Thug Life the Game
Thug Life the Game Rulebook
Table of Contents
Table of Contents
Component List
There are 6 types of cards in the Street Deck. You will draw these cards into your hand at various times in the game.
- Street Deck: 93 cards
- Caution Cards: 19 cards
- Crime Cards: 24 cards
- Weapon Cards: 15 cards
- Homie Cards: 16 cards
- Ride Cards: 9 cards
- Turf Cards: 10 cards
- Drama Deck: 11 cards
- Player Guides: 6 cards
- Respect Tokens: 6 tokens
- Thug Figures: 9 standees in 6 styles, with 9 bases in Blue, Green, Orange, Purple, Red, and Yellow
- Dolla Tokens: 36 tokens
- Big Boss Token: 1 token
- Homie Figures: 16 standees, with 16 pink bases
- Cop Figures: 8 standees, with 8 black bases
- Street Dice: 1 red (Fight die), 1 black (Crime die)
- Street Board: 1 board, 4 parts
- Hood Boards: 6 foldable boards
Game Setup
- Place the Street Board in the center of the play area.
- Shuffle the Drama deck and place it above the Street Board.
- Randomly select 9 Homie cards and shuffle them into the Street deck. Divide the Street deck and place each stack on either side of the Street board.
- Place 2 Cop figures on the Street board.
- Place all Homie figures and all remaining Cop figures near the Street board.
- Give each Boss 1 Hood board and 9 Thugs of a single color. Place the corresponding Respect tokens on the number equal to the amount of Bosses in the current game. (4 Bosses in this example)
- Place 3 Thugs in the Yard (front) of each Hood.
- Place 6 Thugs and 1 Dolla in the Stash (back) of each Hood.
- Deal 3 cards from the Street deck to each Boss. You are now ready to start Thug Life!
The Yard is the front of a Hood board. The Stash is the back of a Hood board. A Hood Board has three Upgrade spaces: Homies, Rides, and Turfs. Place Upgrade cards here during the game.
Whenever you place anything into the Streets, place it anywhere you like on the Street board. Build your scene!
First Player
The player who has most recently broken a law takes the Big Boss token and goes first. If Bosses can't decide; argue about it... then decide randomly.
Play Areas & Placement
The Streets
- The Streets are represented by the Street Board. The Streets are where Drama cards, Street deck, discard pile, Cop figures and Respect tokens are placed throughout the game.
- Whenever you place anything into the Streets, place it anywhere you like on the Street board. Build your scene!
- Thugs, Rides and Homies that are used in Fights and Crimes are placed into the Streets and become "burnt out." They will not be useable again until a shift change occurs.
- Cards that state "play in the Streets" stay in play until a shift change occurs and are then discarded.
Hoods
- The Hood Board represent a Boss' power base and criminal infrastructure. Hoods provide +2 Power when defending against Fights (If that Fight is a Drive-by, there is no bonus).
- When you perform an Upgrade action, place the Upgrade card in the named space on your Hood.
- There is no limit to the amount of Turf, Homie or Ride cards that can be placed on the named space on your Hood.
Upgrades
- There are 3 types of upgrades: Homies, Rides and Turf. You must have an Upgrade card in your hand to perform an Upgrade action.
- Upgrades require an action to place but they may be used as a free action for the rest of the game.
- Upgrade cards may be used each turn as long as they are not burnt out.
- When a shift change occurs, all upgrades reset and become available again. (See Shift Change on page 9)
Dollas
- When earned, Dollas are placed into a Boss' Stash.
- If there are no Dollas in the Streets, Grind actions may only be performed against an empty Hood (i.e a Hood with no Thugs in the Yard).
- At the end of every round, the Big Boss will award each Boss 1 Respect for every 3 Dollas stored in their Stash.
Figures
Thugs
- Each Boss has a maximum gang size of 9 Thugs. There is no way to exceed this limit (even with the Traitor Card).
- Thugs add 1 POWER to any Fight or Crime they are used in.
- Thugs that are not in play are placed in a Boss' Stash until they are jumped in. They are not counted as Thugs and are not considered to be "in the game" until they are placed in the Yard using a Jump In action. They can not be used in Crimes or Fights. They can not defend and they can not be targeted.
