Rules of Play
Transcription
Rules of Play
Rules of Play 1 2 Meet the Gangsters A A: Name B: Type (Thug, Hitman, Gambler, Conman) C: Respect Value D: $ (Money) Value E: Special Action (if any)  35 4 6 Second Edition A game by Tom Vasel and Steve Avery For 3-5 players • Ages 10 and up • 90-120 min Hitman The Mafia business is thriving but there are whispers that the Capo appears old and tired. Time to make your move! Of the five families competing for control of the business, you know that YOUR family is the one that is best suited for leadership. As you use every Gangster under your control to gain the most respect, others are sure to stand in your way. But it’s “nothing personal”, right? Thug Conman B C D E Gambler Setup 1. Place the board within easy reach of all players. 2. Each player chooses a family Player Board and takes: a) The matching Scoring Meeple, b) All 25 matching Influence markers c) $5 Components 1 Game Board 5 Player Boards 80 Money Tokens [50 @ $1, 20 @ $5, 10 @ $10] 125 Player Influence Markers 25 Neutral Influence Markers 5 Re-roll Tokens 50 Gangster Cards 94 Influence Cards 5 Wood Scoring Meepsters 5 Checkmark Markers 8 Gold-Tone Blackmail Coins 2 Silver-Tone Omertá Coins 1 Gold-Tone Capo Ring 1 Black “Make a Move” Die 1 Red “Whack” Die 1 White “Number” Die 5 Tuck Boxes (for storing each color’s Influence markers) Re-sealable Plastic Bags (for storing components) 3. Find the Gangster card “Killer” Mac Pheeto and place him faceup in the 9th Position (Capo). 4. Shuffle the remaining Gangster cards. Deal a card face-up card into the 8th Position (Underboss), then the 7th (Counselor) and so on in descending order to the 5th Position (Racketeer). When dealing cards to these Positions, each Gangster “type” (Hitman, Thug, etc.) should be showing at least once. If, at any time, a card is dealt that does not have at least one Gangster type that has not yet been placed, discard that card and deal a new card to that Position until the new card shows at least one of the unplaced types. 5. Shuffle all unplaced Gangster cards and deal cards face-up into Positions 4, 3, 2 and 1, as well as all three Associate spaces. 6. All remaining Gangster cards are placed face-down in the “Gangsters” space on the board. This forms the Gangster Deck. 3 4 7. Shuffle the Influence cards and deal 4 to each player. Overview 8. Place the remaining Influence cards face-down in the “Influence” space on the board. This forms the Influence Deck. Nothing Personal consists of 5 rounds in which players will try to gain the most Respect by controlling key Mafia members. Each round consists of 6 phases: 9. Place a Checkmark marker on “The Commission” space of the Phase track. Place the remaining 4 Checkmark markers near the Phase track. 1. The Commission Gain control of Gangsters and take Influence actions. 2. The Crew 10. Place each player’s Scoring Meeple on the “0” or “Rifiuiti” space of the Respect Ledger Determine control, receive Respect/money and take Gangster actions. 3. The Fence 11. All Neutral Influence markers, coins, dice and money are placed near the board within easy reach of all players. Draw Influence cards. 4. The Feds Determine if Gangsters are sent to Prison; Rotate Gangsters upright. 12. The player that looks the most like a mobster takes the Capo Ring and is the First Player. If the players cannot agree, the first player to say an accurate quote from a gangster movie takes the Capo Ring instead. 5. The Family Fill all empty Gangster Positions. 6. Bookkeeping 13. Starting with the First Player and continuing clockwise, each player places 1 of their Influence markers on any Gangster. Repeat this two more times, so that each player has a total of 3 Influence markers on the board. Players may place multiple Influence markers on a single Gangster or spread them amongst multiple Gangsters as they choose. Any player that gains control of the Capo Position immediately takes the Capo Ring (see “Controlling a Gangster” on page 9). Place the Checkmark marker on the next open space on the Bookkeeping track; Place a new Checkmark marker on The Commission space to start a new round. Players will resolve all the actions for each phase before moving the Checkmark marker to the next phase. When all actions have been resolved at the end of the Bookkeeping phase, this marks the end of 1 round. After each round, leave the Checkmark markers on the Bookkeeping track so that all players know what round it is. When all 5 spaces of the Bookkeeping track have been filled, the game ends. Players take turns in clockwise order, with the player currently possessing the Capo Ring going first. 