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Blood Feud in New York

Blood Feud in New York Rulebook

Table of Contents

Table of Contents

  • 1. Getting Started
    • A.) The Object of the Game
    • B.) Winning the Game
    • C.) The Gameboard
    • D.) Set Up
    • E.) The Player Card
    • F.) 'Personnel'
    • G.) The 'Family' Part I
    • H.) The 'Family' Part II
    • I.) The 'Employee' Pieces
    • J.) Exploitation Markers
    • K.) The Vehicle Pieces
    • L.) Vehicle Markers
    • M.) The 'Building' Pieces
    • N.) Money
    • O.) Order of Play
    • P.) Starting Play
  • 2. Playing the Game
    • Player Turn
    • Kidnapping Family
    • Killing Another Boss
  • 3. Battle
    • Moving to Attack
    • The Dice
    • To Hit
    • Wounded Order
    • Attack Order
    • 'Battlefield' Set Up
    • Rolling Multiple Dice
    • Gun Battle Sequence
    • Possible Outcomes
  • 4. Movement
    • Helicopter Flight Plan
    • Stepping Into
    • 'Traveling Through'
    • Traveling Through
    • Blocking Summary
  • 5. Negotiating
  • 6. "Take Manhattan" — An Alternate Scenario
  • 7. Appendices
    • Appendix I — Revenue Table
    • Appendix II — Gameboard Corners
    • Credits

1. Getting Started

A.) The Object of the Game

During the game, you are a Boss at the head of a powerful criminal organization. You and your adversaries are currently based in one of the five boroughs of New York or in New Jersey.

At the end of the Millennium, the FBI, working with various state and federal agencies managed to rid New York of the ruling crime families that had become entrenched in the city over may generations. This has left a power vacuum in the underworld that several rival crime families are only too anxious to fill. As the boss of one of these families, you are competing with the other players to determine who will ultimately rule the world of organized crime. As tensions flare, a full scale Mob War erupts… to determine who will become supreme Mafia Boss of New York.

To take control of the city's underworld, you will need to be a brilliant strategist, a careful planner and a skilled negotiator. Knowing the exact moment to take the offensive will be necessary if you want to take advantage of opponents' weaknesses. In the end, your paranoia may be prove to be one of your greatest character traits: ALWAYS watch your back!

What kind of gangster are you? Cosa Nostra? Yakuza? Russian Mafia? Colombian Cartel? White Collar Crime Syndicate? The exact nature of the criminal organization you will play is up to you. Animate the game with the type of negotiations, comments and epithets necessary to let your opponents know who you are… and also to make them fear and respect you.

B.) Winning the Game

To win the game and become Mafia Boss of New York, you must either:

1.) Eliminate all of the other players by killing their Bosses;

Or

2.) Gain "Incontestable Dominance" by earning $ 6,000 or more at the end of a turn.

C.) The Gameboard

Welcome to New York and New Jersey. The Gameboard represents the five boroughs of New York city (The Bronx, Brooklyn, Queens, Staten Island and Manhattan) as well as New Jersey.

These boroughs are subdivided into smaller neighborhoods, called 'city districts', that the players will battle over during the game. Each city district captured or controlled by a player generates $ 10 in assets at the end of a turn. District spaces can be recognized by their silver color and street pattern. Black border lines separate the gameboard playing spaces.

There are three neutral types of game spaces: green spaces are parks, blue spaces are water and copper colored spaces are airports. These three types of spaces can not be captured by the players. Players may only cross water spaces with a bridge or by using a boat or helicopter.

Bridges are represented on the map by thick, silver, diagonally hatched lines. Bridges allow immediate access from one district to another. They also act as boundary lines separating water spaces.

During the game, movement is not permitted across any corner formed by two intersecting lines.

Star Illustration: look for this symbol on the gameboard, this is where you will start!

D.) Set Up

Game set up is determined by the total number of players.

To start, each player should roll one ten-sided dice. The players are then ranked according to the result of their rolls: the higher the roll, the higher the player's ranking. (Players who tie must roll against each other to determine who has the higher ranking.) Once the players have been ranked, this order is followed to allow each player his or her choice of starting point and family color.

The stars on the gameboard mark the six player starting points within each of the boroughs.

Depending upon the total number of players, each player may choose from one of the following starting points:

6 PLAYER GAME: Use all six starting points.

5 PLAYER GAME: The Bronx, Queens, Brooklyn, Staten Island and New Jersey.

4 PLAYER GAME: Queens, The Bronx, Staten Island and New Jersey.

3 PLAYER GAME: Brooklyn, The Bronx and New Jersey.

2 PLAYER GAME: New Jersey and Queens.

Each player now chooses a color to represent their family and starts the game with 1 Boss and 5 Family Members.

Players also start the game with the additional pieces according to the table below.

Each player's family and starting pieces are then placed at the player's chosen starting point. All of the people in the game, employees and family members, are collectively referred to as 'personnel'. The pieces are explained in the following sections.

ADDITIONAL STARTING PIECES
6 PLAYERS2 THUGS
5 PLAYERS2 THUGS
4 PLAYERS2 THUGS, 2 HENCHMEN
3 PLAYERS2 THUGS, 2 HENCHMEN, 1 LIMOUSINE
2 PLAYERS3 THUGS, 3 HENCHMEN, 1 HIT MAN, 1 LIMOUSINE

Game Pieces — The Player Card contains most of the information you will need to build your criminal organization during the game.

PEOPLEMOVECARRIESATTACKSPECIALCOST
BOSS1–5+Represents the player.***–
FAMILY MEMBER1–5+Possible Income Factor.–
HIT MAN2–4+1 "sneak" attack -- no retaliation.450
HENCHMAN2–6+250
THUG1–7+100
VEHICLESMOVECARRIESATTACKSPECIALCOST
LIMOUSINE45–300
SPEED BOAT55–150*
HELICOPTER93–Must land in controlled territory.550
BUILDINGSCOST
ILLICIT ACTIVITY+40 ASSETS200
CORRUPT PRECINCT1.) Blocks any land pieces "moving through" for one turn; 2.) Must be bribed to attack 3.) DEFENSE -- +1 added to Attacker's minimum "to hit" rolls; 4.) Purchase "Premium".130**
PENTHOUSE PALACE1.) +20 ASSETS ; 2.) Allows Item Placement (starting turn following purchase); 3.) DEFENSE -- +3 added to Attacker's minimum "to hit" rolls.900
ACTIONSCOST
BRIBE PRECINCTBribe which must be paid to attack an opponent within a corrupt precinct.50
AIRPORT LANDINGFee which must be paid for a helicopter to land in an airport.20

E.) The Player Card

Each player should also take a Player Card. The Action Table on the front of the card helps keep track of the stages of the game as well as the statistics of the game pieces. This provides a handy reference tool during the game that should answer most questions. The rulebook offers further clarification in the event that more difficult questions arise.