Homie Figures
- There are 2 ways to use Homies: a) Place their Figure into the Streets to use their unique abilities. Follow the rules on each card. b) Place their Figure into the Streets to Pick a Fight or commit a Crime. (Either alone or with other Figures/Rides)
- Using a Homie in any of the ways mentioned above is a free action. Homies can be used again and again in this way as long as they are not burnt out.
(See Free Action and Burnt Out on pg 14)
Cop Figures
- Each time a SHIELD is rolled on a Street Die, add 1 COP to the Streets.
- If there are no more Cops available, add nothing.
- Cops that win Fights remain in the Streets. Cops that lose Fights are removed from the Streets.
The Rules
Thug Life is played in rounds. Each round has 5 Steps:
- Name Big Boss
- Reveal Drama
- Boss Turns
- Stash Bonus
- Shift Change
Step 1: Name Big Boss
The Boss with the highest Respect becomes the Big Boss and receives the Big Boss token. In case of ties, the Big Boss from last round chooses which of the tied Bosses goes first.
The Big Boss takes the first turn, determines the winner of any ties that can not be resolved by the rules, and resolves any end of round effects.
Step 2: Reveal Drama
The Big Boss reveals a new Drama card and adds it to the Drama cards already in play. If this puts the total Drama in play to 4, discard the oldest Drama card until only 3 remain. There can never be more than 3 Drama cards in play.
Drama cards are unique and resolve in different ways. Follow the rules on each Drama card.
Step 3: Boss Turns
Starting with the Big Boss, each Boss gets one turn every round moving in a clockwise order. Each Boss must name their gang and announce it to the table before taking their first turn. Each Boss' turn consists of a Drama phase, a Street phase and a Draw phase:
Drama Phase
Check the Drama cards in play near the Street board. Follow the rules on each card.
Street Phase
Take 3 actions in any order. You can take the same action multiple times.
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Jump In: Move one Thug from your Stash to your Yard. This Thug is now in play.
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Hustle: Place a Thug from the Yard into the Streets and draw 1 card from the Street deck.
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Grind: Place a Thug from your Yard into the Streets, then add 1 DOLLA to your Stash from one of the following locations: a.) The Street Board or b.) The Stash of an empty Hood. (ie. no Thugs on the Yard)
When you Grind an empty Hood, that Boss loses 1 RESPECT.
If there are no Dollas in the Streets and no empty Hoods, you may not perform a Grind action.
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Pick a Fight: To Pick a Fight: choose a target, select your Thugs (and/or Homies, Rides and Weapons) and roll the red Fight die. A minimum of 1 Figure is required to Pick a Fight. (See Fight Rules on page 10)
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Attempt a Crime: To attempt a Crime: play a Crime card from your hand into the Streets, select your Thugs (and/or Homies, Rides and Weapons) and roll the black Crime die. A minimum of 1 Figure is required to Attempt a Crime. (See Attempting a Crime on page 10)
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Upgrade: Place an upgrade card (Ride, Turf, or Homie) on your Hood board. Once an upgrade has been placed on your Hood you may use it as a free action for the rest of the game. There is no limit to the amount of Turf, Homie or Ride cards that can be placed on the named space on your Hood.
Draw Phase
There is no limit to the amount of Street cards you can hold in your hand. If you have 3 or more cards in your hand, you may not draw additional cards. You may, however, discard any number of cards, then draw back up to a hand of 3 cards. Your turn ends and the next Boss begins their turn.
Once all Bosses have taken a turn the round is over. The Big Boss resolves all "end of round" effects, then moves on to Step 4.
Step 4: Stash Bonus
Each Boss gains 1 RESPECT for every 3 DOLLAS they have in their Stash. Dollas are not removed from a Stash when this happens.
Step 5: Shift Change
A shift change may occur at the end of a round IF one of the following conditions are met:
- The Yard of any Boss has no Thugs on it.
- OR
- There are no Cops in the Streets.
If a Shift Change Occurs:
- Return all Thugs, Rides and Homies to their Yards and flip all Turf cards face-up.
