MOBSTERS
INTRODUCTION
Multiplayer card game.
Each player is a Mob Boss trying to make money and rub out his rivals.
As head of the Crime Syndicate you recruit underling gangsters to do the
dirty work and then you take your cut.
OBJECT
The Mob boss with the most money when the last card is drawn from the deck wins.
MONEY
One penny = $100.
Place all the other money in the 'Bank.'
At least one six-sided die will be needed.
Before playing for the first time, players will have to make up a set of cards.
Players can have negative amounts of money (debt).
CARD TYPES
There are 9 card types:
1. Mobsters
2. Armed Robberies
3. Major Crimes
4. Crime Operations
5. Law Enforcement
6. Escape Law
7. Destroy Operations
8. Costs of Doing Business
9. Hits
MOBSTERS
Each of your mobsters gets one action per turn.
A Mobster may use his action to do one of the following seven things:
1. Draw an extra card in Draw phase for $1000.
2. Try to kill a Mobster (make a Hit) controlled by another player in Hit Phase.
3. Destroy an opponents operation by playing a Destroy operation card in Hit Phase.
4. Commit a petty crime, major crime, or armed robbery in the Crime Phase.
5. Double the income of one of his operations.
6. Start a new criminal operation in Recruit Phase.
7. Remove a Law Enforcement card on another mobster for $3000
STARTING THE GAME
Shuffle the deck.
Each player starts with $1000
Each player is dealt 7 cards from the Common deck.
A player may discard and draw again if he was dealt no mobster cards.
Determine Turn order:
Flip coins. Winner goes first.
TURN SEQUENCE
Players take turns.
A single players turn includes the following six phases:
1. Draw Phase
2. Hit Phase
3. Crime Phase
4. Collection Phase
5. Recruit Phase
6. Law Phase
DRAW PHASE
Draw two cards from the Common deck.
The game ends when the last card is drawn.
A Mobster as an action may draw an extra card for $1000.
A player must discard down to 10 cards if he has more than 10 cards in his hand.
HIT PHASE
As an action a gangster may attempt a Hit (Kill opponents mobster) by
playing (discarding) a Hit card.
Roll one six-sided dice.
If the roll is 1-3 nothing happens (He got away).
If the roll is 4-6 the target mobster is killed (discarded).
The controller of the killed mobster may reattach the criminal operations
of the recently deceased to his other mobsters.
If the player has no mobsters left, all the operations are discarded.
A mobster may as an action destroy a target opponents criminal operation by
discarding a Destroy operation card.
CRIME PHASE
As an action a mobster you control may commit one major crime or armed robbery.
Discard a major crime or armed robbery card from your hand and collect the money.
Money is collected from the bank.
As an action a mobster with no attached crime operations may attempt to
commit a petty crime. Roll 1D6 on the Petty Crime Table:
1D6 Crime Earnings
1 Minor Extortion 200
2 Mugging 50
3 Burglary 50
4 Con-Job 100
5 Auto-theft 100
6 Minor Hold-up 200
COLLECTION PHASE
Your mobsters collect income from all of their attached crime operation cards.
This does not require an action.
If you have a Cost of doing Business card play it on a target opponent.
The Cost of doing Business card is discarded and
the target player looses the indicated amount of money.
As an action a mobster may double the income of one of his operations.
RECRUIT PHASE
Put any mobsters you have in your hand into play.
To put a card in play place it face up in front of you.
Coming into play counts as the mobsters action for the turn.
As an action a mobster may attach a crime operation card from his
controllers hand or from another mobster the player controls.
The operations card is placed face-up, partially underneath the mobster.
LAW PHASE
If you have a Law Enforcement card in your hand place it face up on top of
an opponents mobster.
While a mobster has one or more Law Enforcement cards on top of it, it gets no
actions and it collects no income from its crime operations.
During this phase you may play (discard) an Escape Law card from your hand to
cause any one Law Enforcement card on one of your mobsters to be discarded.
A mobster as an action may pay $3000 to remove a Law enforcement card.
