A game for 2 gangsters |
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from Friedemann Friese. |
Game components 3o4t8
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La Famiglia |
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The Mercenaries |
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The Brutes |
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The ants |
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60 cards
4 Families of 15 cards each |
1 card |
4 |
value 4 |
2 cards |
3 3 |
value 3 |
3 cards |
2 2 2 |
value 2 |
4 cards |
1 1 1 1 |
value 1 |
5 cards |
0 0 0 0 0 |
value 0 |
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Card design 363239
Front side |
Value 1
Family symbol 
Special ability 
1 Victory point |
Neutral
back side |
Back side
player 1 |
Back side
player 2 |
Story 585g
The players control two rival gangs and try to recruit additional gang from the four families (La Famiglia, The ants, The Brutes, The Mercenaries) on the Street. The player who uses the special abilities of the different families better than his opponent, will get the most influential gang and win the game.
Idea of the game 2n5gw
The players collect gangsters, with the goal of collecting the higher-valued gangsters. With the exception of the smallest gangsters (the “0” cards), a player normally needs two identical gangsters (same family, same value), to be able to take a gangster with the next higher value of the same family into his hand. When he does this, he places one of the smaller gangsters from his hand into his play area (the area near him on the table). To get the higher gangsters in a faster way, the player may use the special abilities of the different families, but at the cost of placing more gangsters in his play area. By doing so, however, a player may reduce his options and so must carefully plan these actions so that he can end the game with the most influential gang.
Preparation 3n1f4p
Each player takes a starting set of 4 cards as his starting hand. Each set contains four value 0 cards with backs unique to each set and different from the backs of the other cards in the game. Each player needs some space in front of himself for his play area. Shuffle the remaining 52 cards and place them face down on the table as a draw stack. Leave some space next to the draw stack to form a discard pile. Randomly choose a starting player. Finally, take the topmost 6 cards of the draw stack and place them face-up in a row to form a display (called “The Street”).
Playing the game 6n3x2s
The players take their turns one after the other. During his turn a player plays the following actions in the order described. He can use the different special abilities of each of the families once per turn
1. If there is no value 0 in the Street at the beginning of his turn, the player can choose to discard any one of the face-up cards on the Street. Based on the value of the card he just discarded, the player draws cards from the draw stack to add to the Street. The number of cards drawn is equal to the value of the card discarded. He can continue to do this until there is at least one value 0 card on the street.
2. The player can play one card from the
ants (value 1 to 4) from his hand face-up in his play area. This allows him to exchange 1-4 (the value of the card played) cards from his hand with cards in his play area (but not the played ant card).
3. The player can play one card from the
Brutes (value 1 to 4) from his hand face-up in his play area. This allows him to take one card of the Street (in the next action) for less than normal. The value of the card taken is reduced by up to the value of the Brute card, but not below value 0
4. Afterwards the player can take one card from the Street into his hand or can . There are two different possibilities:
a) He can always take one value 0 card (possibly reduced to value 0 by a Brute during action 3).
b) If he wants to take a card with value 1-4, he needs 2 identical cards from the same family with the next lower value. He places both cards onto the table and takes the card from the Street into his hand. Then he places one of the two played cards into his play area and takes the other card back into his hand. If the player has only a single card of the value needed, he can use a
Mercenary card of the same value as the second card
If the player does not take a card during action 4, he es. Afterwards, the other player takes his turn.
Important: if there are no cards in the Street at any time during the game, immediately draw 6 new cards from the draw pile, placing them face-up in the Street. When the draw stack is exhausted the first time, shuffle the discard pile and place it face-down as a new draw stack. From this moment on the action 1 changes as follows:
If there is no value 0 card in the Street at the beginning of the turn, the player can only choose to place new cards into the display once (as there are no value 0 left in the draw stack). Instead of placing the discarded card into the discard pile, it is placed face down at the bottom of the draw stack and then he draws a matching number of new cards and places them in the Street.
Clarification: if a player draws the last card from the draw stack while choosing action 1 and needs to draw more cards (and the draw stack was not previously exhausted), he shuffles the discard pile and draws the remaining cards from the new draw stack. If there is still no value 0 in the Street, the player can once more use this action. Afterwards action 1 ends.
Game end and scoring 1k3d4q
After the draw stack is exhausted for the second time (when all cards are in the game), the current game turn is finished, giving the second player the last chance to act (equal number of turns for both players). If both players “” one after the other in their respective turns during action 4, the game ends prematurely.
Example: at the beginning of her turn, Anna wants to get new cards into the Street and places a 3 from the Street at the bottom of the draw stack. As there are now only three cards left in the draw stack, she places all remaining cards face-up in the street. As the discard pile had already been shuffled once to form a new draw stack, the game ends after this turn is over. |
Both players count the victory points of all their cards (both hand cards and cards in their play areas). The player with the higher total of Victory Points wins the game. In case of a tie, the player with the single highest victory point card wins.
Special abilities of the families o4u3f
The different families have special abilities. During his turn a player can play one card from each different family to use its special abilities.
Note: All gangsters with value 0 have no special abilities.
The ants k64z
The ants allow a player to exchange already played cards from his play area with cards from his hand. The player can play a single ant face up into his play area (Action 2). Then he takes a number of cards equal or less than the value of this card from his play area back into his hand. He must now place an equal number of cards from his hand into his play area. He cannot take back the just played ant.
The Brutes 47481p
The Brutes frighten the other cards in the Street and reduce their values. The player can play one Brute face up into his play area (action 3). He chooses a card from the Street and reduces the value of that card by up to the value of the played Brute (not below 0, however). Then in action 3 he can either take the card for free, if the new value is 0, or use a smaller pair of cards.
The Mercenaries 1t5u4l
The Mercenaries take over any job as wild cards (of any lower value) and can be played as matching cards for any family. If a player is taking a card from the Street (action 4), but does not have a pair of cards of the appropriate value, he can use a single Mercenary as the second matching card. E.g., a “Mercenary 3” can stand in as value 0, 1, and 2 (not 3 or 4) of any color. Then, the player can take back one of the used cards into his hand as usual, either the normal card or the Mercenary.
Clarification: a player cannot play two Mercenaries as wild cards to get any one card. He always needs one matching card of the right color.
La Famiglia k623y
The cards of this family give higher victory points to their owner. They do not have other special abilities.
The Mercenaries 1t5u4l
The Brutes 47481p
The ants k64z