. During your turn you will be able to carry out all their standard Skills. You will also be able to carry out the Street Muggers' matching Skill, since you meet the requirement of having another Bootlegging card in your Plan (the Bodyguards). The WWI Veteran, on the other hand, doesn't meet the requirement (having another Violence, Gambling or Corruption card in your Plan), and therefore you will not be able to carry out his matching Skill.
Boss Skills
Each Boss has 4 different Skills, as shown on the bottom of your Gang board.
When laying out your Boss card you can carry out 3 Skills among the 4 available ones (you can repeat any if you want to).
Just like any other Skills, these can be carried out between other Orders/Skills/Jobs.
Jobs
After you have laid out your Plan (pg 17) you may fulfill any of your unfulfilled Jobs and/or you can activate the effects of your fulfilled Jobs.
Fulfil a Job
During the setup you drew 3 Job cards; these are your unfulfilled Jobs. Keep them face down in front of you. These cards do not count as part of your hand and you can look at them anytime.
To fulfill a Job you must meet its requirements and reveal it to the other players. You can fulfill a Job at any time, even during another player's turn (unlike Skills).
Note: You can carry out a Skill anytime during your turn, either before or after an Order, another Skill or a Job.
There are 3 types of requirements:
- Have - You must have this to meet this requirement.
- Plan - Among the cards in your Plan you must meet this requirement.
- Spend - You must spend what's shown in this requirement.
There are 2 types of Jobs:
- Instant Jobs - Resolve the effect immediately and then discard it.
- Permanent Jobs - Keep them face up in front of you for the rest of the game. Some have an ongoing effect and others may be activated when you need them.
Note: Once you have fulfilled a Permanent Job, you keep it in play, even if you do not meet the requirements anymore later on.
Activate a Job Effect
Some Permanent Jobs indicate when and how they are activated, achieving their effect.
Important: You cannot interrupt the fulfillment or activation of a Job by carrying out another Order, Skill or Job.
Note: If you are ever required to unfulfill a job, you will have to put it back next to your other face down unfulfilled jobs.
Reorganization Turn
If at the beginning of your turn you have no cards left in either your deck or your hand, then you must carry out a Reorganization turn. Follow steps 1-6.
1. Sell in each of your Neighborhoods
Once for every Neighborhood you control you can spend the alcohol and/or guns required to gain the money shown on the bottom right corner of the tile. The alcohol/guns may be taken from the same Neighborhood and/or from any of your Deals or Jobs.
Trucks: For each truck you have next to the Neighborhood, you have to spend 1 alcohol/gun less on that sale. If you had enough trucks in one District, the alcohol/guns required for the sale might drop down to 0 (but never less than 0, even if you had more trucks than necessary).
Bribery: For each police next to the Neighborhood, you have to spend 2 money after each sale.
2. Gain Money from your Business
Gain 3 money for each Business marker (Speakeasy, Casino, Brothel and Nightclub) you control.
3. Retrieve your Thugs
Take all your thugs from your Deals, your Jobs and the Authorities and put them back in your Headquarters. Then take as many thugs from the Prison as your current Lawyers value (pg 24) and place them back in your Headquarters.
4. Recruit Thugs
Carry out up to as many thug recruitments as your current Recruiters value (pg 24). For each recruitment, advance one of your thugs between the following spaces on the Thug Board:
- From the Slums to the Safehouse, OR;
- From the Safehouses to the Headquarters.
5. Reshuffle your deck and draw cards
Take all the cards in your discard pile, shuffle them and place them face down next to your gang board to build your deck once more.
Then, draw as many cards as needed from your deck until you reach your Hand Size value (pg 24).
6. Advance the Time marker
Advance the Time marker one box to the right on the Time track (pg 15).
Note: As a result of a previous Raid during the turn of a player, the Time Marker may already be in the Extra! Extra! box. In this case, continue to the Extra! Extra! phase as well.
7. Next player turn
Now the turn of the player on your left begins.
If at this point the Time marker is at the Extra! Extra! box, continue to the Extra! Extra! phase.
Extra! Extra! Phase
Carry out the Extra! Extra! phase only if at the end of a reorganization turn the Time marker is at the Extra! Extra! box.
1. Carry out a Raid
See pg 14.
2. Increase Eliot Ness by 1 level
Advance Eliot Ness's figure 1 level on the Crime track, unless it has already reached its maximum level (Level 6).
Important: A player's Crime Rate marker can never be in the same box as Eliot Ness or below it. If this were to happen, put the player's marker one level ahead of Eliot Ness.
3. Refresh the Associate Market
Return the Associates placed in the spaces below the trash icon back to the bottom of their respective decks.
Then, shift the remaining Associates to the right to fill the vacated spaces.
Finally, reveal the top card of each Associate deck and leave it on the top of the deck.
4. Reveal News Card
Reveal the top card from the News deck and put it face up on the active News space, covering any News cards there. The effect of this card becomes active and any previous News effects are ignored.
If the 'Prohibition Ends at Last' News card is revealed, the game ends and players proceed to determine the winner (pg 28). Otherwise, continue with step 5.
5. Return the Time marker
Take the Time marker and put it back on the starting box, according to the number of players (pg 15). The Time marker can never be placed left of its original starting box.
Now the turn of the player on your left begins.
Game End and Winner
Once the "Prohibition Ends at Last" News card is revealed, the game ends. It is now time to see what gang has amassed the most money during the Prohibition.
First, players add up the money behind their screen. Then, each player adds the following bonuses:
- +3 money For each Business marker (Speakeasy, Casino, Brothel or Nightclub) they control.
- +2 money For each Associate level in their hand, deck or discard pile.
Finally, other effects may allow players to gain money at the end of the game. Add this money (if any) and do the final count.
The player whose gang has the most money is then declared the winner and the King of Chicago. In the event of a tie, the player with the most money behind their screen is the winner. If the tie persists, tied players share the victory.