5 full amount on a Gangster, the card cannot be played to place Influence on that Gangster. • If the Influence card would place Influence markers on more than one type of Gangster, the player may only place Influence on any Gangster for which they can place the full amount. • Influence markers of one type may not be split between multiple Gangsters unless the card states otherwise. • Influence markers may be placed on Associates. However, Associates do not participate in The Crew phase unless they have a special action that allows them to do so. • If there are no Gangsters on the board that are of the type(s) shown on the Influence card, a player cannot place any Influence markers of that type. • Players are limited by the 25 Influence markers of their color. Objective Earn the most Respect for your family by controlling key Mafia Gangsters in the different organizational Positions over the course of 5 rounds. Phase 1: The Commission Overview In the Commission phase, players play Influence cards to gain control of Gangsters and take other actions. Starting with the First Player and proceeding clockwise, each player MUST perform one of the following actions: • Play an Influence card to place the indicated number of Influence markers on the specified Gangster(s) and then perform any additional effects stated on the card; • Play an Influence card with an “OR” keyword to perform ONLY the special action listed on that portion of the card; • Play an Influence card to place 1 Influence marker on any Gangster and ignore ALL text on the card; • Pass and do not play an Influence card. A player that passes may take no further actions during this Commission phase. All played cards are discarded immediately once they have been resolved. Once all players have passed, The Commission phase ends. Placing Influence Markers A player may play an Influence card to add Influence markers of their player-color to a specific type of Gangster as listed on that card (Thug, Hitman, Gambler, Conman). To do this, play the Influence card and place that number of Influence markers on ONE Gangster that matches the icon on the card. In addition, follow these rules when placing Influence: (Example: Cody has an Influence card with a 3 (Conman) icon but only has 2 Influence markers. He cannot play the card to place that Influence. Meanwhile, John has an Influence card with a 3 (Thug) icon and a 1 (Gambler) icon. He puts all 3 Influence markers on ONE Thug and 1 Influence marker on a Gambler. He cannot place 2 Influence markers on a Thug and 1 on another Thug, as the card only A player must place all of the Influence markers listed on the played Influence card, even if this may cause their own Gangster to reach or exceed the Influence limit (see “The Feds” on page 12). If a player does not have enough Influence markers to place the 6 allows him to place 3 Influence markers on ONE Thug. If John only has 2 Influence markers in his supply, he cannot place any Influence on a Thug and can only place 1 Influence marker on a Gambler.) The player with the most Influence markers on a Gangster is the controlling player for that Gangster (see “Controlling a Gangster” on page 9). Controlling the Capo The player that controls the Capo immediately takes the Capo Ring. If no one controls the Capo, the player that currently has the Capo Ring retains it. The Capo Ring moves as soon as a new player gains control of the current Capo...even if it is in the middle of a phase! This does not change the player turn-order for the current phase (the order of playing Influence cards during The Commission, for example). The new turn-order becomes effective at the beginning of the NEXT phase. However, all other properties of the Capo Ring transfer immediately to the controlling player. than the current Ante. If they cannot or choose not to pay, that player must pass. If the player pays a greater amount, that amount becomes the new Ante. (Example: After all the other players have played an Influence card or passed, Tom plays an Influence card along with $4, which goes to the bank. The Ante is now $4. If Bob, the next player, wants to play an Influence card, he must also pay $4 to the bank or be forced to pass. Bob decides to pay $4 and adds $2 more, then plays his Influence card. Thanks to Bob, the Ante is now $6. Steve, the next player, throws his cards down in disgust as he only has $5 and needs at least $6 to play more Influence cards.) Red-colored Icons Some Influence cards show a red-colored icon with a Position listed instead of a Gangster type. This means that the Influence markers are placed on the Gangster currently in that Position, regardless of that Gangster’s type. (Example: Sam has an Influence card with a “3” red icon that says “Third Guy”. He places 3 Influence markers on the Gangster in the Third Guy Position, regardless of what type of Gangster it is.) Players continue playing Influence cards in order or passing. Remember that once a player passes during The Commission, they cannot play any additional Influence cards during that phase. Second Round of Playing Influence Cards After the players have each played their first Influence card or passed, players that have not yet passed now have a new option available to them: “The Ante”. Passing Once all players have passed, The Commission phase ends and the Checkmark marker is moved to “The Crew” space on the Phase track. Ante When playing an Influence card, a player may additionally