America…the late 60’s.
Following the Beat generation, hippies and the counter culture dominate the street scene now.
So peace, love and understanding rule the day? Yeah right. Not everyone chooses to reject materialism. As post-war
immigration and migration change the demographics of the US, gangs re-emerge as a form of identification, protec-
tion and ultimately…wealth. Gangs are no longer armed with switchblades and bats. The Gun Control Act of 1968
has not been passed into law yet and automatic weapons move freely into the country and across state lines. Skir-
mishes and gangland wars take a heavy toll. The gang conflicts aren‘t just driven by territory…they are also driven
by business opportunities. Gang bosses invest more and more into legal business affairs, but don‘t hesitate to unleash
their thugs on the competition to gain an advantage. You are not the good guy this time. The stakes are high and your
competitors are enemies – in the boardroom and on the street. It‘s gangland war and only Greed that counts!
Game components
• 80 cards – 30 action cards, 25 thugs, and 25 holdings
The card’s
name
Icons you
can use
Card text:
Possible actions
Need: Cost:
You need these You must pay
icons or types the cost in $ or
of cards certain types of
cards
No. of
card
Card type: Action card Card type: Thug Card type: Holding
• Money ($) – 29 x $ 5,000, 32 x $ 10,000, • 54 development markers
13 x $ 25,000, 11 x $ 50,000
Object of the game
Make sure that you get your share of the city‘s The player with the most money at the end of the
wealth by any means legal or otherwise. game wins!
1
Setup
Mix all cards thoroughly. Give a pile of 12 cards to each player, which they keep face down to their right.
The remaining cards form the draw pile in the center of the playing area.
Place the money by denomination and put it in easy reach of all players next to the draw pile, together with
the development markers. Players start the game without any money or development markers.
DRAW PILE
PLAYER 1
PLAYER 3
PLAYER 2
Sequence of play
The game is played over 12 game rounds. During the first 2 game rounds players can only perform the
1st Phase. During the next 10 rounds players perform all the following phases in this order:
1st Select one card from their own pile and
add it to their hand
2 Play one hand card
nd
3 rd Perform actions
4 th Resolving “each turn” abilities
The phases in detail:
1st Select one card
PLAYER 1
Simultaneously, all players take the card pile to their
right and select one card from that pile, adding it to
PLAYER 3
their hand. Then, they pile the remaining cards face
down to their left, between themselves and their left
neighbor.
PLAYER 2
2nd Play one hand card
Each player decides which one of his hand cards he
wants to play. The players place this card face down
in front of them. After all players have played a card,
the cards are turned over simultaneously.
2
3 rd Perform actions
The players compare the numbers of their played
cards. The player with the lowest number begins and
checks which of the following preconditions apply: NIKKI LINCOLN KEITH
This game round’s player order is:
Nikki – Thug (21), Keith – Thug (25), and finally Lincoln – Action (43)
A) The played card shows some costs:
The player removes the required cards from his Example:
display or pays the demanded money. If a player Nikki plays the thug (21).
does not want to bear the expenses or cannot She can remove a thug or
a holding from her display
do so, the played card is discarded without any or pay $10,000. She pays
consequences. $10,000 (back onto the
money piles in the center)
and thus has paid the
costs.
B) The played card shows some needs:
If the card shows some needs, the player checks if
Example:
they meet these needs. The player must have the
Lincoln plays the
required icons on display in order to meet the needs. action card (43). The
These cards remain in play and the icons may be needs of this card are:
used again during the next game rounds. 1x and 1x .
Even if just one single need is not met, the played His display includes
cards with these icons,
card is discarded without any consequences. thus he has met the
needs.
C) The played card shows no costs or needs:
The player can add the card directly to his display.
In case the player has paid the costs, met the needs or Please note: The card he just played and its icons are
played it directly, he may perform the card’s instructions. considered part of his display.
Abilities in colored boxes can be used “Next turn” abilities cause something to All other abilities can be used only once,
multiple times during the game, only at happen during the next turn, at the time either immediately or at a certain point
the times indicated. or times indicated. of time (depending on the card’s text).
Next, the player who played the second lowest numbered card performs his turn, etc.
4 th Resolving “each turn” abilities
Subsequently, each player must use all “Each turn”
abilities of cards in their display, in any order. Each
such ability may only be used once each turn. Other
abilities may trigger off of anything that happens
during a game, and happen once per time the
condition they look for happens.
3
Summary of card types
Action cards
Action cards are discarded after they resolve. When an Action card does something next turn, leave it out until
the end of that turn, and discard it then.
Example:
Keith plays the action card
(56).
Nikki’s holding has the
most development markers
(4) on it. Keith puts 4
development markers on
one of his holdings as
well. The action card is
KEITH NIKKI LINCOLN discarded afterwards.
Thugs
Thugs allow the players to gain money, perform additional actions or take development markers. Thug cards
are added to the player’s display. Their icons can be used during the remaining game rounds.
Thug cards may show these icons:
Example:
Nikki plays the thug card (25),
gaining $10,000 for each .
She has 2x in her display
and thus takes $20,000 from the
money piles in the center.
Holdings
The players may take shares of “legal” business establishments. When doing so they place development mar-
kers on these cards. Each marker is worth $10,000 at the end of the game.
Each time a holding card is played, development markers are placed on it immediately: One marker for each icon
( ), printed on the card; furthermore one marker for each of these icons on other cards of that player’s
display, each time they appear.
Holding cards may show these icons:
Example:
Lincoln plays the holding card (8) and
puts 4 development markers on it:
• 2 markers for the two icons on the
card itself
• 1 marker each for these two icons
on other cards of his display
End of the game
The game ends after 12 game rounds. Each development marker is worth $10,000 at the end of
Note: Because no cards are played during the first two game the game.
rounds, each player usually plays only ten cards during the Each player adds his cash to his development markers’
course of the game and still keeps two cards in his hand at the worth and the player with the most money is the new
end of the game. boss of the city.
In case of a tie players share the victory.
© Copyright 2014 Queen Games, D-53842 Troisdorf, Germany. All rights reserved.