INTRODUCTION... 2 RULES SUMMARY... 3 FULL RULES Game Components... 5

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2 INTRODUCTION In Mobster Metropolis, 2-4 players compete to create the most powerful gangster syndicate in a city during the nineteen-forties. During the game, players build turfs and recruit people on the streets in order to earn income. Players also interact with other players by attacking their turfs with drive-bys and by playing cards. As a result, some players will earn reputation as gangsters, while others wont. A game of Mobster Metropolis is played in five rounds and each round is divided into eight phases, as displayed on the sideboard. This might sound like a lot of phases, but most of them consist of only one or two simple steps. Essentially, the phases provide a clear and simple structure that makes it easy to keep a good flow when you play the game. One round usually takes about thirty minutes for four beginners to play. TABLE OF CONTENTS INTRODUCTION... 2 RULES SUMMARY... 3 FULL RULES Game Components The essentials Cards Turfs, Street People and Cars Starting a Game of Mobster Metropolis Game Setup Gangster Characters and Starting Assets Opening Step The Mechanics of Mobster Metropolis Gangster Reputation and Play Order Five Rounds, Eight Phases Actions Cards Turfs Street People Cars and Garages The Drive-by Selector Economy and Loans The Eight Phases of a Round The Invest Phase The Delegate Phase The Newspaper Phase The Scheme Phase The Reveal Phase The Corrupt Phase The Drive-by Phase The Collect Phase Starting a New Round Game End and Winning Conductions Online Resources and FAQ Example Round

3 RULES SUMMARY This is an extremely condensed version of the Mobster Metropolis rules. It can be used as both an introduction for new players and a quick reminder for experienced players. The summary can also be used as an alternative table of contents, as the numbers in green, for example (2.3), are references to where extensive rules about that subject can be found within this rule book. For a short introduction to the Mobster Metropolis rules, please see our introduction video at where we also provide an updated FAQ. Game setup Place the Board and Sideboard next to each other. Position all card decks except the Black Market deck on one side. Place the Black Market deck on the other side and reveal cards in X rows of three, where X is the numbers of participating gangsters (2.1). Each player draws one Gangster Character and takes the specified amount of starting assets (2.2). All players take turn clockwise to place their starting assets on the board, beginning with the player whose Gangster Character has the lowest starting Gangster Reputation (2.3). Starting a game It is always the player with the lowest Gangster Reputation who starts a phase or round of actions. Players then continue to take turn clockwise. If two players have the same reputation, the gangster with highest initiative starts (3.1). A game of Mobster Metropolis is played in five rounds and each round is divided into eight phases (3.2). (Illustration: The Sideboard placed in the middle of this spread) 1. The Invest phase (4.1) Each gangster draws three Mobster Cards. Then players take turn to conduct Actions (3.3) to either play cards (3.4), buy a card from the Black Market (3.4), buy turfs (3.5), recruit Street People (3.6), buy a Car (3.7) or pass. Note that a card can only be played during its designated phase, as indicated on the top of all cards. The Invest phase ends when all players have passed. 2. The Delegate phase (4.2) First, all players place Income or Crew counters face-down on their turfs (3.5), followed by face-up Income counters provided by Street People who supports turfs (3.6). Second, players conduct Actions (3.3) to play cards (3.4), until all players have passed. 3. The Newspaper phase (4.3) Any player draws a Newspaper card and read it out aloud for everyone. Jointly play out the stated event/effects on the card. 4. The Scheme phase (4.4) Players use their Drive-by Selectors (3.8) to secretly plan their Drive-bys, while also deciding which weapon and protection cards to play. Simultaneously, all players reveal their plans by placing Driveby Selectors and chosen cards face-up in front them. Cars are placed on the board accordingly. 5. The Reveal phase (4.5) First, all players turn their face-down counters on the Board face-up. Second, players conduct Actions (3.3) to play cards (3.4), until all players have passed. 3

4 6. The Corrupt phase (4.6) First, any player draws a Police Card and read it aloud. All players decide their bribes. Second, all players simultaneously reveal their bribes. Then the effects on the Police card is played out. 7. The Drive-by phase (4.7) One by one, play out all Drive-bys. The attacking player s power (Attack Die + any weapon card) is compared to the defending player s protection (Defend Die + Crew counters + any protection cards). A successful attacker takes all income from the targeted turf. A Drive-by Card decides an additional outcome of the Drive-by. A successful attack result in one Gangster Reputation. A successful defense (or tie) result in a one Gangster Reputation. Special rules apply if multiple players attack the same turf. 8. The Collect phase (4.8) First, players conduct Actions (3.3) to play cards (3.4), until all players have passed. Second, players take turn to collect Income counters for money, remove all Crew counters from the Board, sell cards (as they are only allowed to keep one card for next round) and pay off any Loans (3.9). Starting a new round (4.9) Remaining cards on the Black Market are removed and replaced with new ones (2.1). The Round Marker is moved one step. A new round begins with the Invest phase. Game End and Winning Conductions (5) After five rounds of Mobster Metropolis, all players convert their syndicates into Victory Points (VP). Players receive one or two VPs per turf (indicated on turfs), plus VPs equal to the total amount of money divided by five, plus VPs equal to each players Gangster Reputation. The player with most VPs has won and is the leader of the most powerful gangster syndicate in Mobster Metropolis. 4