The Revenue Table (on the back side of the Player Card) helps players calculate their revenue at the end of each turn.

F.) 'Personnel'

There are two general classes of people in the game, Family Members and Employees. The principle difference between the two classes is that Employees can be hired whereas Family Members can't be hired. To acquire Family Members, you must eliminate a rival Boss.

All of the people in the game, employees and Family Members, are collectively referred to as 'personnel'. Your personnel are rated with an Attack Strength and a movement value. All of the personnel in the game are rated with an Attack Strength (listed on the action table in the column 'attack'). This number is followed by a "+" that indicates any roll equal to or higher than the Attack Strength makes a hit upon the opposing player's forces. For example, if you attacking with a Hit Man who has an Attack Strength of 4+, you need a roll of 4 or better on a ten-sided die to hit. If you roll any number between 4 and 10, you hit! If you roll any number between 1 and 3, you miss! Attack strength is discussed at greater length in the Battle section.

G.) The 'Family' Part I

THE BOSS

This piece represents YOU! If your Boss is killed, you are eliminated from the game. During your turn, do your best to keep your Boss protected or out of range of your adversaries' attacks. Do not risk your life unnecessarily!!!

Your Boss is a person in the game and may move freely about the board (1 space per turn). If you do not like your current position or sphere of influence, move your Boss towards where you want to be. Your Boss may also fight if necessary and has an attack value of 5+.

At the end of every turn, you, the Boss may purchase vehicles or hire criminals. These purchases or new hires must be placed with your Boss piece (or at a Penthouse Palace if you have one). So, when moving your Boss piece, you may also want to think about where you would like to place your purchases at the end of your turn.

As the head of an underworld organization, you will have sophisticated criminals, called Family Members, to help you manage your growing empire. The size of your family and how you choose to manage it will determine the amount of income you earn.

IMPORTANT: When factoring revenue, the Boss, as head of the family, is considered in the equation.

H.) The 'Family' Part II

(THE KEY TO THE GAME)

FAMILY MEMBERS

Family Members are the managers of your criminal empire and as such, they are the key to the game. The revenue acquired at the end of the turn is a factor of the number your independently operating Family Members.

The revenue that you receive at the end of every turn is equal to:

Independent Family Members (IFM) x Total Assets = Income

A Family Member is 'Independent', when that Family Member occupies a district space without the presence of any other Family Members. If two or more Family Members are occupying the same district, the player receives a factor of only 'x1' for all of the Family Members in that space. (Your Boss is a 'Family Member' and is factored into this equation as well.) There is safety in numbers, but if your Family Members are huddled together in one city district, they can not effectively manage your territory.

Family Members can not be hired or purchased. Try to protect your Family Members and do not use them in battle unless absolutely necessary! Likewise, you should exploit every opportunity to assassinate or kidnap your rivals' Family Members. If you kill a rival Boss, you take control of their remaining Family Members. This is the only way to increase the size of your family.

Family members move up to 1 space per turn and have an Attack Strength of 5+. Family Members may be kidnapped during battle and held for ransom.

IMPORTANT: Make sure everyone understands the importance of Family Members in factoring income and winning the game before continuing!!! Use the four examples given below to explain how they work. Set up to the pieces on the board as shown in the examples for extra clarity:

Example 1

At the end of her turn, a player has taken control of six districts and has all six of her Family Members occupying districts independently of one another. The player will receive $ 360 at the end of her turn: IFM ( 6 ) x Assets ( $ 60 ) = Income ($ 360).

Example 2

Later in the game, the same player has the same number of Family Members and districts under her control. However, she has decided to move 3 Family Members into the same district because she is worried about a possible attack from another player. Now she may only use a factor of 'x1' for all three of these Family Members that share the same space. If she leaves her Family Members in this configuration, her total income at the end of the turn will be $ 240: IFM ( 4 ) x Assets ($ 60) = Income ( $ 240 ).

Example 3

Later in the game, the same player has lost 3 Family Members in battle. However, she currently controls 8 districts ($ 80 assets), 1 Illicit Activity ($ 40 assets) and 1 Penthouse Palace ($ 20 assets) giving her assets totaling $ 140. Although her 3 Family Members are operating independently, her revenue at the end of the turn is $ 420: IFM ( 3 ) x Assets ($ 140) = $ 420.

Example 4

Finally, on another turn, the same player has managed to assassinate a rival Boss who controlled 4 Family Members. The player absorbed this family into her own and placed these Family Members with her Boss at the end of her last turn. Now, during this turn, she has decided to move all of her Family Members into districts independently of one another. She has the same assets as in example three, however she now has an IFM of 'x 8'. Her income at the end of the turn will be $ 1120.

Factoring Income — board diagrams

CalculationNotes
Example 16 IFM's x $60 ASSETS = $360 INCOMEAssets: 6 city districts (6 x $10 each = $60). IFM's: 6 Independent Family Members
Example 24 IFM's x $60 ASSETS = $240 INCOMEAssets: 6 city districts (6 x $10 each = $60). IFM's: 3 Independent Family Members + ( 3 Family in the same space = 1)
Example 33 IFM's x $140 ASSETS = $420 INCOMEAssets: 8 city districts ($80); Illicit Activity ($40); Penthouse Palace ($20). IFM's: 3 Independent Family Members
Example 48 IFM's x $140 ASSETS = $1120 INCOMEAssets: 8 city districts ($80); Illicit Activity ($40); Penthouse Palace ($20). IFM's: 8 Independent Family (5 members taken from Blue Family)

I.) The 'Employee' Pieces

At the end of every turn, you may hire various types of criminals to fill the ranks of your criminal organization. These 'employees' provide the necessary muscle and means of controlling your criminal empire. They are hired to protect the family and to attack your adversaries. Consider them expendable.

THUGS

Thugs provide the muscle necessary to intimidate your enemies as well as the brawn to resist most attacks. They are dumb brutes that only move one space per turn and have an Attack Strength of 7+, but relatively inexpensive to hire, costing $100.

HENCHMEN

More sophisticated than thugs, these gunmen are experienced gangsters. Henchmen may move up to two spaces per turn and have an Attack Strength of 6+. They require $250 before they will sign on with you.

HIT MEN

Every organization needs 'talent' and your hit men will allow you to orchestrate artful assassinations. Hit men move up to two spaces per turn and have an Attack Strength of 4+. Their greatest advantage is the element of surprise: Hit Men are allowed one 'sneak attack' when used offensively. Talent never comes cheap and Hit Men will cost you $ 450 when you hire them.

J.) Exploitation Markers

In order to capture a district, any one of the personnel in your criminal organization must step into it. If another player's personnel occupy the district, you can not step into it without defeating them in battle. Districts that contain a corrupt precinct may not be captured unless the player pays a 'premium' of $ 100 more than the last price paid.