- Cards in the Streets are removed from the Streets.
- Cops in the Streets are reset to 2.
- Each Boss draws back up to 3 cards from the Street deck.
- Discard all active Drama cards.
If NO Shift Change Occurs:
- Thugs, Rides, Homies remain burnt out in the Streets and Turf cards remain face down.
- Cards in the Streets remain in the Streets.
- Cops in the Streets remain in the Streets.
- Drama cards in play remain in play.
The game ends immedeately when a Boss earns their 13th point of Respect. The winning point of Respect MUST be earned by winning a Hood Fight!!
Attempting a Crime
During their Turn, a Boss may use 1 action to attempt a Crime. They may do this as many times as they choose as long as they have an action to spend and they have a Crime card in their hand. A minimum of 1 Figure is required to Attempt a Crime. Follow these steps:
Step 1: Play a Crime Card into the Streets. Add any number of Thugs, Rides, and Homies from your Hood. Add any number of Weapon cards from your hand.
Step 2: Roll the Black Crime Die. Add 1 POWER to the result of your Crime die for each Thug in the Crime. Then, apply the Power and bonuses from your Homies, Rides and Weapons.
Step 3: Apply Results. If the total Power is equal to or higher than the Difficulty of the Crime, the Crime is a success and you gain the rewards! Discard the Crime card.
If the total Power is lower than the Power of the Crime, the Crime is a failure and you are Busted! Discard the Crime card, then you must fight the Cops. (See Cop Fight on page 11)
If you roll a SHIELD, the Crime is a failure and you are Busted! Discard the Crime card, add 1 COP to the Streets, and you must fight the Cops. (See Cop Fight on page 11)
Anatomy of a Crime Card
- Card Type
- Card Title
- Play Tip
- Instructions
- Crime Difficulty
- Card #
Fight Rules
During their turn, Bosses may use 1 action to Pick a Fight. A minimum of 1 Figure is required to Pick a Fight. They may do this as many times as they choose as long as they have an action to spend and a legal target.
General Fight Rules
Step 1: Choose a Target
- Choose a Hood fight or Street Fight against another Boss, or a Street fight against the Cops.
- Add any number of Thugs from your Yard and/or Rides and Homies from your Hood.
- Both Bosses may add any number of Weapon cards from their hand.
Step 2: Roll a Red Fight Die
- Add 1 POWER to the result of your Fight die for each Thug in the Fight. Then, add the power and bonuses from your Homies, Rides and Weapons. All power and bonuses are applied simultaneously. (See Kills and Shields on pg 11)
- If this is a Cop Fight, the Boss to the left of the active player rolls for the Cops. Each Cop figure in the Streets adds 1 POWER to their red Fight die. Cops gain no bonuses unless a card or effect provides one.
Kills. If any Skulls are rolled or added by Weapons or other effects, those Kills are removed immediately and do not add their power to their side's total (bonus effects are still applied). Kills are chosen by the Boss whose Figures are being killed. A Boss needs at least 1 Figure remaining to win a Fight, regardless of power.
Shields. Every time a shield is rolled a Cop is added to the Streets. If both Bosses roll a Shield the Fight ends. Discard all Weapons used in that Fight. The Cops now Pick a Fight with each Boss, starting with the attacking Boss. (see "Cop Fight" below)
Step 3: Determine winner.
- After applying Kills, the Boss with the highest POWER wins the fight. The Attacker wins ties.
- If there are ZERO Figures remaining in a Fight, both Bosses gain 1 RESPECT.
- All Thugs, Rides and Homies used in the Fight remain in the Streets and cannot be used again until a shift change occurs.
Street Fight
When a Boss Picks a Fight in the Streets, they must Fight all of that Boss' Figures (and Rides) in the Streets as one group. Bosses may not single out targets. The winning Boss will gain 1 RESPECT and the losing Boss will lose 1 RESPECT.
A Boss cannot choose a Fight action if they have no Figures to commit from their Hood. Figures in the Streets and Thugs in the Stash cannot be used.