pay any amount of money to the bank. This amount becomes the “Ante”. Any subsequent player that wishes to play an Influence card this phase must also pay money to the bank equal to or greater Influence Cards - Other Effects 7 Some Influence cards have other effects listed on them. These effects always take place AFTER the Influence markers have been placed. Unless the text on the card says you “may”, you MUST obey the additional effects on the card when you play it. (Example: Jim has a 3 (Hitman) Influence card with the special ability: “After placing, must allow one other player to place one Influence on any Gangster”. Jim first places his 3 Influence markers and then chooses another player, who may place 1 of their Influence markers on any Gangster.) Any card that says “pay $5 to place an additional Influence” must have that additional Influence placed on the same Gangster as the rest of the Influence given by that card. “OR” Special Abilities Influence cards with this keyword may be played to use their special ability INSTEAD OF placing Influence markers. Some of these cards are explained in greater detail at the end of this rulebook. “Play During The Crew” These Influence cards can be played at any point during The Crew phase, not just during The Commission phase. If played during The Crew phase, the player must pay $5 to the bank in order to play the card. This may result in a change of control of a Gangster (see “Controlling a Gangster” below). “Play at Any Time” Players may use a “play at any time” card (even in The Crew phase and even during another action) to add Influence markers of their color to a Gangster in order to gain control. Multiple players may use these cards on the same Gangster during a given phase. If there are disputes when using “play at any time” cards, cards are resolved in the order in which they are played. If there is a dispute regarding timing, the player with the Capo Ring (or the player closest to them in clockwise order) resolves their card first and resolution then proceeds clockwise. Phase 2: The Crew Overview In The Crew phase, the following steps occur in order: 1. Starting with the Capo and proceeding downward, determine which player controls each active Gangster and calculate the amount of Respect and money gained/lost for each Position; 2. Starting with the Third Guy and proceeding upward, the controlling player of each Gangster chooses an action for that Gangster. Blackmail Some Influence cards allow players to place Blackmail coins on Gangsters (see “Blackmail” on page 11). 8 Controlling a Gangster Both the Gangster Positions on the board and each Gangster card have separate modifiers for Respect and money values. Combine these modifiers to determine the current total value for that Gangster. (Example: “Eager” Jim Redio is in the Racketeer Position. The player controlling him gains 4 Respect points (2 + 2) and $3 (1 + 2). If Mikey “Jaws” Rudmanilli is in the Underboss Position, the player controlling him gains 1 Respect (-2 + 3) and $5 (2 + 3).) At various times during the game, it will be necessary to determine which player controls a Gangster. The player with the most Influence markers on a Gangster is the controlling player for that Gangster. You must check for the controlling player in every instance in which it is necessary to do so (such as when a Gangster is about to generate Respect/money or when a Gangster is about to take an action). Gangsters will NOT have a controlling player in either of the following situations: • There are no Influence markers on the Gangster. • The most (or tied for most) Influence markers on a Gangster are Neutral Influence markers. 2) Taking Gangster Actions After each Gangster has resolved generating Respect and money, the Gangsters, in ascending order, may each take an action. Starting with the “Third Guy”, the controlling player for that Gangster chooses ONE of the following actions: • Use the special action for the Gangster’s Position (as printed on the board); • Use the special action of that Gangster, if applicable (as printed on the Gangster card); • “Make a Move” against another Position; • Eat a cannoli and do nothing (pass). If there is a tie between two or more players for Influence on a Gangster, the player with the Capo Ring decides which of the tied players controls that Gangster. Players may use any methods they choose to influence this decision (see “Negotiation” on page 14). Breaking Ties with the Capo Ring When the Capo must break ties between controlling players, they may choose how to break the tie each time it becomes necessary to do so. Changing control of a Gangster during a phase in this way does not alter or reverse any previous actions taken or any Respect/money that was gained or lost by the players. (Example: Tom and Steve are tied for control of the Underboss and Eric (currently holding the Capo Ring) must break the tie. During The Commission, when the Underboss generates Respect and money, Eric decides to give Steve control of the Underboss, who then collects his rewards. Later, when it is time for the Underboss to take an action, Eric decides that now Tom is in control!) 