Once you have taken control of a district, use your exploitation markers to show that it belongs to you. These markers will also show that the game pieces within the district belong to you. You do not have to leave any pieces in the district to remain in control of the game space. The district will continue to factor into your revenue until another player captures it.

You can not control or exploit parks, airports or water spaces. Do not place exploitation markers in these game spaces. Only city districts provide assets to factor into your revenue.

Your Exploitation Markers match your family's color

K.) The Vehicle Pieces

Vehicles have drivers and a player may move them across the board without any personnel aboard.

Vehicles allow your personnel to travel greater distances across the city within each turn. A vehicle may alternately be used to either 'pick up' or 'drop off' personnel along its route. Vehicles do not fight in battle. A vehicle may be 'stolen' if it is left unprotected in one of your city districts (or any other game space) to be captured by another player's personnel stepping into it without a fight. Except: Helicopters can not be 'stolen' at an airport. They may be won in battle at an airport however.

Using a vehicle costs personnel one movement point. When an employee with two movement points (Henchmen and Hit Men) takes a vehicle, he may move either one additional space before or one additional space after the vehicle movement.

Vehicles do not capture districts. When a vehicle stops in a district, the personnel aboard will capture that district. Also, personnel within a vehicle do not capture districts along the route unless they are 'dropped off' in them.

More information about vehicle movement may be found in the Movement section.

LIMOUSINES

Owning a fleet of limousines is a classy way to put fear into the heart of your adversaries. Limousines will allow you to move up to 5 people per turn. Limousines may travel up to 4 spaces per turn, but only across city districts. Limousines will cost you $ 300 each.

SPEEDBOATS

Speedboats will allow you to use the waterways to avoid congestion in the city and strike when your adversary least expects it. Speedboats may move up to 5 spaces per turn but only across water. Docking or landing personnel uses 1 movement point each time a speedboat touches shore. Likewise, it costs 1 movement point when a docked speedboat enters a water space from a land space. Speedboats may move after landing personnel if they have movement left. Speedboats may be left floating in a water space with personnel aboard if a player wishes. To show that your Speedboat is 'docked', place it on the land space with its tip pointing out to the water. To show that your speedboat is 'floating' in the water, place a vehicle marker underneath it. Floating Speedboats are only vulnerable to attacks made by Helicopters or other Speedboats. Remember that any Family Member aboard a floating Speedboat can not be used as a factor in calculating your income.

In order to purchase a Speedboat, the Boss (or Penthouse Palace), must be on a district bordering water. When the district has more than one water space bordering it, the player must choose the shore (water space) where the boat will be docked. Speedboats will cost you $ 150 and may carry up to 5 people per turn.

HELICOPTERS

Helicopters will carry your personnel great distances across the city. Used in conjunction with Hit Men, they provide a very effective tool for eliminating the competition. Helicopters have one disadvantage: they must be able to land. Helicopters must land in a district controlled by the player who owns the helicopter. Alternately, helicopters may land at an airport, but the player must pay a $ 20 landing fee upon arrival.

Helicopter pilots will not make suicide attacks. The player must present a viable flight plan before any helicopter attack is possible. If a helicopter does not have sufficient movement for a safe landing in a controlled district or airport after the desired attack, the attack is not possible. Helicopters may fly over any game space and can only be blocked by another helicopter. Helicopters will cost you $ 600 and may carry up to 3 people per turn.

L.) Vehicle Markers

When your game pieces (vehicles or personnel) are in a neutral game space such as water, parks or airports, use a colored vehicle marker to show that these pieces belong to you. Also use the colored vehicle markers when your vehicles or personnel are within a district with a Corrupt Precinct that is still under the control of another player. (See page 11 illustration.)

M.) The 'Building' Pieces

As your criminal empire grows, you will want to create the physical infrastructure necessary to consolidate your power and reinforce your position. Various types of buildings allow you to increase your revenue. Some allow you greater protection against your adversaries as well. At the end of every turn, you may decide to purchase buildings and these may be placed in any district that is under your control. They do not have to be placed with your Boss.

Buildings may only be placed in city districts. Each district may only contain one type of building. You may decide to demolish an existing building in favor of placing a new structure at no additional cost.

ILLICIT ACTIVITY

Racketeering, Gambling, Trafficking, Dealing, Money Laundering, Extortion… the exact nature of your criminal activities is left up to you. Each Illicit Activity you put into one of your city districts will increase your assets by $ 40 each turn. You need to invest $ 200 each time you want to get one of these new "businesses" up and running.

PENTHOUSE PALACE

Eventually, as your stature grows, you may want to build a Penthouse Palace to act as your headquarters. When you own a Penthouse Palace, your newly hired personnel and vehicles may be placed either with your Boss or at your Penthouse Palace. This allows you two or more centers of distribution (this is very useful if you are at war on two or more fronts). However, you may not place pieces at your Penthouse Palace the turn that you build it. You must wait until the following turn.

Penthouse Palaces also provide protection for all of the personnel occupying the district. Your attacker must add +3 to his or her 'to hit' rolls. For example: this means a Henchman that would ordinarily hit on a roll of 6 or better, now needs a roll of 9 or better to hit.

Each Penthouse Palace you possess also gives you an additional revenue of $ 20 in assets each turn. Owning a luxurious penthouse will cost you $ 900.

CORRUPT PRECINCT

Corrupting a police precinct will cost you $ 130 but may be well worth the investment. Corrupt Precincts offer protection for any of your personnel within the district. Your attacker must add +1 to his or her 'to hit' rolls during battle. Your attacker must also pay a bribe of $ 50 to the precinct before such an attack is even possible. (The money is placed back in general circulation, not given to the player controlling the precinct.)

One of the greatest advantages offered by Corrupt Precincts is that they block and stop all enemy vehicles and personnel (except helicopters) moving through the district for one turn. For example, an adversary's Limousine that might normally travel through the district is blocked and forced to stop there before continuing on the next turn. Corrupt Precincts do not block your own pieces.

Finally, Corrupt Precincts become more expensive each time the district changes hands. You may not take control of a district with an adversary's Corrupt Precinct, unless the purchase premium is paid. If the purchase premium is not paid, the district and Corrupt Precinct remain under your adversary's control; and you should place a vehicle marker with your vehicles (or personnel) in the district to show that they belong to you. Each time the Corrupt Precinct changes hands, the premium is $ 100 more than the last purchase price. Corrupt Precincts placed in strategic and contested districts may become very expensive! Simply note down the last purchase price on a piece of paper and place it under the corrupt precinct each time it changes hands (starting at $ 230).

