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Tony & Tino

Tony & Tino Rulebook

Table of Contents

Table of Contents

  • Components
  • Object of the Game
  • Setup
  • Sequence of Play
    • Phase 1: Play or Discard a Card
    • Phase 2: Place a Crew Tile
    • Phase 3: Rackets
  • Special Cases
  • End of the Game - Scoring
  • Player Aid Sheet

Components

  • 1 Game Board representing a neighborhood in Chicago. Each vertical and horizontal line represents a Street in the neighborhood. Each intersection (marked with a green dot) denotes a "Corner". These corners are the key to running rackets as they influence both a vertical and a horizontal street. (The board shows Racket Tile Spaces, Corners and Streets.)
  • 36 Square Crew Tiles (18 blue for one player, 18 purple for the other player) - each set has the following Characters:
    • 1 Tile (value 3) representing The Godfather's Son
    • 3 Tiles (value 2) representing Lieutenants
    • 11 Tiles (value 1) representing Henchmen
    • 3 Tiles (value 0) representing Informants
  • 36 Round "Corner" Tokens. These are placed on the 36 Corners of the city, and are distributed as follows:
    • 24 Tokens numbered 1-10 (all green) (3 for each of the values from 1 to 6, 2 for each of the values 7 and 8, and lastly, 1 each for the values 9 and 10). These tokens represent the order in which The Godfather has arbitrarily decided to assign the corners to his sons. This leaves the sons to either take advantage of, or try to modify, this established order.
    • 12 Tokens unnumbered (6 blue and 6 purple). These tokens are only used for the initial placement of henchmen on the game board.
  • 12 Rectangular Racket Tiles. These tiles indicate the sum of money which will be gained by controlling the racket on the Street on which the racket tile is located. Their values are: $50,000 (1 tile), $30,000 (3 tiles), $20,000 (4 tiles), $10,000 (4 tiles).
  • 2 Decks of 13 Cards, one for each player: These identical decks of cards are used to manipulate the game to take advantage of the prime positions in the Neighborhood. These cards are described completely in the player's aid at the end of this rulebook.

Object of the Game

Players are trying to earn the largest sum of money by running rackets on the streets of the neighborhood. Each player, in succession, will place one of his Crew Tiles on a Corner (according to the arbitrary order imposed by The Godfather - unless circumvented by playing a card). When all 6 Corners on a single Street are occupied by Crew Tiles (regardless of color) the Racket Tile for that Street is immediately won by the player with the highest combined value of Crew Tiles on that Street (see below). In case of a tie, nobody wins, and the Racket Tile is discarded. When all of the Racket Tiles have been won or discarded, the twin who has amassed the largest sum of money is declared the winner and becomes the new Godfather.

Setup

  • Thoroughly mix the 36 Corner Tokens (the round tokens: 24 numbered, 6 purple and 6 blue) in a bowl. Then draw them, one at a time, at random, and place them on each of the 36 Corners, from left to right, top to bottom. Then replace each of the blue and purple tokens with Henchmen (Value 1 Crew Tiles) of the corresponding color.
  • Now, mix the Racket Tiles in the bowl. Draw these one by one, at random, and place them in the spaces located at the end of each street, from left to right, top to bottom. NOTE: in the unlikely event that a street already has all 6 Corners occupied by Crew Tiles, a Racket Tile is not placed on this street. Instead, this surplus tile is discarded.
  • Each player mixes the 12 Crew Tiles remaining in their color and places the tiles face down in front of themselves to form a draw pile. The players then turn the first two tiles in this pile face up.
  • Each player receives an identical deck of 13 cards, shuffles them, and places them face down in front of themselves to form a draw pile. They each take their top 3 cards to form their starting hands.
  • Now choose a starting player (the youngest, for example).

THE GAME CAN NOW BEGIN!

Sequence of Play

Each player, on their turn, must complete all three of the following phases:

Phase 1: Play or Discard a Card

During this phase of the turn, the player MUST:

  • EITHER play 1 of the 3 cards in their hand. The effect detailed on the card is immediately applied, unless it is countered (see below). Once the effect has been completed, the player draws a new card.
  • OR discard 1 of the 3 cards in their hand and draw a new one from their draw pile. Obviously, the effect of the discarded card is not applied.

Phase 2: Place a Crew Tile

During this phase of their turn, the player MUST choose one of the 2 Crew Tiles that are face up in front of them and place it on a Corner in the neighborhood. This Crew Tile MUST be placed on the Corner occupied by the lowest numbered Corner Token remaining on the game board. If several Corners have the lowest number, then the player may choose which of these corners to place the Crew Tile on. The Corner Token on the chosen Corner is removed from the game when the Crew Tile is placed on the game board.

The player then draws a new Crew Tile from their draw pile, and places it face up in front of themselves. This action is repeated each turn until all Crew Tiles have been placed (when the game ends).

While The Godfather's deployment rules are extremely strict, by skillfully playing their cards, the players will find clever ways to get around the rules.

Phase 3: Rackets

After placing a Crew Tile, any Streets that have all 6 Corners occupied by Crew Tiles and still have a Racketeering Tile on them must be awarded to one of the twins. The Streets are awarded as follows: Each player adds up the value of their Crew Tiles that are placed on this Street. The player with the largest combined total immediately wins the Racket Tile (located at the end of this street) and places it in front of themselves. In case of a tie, the Racket Tile is immediately discarded.

In the case where, after the placement of a Crew Tile, 2 new streets are completed, then the 2 corresponding Racket Tiles are awarded, according to the same mechanism.

Special Cases

These concern the utilization of 2 cards:

  • SUPER CREW: This card is the only one that cannot be countered. It gives you the right, after phase 3 of your normal turn, to take a new consecutive turn! This turn is played as a normal turn with Phase 1, 2 and 3 as previously described.
  • POLICE RAID: This card is the only card which can (and must) be played during your opponent's turn. During phase 1 of your opponent's turn, you may, if you have this card in your hand, counter the effects of the card which your opponent has chosen to play. The counter effects must be applied as soon as your opponent plays their card. The player whose card has been countered does not have to indicate which spaces or Tiles they intended to affect with their card.

End of the Game - Scoring

The game ends when the 36 Corners are occupied by Crew Tiles, and the 12 Racket Tiles have been awarded to either of the players or discarded. The winner is the player with the highest total of Racket Tiles. This son has proven himself worthy to take over the position of The Godfather and rule all of Chicago.

Player Aid Sheet

Card descriptions as printed (card names are graphics and not extractable):

  • Use this card to go straight to, and obtain a Corner where the number is just 1 higher than that which would normally be played. There are 4 cards of this type.
  • Thanks to this card, you can put your informers to good use, and, out of the blue, replace them with more valuable members of your Crew. There are 2 cards of this type.
  • This card is one of the best ways to take over a Corner of your choice (and also for sparking an opponent's counterattack)! When you replace, for example, your opponent's "3" pawn with a "3" pawn of your own, on a corner worth $50,000, don't resist the urge to look your opponent right in the eyes, and grin! There are 2 cards of this type.
  • This card allows you to take 2 turns in a row. It's up to you to find the right moment to play this card! There is only 1 card of this type.
  • Use this card to foil the careful placement by your opponent... but watch out for counter attacks! There is only 1 card of this type.
  • When all appears lost, why not throw your fates to the wind and rely on your luck? There is only 1 card of this type.
  • Only this card allows you to counter the action of a card played by your opponent (except for Super Crew, which cannot be countered). If you have this card in your hand, use it judiciously. If not, make believe you do ("You're doing that? Wait a moment please, I'm thinking..."). There is only 1 card of this type.