1. Calculating Money and Respect Starting with the Capo and proceeding in descending order, calculate the Respect and money that the controlling player of each Gangster receives. It is possible for the controlling player to lose Respect and/or money if that Gangster has negative values! Associates do not generate Respect or money for the controlling players during this phase. 9 • Turn both Gangsters sideways to indicate that they can no longer take actions this phase (both Gangsters cannot take special actions, Position actions or attempt another move); • The player controlling the successful Gangster gains 4 Respect; • The player controlling the Gangster that was in the target Position loses 4 Respect (if no player controls the Gangster, no player loses Respect); • 1 Neutral Influence marker is placed on the successful Gangster. This continues until the highest-ranked controlled Gangster has taken an action, at which point The Crew phase ends. Associates do not take actions during this phase. “Making a Move” Gangsters may attempt to move into a Position occupied by another Gangster in the organization by “Making a Move”. The controlling player may only Make a Move on an adjacent Position, as indicated by the connecting arrows on the board. A Gangster CANNOT Make a Move on a Position that is currently empty. To Make a Move: 1. The controlling player selects an adjacent Position of higher rank and rolls the Move die. Add the result of the die to the Respect value printed on the Gangster card making the move (the Respect modifier from the Gangster’s Position is NOT applied). 2. If the total is greater than the rank number of the target Position, the move succeeds. Otherwise, the move fails. A roll showing the Capo Ring always succeeds. A roll showing the Knife always fails (in addition, the Gangster that attempted the move dies). (Example: Bob wishes to use Giustino (on the Second Guy Position) to Make a Move on the Racketeer Position. The Racketeer’s Position number is 5, so Bob needs a total of 6 or more to succeed. Giustino’s card has a Respect value of 2, so Bob must roll a 4 or greater on the Move die (2 + 4 = 6). Bob rolls a 3, giving him a total of 5 (2 + 3 = 5), so the move attempt fails.) “Make a Move” Results Success: The Gangster making the move is placed in the target Position and the Gangster currently in that Position is moved to the successful Gangster’s previous Position; Failure: The Gangster(s) do not change Positions. • The controlling player of the Gangster that attempted the move loses 4 Respect as the result of humiliation; • 1 Neutral Influence marker is placed on the Gangster that attempted the move.  Death: If the Knife is rolled on the die, the active Gangster was caught and killed: • The controlling player of the Gangster that attempted the move loses 4 Respect; - Return all Influence markers on that Gangster to their respective players; • The Gangster is moved to the “Sleepin’ wif da fishes” space on the board. “Whacking” a Gangster When a Gangster attempts a “Whack” action: 1. The controlling player pays any required cost, selects a target Gangster and rolls the Whack die. 2. If any of the gun or Capo Ring symbols are rolled, the hit succeeds. Otherwise, the hit fails. In addition, if the Knife is rolled, the Gangster that attempted the hit dies. Gangster Respect ONLY 10 “Whack” Results Blackmail Success: The target Gangster is killed and moved to the “Sleepin’ wif da fishes” space; • Return all Influence markers on that Gangster to their respective players; • The player that controlled the “Whacked” Gangster loses 4 Respect (if no player controlled the Gangster, no player loses Respect); • The player controlling the Gangster that performed the Whack gains 4 Respect. Some Influence cards allow players to place Blackmail coins to prevent Gangsters that they don’t control from performing actions. Blackmail coins work as follows: • A Blackmail coin is placed on a Gangster card along with an Influence marker of the player’s color when played. The Blackmail coin itself does NOT count as an Influence marker. • The Influence marker on the Blackmail coin DOES count for all normal purposes (such as when determining control of the Gangster). • Each Gangster may only have ONE Blackmail coin on them at any given time. Another Blackmail coin CANNOT be added until the existing coin is removed for any reason. • If the Influence marker on the Blackmail coin is removed, the Blackmail coin is also removed. • If a player uses an ability that switches two Influence markers, they may switch control of the Blackmail coin. (Example: If Tom controls Steve Averso (currently in the Capo Position) and is Whacked by Bob’s Gangster, Tom will lose 4 Respect and Bob will gain 4 Respect.) Failure: If the “X” is rolled, the Whack fails and the controlling player loses 4 Respect due to shame. Death: If the Knife is rolled, the Whack fails: • The controlling player loses 4 