N.) Money

Elect a Banker for the game. This player should handle the money, personnel, vehicles and buildings in general circulation, providing players with their purchased items and hard cash at the end of their turns. The game has a deliberately limited number of playing pieces of each type. When all of one type of playing piece have been purchased and are currently in play, a player may not purchase this particular piece. If game personnel, vehicles or buildings are destroyed and removed from play, they re-enter the general circulation and are available once again for purchase.

O.) Order of Play

Each of the players is allowed a turn where he or she may perform a variety of actions such as capturing districts, purchasing vehicles, hiring men or attacking an opponent.

When all of the players have taken a turn, this is referred to as a 'game round'. A new game round follows each time this occurs.

The order of play in each game round always follows a clockwise pattern based upon the players' starting points. These starting points can easily be seen to form a rough circular pattern upon the board. The order always goes as follows:

  1. MANHATTAN
  2. THE BRONX
  3. QUEENS
  4. BROOKLYN
  5. STATEN ISLAND
  6. NEW JERSEY

This order is followed no matter how many players are involved. For example, in a three player game, each game round would follow this order: 1) The Bronx, 2) Brooklyn, 3) New Jersey.

During the game, players usually associate themselves with their starting points. For example, a player who starts in Brooklyn might be referred to as the 'Brooklyn Family' and will usually take a certain pride in capturing and defending the entire borough. There is no bonus for doing so.

The goal of the game is to capture the entire city of New York, and to do so may require moving your Boss from his original home, to one that is more advantageous. Remember that your Boss can move and in order to win you will have to adapt to the environment created by other players. The stars on the game board represent player starting points only (the original home of the player). They do not represent a headquarters nor do they allow item placement.

IMPORTANT: If possible, players should seat themselves around the table next to their starting points. This will help everyone to have a better view of what is happening in their districts and also to allow the order of play to follow the seating arrangement. This is a good way to avoid players acting out of turn.

P.) Starting Play

Now… Players take their turns! Use the 'Play Now' Reference sheet to help you remember game Set Up and Movement. Once you start play, you should seldom have to consult this Rule Guide.

Vehicle Markers — As you play, don't forget to mark your pieces in your controlled districts with exploitation markers. Mark your pieces in neutral spaces and corrupt precincts with your vehicle markers.

2. Playing the Game

Player Turn

When you take your turn, there are four principle phases which must be made in the following order:

  1. BATTLE PHASE
  2. MOVEMENT
  3. FACTOR INCOME
  4. MAKE PURCHASES

Once you have made your purchases and placed them on the game board, your turn is finished. You may not move your pieces, purchase items or initiate any attacks on other players until your next turn. The only actions that you are permitted to do out of turn are to defend yourself in battle or negotiate with other players.

PHASE 1 – ATTACK PHASE (Move against your opponents.)

During this phase, you will move your game pieces into battle and attack opposing players. In order to be used in an attack, game pieces must have enough allowable movement to carry them into the game spaces occupied by their targets. You may make as many attacks as you wish per turn, however any game piece may only be used once in battle per turn. Personnel and vehicles that have been used in battle stay in the space where the battle occurred and may not move any further until the next game round. (Exception: Helicopters are allowed to land with their passengers according to their flight plan) When you win a battle and your living personnel move into the newly acquired district, don't forget to place your exploitation markers!

If you lose a battle or all of your personnel are killed in a 'bloodbath', the district remains in the hand of your opponent.

Do not place exploitation markers in neutral game spaces such as parks, airports or water. You pieces can occupy these spaces but you do not take control of them.

NOTE: Making ordinary movement during the 'attack phase' of a player turn is permitted (but not advisable).

PHASE 2 – MOVEMENT (Move for position.)

You may now want to move any personnel or vehicles that did not participate in battle (during Phase 1) to more favorable positions. Take control of as many neutral city districts as you can to increase your assets. If your opponents have left any of their city districts unprotected, your personnel may walk into and take control of them, capturing any buildings and stealing any vehicles within. Any of your personnel may be used to capture districts. Once you have taken control of a city district, you are 'exploiting' it for revenue. Don't forget to place your exploitation markers upon any newly acquired districts!

Your pieces may occupy neutral game spaces such as parks, water or airports, but you do not gain control, nor do you place your exploitation markers in them. If another player is occupying a neutral game space, you can't move into it (unless you attack). Likewise, you can't move into a city district occupied by an opponent's pieces (unless you attack (or you are 'invited' pg.29).

Remember: If a city district has a Corrupt Precinct, you must pay the 'premium price' before you can take control and exploit the district.

PHASE 3 – FACTOR INCOME (Rake it in!)

After you have finished doing battle and moving your game pieces, it is time to factor your income:

  1. Add up all of the districts that bear one of your exploitation markers. Each one of these city districts gives you $ 10 in Assets.

  2. Then add up any assets provided by the buildings in your districts. Combine your district assets with your building assets to give your 'Total Assets'.

  3. Now count the number of Independent Family Members (IFM) you have in the city districts you are exploiting. Remember, your Boss is considered to be a Family Member.

  4. Finally, use the Revenue Table on the back of your Player Card to determine what your income is at the end of your turn. At the side of this table, in the column called 'Assets', locate your position. Then, cross reference this line with your position in the Independent Family Members ('IFM') columns at the top of the table (Independent Family Members). Your exact income is found on the table where the two numbers coincide.

If you have more assets or IFM's than the Revenue Table on the player card can handle, use the GRAND REVENUE TABLE at the back of this rule book.

Using the Revenue Table on the back of your Player Card will allow you to effortlessly calculate your income. However, if you wish, you may also use the following equation: Total Assets x IFM's = Income.

PHASE 4 – MAKE PURCHASES (Build your organization.)

With the revenue that you have just acquired, you may now make purchases. Tell the 'banker' how much money you have earned at the end of your turn. Then, use the Action Table on your Player Card to decide which items or personnel you would like to buy. As you receive your purchased units from the banker, you must place your vehicles and personnel in the same district as your Boss (or with a Penthouse Palace, if you have one). You may place purchased buildings in any city district that you control. Only one type of building may be placed in a city district. If there is already a building in the city district where you would like to place your new building, you must remove it first.

After you have finished making your purchases, it is the next player's turn.

Kidnapping Family

During the game, do your best to kidnap or assassinate the other players' Family Members. Every time you do so, you will seriously weaken an enemy's criminal organization while at the same time providing yourself with an important negotiating tool. When you win a battle against another player's Family Members, you have the option of kidnapping them. If you kidnap a Family Member, you should keep it off to the side of the board next to your Player Card. You may decide that you want to trade the Family Member(s) for another of your own kidnapped Family Members. Or you may want to hold the Family Member for ransom. If you don't wish to kidnap a Family Member, you can remove him from the game permanently by killing him and putting him back in the game box.