Example: A 4-player game has just finished and every player collects the money obtained through business markers and Associate levels, adding it to the money they had behind the screen. Alphonse manages to pull off a narrow win by only 2 money.
Turn Example
- You have 3 cards in your hand. You decide to lay out your Plan with the 3 cards and place them on the table. Since you played 3 cards, you increase your Crime Rate by 1.
- During your carry out Actions step, you can carry out your Order, Skills from the cards in your Plan and your Jobs, in any order. You decide to first use the Lieutenant skill to retrieve 1 thug from one of your Deals, returning him to the Headquarters. Then you use the 2 muscle in your Plan to carry out the Send to Districts Order. This is your Order during this turn. You take 2 thugs from the Headquarters and place them in two different Districts. Then you carry out the Moonshiner's Matching Skill which allows you to take 2 alcohol because you have thugs in 2 different Districts. You decide to not use the Bodyguard Skill to move 1 police, because you don't want to spend the required alcohol. You don't use the Moonshiner's skill either, because you don't have any thugs in the Underworld and it is a requirement.
- Finally, you fulfill your Hidden Cargo Job, because a Bootlegging Associate in your Plan was the only missing requirement to do so. Your turn ends and now it's the next player's turn.
Game Variants
Job Draft
You can play this variant if you want a greater control over your initial Jobs and therefore a greater chance to align them with your strategy. When setting up the gangs, give 3 Job cards to each player as usual. Then, all players choose and keep 1 card face down and hand over the remaining 2 to the player to their left.
Next, they pick 1 of the 2 cards they received from the player to their right. This process continues until no more cards are passed around and all players have 3 Job cards.
Customized Deck
After step 21 in the Player Setup, place face up on the table as many Associate cards of 1 Associate level as two times the number of players in the game.
The starting player chooses one of those cards. Next, the player to left of the starting player chooses another one; continue doing so until all players have chosen 1 Associate card of 1 Associate level.
Now players choose the second Associate, but starting with the last player and repeating the process counterclockwise, until everyone has chosen the second Associate.
Players can add one or two of those Associates they chose to their deck, exchanging Lieutenants and/or Bodyguards with them. Any exchanged Lieutenants and Bodyguards are placed back in the game box. Any Associate that has not been added to the deck is placed back under the 1-3 Associate level level Associates deck.
Credits
- Game Design: Toni Serradesanferm and Daniel Simón
- Artwork: SQETCH Studio - Antonio Stappaerts
- Game Development: Edu Benito, Victor Buzón, Jordi Marín, Javi Rodríguez, Joan Rodríguez, David Santiago, Toni Serradesanferm, Dani Teixidó
- Figure Sculpting: BigChild Creatives - José Manuel Palomares, Hugo Gómez, Rubén Martínez, Miguel Matías, Jaime de Garnica, Nuria Sevillano
- Graphic Design: Traphic Studio - Ester Benedit and Marc Salinas
- Additional graphics and layout: David Fernandez, Thaisa Plein, Oscar Sola
- Writing: David Martínez
- Translation Manager: Oriol Garcia
- Proofreading: Thomas Millard
- Video & 3D production: lag. and Marc Serrate
- Marketing: Jordi Marín
- Executive Producers: Jordi Pomarol, David Ruiz, Ignasi Tribó, José Manuel Palomares, Javier Ruiz
- Production Manager: Arnau Sans
- Publisher: David Ruiz
- More information: REDZENGAMES.COM
Glossary
Action: Any order, skill or job executed during an Action turn.
Add (muscle)/(influence): Increase the amount of muscle or influence in your Plan.
Action turn: The type of turn you must take if you still have cards in your hand or deck.
Adjacent: Districts are adjacent to one another if they share at least one boundary (red line). Components (cars, thugs, Neighborhoods…) are adjacent to one another if they are in adjacent Districts.
Associate: A card you can hire in the Market and add it to your deck. The level of each Associate is indicated by the number of Associate level stars shown at the bottom of the card.
Authorities: A space on the main board where you may send your thugs to execute the following orders: Sell alcohol/guns, Reduce your Crime Rate, Retrieve your thugs from Prison, Add Business markers and Remove Control markers.
Bribery (police): A payment of 2 money you must make for each police present in a District where you are placing one of your cars/trucks/thugs.
Brothel: A type of Business marker that can be added to a Neighborhood you control either through a specific order or through some card effects.
Business marker: There are 4 types of Business markers you can add to a Neighborhood you control: Speakeasies, Brothels, Casinos and Nightclubs.
Casino: A type of Business marker that can be added to a Neighborhood you control either through a specific order or through some card effects.
Colored effect (Raid): When a Raid takes place, its effects may vary depending on your Crime Rate level. Each Crime Rate level has an associated color on the Crime Track and on the Raid card.
Control marker: A token you place on a Neighborhood to indicate you control it.
Control (Neighborhood): You control a Neighborhood as long as you have a Control marker on it. Any Business markers on it are also Controlled by you.
Controlled (Neighborhood): A Neighborhood where you have one of your control markers.
Crime (types): Gang members and Associates specialize in a specific type of crime, as shown in the top right corner of their card. There are 6 different crime types: Bootlegging, Corruption, Gambling, Violence, Theft, and Vice.
Deal: A set made up of one (Single Deal) or more (Expanded Deal) Dealer cards that can supply you with alcohol and/or guns.
Dealer: The type of card that deals are made of. New Dealers can be placed on their own (Single Deal) or tucked beneath an existing deal (Expanded Deal).
Dealers Supply (gang stat): One of the 6 gang stats you can upgrade. Its value indicates the additional amount of alcohol/guns each of your Dealers supplies.
Discard: To remove a card from your hand or deck and put it in your discard pile. Jobs, Dealers, Raids and non-hired Associates are discarded face down to the bottom of their respective piles instead.
Discard pile: A space in your player area where cards laid out in your Plan are discarded once your Action turn concludes.
District: Each of the 7 areas of the main board bounded by the red that divide the map of Chicago.