Respect; • The Gangster that attempted the hit is killed and sent to the “Sleepin’ wif da fishes” space; • Return all Influence markers on that Gangster to their respective players. Blackmailing the Controlling Player When it comes time for a Gangster’s controlling player to take an action during The Crew phase, if there is a Blackmail coin on that Gangster, the controlling player may only perform an action with the permission of the player controlling the Blackmail coin. If the blackmailing player and controlling player cannot come to an agreement, the controlling player must take the “pass” action with that Gangster. Blackmail coins have no other effect. Whacking the Capo It costs an additional $10 to attempt to Whack the Capo. (Example: Bob controls Eric “The Voice” Summerino in the Third Guy Position, while Tom controls a Blackmail coin on Eric. Bob decides to “Whack” the Capo as his action. As Tom controls the Capo, he refuses to allow this. Bob instead decides to “Whack” the Bean Counter, currently controlled by Jim. Tom tells Bob that he will allow this for the low cost of $5. Since Bob is unwilling to pay this and he and Tom cannot come to an agreement, Bob must pass with his action for this Gangster.) “Disreputable” Gangsters If a player Whacks or “Makes a Move” against a Gangster that has a Respect value of zero or less, no Respect is gained or lost by the controlling players. 11 1. Attention Check Phase 3: The Fence In descending order starting with the Capo, check each Gangster to see if they have attracted the attention of the government. If any Gangster has reached or exceeded the Influence limit, that Gangster is arrested by the police, removed from play and placed in the “Prison” space. All the Influence markers on that Gangster are returned to their respective players. Overview In The Fence phase, players gain more Influence cards by: 1. Drawing Influence cards based on the number of active Gangsters that they control; 2. Buying additional Influence cards for $10 each The Influence limit to send a Gangster to Prison is determined by the number of players in the game: 1. Drawing Influence Cards Starting with the player holding the Capo Ring and continuing clockwise, each player draws Influence cards based on the number of active Gangsters that they currently control (Associates are NOT counted): 3 Players: 9 or more Influence markers 4 Players: 10 or more Influence markers 5 Players: 11 or more Influence markers 0 Gangsters: 4 cards 1 Gangster: 3 cards 2 or more Gangsters: 2 cards Ties are NOT broken during this phase. A Gangster whose control is tied between multiple players does not count toward ANY player. 2. Buying from the Fence After each player has finished drawing cards, players, in turn order, may buy additional Influence cards for $10 each. Players must decide how many cards to buy before drawing them and may only buy cards once. (Example: In a 5-player game, Eric “The Voice” Summerino has 11 Influence markers on him. During The Feds phase, he will be sent to Prison.) 2. Rotate Gangsters Phase 4: The Feds At this time, any Gangsters that were turned sideways as a result of a “Make a Move” action are rotated back to an upright orientation. Overview 1. All Gangsters are checked to see if they have attracted the attention of the Feds; 2. Any Gangsters turned sideways are rotated to the upright position. 12 Phase 5: The Family Phase 6: Bookkeeping Overview Place the Checkmark marker on the first open space of the Bookkeeping track. Take a new Checkmark marker and place it on the space for “The Commission” phase. This marks the beginning of a new round. When the 5th Checkmark marker has been placed and the “Bookkeeping” track is filled, the game ends. All empty Gangster positions on the board are filled, starting with the Capo and descending in order of Position rank. Filling the Capo Position If empty, the Capo is the first Position that is filled. The highestranked active Gangster still on the board moves to the Capo Position and the player controlling that Gangster takes the Capo Ring. Filling the Remaining Positions Starting with the highest empty Position and proceeding in descending order from the Underboss to the Third Guy, follow the connecting arrows on the board to fill all empty Positions as follows: • First, choose a Gangster from a space with a lower Position rank that is directly connected to the empty Position with an arrow. • If there are no Gangsters in connected Positions, choose any Gangster with a lower Position rank. • If there are no lower-ranked Gangsters, choose an Associate. • If there are no Associates, draw the top Gangster card from the deck to fill the Position. In cases where multiple Gangsters are available to move into an empty Position, each Position denotes which controlling player decides the Gangster to promote. If no player controls the appointing position, the player holding the Capo Ring decides. (Example: If the Underboss Position is empty, the player controlling the Capo decides which Gangster fills that Position. If the First Guy is empty, the Enforcer decides which Gangster fills it.) Once all Positions have been filled, any empty Associate spaces are filled with Gangster cards drawn from the deck. No Gangster can be “promoted” to a new Position more than once during this phase. 