CONVERTING FAMILY MEMBERS

You may also want to keep Family Members prisoner in the hope of converting them later. If you kill another player's Boss, you take command of the Family Members left alive in that player's family. This includes any Family Members that have already been taken prisoner. If these Family Members are your own prisoners, you will be able to place them directly with your Boss. However, you must still negotiate the release of living Family Members held captive by other players.

For example: You have already kidnapped 2 Yellow Family Members when you kill the Yellow Boss. At the time of assassination, the Yellow Boss had control over 2 Family Members on the board. You are now able to use the 2 kidnapped Family Members as well as the 2 active Family Members. You will place all 4 Yellow Family Members with your Boss at the end of your turn.

BUILDING YOUR FAMILY

The only way to make your Family grow is by killing the rival Bosses and taking command of their Family Members. You will immediately be able to recruit these Family Members without paying for them.

For example, if you are playing the Red Family and you then kill the Blue and Green Bosses, you will be using the Red, Blue and Green Family Member pieces. Your family is still the Red Family, however all of the newly recruited Family Members you control are due to the reputation you acquired in defeating the Blue and Green families.

If you kill a Boss that has already absorbed another family into their organization, you will gain control of the absorbed Family Members as well. For example, if the Blue Family has already absorbed the Green Family, when you assassinate the Blue Boss, you will gain control over all the living Blue and Green Family

CAPTURING IMPRISONED FAMILY

If you assassinate a Boss and acquire some of the other players' imprisoned Family Members, you may not use these Family Members until you kill the Boss of the corresponding color that controls them.

Killing Another Boss

Look for every opportunity to assassinate one of the rival Bosses. Assassinating the other Bosses is essential to winning the game. Bosses can not be captured or kidnapped. They can only be assassinated.

When you assassinate another player's Boss, that player is eliminated from the game. Your reputation will grow accordingly and you will be able to command an additional number of family members (equal to the number the assassinated Boss was controlling when killed). Put simply, if you kill a Boss, you take command of their family.

Converting and taking command of Family Members is not meant to be understood literally. (It does not necessarily mean that the Family Members of the vanquished Boss become your own.) In game terms, it means that your reputation now allows you to command more Family Members. To represent how your reputation has grown to this new level, the assassinated player's colored Family Members are used to show a status history.

When you assassinate another player's Boss, the following actions should be performed:

1.) The player must give you all of the money they currently have in hand. (They may not have any money if they have been constantly spending.)

2.) The player must give you all of the Family Members that they have kidnapped during the game (including your own). Your Family Members can be placed back into play with your Boss at the end of your turn. Any other Family Members will become your prisoners. Once a player's Boss has been engaged in battle, it is too late for that player to decide to kill any imprisoned family members!

3.) Remove all of the assassinated player's personnel and vehicles from the gameboard. They will be placed back in general circulation, available for purchase or hire. (Do not remove any vehicles which might have been captured in the battle when the Boss was killed. Captured vehicles belong to you.) Keep the player's Family Members that were on the gameboard to one side. You will take command of them when your turn ends.

4.) Remove all of the Corrupt Precincts controlled by the assassinated player.

5.) Remove the assassinated player's exploitation markers from the gameboard. All of the their city districts once again revert to neutral territory and are up for grabs. You and the other players must race to take control of them. (This includes 'Developed districts' that contain a Penthouse Palace or an Illicit Activity.) However, you may still exploit any districts you capture this turn. Place your own exploitation markers in these captured districts only.

6.) Finish the Battle and Movement phases of your turn. During the Factor Income phase of your turn, be sure to add up all of the assets provided by your newly captured districts and buildings.

7.) During the Make Purchases phase of your turn, you may now place your hired personnel and purchased items as usual. You may not place any of them at a Penthouse Palace that was captured during this turn. You must wait until the following turn to use any newly captured Penthouse Palace for distribution.

8.) As your turn ends, place the living Family Members of the assassinated player in the same space as your Boss. This includes both the Family Members which you might have taken prisoner and those which the player was controlling when assassinated (as well as any Family Members you kidnapped during the assassination). When the next turn starts, these Family Members are now members of your family and you will be able to use them accordingly.

9.) If other players have kidnapped some of the assassinated player's Family Members, these Family Members remain kidnapped. They are considered to be your Family Members, but you must negotiate the terms of their release in order to use them.

3. Battle

Moving to Attack

There are no safe havens in the city. You may attack an opponent in any type of game space. To attack an opponent, you must have enough allowable movement for all of your attacking personnel to move into that game space.

When you decide to move your forces to attack an opponent in another district, you decide which pieces are being used for the attack. You can decide to leave certain pieces in any group behind and out of the fray.

You may also make a coordinated strike against an opponent's forces using combined forces from several different game spaces. You can decide to strike with all of these forces at the same time or strike with them in successive waves. If you make a combined attack, your combined forces do battle as a single group. By attacking in separate waves, you wait to see if you win a battle before sending in additional forces.

The Dice

Ten-sided dice determine the final outcome of gun battles in the game. The number '0' on a ten-sided die indicates the number '10'. This means that by rolling a ten-sided die, you can generate any number from 1-10.

To Hit

When used in battle, each of your personnel is allowed to attack. Vehicles can not fight.

All of the personnel in the game are rated with an Attack Strength (listed on the action table in the column 'attack'). This number is followed by a "+" that indicates any roll equal to or higher than the attack strength indicates a hit upon the opposing player's forces. For example, if you are attacking with a Hit Man who has an attack strength of 4+ , you need a roll of 4 or better on a ten sided die to hit. If you roll any number between 4 and 10, you hit! If you roll any number between 1 and 3, you miss.

When you hit, you wound one of the enemy's personnel. Neither you, nor your opponent chooses which person is hit. Instead, you must follow the 'order personnel are wounded' section below.

Once a person is hit, they are considered 'wounded' and the opposing player must lay the game piece on its side to show that it has 'fallen'. All people wounded in the game are allowed one retaliating Parting Shot before dying. Retaliating shots are made during a player's turn in battle. After the wounded piece makes its retaliating parting shot, it dies and is removed from the battle.

Penthouse Palaces and Corrupt Precincts will affect an attacker's "to hit" rolls if either are present in a district with the defending forces. For example, a Penthouse Palace provides defense by adding 3+ to an attacker's necessary "to hit" minimum. So, an attacker's hit man that would ordinarily hit on a 4 or better, needs a 7 or better to hit when a Penthouse Palace is present.

Wounded Order

The order in which personnel are wounded is: FROM LEAST TO MOST IMPORTANT.

Thugs (Least Important) Henchmen Hit Men Family Members Boss (Most Important)

So, for example, if you have a force of 3 Thugs, 2 Henchman, a Family Member and a Boss, your thugs will be wounded before your Henchmen are wounded. Your Family Member can only be wounded after all of your Henchmen have been wounded. Finally, your Boss can only be wounded after your Family Members have been wounded.