CARD LISTS
MOBSTERS NOTES
Lucky Gambling operations earn + $100
Lefty A real Hustler. Signature Expensive cars
The Mouk Not too Smart. Retired Boxer
The Plumber Signature Wrench
Knuckles Signature Brass Knuckles; Loansharking operations earn + $100
Malone Wisecracking Pimp; Prostitution operations earn + $100
Tommy Signature Tommy gun
Tony Intimidating Thug; Racketeering operations earn + $100
The Gimp Grunts a lot
The Weasel Small time braggart
Jimmy Signature Pin stripes; Fixer crimes earn + $500
Mario Carries two 45 automatics
Fats Signature White Suit & Cigars
Numbers Numbers game operations earn + $100
Fingers Safecracker crimes earn + $1000
Rocco Armed Robberies earn + $200
Tiny Big boned Bruiser; Extortion operations earn + $100
Manney From the old country
Mickey Tough as nails
Mad Dog Street smart Psychopath
The Worm Knows all the Angles; Scams earn + $500
Mugsy One Smooth Customer
Bugsy Fast-talking Playboy; Bootlegging operations earn + $100
Baby-Face Smiling Con-Artist
Uncle Lou Paranoid Complainer; Fencing operations earn + $100
Pinky Lowlife Goon
ARMED ROBBERY STOLEN
Small Bank 1000
Medium Bank 3000
Large Bank 5000
Jewelry Store 2000
Armored Car Heist 2000
MAJOR CRIMES STOLEN
Kidnapping 5000
Murder for Hire 1000
Forgery 2000
Safecracking 3000
Nice Stolen Goods 1000
Museum Break-in 3000
Fixed Race 1000
Fixed Match 1000
Election Fraud 2000
Real Estate Scam 2000
Investment Scam 2000
Pyramid Scheme 1000
CRIME OPERATIONS INCOME
Fencing 100
Pawn Shop 100
Extortion 100
Protection Racket 200
Union Racket 300
Speakeasy Dive 100
Speakeasy Bar 200
Speakeasy Nightclub 400
Gambling House 100
Gambling Boat 200
Casino 400
Numbers Game 200
Bookkeeping 200
Slot Machines 100
Loansharking 200
Usury 200
Chop Shop 200
Counterfeiting 400
Money Laundering 200
Legitimate Front 100
Brothel 200
Prostitution Ring 200
Sweat Shop 200
Brewery 200
Smuggling Bootleg 200
Mail Fraud 100
LAW ENFORCEMENT
Prohibition Officer
FBI Officer
Private Investigator
Beat Cop
Wire Tap
Snitch
Informant
Police Sergeant
Arrested
Federal Investigation
Sting
Hard Evidence
Outraged Public Opinion
Newspaper Headlines
Church Campaign
Snooping Reporter
Witness
Murder of a Law Officer
Murder of Innocents
Prosecution
Conviction: Tax Evasion
Conviction: Conspiracy
Possession of Illegal Weapon
Somebody Squealed
Life Sentence
Fingerprints
Untouchables
Search Warrant
Botched Job
ESCAPE LAW
Corruption
Cronyism
Blackmail
Jury Tampering
Kill the Witness
Insulated
Pay off Judge
Buy Police Chief
Bribe City Councilman
Intimidation
Blood Relationship
Loyalty
Pay off Mayor
Defense Lawyer
Pay off District Attorney
Skip Bail
Plea Bargaining
Alibi
Parole
Fugitive
Beat the Rap
DESTROY OPERATION
Arson
Dynamite
Nitroglycerine
Shoot up the Place
COST OF DOING BUSINESS LOOSE
Civil Suit 1000
Bribes 1000
Overhead 500
Political Payoffs 2000
Hospital Bill 500
Fancy Cars 1000
Gambling 2000
Uncollected Debts 1000
Booze & Parties 500
Expensive Mansion 2000
Needy Relatives 1000
Stocks take a dive 2000
High Class Call Girls 500
Fine Dining 500
Christmas Bonus 500
Embezzelment 2000
Lawyers Fees 1000
HITS
Concrete Shoes
Forced to dig own grave
Car Bomb
Thrown out of Window
Sniper
Drinks Lye
Electrocuted in Bathtub
Killed in Bed
Set on Fire
Rat Poison
Buried Alive
Ice Pick
Found floating in River
Noose
Baseball bat
Gunned down in Public
Slit Throat
Broke every bone
Shot Point Blank on Park Bench
Hit & Run
Hand Grenade
OPTIONAL ATTENDANCE RULE
In Draw Phase all of your mobsters must roll 1D6.
This is the attendance roll.
On a roll of 1-3 nothing happens.
On a roll of 4-6 the mobster loses his action for the turn because he is at a
family gathering, a funeral, a wedding, laying low, dealing with incompetent
underlings, at court, being investigated, planning his next move, on vacation,
healing from gunshot wounds, gathering information, having some fun or is
otherwise busy with the hassles of daily life.