Enter: To place a car/truck/thug in a district for whatever reason, no matter where it is taken from.
Expanded Deal: A Deal made up of 2 or more Dealers.
Family Ring: A token you may obtain by hiring an Associate or through different card effects. If you have the Family Ring at the beginning of your turn, you may gain money from the General Supply before the end of the turn (the amount changes depending on the number of players).
Free: No payment of money must be made (even if you usually would).
Fulfill (a Job): To meet the requirements of a job to reveal it and resolve its effect(s).
Fulfilled (Job): An instant Job that resolves immediately and is discarded to the bottom of the Jobs Deck or a permanent Job that stays face up in your player area and which has an ongoing effect.
Gain: To obtain a given amount of money from the General Supply and place it behind your screen.
Gang Members: The 6 cards in your starting deck plus the 4 right-hands you can get by upgrading your Gang. They can be easily recognized by the name of the Gang on the lower half of the card.
gang stat: Each Gang has 6 stats as shown in its Gang board: Hand Size, Recruiters, Dealers Supply, Vehicles and Nightclubs. All stats begin at level 1 and can be upgraded up to level 3.
General Supply: An area next to the main board within easy reach of all players and where alcohol, guns, money, business markers and the Family Ring are kept.
Hand Size (gang stat): If you have less cards in your hand than the value of this stat, draw cards from the deck until you reach that number; or as many as possible.
Headquarters: The rightmost space on your Thug board where thugs are available to execute your orders. Also, any thugs you retrieve are placed here.
Hire (Associate): To take one of the available Associate cards in the Market and adding it to your hand or discard pile.
Hit (thug): Whenever a thug is hit it must be placed in your Safehouses. You cannot choose to hit one of your thugs located in the Safehouses or the Slums.
Ignore a Requirement (Job): To disregard a condition when fulfilling a job.
Increase (Crime Rate): To advance your Crime Rate marker by moving it up as many levels as required on the Crime track.
Instant (Job): A Job type with an effect that resolves immediately when fulfilled and is discarded afterwards.
Kill (thug): Whenever a thug is killed it must be placed in your Slums. You cannot choose to kill one of your thugs located in the Safehouses or the Slums.
Lawyers (gang stat): One of the 6 gang stats you can upgrade. Its value determines the number of thugs you retrieve from Prison at the end of your Reorganization turn. It also reduces your Crime Rate marker in most Raids.
Level (Associate): A representation of both the power of an Associate and the cost to hire them, indicated by the number of Associate level stars shown at the bottom of the card.
Level (Crime Rate): The box where your Crime Rate marker stands on the Crime track.
Level (gang stat): Each gang stat has 3 levels. They all begin the game at level 1 and can be later upgraded to level 2 and then to level 3.
Make a sale: To spend the specified amount of alcohol and/or guns in one of your Neighborhoods to gain the indicated money from the General Supply.
Market: A space on the main board where 6 Associates are available for hire. It is split into two areas: one for the 1-3 Associate level Associates and another for the 4-5 Associate level Associates.
Matching skill: A skill found on Associate cards that can only be carried out if you have another card with the specified Crime type in your Plan.
Move (thug, car, truck): To take a thug/car/truck/police from one district and place it on a different district.
Neighborhood: A tile found in Districts where you can sell alcohol and guns for a profit if you control it.
Neutral (Neighborhood): A Neighborhood with no Control marker on it.
Next to: Components (cars, thugs, Neighborhoods…) are next to one another if they are in the same District.
News: Cards that mark the beginning and end of the game. These cards are revealed in every Extra! Extra! phase and they can have a continuous effect that is applied to all players until the card is replaced.
Nightclub: A type of Business marker that can be added to a Neighborhood you control when you upgrade your Nightclubs stat on your Gang board.
Nightclubs (gang stat): One of the 6 gang stats you can upgrade. When you upgrade your Nightclubs stat, you can choose a Neighborhood you control, flip it to its nightlife side and put a Nightclub marker on it.
Order: An Action you carry out when taking an Action turn. There are 15 different orders.
Overall effect (Raid): An effect found on Raid cards that applies to all players regardless of their Crime Rate level.
Pay: To give the specified amount of money to a rival.
Permanent (Job): A type of Job that, once fulfilled, stays in front of you and has an ongoing effect that lasts throughout the game.
Plan: The cards from your hand that are laid out in your player area when taking an Action turn.
Player area: A zone close to you where the main components of your gang are (Gang board, Thug board, Deals, screen, deck…).
Presence: An indication that one of your thugs/cars/trucks/control marker is in a given District.
Prison: A space on the main board where your thugs may end up (usually, due to a Raid). You can retrieve them by executing the appropriate order during an Action turn or with your Lawyers during a Reorganization turn.
Profits: The amount of money you obtain when selling goods in a Neighborhood you control.
Put in Prison: To take one or more of your thugs from wherever they are and place them on the Prison space. Unless otherwise specified, thugs in the Safehouses and in the Slums cannot be put in Prison.
Recruiters (gang stat): One of the 6 gang stats you can upgrade. Its value indicates the recruitments you may do when taking a Reorganization turn.
Recruitment: An advancement of a thug on the Thug board by moving it to the next space to the right (that is, from the Slums to the Safehouses or from the Safehouses to the Headquarters).
Reduce Crime Rate: To move down your Crime Rate marker the indicated number of boxes.
Requirement: A condition you must meet or the resources you must spend to upgrade your Gang or fulfill a Job.
Reorganization turn: The type of turn you must take if you have no cards in your hand or in your deck.
Retrieve (thug): To take your thugs from the specified place and put them back in your Headquarters.
Right-Hands: The 4 Gang members most trusted by the Boss. You can add them to your deck by upgrading your Gang.
Rival: Every player other than yourself.
Safehouses: The central space on your Thug board where thugs move in from the Slums before moving to your Headquarters when recruited. Also, whenever one of your Thugs is hit it is placed here.