IMPORTANT: This order must be strictly adhered to during play.

Attack Order

When it is your turn to attack during battle, roll one die for each of your personnel. Your wounded personnel are allowed one retaliating attack during your turn in battle. (Then they will die and be removed from the battle.)

Use the same order of least to most important when rolling the dice during an attack. (An exception to this order has to be made once during the first round of an attack when the attacker's Hit Men fire their 'sneak attacks' at the beginning of the battle. During the succeeding rounds of battle, the attacker's Hit Men will fire in the normal order.)

Once all of your opponent's forces have been wounded, you do not need to continue rolling the dice. Your opponent's wounded personnel will still be allowed their retaliating shots before dying. If they wound all of your remaining personnel, the battle will end in a 'bloodbath'.

NOTE: It is acceptable to deviate from the attack order if experienced players want to 'call out' which pieces are attacking. Before doing this, all of the players must agree that this option is acceptable during the game. In this case, a player must very clearly call out which pieces the dice rolls are being made for in order to avoid confusion (and risk rolling the dice over again).

'Battlefield' Set Up

To help visualize each battle, you should arrange the participating pieces as shown above. This arrangement will help you and your adversary to avoid any confusion during the battle. Remove all of the attacker's personnel and vehicles and organize them in columns according to strength. Then remove all of the defender's personnel (and the district building if there is one providing a defense bonus) organizing them in columns facing the attacker. If the defender has any vehicles (or an illicit activity), leave them in the district.

When any person is wounded during battle, lay that piece upon its side to show that it has been wounded. Finally, after the wounded person has made one retaliating shot, be sure to remove the piece from the battle to show that it has died.

The attacker's vehicles are arranged behind the personnel to show that they will be destroyed in battle if the attacker loses. If the defender has a building, it is arranged behind the forces to show that it gives a defense bonus during the battle.

Battlefield Set Up diagram: Attacker (left to right — Vehicles, Mob Boss, Family Members, Hit Men, Henchmen, Thugs) faces the Defender (Thugs, Henchmen, Hit Men, Family Members, Mob Boss, Building) across the Conflict Zone. A Sneak Attack (1st round only) is fired from the attacker's Hit Men before the general exchange; wounded pieces are laid on their side, and dead pieces are removed.

Rolling Multiple Dice

When you have more than one of the same type of personnel in your forces, you can roll several dice at the same time. This applies to any number of the same type of personnel, wounded or not. For example, if you are attacking or defending with 5 henchmen, all of your henchmen need to roll 6 or better to hit so you may roll 5 dice at the same time. If 2 of the 5 henchmen are wounded, you may still roll all 5 dice at the same time because all henchmen have the same attack value.

Rolling multiple dice for all personnel with the same attack strength will make battles faster and more exciting during the game.

NOTE: Using the battlefield set up with new players is essential to helping them understand how battles work. Experienced players often do not use the battlefield set up during the game. Instead, when necessary, they point to the pieces concerned by the dice rolls. Battles can be very quickly and easily resolved without removing any pieces from the board once players understand the rules.

Gun Battle Sequence

Attack Order: Least to Most Important Wounded Order: Least to Most Important

1.) Attacker's Hit Men Fire "Sneak Attack". Defender removes wounded – no retaliation. Hit Men may not attack at Step 2 until "Repeat" occurs (at step 6).

2.) Attacker Rolls "To Hit": a.) Attacker's wounded retaliate. b.) Healthy units attack. c.) Attacker's wounded die.

3.) Defender's wounded "Fall".

4.) Defender Rolls "To Hit": a.) Defender's wounded retaliate. b.) Healthy units attack. c.) Defender's wounded die.

5.) Attacker's wounded "Fall".

6.) REPEAT from step 2, until resolved.

EXAMPLE #1 (a 'Bloodbath' in a district with a Corrupt Precinct)

An attacking player has 2 Henchmen and would like to attack another player's forces ( 1 Thug and 1 Henchmen ) in a district with a Corrupt Precinct. Because of the Corrupt Precinct, before the attack is possible, the attacking player must pay a $ 50 bribe to the Banker. Now the player may attack. Ordinarily, the attacking player must roll a 6+ to hit with his Henchmen. However, the Corrupt Precinct forces the attacker to add +1 to the minimum "to hit rolls of all of his forces. So, his Henchmen now need a 7+ to hit.

The attacker rolls two dice because both pieces have the same attack strength. The attacker rolls a "7" and a "6". The first roll hits while the second misses.

The defender places her least important piece, the thug, on its side to show that it has fallen down, wounded. Now it is her turn to attack. Her Thug is allowed one retaliating shot. She rolls a "9" and wounds one of the attacker's Henchmen. (The attacker places his henchman on its side to show that it is wounded.)

Her Thug now dies from his wounds and is removed from the board. She attacks with her Henchman and hits with an "8". (The attacker places his other Henchman on its side to show that is wounded.)

Both of the attacker's Henchmen will die from their wounds, but they are each allowed a parting shot. The attacker rolls a "7" wounding the defender's remaining Henchman. There is no need to continue rolling the dice; everyone is wounded and will die. Once all of the pieces on both sides have been wounded, the battle has ended in a 'bloodbath'. Both players remove their pieces from the board and the city district remains in the hand of the defender.

EXAMPLE #2 (with Hit Men and a Family Member)

An attacking player has 2 Hitmen and a Thug. She has decided to attack a city district where the defending player has 4 Thugs and a Family Member. First, each of her Hit Men is allowed a 'Sneak Attack'. She rolls a "4" and a "7", hitting twice. The defender must remove 2 Thugs from the board (these pieces are not allowed a retaliatory shot because they have been killed in a Sneak Attack). Finally, the attacker rolls for her Thug. She rolls a "3" and misses.

The defender now has 2 Thugs and a Family Member. He rolls a "4" and a "5" for his Thugs. He then rolls a "2" for his Family Member. All misses!

The attacker now attacks with her Thug first and hits with a "7". Her Hit Men only make a sneak attack during the first round of battle. Now they attack in ordinary sequence. She rolls a "9" and "5", hitting twice. All of the defender's pieces are wounded and placed on their sides.

The defender is allowed a retaliating shot for each wounded piece before they die. (None of them were wounded in a sneak attack.) The defender rolls a "7" and a "9" for her Thugs, hitting the attacker's Thug and Hit Man. Her Family Member misses with a "2". The defender's pieces die and are removed from the board.

The attacker has a wounded Thug and Hit Man that now die. (There are no opposing forces to make a retaliatory shot against.) Her Hit Man steps into the district and she takes control by placing one of her exploitation markers upon the game space. The attacker decides to administer first aid to the defender's Family Member so that she can kidnap it for a ransom.

Possible Outcomes

There are three possible outcomes in any battle:

ATTACKER WINS

Defending districts, Vehicles and Family Members might be captured.