5 FULL RULES 1. Game Components 1.1 The essentials A full list of the game components in Mobster Metropolis. Illustrations for all items listed. Board The Board, is divided by into nine Districts by four Streets. Along the Streets are Street Sections placed and marked with circles. Sideboard and Sideboard markers Displays the eight phases of a round (1), the steps of each phase (2), the number of rounds (3), as well as the Gangster Reputation Track (4). Illustration: Show each number on the sideboard The phase marker keeps track of the phase (5), and step, currently played (6). The round marker keeps track of the current round (7). The Gangster Reputation markers mark each player s reputation on the Gangster Reputation Track (8). Attack die Used by the attacking player when resolving a Drive-by, in combination with weapon cards. Defend die Used by the defending player when resolving a Drive-by, in combination with protection cards and Crew counters. Gangster Character Cards A game of Mobster Metropolis starts with every player receiving one of eight Gangster Characters. Money The currency of Mobster Metropolis is dollars, printed as tokens in four denominations: $1, $5, $10 and $ Cards Black Market Cards The Black Market Cards make up the Black Market. Most of the Black Market Cards let players interact with opposing players by using different kind of Weapons, Protection and other shenanigans. Mobster Cards The Mobster Cards make up the Mobster Card Deck. There are great many different Mobster Cards. Some grant players bonuses, some let players sabotage the operations of opposing gangsters. First Hand Contracts Investing in a First Hand Contract allow a player to construct one extra turf that round. Newspaper Cards The Newspaper Cards contains events and happenings. 5

6 Police Cards The Police Cards determine rewards and consequences for the Police phase. Drive-By Cards The Drive-by Cards are used to determine the final outcome of a Drive-By. 1.3 Turfs, Street People and Cars Each gangster has the following number of assets available in his or her color. Turfs Street People Cars 3 pubs 8 Courtesans 5 Cars 3 Boxing Rings 8 Bookies 3 Greenhouses 8 Dealers 2 Brothels 2 Drug Warehouses 1 Casino 6

7 2. Starting a Game of Mobster Metropolis For a short introduction to the Mobster Metropolis rules, please see the Rules Summary section. Our introduction video at also provides a good overview. 2.1 Game Setup The board, sideboard, Mobster Cards, and bank Picture showing a basic setup with everything, labelled. Including the two paragraphs below. The Black Market The Black Market should consist of X rows of three Black Market Cards, where X is the numbers of participating players. The Black Market is always replenished after the last phase, before you start a new round. Include in illustration of the Black Market First Hand Contracts The number of First Hand Contracts should be equal to the number of players, minus one. For example, only three contracts should be available during a four player game. The First Hand Contracts should be placed face-up next to the board. 2.2 Gangster Characters and Starting Assets Before the game beings, each player randomly draws one Gangster Character card. The first side of the Gangster Character cards contain general lore (1), each gangster s starting assets (2) and each gangster s starting Gangster Reputation (3). The second side contains each Gangster Character s Initiative (5), Personal Ability (6) and Garage (7). Show each number on a character card. All players take the specified amount of starting assets and adjust their Gangster Reputation on the Gangster Reputation track on the Sideboard (using the Gangster Reputation markers), according to the Gangster Character card they have received. The Gangster Character cards should then be placed with the second side up (displaying the Garages), in front of each player, preferably in front of the player screens, where all players can see them, for the rest of the game. 2.3 Opening Step Place all starting assets The player with the highest initiative starts placing one asset (turf or Street Person) on the Board. Players then take turn clockwise to place their assets, until all starting assets have been placed on the board. A board with some placed assets of 3-4 players. The player with the lowest Gangster Reputation starts the first round If two players have the same reputation, the player with highest initiative (as specified on the Gangster Character Cards) starts. Players then always continue clockwise. 7