13 behave exactly like player Influence markers, including being counted when determining if a Gangster is sent to Prison during The Feds phase. Game End After 5 rounds have been completed, the game ends. Determine the winner by following the steps below: The Shakedown Players may perform a “Shakedown” and discard an Influence card at any time during the game to collect $8 from the bank. The Shakedown is not an action and may be performed before, after, or even during another action. 1. Players calculate and award Respect for each Gangster that they control one final time (money is not awarded and no actions are allowed for any Gangster). 2. Players must sell all of their Influence cards for money: $8 per card. 3. Players must exchange their money for Respect. For every $10 exchanged, that player receives 1 Respect. Players keep any remaining money. 4. Players compare their Respect totals and the player with the most Respect wins! Follow the procedure below to resolve any ties: i. The tied player with the Capo Ring wins. If no player has the Capo Ring... ii. The tied player who controls the highest-ranked active Gangster wins. If no player has any active Gangsters... iii. The tied player with the most money wins. If the tied players have the same amount of money... iv. The tied player with the most Influence markers on the board wins. If the players have the same amount of Influence markers on the board... v. The tied player who rolls higher on the Number die wins. If this also is tied... vi. The first player to physically throw the game off the roof wins. Second Chance Die Roll Players may pay $10 to the bank to re-roll any die at any time. Players may do this as often as they can afford and may re-roll the die of any player. Multiple players may do this for a single die roll. (Example: Ryan attempts to Make a Move on Geoff. He rolls a “4”, although he needed a “5” to succeed. Ryan pays $10 to the bank for a re-roll and gets a “5”...success! Tom, who is still angry about an earlier betrayal, pays $10 to force another re-roll. This time, Ryan rolls a “1”. Ryan pays $10 to re-roll again...rolls a “3” and pays a further $10, finally getting a “5”! Ryan is content with his victory... until Geoff produces $10 to force yet another re-roll!) Re-roll Tokens Some cards allow players to take a “re-roll” token. A tokens may be discarded at any time to perform a re-roll on any die by any player at any time at no cost. Players can include these tokens in negotiations, and may give them to other players. Multiple re-roll tokens may be used on the same die roll. “Active” and “Inactive” Gangsters Additional Rules Any card, action or rule that refers to “active” Gangsters refers only to Gangsters currently in Positions 9 – 1. Associates and Gangsters in Prison or Sleepin’ Wif Da Fishes are considered “inactive” Gangsters and cannot be the target of such effects. Neutral Influence Markers When determining control of a Gangster, Neutral Influence markers automatically win ties (even the Capo Ring cannot break this). If Neutral Influence markers on a Gangster would win or tie for control (see “Controlling a Gangster” on page 9), NO player controls that Gangster. Neutral Influence markers otherwise Negative Respect A player cannot go below “0” Respect on the Respect Ledger. If a player loses an amount of Respect that would reduce their current total below “0”, that player is simply reduced to “0” instead. 14 Negotiation Bean Counter: The Bean Counter may steal $3 from any one player. If that player has less than $3, they must give all of their money to the controlling player. The Bean Counter CANNOT steal from the bank. Players are encouraged to negotiate with each other at all times. Players may trade money, Influence cards, promises, threats, or whatever other verbal agreements it takes and may do so at any time. • Players CANNOT trade Respect unless a card specifically allows it. • Players CANNOT trade Influence markers between Gangsters. • Players can give control of a Blackmail coin to another player by swapping their respective Influence markers (both markers must be on the same Gangster) on the Blackmail token. • Deals are NOT binding. Racketeer: The Racketeer may switch one Influence marker on the board with any other Influence marker. The two markers may be of any color (including Neutral) and one or both may be on top of a Blackmail coin. This ability may switch control of Gangsters, including the Racketeer, and may also change the ownership of Blackmail coins. Enforcer: The Enforcer may place one Influence marker on any Gangster on the board. He may NOT place it on top of a Blackmail coin and may only place an Influence marker of HIS OWN color. (Example: If Joe talks Tom out of making a move on him by promising