When you have defeated a defender's forces in battle, any opposing Family Members are captured. It is up to you whether to kidnap or simply eliminate them. Place any kidnapped family members off to the side of the game board next to your Player Card.

Any pieces that you have used in an attack must be placed in the district where the defending forces have been defeated (except Helicopters). This district will be considered captured and you can place one of your exploitation markers to show that it belongs to you. UNLESS: If there is Corrupt Precinct in the district, you must pay the 'premium price' before you can take control of the district. If you don't pay the premium price, the district and precinct remain exploited by the defending player. In this case, be sure to put a vehicle marker with your forces to show that they belong to you. This is important to do because the district still belongs to your opponent. Any attacker will not have to pay a bribe to attack, nor will you receive the defense bonus provided by the precinct.

You capture and take control of all vehicles in a defender's district if you win a battle.

DEFENDER WINS

Attacking vehicles are destroyed. Attacking Family Members may be captured.

If you win when defending, your forces will stay in the district where they have been attacked.

When you have defeated an attacker's forces in battle, any opposing Family Members are captured. It is up to you whether to kidnap or simply eliminate them. Place any kidnapped family members off to the side of the game board next to your Player Card.

BLOODBATHS

'Bloodbaths' are very common in the game. A bloodbath occurs when all of the personnel from both sides (attacker and defender) fall wounded in battle. The final result will be that everyone involved in the battle dies. No Family Members may be kidnapped by either side in the event of a bloodbath. The attacker's vehicles are considered destroyed. The defender's district, building and vehicles remain in his or her possession.

If a Boss is killed in a 'bloodbath', the assassination is still considered successful providing the normal rewards.

NOTE: Family Members are the only pieces that can be kidnapped

4. Movement

Game pieces may not move through any corner formed by two intersecting lines.

Gameboard Corners — A complete list of gameboard corners can be found in Appendix II, to help resolve any player dispute.

Bridges allow immediate access from one territory to another just as if they were adjacent game spaces on the gameboard.

Each turn, every one of your game pieces may be moved up to its maximum number of allotted movements.

Game pieces used in an attack must move into the district where the defending forces have been defeated. Once game pieces have been used in an attack they may not move again until the following turn (Except: Helicopters must follow their flight plan).

When your game pieces are in one of your districts, your exploitation markers will show that they belong to you. When your game pieces are occupying any game space other than a district you are exploiting, you must place a vehicle marker with them to show that they belong to you (parks, airports, water, or a district with an adversary's corrupt precinct).

Vehicles have drivers and may be moved without any personnel aboard.

Helicopter Flight Plan

Using a vehicle costs any personnel riding in it one movement. Personnel may travel with a vehicle as far as its maximum allotted movement allows. (i.e. A limousine allows personnel with 1 movement to travel 4 spaces.) Personnel with a movement of 2 (Hit Men and Henchmen) may make one additional move either before or after riding in a vehicle. For example: by riding in a Limousine, Hit Men or Henchmen could move up to 5 spaces per turn. See page 26 diagrams.

Helicopter movement can be summed up with these two axioms: 1) In order to land in a city district, your ground personnel must have cleared a landing area; 2) Helicopters must follow their flight plan.

Helicopters do not make suicide attacks: if you do not present a flight plan with a valid landing point as its final destination, the movement is not possible. Helicopters can land only in an airport or a city district that you are exploiting. They can not land in neutral districts, enemy districts, parks or water. A Helicopter may be used to attack an opponent or to 'pick up'/'drop off' personnel along its route to a final landing destination. When you use a Helicopter during a battle against an enemy district, your helicopter must still follow its flight plan. However, you decide if the personnel aboard 'step into' that district or if they ride with the Helicopter to its final destination. If none of your personnel 'step into' the district, it remains in the hands of the defending player.

Docked Speedboat / Floating Speedboat diagrams: docking/landing and entering water each take 1 movement for each action. A Hit Man or Henchman may make a combination move of +1 space before or after riding the boat. Use your colored vehicle markers for floating speedboats.

Stepping Into

All personnel in the game 'step into' the game spaces. As your personnel move across the game board, they will capture every city district they walk into. Hit men and Henchmen may capture up to two city districts per turn by walking into them. They may also capture a district by stepping into it and then stepping back into their original game space. Your Boss, Family Members and Thugs may only capture one district per turn. If an adversary's forces occupy a game space (districts, parks and airports), your personnel can't walk into that space until they are defeated in battle.

'Traveling Through'

Personnel traveling in a vehicle do not capture the game spaces the vehicle is traveling through unless they are 'dropped off' in the game spaces along the route. When they are 'dropped off', they have stepped into the space. When a vehicle has stopped at the end of its route, all of the personnel step into that space. If the game space is a city district, the personnel will capture it.

'Picking Up' / 'Dropping Off' diagrams: Any vehicle can 'pick up' or 'drop off' (a vehicle can't do both actions during the same turn).

Traveling Through

All vehicles in the game 'travel through' game spaces. This means that as your vehicles travel through city districts, they do not capture them. However, when your vehicle finally stops in a city district, any of your personnel aboard will 'move into' and capture that district. If there are opposing forces in the district, you must fight to take control of it.

Districts may also be captured if you 'drop off' personnel in city districts along the vehicle's route. If you want to 'drop off' personnel in a district occupied by an adversary's forces, the vehicle and all of your personnel must enter the battle effectively making that district the end of your vehicle's route even if it has movement remaining. (Except Helicopters following their flight plan.)

Vehicles may also travel through game spaces occupied by an adversary's forces as long as your adversary does not have a piece capable of blocking movement and forcing you to do battle. For example, personnel on foot would not be capable of chasing after a limousine, nor would a speedboat be capable of stopping a helicopter. All of the possible vehicle combinations are listed on the following page.

Combination Move diagrams: Only Hit Men and Henchmen can do this — 1 additional move before or after riding in any vehicle.

Blocking Summary

On Water: Speedboats block speedboats.

On Land: Personnel block personnel. Limousines block limousines and personnel. Corrupt precincts block limousines and personnel. Helicopters block limousines and personnel.

In the Air: Helicopters block helicopters. (No land or water pieces can block helicopters).

If your adversary or ally has a piece capable of blocking your movement, he or she may still decide to let you travel through the game space without engaging you in battle. However, if your adversary decides to engage you in battle, you must fight. Even if you win the battle, your vehicle and the personnel aboard must stay in any game space until the following turn. (Except: Helicopters must follow their flight plan.)

5. Negotiating

Your ability to build alliances and negotiate with other players will be an important factor in deciding the outcome of the game. The more skill you have at dealing with the other players, the better your chances of surviving to become the Boss of New York.