8 3. The Mechanics of Mobster Metropolis 3.1 Gangster Reputation and Play Order Players always have a Gangster Reputation. The maximum amount of reputation is 20 and the minimum amount is -3. This is registered on the Gangster Reputation Track on the Sideboard. Illustration showing the Gangster Reputation Track. Each player will start with a certain degree of Gangster Reputation, according to the number displayed on their Gangster Character Card. During the game, the reputation player with the lowest Gangster Reputation will always start a phase or a set of Actions. If two gangsters have the same reputation, the gangster with highest initiative (as specified on Gangster Character Cards) starts. Players always continue clockwise. Players can both gain or lose Gangster Reputation during the game. At the end of a game, players final Gangster Reputation will add to their Victory Points. 3.2 Five Rounds, Eight Phases A game of Mobster Metropolis is played in five rounds. Players keep track of the rounds by using the rounds track on the Sideboard (1). Each round is divided into eight phases: Invest, Delegate, Newspaper, Scheme, Reveal, Corrupt, Driveby and Collect. First and foremost, the phases provide structure and overview to the game. Some phases include the possibility of multiple decisions and actions; while other consists of just short events. The Sideboard help players keep track of the eight phases (2). Illustration of Sideboard pointing out (1) rounds track and (2) the phases. A detailed explanation of each phase is included in section 4.1 to section Actions During some phases, players take turn clockwise to conduct Actions. The Invest phase, the Delegate phase, the Reveal phase, the Drive-by phase and the Collect phase include Actions, which is displayed with the Action symbols on the Sideboard (1). Illustration of (1). Each phase determines the Actions players can conduct. For example, investments in turfs or Street People is conducted as Actions during the Invest phase. Cards can be played as Actions during several phases. An Action only includes playing one card or investing in one turf. Two Actions can never be conducted in a row by the same player, unless all other players pass. When all players have passed, that Action step is done. Lowest Gangster Reputation start, The player with the lowest Gangster Reputation will always start conducting an Action, followed by the other players clockwise. A player who does not wish to conduct another Action may pass. A player that has passed cannot conduct another Action during that phase. The remaining players will conduct Actions until everyone have passed. 8

9 3.4 Cards Mobster Cards and Black Market Cards Mobster Cards and Black Market Cards can be used for many different purposes. Some cards let players develop their syndicate, other let them interact with other players and their assets. The top part of cards indicate at which phase they can be played (1). The outcome of the card is clearly stated on the bottom part of the card (2). Illustration of a Mobster Card that point out all elements. Playing cards A card can only be played during the phase that is indicated on the top of each card, and only during the Actions part of that phase. The outcome of the card is clearly stated on the bottom part of the card. Weapon and protection cards can only be played together with the Drive-by Selector during the Scheme phase (see section 4.4). They will later impact the outcome of Drive-bys during the Drive-by phase (see section 4.7). Other Cards Newspaper Cards, Police Cards and Drive-by Cards are used to determine the outcome of different phases, and cannot be bought or used by individual players. Players can invest in First Hand Contract cards to be able to build a second turf during one round (see section 3.5 Turfs). A played or used card is discarded When a card s effects have been played out, it must be discarded in a discard pile next to the corresponding deck of cards. Many cards effects are played out directly and they are then discarded. Weapon and protection cards are however played during the Scheme phase, but are not discarded until their effect has been played out during the Drive-by phase. When a deck of cards runs out As a deck of cards run out, it will be replaced by the discarded cards of that type; shuffle all discarded cards and make a new deck. This goes for all cards except the First Hand Contracts. Obtaining cards There are several ways of obtaining cards. The most common ones are; drawing Mobster Cards at the first step of the Invest phase; or buying cards from the Black Market (see below) during the second step of the Invest phase. The Black Market During the Invest phase, players can buy Black Market Cards from the Black Market. The Black Market should consist of X rows of three Black Market Cards, where X is the numbers of participating players. The cards on the Black Market are always removed after the last phase. The Black Market is then completely replenished before players start a new round (see section 4.9). 9

10 3.5 Turfs Players develop and strengthen their operations by constructing turfs, investing in Cars, and by recruiting Street People. This can only be conducted during the Actions step of the Invest phase. Turfs and Cars will result in Victory Points at the end of the game, while street People do not provide any points (section 5). Turfs Turfs represent the operations of each player s syndicate and is the main means of income. A player can never build more turfs than the total number of provided turfs tiles of each color. The following number of turf tiles are provided per color: Potentially illustration of this list. 3 pubs 3 Boxing Rings 3 Greenhouses, 2 Brothels 2 Drug Warehouses 1 Casino. Each Turf has a set cost (1) and a set income value (2) per Income counter, as explained below. Turfs also provide one or two Victory Points (3). Illustration pointing out each aspect on an example turf tile. Constructing turfs To construct a turf, you must first pay the turf s designated cost to the bank. After that, you must immediately place the turf in any District which has the required number of an empty Blocks available (you may not buy turfs without placing them). For example, a Pub requires only one empty Block, while a Casino requires three. A turf can never be played over another turf; turfs must be placed on empty Blocks. Hence, a player may not buy a turf if there are not enough empty Block(s) anywhere on the Board (usually only applicable to larger turfs). Turfs can never be placed on Streets. Players can build one turf per round As a rule, players can only build one turf per round. However, a player who invest in a First Hand Contract may build a second turf that same round (see below). First Hand Contracts During the second part of the Invest phase, a player who has already invested in a turf may buy a First Hand Contracts in order to be able to construct a second turf the same round. Players can only invest in one First Hand Contract per round. To buy and use a First Hand Contract, the player pays $2 and turn one face-up First Hand Contract card face-down. The player then immediately constructs one turf by paying its set cost and placing it on the Board. This procedure is considered as one Action. For example, player A has already constructed one Boxing Ring during the Invest phase of round 2, but wants to construct another one before he passes. To do so, player A pays $2 for one of the faceup First Hand Contracts available and turn one of them face-down. Immediately after that, player A pays $3 for a Boxing Ring and places it on an empty Block on the Board. Potentially illustration of face-up and face-down First Hand Contracts 10