Seize a Neighborhood: To gain control of a neutral or rival Neighborhood. After seizing it you must place one of your Control markers on it (and return the rival Control marker to its owner, if any).
Sell: To spend alcohol/guns to gain money.
Send (thug): To take one or more thugs from your Headquarters and place them on a specific place, either through a given Order or through some card effects.
Single Deal: A deal made up of just one 1 Dealer.
Skill: A specific ability found on all Gang member and Associate cards that can be carried out when you lay them out in your Plan. Bosses have 4 available skills and when laid out can carry out 3 of them (repeating any if desired).
Slums: The leftmost space on your Thug board where thugs can be recruited and moved into your Safehouses. Also, any killed thugs are placed here.
Speakeasy: A type of Business marker that can be added to a Neighborhood you control either through a specific order or through some card effects.
Spend: To take the specified amount of alcohol, guns and/or money and returning them to the general supply.
Steal: To take alcohol and/or guns from a rival site (usually, a Neighborhood). If you steal money from a rival, they must give you the money from behind their screen.
Storage: The number of goods a Deal or Neighborhood can hold. Neighborhoods have an unlimited storage capacity.
Store: Every time you get alcohol and/or guns, you must put them on your Deals or Neighborhoods. Goods that cannot be stored must be discarded.
Supplies: The alcohol and/or guns you get from the General Supply when sending a thug to one of your Deals.
Thug board: The board where your thugs will start the game. It is divided into 3 spaces: Slums, Safehouses and Headquarters.
Tuck: To slide a Dealer beneath an existing Deal to create or further extend an Expanded Deal.
Turn: You can take either an Action turn or a Reorganization turn.
Underworld: A space on the main board where you send your thugs to execute the following orders: Hire 1 Associate, Get 1 Job, Get 1 Dealer, Sell in the Neighborhoods, or Recruit thugs.
Unfulfilled (Job): A face-down Job in your player area that you haven't fulfilled yet.
Upgrade: Taking a cube from the Boss Track and putting it on the next box of a gang stat to improve its value by paying its requirements.
Upgrade Cube: A token you take from the Boss Track when upgrading your Gang.
Value (gang stat): A numerical attribute of a gang stat that changes according to its level.
Vehicles (gang stat): One of the 6 gang stats you can upgrade. Every time you upgrade your Vehicles stat you will be able to choose 1 of your available cars or trucks and put it on a district where you have presence.
Rules Summary
Cards in your hand or deck — Action Turn
If you hold the Family Ring at the start of your turn, gain 1/2/3 money (2/3/4 players).
1. Lay out your Plan
- Play any number of cards from your hand and lay them out in front of you.
- Increase your Crime Rate by 1 level for each card in your Plan above 2.
If a Player's Crime Rate marker reaches level 11, a Raid takes place immediately. After resolving the Raid, you may continue with the rest of the turn.
2. Carry out Actions
You may carry out, in any order:
- Skills from the cards in your Plan.
- Jobs you want to activate and/or fulfill.
- One Order using your muscle/influence in your Plan.
3. Draw new cards
- Discard all the cards laid out in your Plan.
- Draw cards from your deck until you reach your Hand Size value.
4. Next player turn
No cards in your hand or deck — Reorganization Turn
If you hold the Family Ring at the start of your turn, gain 1/2/3 money (2/3/4 players).
- Sell in each of your Neighborhoods.
- Gain 3 money from each Business marker you control.
- Retrieve your thugs from Authorities, your Deals and your Jobs. Retrieve as many of your thugs from Prison as your Lawyers value.
- Carry out up to as many thug recruitments as your Recruiters value.
- Reshuffle your deck and draw cards from your deck until you reach your Hand Size value.
- Advance the Time marker one box to the right on the Time track. If at the end of a Reorganization turn the Time marker is at the Extra! Extra! box, continue to the Extra! Extra! phase.
- Next player turn.
Extra! Extra!
- Carry out a Raid.
- Increase Eliot Ness by 1 level on the Crime track.
- Refresh the Associate Market.
- Reveal News card. If the "Prohibition Ends at Last!" News card is revealed, the game ends.
- Put the Time marker back on the starting box.
Orders
Send 1 thug to the Underworld to: (+Crime Rate)
| Order | Cost |
|---|---|
| Recruit thugs | 1 influence : 1 recruitment |
| Get 1 Job | 1 influence : 1 draw |
| Get 1 Dealer | 1 influence : 1 draw |
| Sell in the Neighborhoods | 1 influence : 1 sale |
| Hire 1 Associate | 1 influence : 1 Associate level |
Send 1 thug to the Authorities to:
| Order | Cost |
|---|---|
| Remove Control markers | 5 influence : 1 Neighborhood |
| Reduce your Crime Rate | 1 influence : -1 Crime Rate |
| Add Business markers | 1 influence : 1 Speakeasy / Casino / Brothel |
| Retrieve your thugs from Prison | 2 influence : all your thugs |
| Sell to the Authorities | 1 influence : 1 (alcohol/gun), 6 money each |
Other Orders:
| Order | Cost |
|---|---|
| Send thugs to Districts | 1 muscle : 1 thug |
| Move thug/car/truck | 1 muscle : 1 move |
| Seize 1 Neighborhood | muscle : total defense |
| Get supply from Deals | 1 thug + (muscle/influence) |
| Upgrade your Gang | money + (muscle and/or influence) + Crime Rate |
Carry out a Raid
- Put in Prison all thugs from the Underworld.
- Reveal the top card of the Raids deck.
- Resolve the overall effect.
- Apply the appropriate colored effect to each player based on their Crime Rate.
- Each player reduces their Crime Rate as indicated in the Crime Rate reduction box.
- Discard the revealed Raid card.
Solo Mode
The balance of forces has been broken. Your rival gang now has a powerful new ally; an Enforcer. It's a threatening presence that jeopardizes your entire business and forces you to take decisions. Optimize your resources, minimize the damage and try to always stay one step ahead. Get your gang together and prove you're still the king of Chicago.