When you make an alliance with another player, this means that you have reached some sort of agreement based upon a common goal. Your ally can not force you to keep your end of the agreement, and you can not force your ally to keep theirs. Either party may break the alliance or agreement at any time without telling the other. Peaceful alliances are often formed to allow the participating members to concentrate upon other players without worrying too much about watching their backs.

You do not have to make an alliance with another player to negotiate with them. Giving, trading or selling personnel and vehicles are subject to strict rule stipulations. However, players may make all sorts of verbal agreements which they do not have to abide by even when money has changed hands.

BUYING, TRADING OR SELLING VEHICLES AND PERSONNEL

Players may give, trade or sell personnel or vehicles to one another only by strictly adhering to the following stipulations. First the player who is offering the personnel or vehicles must leave them in a city district (without a Boss or any Family Members present). Then the player that is taking the personnel or vehicles must be able to have at least one of his or her personnel 'step into' and take control of the entire district: All of the buildings, personnel and vehicles in the district are acquired by the receiving player. Alternately, the player offering the vehicles or personnel may move them directly into one of the receiving player's districts. The offering player must leave vehicle markers with these vehicles and personnel until the receiving player can commandeer them at the end of his turn. A player that has commandeered or taken control of the vehicles or personnel can not use them to move or attack during the turn of acquisition. The player must wait until the following turn to use them. (Otherwise it would be possible to move the same game pieces twice per game round.) This action is not possible in neutral game spaces such as parks, airports or water.

VERBAL AGREEMENTS

  • You may pay another player to attack someone else (during the attacker's turn).

  • You may pay another player not to attack you (during the attacker's turn).

  • Negotiations dealing with kidnapped Family Members may be made at any time. When you capture another player's Family Members, you may hold them for ransom. The amount is up to you. When they ransom is paid, the Family Member will then be placed back into play in the same game space as the other player's Boss. You may also trade Family Members you have kidnapped for your own that have been kidnapped by another player. In this case, both players can place their Family Members back into play with their Bosses. You may also use kidnapped Family Members to try to persuade another player to do something. Kidnapped Family Members may be killed at any time (except when the player's Boss is engaged in battle).

  • Often players will make an agreement to divide up city districts among themselves. This is permitted, but in order to take control of a city district, your personnel must still 'step into' it. The other player's personnel can not be in the district when they step into it. Once your personnel have 'stepped into' the district, you can change exploitation markers. Districts can not be exchanged upon a verbal agreement alone.

  • Another player may allow your personnel or vehicles to occupy a city district which he or she controls. This is called an 'invitation'. Invitations are not possible in neutral game spaces such as parks, airports or water. Invitations are sometimes beneficial when one member of an alliance is in danger of being overwhelmed by a more powerful mutual enemy. The combined mutual forces in the city district are allowed to defend against any attacker. When your personnel and vehicles are invited into an ally's city districts, you must place vehicle markers with them to show clearly which pieces belong to you. The city district remains in the hand of the inviting player. Be wary of invitations! The inviting player (the player who has the exploitation marker in the city district) may decide to commandeer your vehicles and kill your personnel at any time. If the inviting player decides to do this, you are not allowed to defend yourself! In the event that an inviting player decides to kill your personnel and commandeer your vehicles, he can not use them during the turn of acquisition. He must wait until the following turn to use them.

Players will often make an agreement to tell each before an alliance is coming to an end. There is no way to hold another player to this agreement. Remember: There can only be one Mafia Boss of New York. No alliance in the game can last. Be wary when you think your ally is becoming too powerful and ambitious.

6. "Take Manhattan" — An Alternate Scenario

Motto: BE PREPARED

For variety, try playing Blood Feud in New York with the Alternate Scenario: "Take Manhattan". In this scenario, the object of the game is to capture all of Manhattan. To win the game under this scenario, you must be able to start your game turn with your exploitation markers in all of the Manhattan city districts. (This means that you must be able to hold Manhattan against invasion by the other players for at least one game round. This is not as easy as it might seem!)

"Take Manhattan" is only possible with 2-5 players. Use the standard starting points and starting pieces as shown in the rules. Additional pieces are given to players starting in certain boroughs as follows:

Staten Island starts with an additional Speedboat The Bronx starts with an additional Speedboat Queens starts with an additional Limousine

In every other respect, this scenario follows the standard rules of Blood Feud in New York.

7. Appendices

Appendix I — Revenue Table

The Player Card's Revenue Table (and the Grand Revenue Table referenced in Phase 3 – Factor Income) is a lookup chart cross-referencing 'Assets' (down the side, in increments of 10 from 10 to 650 and beyond) against 'Independent Family Members' (x1 through x13 and beyond, across the top), so that a player can read off Income directly instead of multiplying by hand. Every value on the chart is simply the product of the two headings: Total Assets x IFM's = Income (for example, Assets 100 x IFM x3 = Income 300; Assets 650 x IFM x13 = Income 8450).

Appendix II — Gameboard Corners

Game pieces may not move through any corner formed by two intersecting lines. Although corners between spaces should be evident, the following list of gameboard corners is provided to resolve any player dispute. Corners are shown between the game spaces below with the symbol "⋈".

Water Spaces

Cross corner movement is not possible between diagonally situated water spaces in:

-- The Hudson River Channel (between New Jersey and Manhattan) -- The East River Channel (between The Bronx and Queens)

District Corners

Belmont ⋈ Van Nest Sunnyside ⋈ Corona Prospect Park ⋈ Kensington Jackson Heights ⋈ Maspeth Palisades Park ⋈ Hudson Park North Bergen ⋈ Cliffside Park Lincoln Square ⋈ Central Harlem Hamilton Heights ⋈ Central Park Lincoln Square ⋈ Times Square Chelsea ⋈ Central Park Times Square ⋈ Lower East Side Little Italy ⋈ Murray Hill

Water/District Corners

The Rockaways ⋈ Water Space (below Jacob Riis Park) Jacob Riis Park ⋈ Water Space (below the Rockaways) Coney Island ⋈ Water Space (below Sheepshead Bay) Sheepshead Bay ⋈ Water Space (below Coney Island) New Brighton ⋈ Water Space (below Bay Ridge) Great Kills Park ⋈ Water Space next to New Brighton Wall Street ⋈ Water Space next to Sunset Park

Credits

This Game Is Dedicated to Mona Striebeck, Who Helped Make It Possible.

GAME DESIGN, RULES, ILLUSTRATIONS, PIECES by Kyle Weinandy

REBEL FORGE — GAME DESIGN GROUP Chris Toepker Kyle Weinandy

Blood Feud in New York has been designed and tested abroad as an English language learning tool. If you are a teacher or an English language student, feel free to download a complementary teaching/learning ESL Guide from our website to use in your classroom.

www.rebelforge.com

© Rebel Forge Games -- All Rights Reserved. Permission granted to photocopy for educational purposes only.