11 There should always be one less First Hand Contract available, than there are players. A First Hand Contract that has been used will not be available until the next turn (as all face-down First Hand Contracts are turned face-up before starting a new round). Turfs provide either Income or Crew counters A turf produce income or protect itself with crews. All turfs can provide two kinds of counters: Income counters provide money equal to the income value of the turf on which they are placed. For example, an Income counter on a Pub will provide $2, while an income counter on a Casino will provide $4. Income is collected during the last phase; the Collect phase. Crew counters provide turfs with protection against other players Drive-bys. A Crew counter on a turf adds +1 protection to that turf. The size of a turf represents the number of Income or Crew counters the turf can provide by itself. For example, a Boxing Ring represent one Block on the Board; it provides one counter per round. A Casino represent three Blocks; it provides three counters per round. During the Delegate phase (section 4.2), players decide whether their turfs should provide either Income or Crew counters. A turf can provide both Income and Crew counters the same round, as long as the turf s size is two Blocks or more. For example, a Casino can provide two Income counters and one Crew counter the same round. An illustration of a Pub vs a Casino that show everything stated above. Numbers to indicate. Paragraphs placed around the illustration. Players collect income from Income counters during the Collect phase (section 4.8). To increase the income of each turf, players can recruit Street People. 3.6 Street People Street People (or one Street Person) support turfs from the Roads of the Metropolis. By doing so, Street People provide turfs with additional Income counters. There are three types of Street People in Mobster Metropolis, and each type can only provide support to two different kind of turfs: Courtesans can support either Pubs or Brothels. Bookies can support either Boxing Rings or Casinos. Dealers can support either Greenhouses or Drug Warehouses. Illustrations in combination with above. Recruiting Street People Street People are recruited by players during the Invest phase (section 4.1) and always cost $2. A player can never recruit more than two Street People per Invest phase. Street People are placed on Street Sections Street People are placed on the circled Street Sections (1) on the Board. Players may only recruit Street People if there are Street Sections available (empty) on the Board. A Street Person that has been placed on a Street Section can never be replaced by another one, or moved to another Street Section. Both cards and events may however provide opportunities for players to interact with other players Street People. 11

12 Street People support turfs with additional Income counters Each Street Person provide one Income counter (2) per round during the Delegate phase (section 4.2). Players designate the Street People s support by placing the Income counters on turfs, which will result in additional income during the Collect phase (section 4.8), according to the turfs set income value. No more than two Street People can support one turf. A Street Person can only provide support to turfs in Districts which are neighboring the Street Section the Street Person is placed on (3). Furthermore, a Street Person can only support one turf per round, but can be designated to another turf during the following round. Illustration that shows Street People placed on Street Sections (1) and how they can supplement turfs with Income counters (2) in neighboring Districts (3). The income provided by turfs and Street People Income counters provided by Street People and Income counters provided by turfs are equivalent. All income counters will later result in money, according to the income value on the turf they are placed upon. For detailed rules about collecting income, please read about the Collect phase (section 4.8). For example, a Pub (income value $2) with one Income counter provided by the Pub itself, and two Income counters provided by two supporting Courtesans, will result in a total income of $6 ($2 plus $2 plus $2). 3.7 Cars and Garages The backside of each player s Gangster Character card contain that player s Garage, with five parking lots for Cars. The Garage is not a turf and can never be targeted by other players or cards. As illustrated next to each parking lot, each Car provide one Victory Point at the end of a game. Illustration of a Garage on a Gangster Character card. Cars Players may invest in Cars during the Invest phase (section 4.1). Players can later target competing players turfs with their Cars during the Scheme phase (section 4.4), which will then result in a Driveby (an attack) during the Drive-by phase (section 4.7). In short, successful Drive-bys will in most cases result in additional income for the attacking player and lost income for the defending player. A failed Drive-by may result in negative consequences for the attacking player. Read more about Drive-by s under each section stated above. The cost of Cars As indicated by the Garages parking slots, the cost of new Cars increases according to the number of Cars a player owns. The first two Cars cost $5, the third Car costs $6, the forth Car costs $7, and the fifth Car costs $8. At most five Cars per player There are limits to how many Cars a gangster can own: A player may never own more Cars than turfs, and never more than a total of five Cars. The Mobster Card Cousin in Town can however provide players with an additional Car for one round, which is not subject to the limitations stated above. As a result, a player can actually use up to eight Cars during one round, by using all three of the available Cousin in Town cards (if the player is lucky enough to obtain all three). 3.8 The Drive-by Selector The Drive-by Selectors allow players to secretly plan their Drive-bys (attacks) against turfs by selecting any one of the 73 Blocks which makes up the nine Districts of the Board. This is done during 12