him money next turn, he may claim next turn that he really was delirious and has changed his mind. Of course, Tom will never trust Joe again. Later on, Tom gets ready to Whack Joe’s Gangster. Joe offers Tom $9 not to take this action. Tom agrees, takes the money and then Whacks Joe’s Gangster anyway!) Counselor: The Counselor may place 3 Neutral Influence markers on the board. The neutral Influence markers may be placed on one Gangster or split between multiple Gangsters (see “Neutral Influence Markers” on page 14). Position Special Powers Third Guy: The Third Guy can spend $10 to attempt to Whack a Gangster. The Second Guy cannot cancel his action. Underboss: The Underboss may draw an Influence card and add it to his hand. Second Guy: The Second Guy may place an Omertá coin on any active Gangster on the board except the Third Guy. The player controlling a Gangster with an Omertá coin placed on them may not take an action with that Gangster during The Crew phase except pass. As the “First Player” and “tie-breaking” effects of the Capo are tied to the Capo Ring and not the Position, those abilities are not cancelled by an Omertá coin. Persistent abilities on Gangsters (such as: “Requires 12 Influence markers to be sent to Prison” are also NOT cancelled by an Omertá coin. After the Gangster with the Omertá coin has passed, the Omertá coin is removed. Capo: The Capo Position has no special action but the controlling player receives the Capo Ring, which allows that player to go first in turn order and break all ties. It also costs an additional $10 to attempt to Whack the Capo. First Guy: The First Guy may remove one Influence marker of any color from any Gangster on the board. If this Influence marker is removed from a Blackmail coin, the Blackmail coin is also removed. The First Guy may remove Neutral Influence markers. 15 Tom “The Insane” Vaselini: Tom’s controlling player does not lose 4 Respect unless he fails the hit. Dombino Crapshooti: Dombino’s values may be rolled multiple times per round. For example, when Dombino is receiving Respect and money, he must roll the dice. Then, if Making a Move the same round, he must roll the dice again to determine new values. Manny “Curly” Corte: The card given to another player must be one of the 2 cards drawn. Jason “Twilight” Mateo: All influence markers on both Gangsters stays on those Gangsters while moving. Marco Zohgoli: The die re-rolled may be from any player and may be any die rolled at any time for any reason each round. Matt “The Virus” Leacock: If the player controlling Matt has the most money, they may steal from the player with the second-most money. Gangster Clarifications (Main Set) Morris “Egg” Caruso: Morris can only re-roll the Whack die used to attempt his “Whack” action. Leo “The Coachman” Seyfarth: Leo may move into an open position (usually from a Whack or Gangster being sent to Prison) regardless of his current Position on the board and may do this multiple times per round. Ryan “The Mouth” D’sturm: When “selling” Respect, the controlling player moves their Scoring Meepster down on the Respect Ledger and receives $3 for each Respect lost in this way, up to a maximum of $15. Players may not “sell” Respect that would reduce them below “0”. Mike “Machine Gun” Fitz: If the hit is successful, the player controlling the killed Gangster still loses 4 Respect. 13 Ricardo Launius: While Ricardo has no Gangster types, it is still possible to place Influence markers on him based on his current Position as well as by playing a card to place 1 Influence on any Gangster (see “The Commission” on page 6). Gangster Clarifications (Game Designer Set) The 18 cards in the Game Designer Set are part of the Nothing Personal: Young Turks Expansion, sold separately. Antoine “Death” Bauza: This die may be re-rolled as normal (for $10 or through a special ability). Bill “The Tiebreaker” Eberle: If no player controls Bill, his ability has no effect and the player with the Capo Ring breaks all ties. Bill’s ability is not cancelled by an Omertá coin. Colby “the Hat” Dauch: If either player has no cards, the player they are swapping with gets no cards (and will likely be annoyed!). David “Fairplay” Sirlini: All influence markers on both Gangsters stays on those Gangsters while moving. This does NOT allow David to take multiple actions if he moves to a higher Position. 