Overview
In the solo mode of Scarface 1920 you can manage your favorite gang and confront it with another of the basic gangs in the game, but this time the rival Boss will have the invaluable help of a fearsome Enforcer that you will have to fight to take control of the city.
The solo mode is based on a two-player game in which the other player, The Enforcer, is controlled by an AI (artificial intelligence) that builds an Actions deck of cards using their own deck building system. This AI will carry out its actions in Chicago like a player, but its resourcefulness and its organizational skills are far superior to yours, forcing you to optimize your gang to the maximum to overcome it.
Considerations
Even though your rival in a solo game is, technically, the Boss for whom the Enforcer is working, throughout these rules we will simply refer to your rival as the Enforcer.
This set of rules and the solo mode Actions cards allow you to execute the Enforcer's game without having to decide anything, as it is an automated mechanic which only requires you to follow the instructions. If the Enforcer has to take a decision and the solo mode rules do not specify how to proceed, choose the option that benefits you the most.
Some Associate Skills or Jobs effects may have a lower impact in a solo mode game than in a standard game, since rules for the Enforcer are different from human players'.
Before playing a solo mode game, you should have read the standard rules for Scarface 1920. In addition, we recommend that you even play a few games with the standard rules to familiarize yourself with all the mechanics and components of the game.
Solo Mode Components
- 4 Gang boards (Solo mode side)
- 36 Actions cards
- 7 District tokens
- 1 Enforcer token
Solo Mode Setup
- Place the main board at the center of the table. Return to the game box all cards that include the "Multiplayer only" icon (black square beside the card type identification, on the bottom of the card). Set aside the Enforcer token. Shuffle all District tokens and place one at random on each District of the main board.
- Place the Money tokens (money), the Family Ring token, the Business markers, the Alcohol (alcohol) and the Guns (guns) beside the main board; this is the General Supply.
- Shuffle the Raid cards and place them face down on the Raids area; this is the Raids deck.
- Shuffle the Job cards and place them face down on the Jobs area; this is the Jobs deck.
- Set aside the following Dealer cards: "Alcohol Supplier" and "Gun Supplier" (Dealer card IDs 1 through 8). Set aside the following Dealer cards: 1 "Gun Runner" and 1 "Distillery Owner". Then, shuffle the remaining Dealer cards and place them face down on the Dealers area; this is the Dealers deck.
- Shuffle the 1-3 Associate level Associate cards and place them face down on the 1-3 Associate level Associates area; this is the 1-3 Associate level Associates deck. Then, draw 3 cards and place them face up on the 1-3 Associate level spaces, from left to right. Finally, reveal the top card and place it face up on top of the 1-3 Associate level Associates deck.
- Shuffle the 4-5 Associate level Associates cards and place them face down on the 4-5 Associate level Associates area; this is 4-5 Associate level Associates deck. Then, draw 1 card and place it face up on the 4-5 space on the right. Finally, reveal the top card and place it face up on top of the 4-5 Associate level Associate deck.
- Place the Eliot Ness figure on the starting level of the Crime track.
- Place the Police (police) in the following Districts: Far South Side, Far North Side and Central.
- Choose at random 2 Neighborhood tiles and place them on the Central District. Then choose at random and put a Neighborhood tile in each other District. All tiles must have their day-side up.
- Place at random one Speakeasy, Brothel or Casino marker on each Neighborhood tile.
- Place the Time marker on the Time track in the 2-player box.
- Place face up the 'U.S. is Voted Dry' News card in the Active News space.
- Place face down the "Prohibition Ends at Last!" News card on the News area. Then, shuffle the remaining News cards; draw 2 and place them face down on the News area (on top of "Prohibition Ends at Last" card); this is the News deck. The remaining News cards are returned to the game box without looking at them.
- The Enforcer is the starting player.
Player setup
- Choose one of the gangs and take all the components with the same color as the figure of its Boss.
- Place the Gang board in front of you; this is your player area. Then, place your 12 upgrade cubes and your Boss figure on the Boss track.
- Place the Thug board in front of you. Then, put your 12 Thug (thug) figures as follows: 6 in the Slums, 2 in Safehouses and 4 in the Headquarters.
- Put the screen back in to the box, as solo mode games don't need one. Then, take 10 money from the General Supply and place them in front of you.
- Place all your Control markers, Cars (car) and Trucks (truck) in your player area.
- Place your Crime Rate (Crime Rate) marker on level 1 of the Crime track, just ahead of the Eliot Ness figure.
- Set aside the Right-Hands (Right-Hand) cards from your Gang Member cards. Then, shuffle your remaining Gang Member cards and place them face down in your player area; this is your deck. Draw 3 cards from your deck; this is your hand.
- Choose a District with no police and place one of your cars or trucks there. Then place a Control marker on a Neighborhood tile in that District. The tile can not have other Control markers on it.
- Draw 2 cards from the Jobs deck, choose 1 and add it to your player area. Place the other one next to the Enforcer Gang board. Do this three times. The 3 Enforcer Jobs are considered fulfilled but without effect.
- Take 1 "Alcohol Supplier" and 1 "Gun Supplier" Dealer cards and place them face up in your player area. Then, take 2 (alcohol/gun) from the General Supply and place one in each Deal. The unused "Alcohol Supplier" and "Gun Supplier" cards are returned to the game box.
Enforcer setup
- Choose the gang you want to confront and take all the components with the same color as the figure of its Boss. This is the Enforcer gang.
- Place their Gang board on the solo mode side (dark) near you: this is the Enforcer player area. Then, place the 12 upgrade cubes and the Boss figure on the Boss track.
- Place their Thug board near you. This is the Enforcer Thug board. Then, put their 12 Thug (thug) figures as follows: 6 in the Slums, 2 in Safehouses and 4 in the Headquarters.
- Put the screen back in to the box, as solo mode games don't need one.