13 the Scheme phase (section 4.4). The Drive-by Selectors will then produce a moment of great excitement, when all players reveal their planned Drive-bys simultaneously, together with their choice of weapon or protection cards. Drive-by Selector, pointing out 1,2,3 of below. Potentially with an illustration of a part of the Board, showing District 3 as per below. To select a turf, players use their Drive-by Selectors to target one of the Blocks the turf is placed upon. The left-side wheels are used to target a District and the right-side wheels are used to target a turf in the chosen district. For example, if player A wants to use his only Car to conduct a Drive-by against player B s Boxing Ring (1) at Block 6, District 3, player A simply spin the top left-side wheel to 3 (2) and the right-side wheel to 6 (3). Targeting larger turfs Larger turfs cover more than one Block and can therefore be targeted by the selection of any of those Blocks. As long as a Block with any part of a turf upon is targeted, that turf is targeted. If two players target the same turf by selectin two different Blocks that turf is placed upon, their Drive-bys is still considered to target the same turf. Detailed information about two players targeting the same turf can be found under section 4.7. Use the topmost wheels and select blank when not using a wheel It is recommended that players select blank on the wheels they are not using. However, if a player has selected Districts and Blocks with all five pair of wheels, but only have three cars, then only the top three pair of wheels should be considered as valid selections. Potentially an illustration of above. 3.9 Economy and Loans The currency of Mobster Metropolis is dollars, printed as tokens in four denominations: $1, $5, $10 and $20. This is a strictly fictional currency. Illustration: The four money tokens. To acquire or lose money In most cases, players get a certain amount of money from the bank, or lose a certain amount of money to the bank. If a player gets $1, the player should take $1 from the bank. If something makes a player pay $1, the player should pay $1 to the bank. Sometimes events and cards can result in players getting and losing money from each other. This is always stated clearly. If there is no such explanation, the exchange of money should be conducted with the bank. Trade between players is not allowed Players can never trade money, or any other resources (such as turfs, Street People or Cars), between each other. Players can make vocal agreements Nothing can stop players from discussing and making, or betraying, vocal agreements. Players who do not appreciate the possibility of pacts and treaties may want to try to convince the other players of a prohibition of such activities before the beginning of a game. But remember, you are all playing as leaders of gangster syndicates. 13

14 Loans Any time a player runs out of money, but is required to pay any kind of expense, the player must take a Loan. This is the only circumstance when players are allowed to take Loans. Illustration: A Loan token and $5. When a player takes a Loan, the player receives one Loan token, get $5 from the bank and loses one in Gangster Reputation. The player now owes the bank $5. In the unlikely case of a player needing more than $5, the player may take an additional Loan as per above. If there are no available Loan tokens at the bank, no additional Loans can be taken (please see below under If money runs out.) Paying back Loans At the end of the Collect phase (section 4.8), all players are required to clear themselves of all Loans. Players are not allowed to keep a Loan (token) until next round. A Loan is cleared by returning $5 and the Loan token to the bank. There is no such thing as interest rates in Mobster Metropolis a player never needs to pay more than $5 to clear himself of a Loan. If a player does not have enough money to clear a Loan, the player must adhere to the rules below under If money runs out. If money runs out 1. Any time a player is out of money but is required to pay money to either the bank, or to an opposing player, that player must take a Loan. 2. If no Loans are available, or if a player cannot pay back its Loan at the end of the Collect phase, the player must sell off enough turfs (for each turf s set cost) to cover the expenses. 3. If there are no available loans, and the player has no turfs left, the player loses the game. The player s remaining assets (such as Street People) will be taken off the Board. That player is now sleeping with the fishes. 14