16 Gangster Clarifications (Historical Set) Gangster Clarifications (Young Turks) The 18 cards in the Historical Gangsters Set are part of the Nothing Personal: Young Turks Expansion, sold separately. The 18 cards in the Young Turks Set are part of the Nothing Personal: Young Turks Expansion, sold separately. Frank “The Enforcer” Nitti: Frank’s ability can be used multiple times each round. It must be used before the die is rolled. Once a die has been rolled for a Whack attempt, Frank may no longer use his ability to affect that action. Frank may use his ability to cancel his own attempt to Whack a Gangster. Geraldo “Bazooka” Chaconichio: If Geraldo has 8 or more Influence markers on him, he goes to Prison immediately (all Influence markers are returned to the players). This may happen outside of The Feds phase. Bugs Moran: The 2 Influence removed may be of any color (even neutral). They do not have to be the controlling player’s Influence. Game Variants You may incorporate any or all of these variants if you want to change up your game experience: Harvey Bailey: Harvey goes to Prison immediately. The 5 Influence removed may be from any Gangster(s) on the board in any combination and of any color. Binding Deals Bonnie Elizabeth Parker / Clyde Chestnut Barrow: Their abilities work even if either of them is in an Associate position. For a more controlled game, players can agree that all deals must be binding. For example, if Bob offers Tom $7 to Whack one of Ryan’s Gangsters and Tom accepts, he must follow through. “Big Jim” Colisimo: “Big Jim” and the Gangster that he is switching with retain all Influence markers on them when moving. Short Game Carlos Gambino: All influence remains on Carlos when moving. Carlos may move to ANY empty Position, regardless of his current Position on the board. Random Setup For a shorter game, end the game after four rounds instead of five. You may start with random Gangsters in the Capo Position and all others. Simply draw and place Gangsters from the deck until all Positions and Associates are filled. “Machine Gun” Kelly: Kelly receives the money as soon as the Whack is announced. Playing with Expansions “Baby Face” Nelson: A Whack by Nelson is resolved as normal except that, if successful, his controlling player gains 7 Respect and the player controlling the target Gangster loses 7 Respect. For a more advanced game, Nothing Personal can be played with the Young Turks expansion that contains three additional sets of Gangster cards. Each set (Game Designers, Historical Gangsters and Young Turks) features 18 new Gangster cards that can be integrated into the base game. Add one set or all three but, if you do, be prepared for some chaotic mob-action like you’ve never experienced! 17 Credits Game Development: Steve Avery & Tom Vasel Editing and Proofreading: Andrew Lupp Art Direction: Dann May Art by: Lucas Soriano, Dann May, and Paco Rico Graphic Design: Cody Jones, Chris Kirkman, Dann May 3D Rendering: Greg May Executive Producer: W. David MacKenzie Studio: Dice Tower Designs Publisher: Game Salute Playtesters: A.J. Sanson, Aaron Riggan, Anthony Racano, Arthur Ryan, Avri Balofsky, Bernard Frick, Billy Zavos, Bob Aarhus, Bob Gallo, Brad Dorais, Paul Clinton, Elia Pales, Zach Goldsmith, Alan Luzietti, Pat Tobo, Chris Slac, Brian Counter, Ruthie Counter, Megan Counter, David Counter, Brock Poulsen, Bryan Wilson, Chris Brandt, Cole Foote, Craig Hargraves, Cresston Gackle, Dan Fox, Dan Yarrington, Darren Green, David Knepper, David Vejil, Dennis Kelley, Greg Herievi, Jamie Eberly, Jason Sugiuchi, Jeff Jarvis, Joel Eddy, John Guthrie, John Hazen, Jose Huerta, Darin Box, Victoria Sears, Kassidee Kane, Jose H Cuatro, Josh Look, Kristen McCarty, Kyle McPheeters, Lyman Hurd, Mark Mitchell, Matt Loter, Micheal Fralish, Paul Geradi, Peter Schott, Philip Migas, Chad Shamerwicz, Mathew Smolik, Ken Armstrong, Nick Reymann, Ron Thomas, John Hazen, Charles Gallespie, Randy Alton, Robert Burke, Rodney Eberly, Russell Collingham, Sam Healey, Ubarose, Wesley Williams, Wim Vanherle, Yaakov Simon, Zach Moore, Zee Garcia, Zev Shlasinger, Jamie Eberly, and a myriad of others! Special Thanks: Clint Herron and Ben Friedberg for the name, Stephen Buonocore for the theme, our families for their support and help, the myriad of people - too many to mention! - who playtested the game, the designers who inspired us (Sid Sackson - I’m the Boss, Urs Hostettler - Kremlin, Wolfgang Kramer and Richard Ulrich - El Grande, Bill Eberle Jack Kittredge, Bill Norton, Peter Olotka – Cosmic Encounter and Dune; Bruno Faidutti - Citadels.), and the folks who used Kickstarter to make this game possible. Second Edition Thanks: Jordan Steelman, Paul Cockburn, Adam Watson, and the community at BoardGameGeek. 18 19 Making a Move Game Round Summary Roll and add the 11 of the Gangster’s card who is making the move. 1. The Commission Gain control of Gangsters and take Innluence actions. 2. The Crew Determine control, receive Respect/money and take Gangster actions. 3. The Fence Draw Innluence cards. or or The Gangster making the move swaps places with the target Gangster. Lose 4 11. If 77was rolled, the Gangster attempting the move is killed. Gain 4 1. Target Gangster's controller loses 4 11. 4. The Feds Determine if Gangsters are sent to Prison; Rotate Gangsters upright. Whacking a Gangster Roll 5. The Family Fill all empty Gangster Positions. 6. Bookkeeping Place the Checkmark marker on the next open space on the Bookkeeping track; Place a new Checkmark marker on The Commission space to start a new round. The target Gangster is killed. Gain 4 1. Target Gangster's controller loses 4 1. 20 . Lose 4 11. If 777was rolled, the Gangster attempting the whack is killed.