- Place their Control markers, Cars (car) and Trucks (truck) in the Enforcer player area.
- Place their Enforcer Crime Rate (Crime Rate) marker on level 1 of the Crime track, just ahead of the Eliot Ness figure.
- Leave their Gang Member and Right-hand cards in the box. Take the Actions cards and separate them into decks A, B, and C. Shuffle each deck separately and leave it face down. Deck C is the Enforcer's starting Actions deck; leave it next to the space you will be using to lay out the Enforcer Plan each turn. Place decks B and A next to Enforcer Gang board. Take a few cubes from a different gang and place them in the Enforcer player area. These are their Action cubes.
- Pick at random one District with no Police (police) on it and place the Enforcer token there. Place one of the Enforcer's car (car) or truck (truck) in that District. Then place one of their Control Markers on a Neighborhood tile in that District.
- The Enforcer ignores this step; they simply receive the Jobs you give them at this step in their setup and place them in their player area.
- Take the "Distillery Owner" and "Gun Runner" Dealer cards (set aside in step 5) and place them face up in the Enforcer player area. If the Neighborhood controlled by the Enforcer requires both alcohol and guns, place 1 alcohol and 1 gun on the Enforcer deals. If the Neighborhood only requires alcohol, place 2 alcohol on the Enforcer deals. If it only requires guns, place 2 guns on the Enforcer deals.
Solo Mode Basic Concepts
Districts tokens
These tokens are used to identify Districts on the main board with numbers 1 to 7. The District where the Enforcer figure is at any given moment is considered the current District.
At the beginning of each of their Action turns, the Enforcer will move to another District.
Actions deck and hand
Deck C is the starting Actions deck for the solo mode, but during the game, cards from decks A and B will be added to it when the Enforcer hires an Associate or gets Boss Track rewards.
The Enforcer has no cards in hand. Actions cards are always either in their deck, in their Plan, or in their discard pile. If an effect refers to the cards in their hand, the number of cards is considered to be 0.
Enforcer Power
The Enforcer has Enforcer Power instead of Muscle (muscle) and Influence (influence). Enforcer Power counts as both muscle and influence, and it is used by the Enforcer to carry out Actions from their Actions cards.
Actions cards
- Overall Power: Enforcer Power value provided by each card.
- Movements: Number of Districts the Enforcer moves at the beginning of their Action turn.
- Power bonuses: Additional Enforcer Power the Enforcer gets to carry out this specific Action.
- Actions: Effect of each Action.
- Type of deck: The Actions deck (A, B, or C) that the card belongs to.
Gang board (Solo mode side)
- Enforcer Plan: Number of Actions cards the Enforcer lays out in their Plan.
- Enforcer Actions: Number of Actions the Enforcer can carry out during their Action turn.
- Boss track rewards (A, B, C): Instead of Right-hands, the rewards for the Enforcer are new cards of type A, B, or C for their Actions deck.
- Requirements: Amount of money and Enforcer Power the Enforcer must have to carry out a certain gang upgrade.
- District numbers: District number associated with each gang stat.
Enforcer's Turn
The Enforcer turn follows the same steps as a regular player turn although there are some differences.
If the Enforcer has any cards left in their Actions deck, they will carry out an Action turn. If the Enforcer does not have any cards left in their Actions deck, they will carry out a Reorganization Turn.
Below you will find the differences that apply to the Enforcer turn.
Action turn
1. Lay out the Enforcer Plan
Reveal one by one the top cards of the Actions deck and create a row by laying them out face up from left to right in the Enforcer player area.
The number of cards laid out by the Enforcer is the same as the number shown in the Plan icon in the current row of the Boss track on the Enforcer Gang board. This value will increase during the game when the Enforcer upgrades their gang and the Boss advances through the Boss track.
If the Enforcer does not have enough cards in their Actions deck to lay out as many cards as specified in their Plan, they lay out all the cards they have.
Cards in the plan determine the movement, Power and possible Actions of the Enforcer during their Action turn.
Note: The Enforcer never increases their Crime Rate for laying any number of cards in the Plan.
2. Moving the Enforcer
The Enforcer moves a number of Districts equal to the added value of all the movements icons in their Plan.
This movement must always follow the numerical order of the District tokens. Since there are 7 Districts, movement after the District 7 continues back to District 1.
To carry out the movement, take the Enforcer token from the current District and place it in the destination District.
Example: The Enforcer has a total of 2 movements in the cards in their Plan and the Enforcer token is in District 4. Take the Enforcer token and place it in District 6.
3. Carrying out the Enforcer Actions
The Enforcer does not carry out Orders, Skills, or Jobs as a regular player. The Enforcer carries out the Actions from their Actions cards in their Plan.
Some Actions have specific requirements for the Enforcer to be able to carry them out. Those requirements can include Enforcer Power, or an Order which would normally require muscle and/or influence. In that case, Enforcer Power is used as both muscle and influence as indicated later in each Action description.
The total Enforcer Power the Enforcer has to carry out each Action is calculated by adding:
- The Power stat value on their Gang board.
- The overall Enforcer Power for each card in the Plan.
- The Enforcer Power bonus of that Action in the Actions card.
Follow these steps to carry out the Enforcer Actions:
- Take as many Action cubes as the current Actions value shown on the Boss track. This determines how many Actions the Enforcer can carry out this turn.
- Read the top line Action in the leftmost card of the Enforcer Plan and carry it out if possible. If the Action can be carried out, place a cube on it, carry it out and continue to the next Action on the same line on the card to the right in the Plan and check if it can be carried out, and so on. If the Enforcer cannot carry out the Action, skip to the next Action on the same line on the card to the right in the Plan. If the effect of an Action is null (in other words, if nothing would change by executing the Action) then the Enforcer is not considered to have carried out that Action and therefore you must not mark it with one of their Action cubes.
- After the rightmost card is the Action that stands one line below on the leftmost card.