15 4. The Eight Phases of a Round A game of Mobster Metropolis is played in five rounds. Each round is divided into eight phases, as explained below. It might sound like a lot of phases, but most of them consist of only one or two simple steps. Essentially, the phases provide a clear and simple structure that makes it easy to keep a good flow when playing Mobster Metropolis. These sections provide a run-through of all eight phases. The Sideboard keeps track of the phases The Sideboard displays the eight phases of one round, and the steps included in each phase. To keep track of the current step and phase, use one the phase marker, as illustrated under section 1.1. As soon as one step is done (in most cases when all players has passed), move the marker to the next step. Experience will speed up the game significantly New players will notice that the Sideboard provides a structure to the game, which makes it easy to follow and learn the rules of the game. After playing a few games of Mobster Metropolis, players will soon remember the contents of phase, but will still look to the Sideboard for a clear overview of the game. Before starting the first phase A new game of Mobster Metropolis always starts with the preparation stated under section 2. Also, a new round of Mobster Metropolis always starts with the first step of the Invest phase. 4.1 The Invest Phase Illustration, sideboard First step: Restock Each gangster draws three Mobster Cards. Second step, Actions: Invest or play cards Starting with the player who has the lowest Gangster Reputation, players take turn clockwise to conduct any one of the following Actions. Buy one Black Market Card Buy one of the face-up cards at the Black Market (not from the Black Market deck) for its set cost (section 3.4). Play a card Play any card from your hand, as long as it is designated for the Invest phase, as stated on the top of the card (section 3.4). Construct a turf Buy a turf for its set cost and immediately place it on the Board. As a rule, players can only construct one turf per turn. However, buying a First Hand Contract ($2) lets a player buy one second turf the same turn. For more information about turfs and First Hand Contracts, see section 3.5. Recruit one Street Person Recruit one Street Person for $2 and immediately place it on an empty Street Section. A player can only recruit two Street People per turn (but only one per Action). Remember, a Street Person can only provide support to turfs placed in Districts neighboring the Street Section which the Street Person placed on. For detailed rules about Street people, see section

16 Buy a Car Buy one Car for $5 and place it on an empty spot in the Garage (situated on players Gangster Character cards). A player may only own as many cars as the number of turfs the player has constructed, up to a maximum of five cars. For more information about Cars, see section 3.7. A player who does not wish to conduct another action must pass. Players can only conduct one Action at a time but there are no limitations of the total number of Actions that a player can conduct before passing. Continue until all players have passed. For detailed rules about actions, see section The Delegate Phase Illustration, sideboard First step: Turfs provide either Income counters or Crew counters. Street People provide turfs with additional Income counters. All players place counters on their turfs: Counters provided by turfs are placed face-down on each turf (1). Each turf provides as many counters as the number of Blocks they cover on the Board. Players decide whether the counters their turfs provide should be either Income of Crew counters, or a combination of both (2). Most typically, players will prioritize Income counters on turfs they believe other players won t attack with Drive-bys this turn, while placing Crew counters on turfs that they believe might get attacked. Turfs can never provide counters to other turfs. Read more under section 3.5. Income counters provided by Street People are placed face-up on turfs (3). Street People supports turfs with Income counters only (never Crew counters). One Street Person can provide one Income counters to a turf in a neighboring District, as long as the turf and the Street Person can be combined. Read more about Street people under section 3.6. Illustration: A District with a few Street People and turfs with both face-down (1) and face-up (3) counters. Reveal (or make transparent) the face-down counters on one of the turfs (2). Counters provided by turfs will be revealed later during the Reveal phase. Income counters provided by Street People are placed face-up, to make it possible for all players to see how other players prioritized their Street People s support. This also makes it possible for all players to make sure no one has used too many counters, or made any other kind of mistake. In a game with new players, it is recommended that everyone take turn when placing their counters during the first few rounds, to make it as easy as possible for everyone to get a good picture of what is happening. Second step, Actions: play cards All gangsters take turn to conduct the following Action, until everyone have passed. Play a card Play any card from your hand, as long as it is designated for the Delegate phase (stated on the top of the card). For detailed rules about Actions, see section 3.3. For detailed rules about cards, see section

17 4.3 The Newspaper Phase Illustration, sideboard One step only: Newspaper card Any player draws a Newspaper card and read it out aloud for everyone. Jointly play out the stated event/effects on the card. Illustration, Newspaper Card 4.4 The Scheme Phase Illustration, sideboard First step: Scheme with selectors and cards All players scheme simultaneously: Players use their Drive-by Selectors to secretly plan their Drive-bys for this round by selecting turfs using the wheels on their Drive-By Selectors. Players can only select as many turfs as they have cars. A player can never attack the same turf with two cars. To avoid misunderstandings, players should always use the wheels from the top of the selector (a player with three Cars should use the top three pair of wheels on the selector). For detailed information about the Drive-by Selector, see section 3.8. All players also decide which weapon and protection cards they want to play this round. Players can only use cards dedicated to the Scheme phase, as indicated on the top of the cards. When all players are done scheming according to above, everyone simultaneously reveal their plans by placing their Drive-by Selectors and chosen cards face-up in front them. Selectors and cards should always be revealed together, at the same time. Illustration, Player A has decided to attack three turfs and use the Black Market card Shotguns. Second step: Place Cars All players place their Cars on the turfs they have indicated on their Drive-by Selectors. 4.5 The Reveal Phase Illustration, sideboard First step: Reveal face-down counters All players turn all of their counters on the Board face-up. (This is the moment when all players show how they prioritized between Income counters and Crew counters during the first step of the Delegate phase.) Second step: Play cards All gangsters take turn to conduct the following Action, until everyone have passed. Play a card Play any card from your hand, as long as it is designated for the Reveal phase (stated on the top of the card). For detailed rules about Actions, see section 3.3. For detailed rules about cards, see section