Cop Fight
When a Boss "Picks a Fight" with the Cops, they are the attacker and they must fight ALL of the Cops in the Streets.
If the Boss wins, they gain 2 RESPECT and all Cops are removed the Streets.
If the Cops win, all Thugs are placed in their Boss' Stash. All Rides are discarded and all Homie figures and their corresponding cards are removed from the game.
If there are ZERO Figures remaining in a Cop Fight, that Boss gains 2 RESPECT.
Fighting Cops after a failed Crime. When a Boss fails a Crime and must Fight the Cops, the Cops are the attackers. The Boss only Fights with the Figures and Rides used in the Crime (Weapons have already been discarded). Bosses can still add new Weapon cards to this new Fight.
Hood Fight
When a Boss Picks a Fight against another Boss' Hood they must fight all of the Thugs on that Yard.
Thugs in the Stash are not in play and do not defend. Rides and Homies on the Hood do not defend.
The defending Boss gains a Hood defense bonus of 2 POWER if there is at least 1 Thug in the Yard. The winning Boss gains 1 RESPECT and takes 1 DOLLA from that Boss' Stash. The losing Boss loses 1 RESPECT.
If there are no Thugs on a Yard, Bosses may not Pick a Fight with that Hood. They may still Grind the Hood. (see "Grind Actions" pg 8)
Drive-by
If a Ride is used to Pick a Fight against a Hood, the Fight becomes a Drive-by. A Drive-by allows the attacking Boss to ignore all Hood defense bonuses. A Boss cannot place more Figures on a Ride than its Drive-by value. (See Rides on pg. 13)
A Boss may use multiple Rides in the same Drive-by. A Boss may not combine Figures in a Ride with Figures on foot for any Fight or Drive-by. If a Boss wins a Drive-by, they gain 1 RESPECT. The losing Boss loses 1 RESPECT.
For more details on Fights, see "Anatomy of a Fight" on PAGE 14.
Street Cards
There are 6 types of Street cards in Thug Life. If the Street deck ever runs out of cards during a game, simply shuffle the discard pile and place it back on the Streets. Make sure to read each card out loud as they are played, especially if there are new players.
- Caution Cards - Watch out! These cards have unique effects, often played out of turn. Caution cards may be played whenever their play tip indicates. Caution cards (usually) do not count as an action when played. Follow the rules on each card.
- Crime Cards - The best way to earn Respect! Crime cards are played during your Street phase. They cost 1 action to play. A minimum of 1 Figure is always required to attempt a Crime.
- Weapon Cards - Shoot, bang, burn! Weapon cards can be played anytime before you roll the RED or BLACK die. Consult the play tip and follow the rules on each card. Place all Weapon cards in the discard pile after the FIGHT or CRIME is complete.
- Upgrade Cards - These are the most powerful cards in the game. Get 'em, use 'em, play 'em! There are 3 types of Upgrade cards. Homies, Rides and Turf. All upgrades require an action to place but are free to use for the rest of the game as free actions as long as they are not burnt out. When you play upgrade cards they are played on to the named space of your Hood. Upgrades have unique abilities. Follow the rules on each card.
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Homie Cards - Homies are the unique street heroes and villains of Thug Life. After you have spent an action to play a Homie card take the corresponding figure and place it on top of its card. Using a Homie figure is always a free action. (see Homie Figures on pg 7)
When a Homie is placed into the Streets for any reason they are burnt out and cannot be used again until a shift change occurs. Homies can not be used to defend a Hood. If a Homie is killed, do not discard the card. Instead, remove the Homie card and its Figure from the game.
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Ride Cards - Rides are the best way to get that last point of Respect. Time to roll out! Rides may be added to Crimes and Fights by placing them into the Streets. This is a free action but attempting the Crime or Fight, still requires an action. When a Ride is placed into the Streets for any reason it is burnt out and cannot be used again until a shift change occurs.
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Taking Upgrades: If a Ride, Turf, or Homie changes owners, the new owner takes the upgrade in the same state. If an Upgrade is burnt out, it cannot be used. Unused upgrades can be used immediately.