- Once the Enforcer runs out of Action cubes for that turn or all the Actions in the cards have been checked, the Enforcer Action turn concludes. Place all the Action cubes next to the Enforcer Gang board and place all the played cards in their discard pile (next to the Actions deck).
Reorganization turn
The Enforcer Reorganization turn follows the same steps as a regular player Reorganization turn, applying the following changes:
- Sell in each of their Neighborhoods: The Enforcer follows the criteria described in "Sell in the Neighborhoods" (see Order modifications) selling in all those neighborhoods where possible.
- Gain money from Business: After getting 3 money for each Business marker they control (like in the standard rules), the Enforcer steals money from you. The stolen amount is calculated as follows: (Number of Enforcer Jobs) x (Number of News cards in the active News space).
- Recruit thugs: The Enforcer follows the criteria described in "Recruit thugs" (see Order modifications).
Orders Modifications
When an Action requires carrying out an Order, the Enforcer will carry it out in the same or in a very similar way a player would. Below you will find a list of the changes applied when the Action is carried out by the Enforcer.
Hire 1 Associate
Using their total Enforcer Power as influence, the Enforcer hires the Associate with the highest number of Associate level possible. In the event of having more than one option with the same level, the Enforcer takes the leftmost Associate in the Market with that level. Once the Associate the Enforcer is hiring has been determined, follow these steps:
- Place the Associate in the Enforcer player area creating an Associates pile. The Associate cards in this pile will not come into play until the end of the game, when they will add money to the final count as usual.
- Refill the Market as usual.
- If it is a 1-3 Associate level Associate, the Enforcer draws an Actions card from deck B. If it is a 4-5 Associate level Associate, they draw an Actions card from deck A. The Enforcer spends 1 alcohol if the card is from deck B, or 2 alcohol if it is from deck A, and then places the card face down on top of their Actions deck. If the Enforcer does not have enough alcohol, the new card is placed face up on top of their discard pile.
Associates are kept in a pile next to the Enforcer player area. During the game, these cards are considered "out of play"; if any effect would target the Enforcer Associates, these cards are never in consideration. For all practical purposes, the Enforcer has no Associates until the end of the game.
Get 1 Job
The Enforcer only draws the top card from the Job deck and adds it to the rest of their Jobs. Total Enforcer Power does not apply when carrying out this Action.
Get 1 Dealer
The Enforcer only draws the top card from the Dealers deck and adds it face down beside their other Deals. Total Enforcer Power does not apply when carrying out this Action. All face down Deals from the Enforcer supply 2 (alcohol/gun), have a Storage of 1 and can hold 1 thug.
Sell in the Neighborhoods
Using their total Enforcer Power as influence, the Enforcer makes sales in their Neighborhoods as in the standard rules. The Enforcer selects the Neighborhoods where they sell using the Neighborhood selection criteria (pg 7), and the alcohol/guns to be spent in that sale using the Spend alcohol/guns criteria (pg 8).
Recruit Thugs
The Enforcer carries out as many thug recruitments as their total Enforcer Power. All thugs in the Safehouses are recruited before the ones in the Slums.
Sell to the Authorities
Using their total Enforcer Power as influence, the Enforcer sells alcohol/guns to the Authorities as in the standard rules. The Enforcer selects the alcohol/guns to be spent in that sale using the Spend alcohol/guns criteria (pg 7).
Add Business Markers
Using their total Enforcer Power as influence, the Enforcer adds Business markers in their Neighborhoods as in the standard rules. Pick at random the Business marker that the Enforcer will place.
The Enforcer selects the Neighborhoods where they add Business markers using the Neighborhood selection criteria (pg 7).
Remove Control Markers
Using their total Enforcer Power as influence, the Enforcer removes Control markers as in the standard rules.
The Enforcer selects the Neighborhoods where they remove Control markers from using the Neighborhood selection criteria (pg 7).
Reduce Crime Rate
Using their total Enforcer Power as influence, the Enforcer reduces their Crime Rate as in the standard rules.
Retrieve Thugs from Prison
Some Actions on the Actions cards specify how the Enforcer retrieves thugs from Prison.
Send Thugs to Districts
Some Actions on the Actions cards specify how and where thugs are sent to Districts.
Move Cars, Trucks and Thugs
Some Actions specify how and where cars, trucks and thugs are moved. The movement priority criteria are explained on page 8.
Seize 1 Neighborhood
Using their total Enforcer Power as muscle, the Enforcer seizes Neighborhoods as in the standard rules. The Enforcer must have presence in a District to be able to seize a Neighborhood there.
If the Enforcer can seize more than one Neighborhood, follow these criteria to decide which one they seize:
- One of your Neighborhoods (instead of a neutral one).
- The Neighborhood with the higher profits.
- The Neighborhood with the higher defense.
Upgrade Gang
The Enforcer gang stats are upgraded using Enforcer Power and money (instead of muscle/influence + money). This is specified in each Enforcer Gang board stat upgrade requirements.
All gang stats have a District number (1 to 7) associated with them. When the Enforcer carries out a gang upgrade, they upgrade the stat with the same number as the number of the District token in the current District. If that stat cannot be upgraded, choose the stat with the following number. If no stat can be upgraded, this Action cannot be carried out.
Some boxes in the Enforcer Boss track show letters "A", "B" and "A+B" as Boss track rewards (instead of the Right-hand icons). Whenever the Enforcer upgrades their gang and advances the Boss figure on a box with any of these letters, the Enforcer takes the indicated card(s) from the corresponding deck(s). If possible, they spend 2 alcohol (even in the "A+B" case) to add these cards on top of their Actions deck. Otherwise, the new cards are placed in their discard pile.
Get Supply from Deals
Getting supply from Deals does not require Enforcer Power, but requires the Enforcer to send a thug to any of their Deals that does not have a thug on it from a previous Action. If there is no available Deal to place the thug, this Action cannot be carried out.