18 4.6 The Corrupt Phase Illustration, sideboard First step: Police Card Any player draws a Police Card and read it out load for everyone. All players secretly decide how much money they want to use as bribes, hide the amount in one closed hand, and reach in with that closed hand over the Board. Illustration, four closed hands reaching in. Second step: Bribe At the same time, all players open their hands to reveal their bribes. The effects on the Police card is then played out accordingly: The player, or players, with the highest bribe will be rewarded. The player, or players, with the lowest bribe will face a negative consequence. Police Cards will not affect players with neither the highest or the lowest bribe. If all players have bribed the same amount, or if everyone has decided to not bribe at all, then nothing happens. Regardless of the outcome, all money used for bribes, by all players, should always be submitted to the bank. 4.7 The Drive-by Phase Illustration, sideboard One step only: Play out all Drive-bys one by one Drive-bys are played out as Actions. The player with the lowest Gangster Reputation will decide which Drive-by to play out first, by choosing one of the attacking Cars belonging to that player. If Player A has placed three Cars on competing players turfs during the Scheme phase (earlier the same round), he may choose any of these three Drive-bys to be played out first. When the first Drive-by has been played out, players who still have attacking Cars on the board continue to decide the order of Drive-bys clockwise. Players with no more remaining attacking Cars on the board, or players who only defend, will not be part of deciding the remaining order of Drivebys to be played out. How Drive-bys are decided A Drive-by is decided by comparing the attacking player s total attack power versus the defending player s total protection: Attacking player s power: Attack Die result + bonus from any weapon card. Defending player s protection: Defend Die result + protection from Crew counters on the attacked turf + bonus from any protection card. (A Gangster Character s Personal Ability might also influence the outcome of a Drive-by.) Weapon and protection cards Any weapon or protection cards must always have been played during the Scheme phase (section 4.4). Hence, players will already have the potential cards they may use in front of them when Drivebys are played out. Weapon cards provide bonuses to all Drive-bys a player conduct one round, while protection cards may only be used for the defense of one turf. If a player wants to use a protection card when defending a turf, the player must declare that aloud, in good time before the attacking player rolls the Attack Die to decide the outcome of the Drive-by against that turf, as per below. 18

19 Protection cards should never be discarded until all Drive-bys has been decided, as a protection card can be used to protect a turf against more than one Drive-by (see below). To play out a Drive-by 1. The attacking player rolls the die Attack Die. 2. The defending player rolls the Defend Die. 3. Add the dice s results to the bonuses from cards (and Personal Abilities) and calculate each player s result. 4. Subtract the result of the defending player s total protection from attacking player s total power. The attacking player has succeeded if the result is positive. Drive-bys might result in a standoff (a tie). 5. Play out the final outcome of the Drive-by as per below. The final outcome of a drive-by The attacking player draw one Drive-by card and read out the outcome according the result of the Drive-by (as per the calculation stated at above). Note that in some cases, the Drive-by cards might actually provide a slightly negative outcome for the player who successfully attacked or defended. Drive-by Cards will sometimes also provide an effect of a standoff. An attacking player who succeeded will take Income counters from the targeted turf and trade them for money from the bank. If the attack fails or result in a standoff (tie), the Income counters will stay at that turf. A Drive-by always result in a player gaining one Gangster Reputation. An attacking player who succeed will gain one reputation. If the attack fails or result in a standoff (tie), the defending player will gain one reputation. Each player s Gangster Reputation is adjusted accordingly on the Gangster Reputation Track on the Sideboard. After a Drive-by has been played out, the attacking player must always remove his or her Car from that turf. A Drive-by example (Will later be moved to the full example round) Player A has targeted Player B s Greenhouse (1), with a Drive-by (2). Player B has earlier placed one Income counter (3) and one Crew counter (4) on that turf. During the Scheme phase, Player A revealed the weapon card Shotgun (5), while player B revealed the protection card Guard Dog (6). Player B now state that the Guard Dog will be used to defend against Player A s Drive-by. The Drive-by commence: Player A rolls a 2 with the Attack Die (7), while Player B simultaneously rolls a 1 with the Defend Die (8). As a result, Player A has a total attack power of 4 (2+2), while Player B has a total protection of 3 (1+1+1). Illustration: One zoomed in turf (1) with one Income counter (3) and one Crew counter (4) on, as well as one attacking Car (2). Player A s Shotgun (5) and Attack Die (7) on one side. Player B s Guard dog (6) and Defender Die (8) on the other side. The final result is 1 (positive). Hence, Player A has succeeded in his attack and will get 2$ from taking Player B s Income counter (traded for money according to the Income value on a Greenhouse). Player A will also draw one Drive-By Card and read the effect next to 1, which in this case result in an extra $2 (9). Finally, Player A will gain one Gangster Reputation on the Gangster Reputation Track. The Drive-by is done. Competing players will now continue to play out the remaining Drive-bys before moving to next phase. 19