Example: Gang Green uses an Extortion Crime card to take control of The Mexicutioner who is burnt out in the Streets. The Mexicutioner's card is placed on the Boss' Hood but the Homie remains burnt out in the Streets and won't be available for use until the next shift change.
Key Words
Action. On your turn you may take up to 3 actions. You may only take actions on your turn, this includes free actions. If a play tip allows you to use a card when it is not your turn this is not considered an action.
Big Boss. The Big Boss is indicated by the Boss holding the Big Boss token. At the beginning of each round, the Boss with the highest Respect becomes the Big Boss and receives the Big Boss token. The Big Boss goes first, reveals Drama cards at the beginning of the round, determines the winner of any ties that can not be resolved by the rules, and resolves end of round effects.
Burnt Out. When a Ride or Figure is placed into the Streets it becomes burnt out. Burnt out Rides and Figures may not be used in Fights or Crimes or selected to interact with Drama cards until the next shift change resets them. They may only defend when they are attacked in the Streets.
Caution. Caution cards are unique cards that have varying effects and abilities. They may be played whenever play tip on each card indicates. Follow the rules on each card. Caution cards do not count as an action when played unless specified by the card.
Crimes. There are 3 types of Crimes. Tech, Muscle and Drug Crimes.
- Muscle Crimes. This is a basic Crime.
- Tech Crimes. You may not use Rides or Weapons when attempting Tech Crimes.
- Drug Crimes. No restrictions but may be targeted by several cards or effects in the game.
Drive-by. When a Ride is used in a Hood Fight, that Fight becomes a Drive-by. The defender will not get a defense bonus during the Fight. A number always follows the "Drive by" keyword on a Ride card. This number denotes the maximum amount of figures that may be placed into that Ride. A Boss may use multiple Rides in the same Drive-by. A Boss may not combine Figures in a Ride with Figures not in a Ride for any Fight or Drive-by.
Fight. There are 3 types of Fights. Hood, Street or Cop. They all function the same except for the rules below:
- Hood Fight. Defender gains 2 POWER. If the attacker wins they take 1 DOLLA from the defender's stash and add it to their own. If the attacker uses a Ride, this Fight becomes a Drive-by. (See Drive-by on pg. 12)
- Cop Fight. If the Boss wins, they gain 2 RESPECT and all Cops are removed from the Streets. If the Cops win, all Thugs are removed from play and returned to their owner's Stash, the Boss loses no Respect. If this Fight is due to a failed Crime, the Cops are the attackers.
Free action. A free action, is an extra action that you may only take during your turn. Free actions do not count towards your 3 action limit. You may take any number of free actions on your turn.
Shift Change. At the end of each round, the Big Boss will check for empty Hoods (no Thugs in a Yard) or empty Streets (no Cops). If either of these conditions are met a shift change occurs. (See Shift Change on pg. 9)
Take. Cards or effects that "take" a figure, card, or token from another player do so at random.
Thugs. Each Boss has 9 Thug figures in their color. While Thugs are in the Yard, they may be used in Crimes, Fights and Dramas. While they are in your Stash, they can not be used or targeted until they are Jumped In (placed in your Yard).
Upgrades. These cards require an Action to place on your Hood, but may be used as a free action for the rest of the game. There are 3 types of upgrades: Homies, Rides, and Turfs.
Anatomy of a Fight
A. Gang Green Picks a Fight with the Bloody Mary's Hood. Gang Green sends 2 Thugs and adds an SMG to the Fight. The Bloody Marys add no Weapons.
B. Both Bosses roll the red Fight die. Gang Green rolls a SHIELD and adds 1 Cop to the Streets, giving them a total POWER of 3 (2 Power, +1 from SMG). The Bloody Marys roll 2 POWER, giving them a total of 6 (2 Thugs, +2 Hood defense, +2 Fight die).
C. Gang Green uses the Re-Roll from the SMG and the new result is 2 KILLS.
D. The Bloody Marys remove 2 Thugs from the Fight. Though they still have a higher POWER than Gang Green they have no figures left in the fight and Gang Green wins gaining 1 RESPECT and taking 1 DOLLA from the Blood Marys Stash. The Bloody Marys lose 1 RESPECT.