After the Enforcer places the thug on the Deal, calculate the total amount of supplies by adding the alcohol and guns supplied by all their Deals, as well as any additional supplies from the Dealers Supply stat on their Gang board. The Enforcer receives half the total supplies in alcohol and the other half in guns. In case the total supplies are an odd number, the Enforcer receives 1 more alcohol than guns.
The Enforcer stores these alcohol and guns as indicated in the storing alcohol/guns criteria (pg 8).
Note: All Dealers the Enforcer gets are single Deals that supply 2 alcohol/guns, have a storage of 1 and can hold 1 thug.
Additional Rules & Criteria
Enforcer presence
The Enforcer presence in the Districts is indicated with the Enforcer token. However, this token doesn't affect the defense of a Neighborhood when a seizing is carried out (unlike Thugs and Cars).
Following Districts
All the Districts with a higher District token number than the current District, are considered Following Districts in ascending order. Some requirements may apply, making the following District the first one meeting those requirements. Since there are 7 Districts, the following District after District 7 is District 1.
Enforcer Plan
The Enforcer Plan is laid out by drawing cards from their Actions deck. Once the Enforcer turn ends, the cards in the Enforcer Plan are placed on top of their discard pile.
The Enforcer has no cards in hand. Actions cards are always either in the Enforcer Actions deck, in their Plan or in their discard pile. If an effect refers to the cards in their hand, the number of cards is considered to be 0.
The Enforcer never adds Associate cards to the Actions deck, but keeps them in a pile in their player area.
Receiving money from the Family Ring
The Enforcer never forgets to receive their money from the Family Ring. If they don't receive their money during a turn, they receive it once you realize it.
Bribery immunity
The Enforcer token and all their thugs, cars and trucks are immune to the Bribery rule.
Vehicle benefits
The Enforcer vehicles are considered both cars and trucks at the same time. When making a sale in a Neighborhood with a car/truck next to it, choose to spend either 1 less alcohol or 1 less gun (usual truck benefit) depending on what makes the sale possible.
Selecting a District
When the Enforcer has to select a District between several options, they select the District with the lowest token number.
Alcohol and guns surplus
Any alcohol/guns stored in a Neighborhood that exceeds the requirements for a sale are considered surplus.
Hitting, Killing and Putting thugs in Prison
If any thug of the Enforcer is Put in Prison, Hit, or Killed, use the following order to determine where the thug is taken from:
- Put in Prison: Underworld > Authorities > Deals > Headquarters > Districts.
- Hit/Kill: Underworld > Prison > Authorities > Deals > Headquarters > Districts.
Removing Business markers
The Neighborhood where Business markers are removed by the Enforcer is selected with the following criteria:
- Neighborhood with the lowest Profit.
- Neighborhood where more alcohol/guns are lacking to make a sale.
- Neighborhood in the District with highest token number.
Removing Gang upgrades
If the Enforcer has to remove one of their gang upgrades, they remove a Level 3 upgrade before removing any Level 2 upgrade. Just like when upgrading the gang, the stat with the District number matching the current District number will be the first affected. This will continue in ascending order until the required upgrades have been removed.
Supplied/Unsupplied
A Neighborhood is considered supplied if a sale could be made at any given time considering all alcohol/guns stored in it, any truck benefits and alcohol/guns stored in the Deals. Otherwise, the Neighborhood is considered unsupplied.
When calculating how many Neighborhoods are supplied, each alcohol/gun stored in a Deal cannot be counted to supply more than one Neighborhood.
Selecting a Neighborhood
When the Enforcer has to select a Neighborhood, the following priority criteria apply:
- Neighborhood with the highest Profit.
- Neighborhood where less alcohol/guns are lacking to make a sale.
- Neighborhood in the District with the lowest token number.
Storing alcohol and guns
When the Enforcer has to choose where to store alcohol/guns, the following priority criteria apply:
- The Enforcer stores by alternating between alcohol and guns up to their maximum Deal storage and starting with guns if possible.
- Following the Neighborhood selection criteria, the Enforcer stores in each of their Neighborhoods as much alcohol as required to make a sale.
- If the Enforcer still has alcohol after applying the previous step, they start accumulating surplus, storing 1 alcohol in each of their Neighborhoods following the Neighborhood selection criteria, until they are all stored.
- Repeat step 2.1 with guns.
Spending alcohol and guns
When the Enforcer spends alcohol and/or guns:
- The Enforcer spends alcohol/guns from their surplus. After the surplus is depleted, the Enforcer spends alcohol/guns from their Neighborhoods, following the criteria below:
- Neighborhood with the lowest Profit.
- Neighborhood where more alcohol/guns are lacking to make a sale.
- Neighborhood in the District with the highest token number.
- If there is no alcohol/guns stored in the Neighborhoods, the Enforcer spends alcohol/guns stored in their Deals.
When it is not specified if the Enforcer has to spend alcohol or guns, spend them alternating starting by guns if possible.
Moving thugs, cars and trucks
The Enforcer carries out movements prioritizing them as follows:
- Thugs adjacent to the destination District.
- Thugs not adjacent to the destination District that can move with a car/truck. Moving the car/truck together with one or more thugs also counts as another move.
- Cars/trucks.
Solo Mode Game End and Winner
The end of the game is triggered just like in a standard game. At this point, the Enforcer gathers all the Associate cards they hired and adds their value as usual. Both you and the Enforcer count the total money. Whoever has more money is the winner.
Solo Mode Game Variants
Multiple players against the Enforcer: You can add the Enforcer as another player to your 2 and 3 player games. Prepare the game as you would for a standard game, counting the Enforcer as a player. All the cards marked with the Multiplayer only icon are removed from the game. When an Actions card effect refers to "you", apply it to all possible players. Some of the Enforcer Actions will affect all players and some will not.
Increasing the difficulty: For a bigger challenge in your games against the Enforcer, add 1 to the Power stat on the Enforcer Gang board, so that its values become +1/+2/+3 instead of 0/+1/+2.