20 When two or more players target the same turf with Drive-bys At the later stages of a game, it is not unusual that two or more players target the same turf (but as stated above, one player may never attack the same turf with to Cars). However, Cars never arrive at the same time to a turf, hence Cars never attack simultaneously. If several players have targeted the same turf, the player who first choses to play out his or her Drive-by at that turf will have the first shot at it that player s Car arrived first to the turf. If the first (or previous) Drive-by failed, the subsequent player s Car will conduct another Drive-by against that turf. Any protection card that was played by the defending player when defending that turf against previous Drive-bys the same round, will continue to provide protection to that turf until all Drive-bys targeting that turf has been played out. The defending player might succeed in defending against several Drive-bys, or just succeed in the defending against all but one. The Income counters on the turf will not be safe until all Drive-bys targeting that turf has been defeated. If the first (or previous) Drive-by succeeded, the following players Cars will have arrived too late there is nothing left at that turf. However, a player with remaining Cars on a turf that has already been defeated by a Drive-by, may, when it is his or her turn to conduct a Drive-by, choose to assign the Car to a new turf in the same District. If there are no other turfs in the District, or if all turfs in that District has already been defeated by Drive-bys, the remaining Cars in that district are removed from the board. Remember that a Drive-by always result in one player gaining one Gangster Reputation. When more than one player has targeted the same turf, the player who is defending that turf can as a result gain zero Gangster Reputation (if the first Drive-by is successful) or as much Gangster Reputation as there are attacking players (if successfully defending against every one of them). A player who successfully defends against two Drive-bys will gain two in Gangster Reputation, even if both Drive-bys was targeting the same turf. 4.8 The Collect Phase Illustration, sideboard First step: Play cards All gangsters take turn to conduct the following Action, until everyone have passed. Play a card Play any card from your hand, as long as it is designated for the Delegate phase (stated on the top of the card). For detailed rules about Actions, see section 3.3. For detailed rules about cards, see section 3.4. Second step: Collect income, sell cards and clear Loans All players take turn to conduct the following: 1. Remove all Income counters from the Board and trade them for money from the bank, each one according to the income value of the turfs it was placed one. For detailed rules about turfs and income, see section Remove all Crew counters from the Board. 3. Sell Mobster Cards or Black Market Cards for $2, and discard them accordingly. Players must sell all but one card, but may sell all. Players cannot keep more than one card until next round. 20

21 4. All gangsters with Loans must clear themselves of all Loans before next round. To pay off a Loan, pay $5 to the bank and return that Loan counter. Read more about paying back Loans, or not being able to pay off Loans, under section 3.9. In a game with new players, it is recommended that everyone take turn to conduct everything above, one by one. Experienced players may want to trust each other to handle this step simultaneously. 4.9 Starting a New Round Mobster Metropolis is played in five rounds. When five rounds have been played, go to section 5 below. If less than five rounds have been played, conduct the following before starting a new round: 1. Remove all remaining cards from the Black Market and replenish it with new cards. For more information about the number of cards that should be available at the Black Market, see section 2.1. (If the Black Market deck runs out of cards, see section 3.4.) 2. Turn all First Hand Contract cards face-up. 3. Move the Round Marker at the Round Track on the Sideboard, to indicate next round. 4. Start a new round by begin playing the Invest phase (section 4.1). 5. Game End and Winning Conductions After five rounds of Mobster Metropolis, all players convert their syndicates into Victory Points (VP): One or two VPs for each turf, as indicated by the VP symbol on each turfs. Small illustration. One VP per Car (as indicated on each parking lot in the Garages). One VP per total amount of money divided by five, rounded down. ($23 is equal to 4 VP.) VPs equal to each players Gangster Reputation (can be a negative number). Example image, showing final score of a four player game on a piece of paper The player with most VPs has won That player is now the leader of the most powerful gangster syndicate in Mobster Metropolis. 6. Online Resources and FAQ Online Resources For a short introduction to the Mobster Metropolis rules, please see our introduction video at Mobster Metropolis was (hopefully will be) funded at Kickstarter. For a brief history about our game development, campaign and first production, please visit our Kickstarter page at Frequently Asked Questions We appreciate any question about the Mobster Metropolis rules. Please use the form at to post any thoughts, questions or insights that you might want to share with us. In case of any uncertainties or frequently asked questions about the Mobster Metropolis rules, we will strive to keep an updated FAQ at 21

22 7. Example Round To be included in final version. 22

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