Chili Mafia
Chili Mafia Rulebook
Table of Contents
Table of Contents
Collect Chilies. Build Gangs. Attack!
Chili Mafia is a set-collection party card game for 2-8 players. Compete to assemble the most powerful Chili Pepper Gangs (sets of cards) and become the most respected mafia boss. To win, score the most points at the end of the game.
Contents: Base Game (3-8 players); Game Variations (Team Mode, 2-Player Mode, Advanced Mode); Goodfellas Expansion; Promo Packs.
Game Contents
Chili Pepper Mafiosi Cards (x90)
- Sweet Chili (x8)
- Jimmy Nardello (x16)
- Poblano (x14)
- The Hungarian (x12)
- Jalapeño (x10)
- Tabasco (x8)
- Habanero (x7)
- Ghost Pepper (x6)
- Moruga Scorpion (x5)
- Carolina Reaper (x4)
Action Cards (x30)
- Fuggedaboutit (x8)
- Bagman (x5)
- Booster (x5)
- Shakedown (x5)
- Earner (x7)
Hot Cards (x30)
- Pinch (x6)
- Whack (x11)
- Whack 'Em (x5)
- Turncoat (x8)
Dawn Raid Card (x1)
Reference Cards (x4)
The Chili Pepper Mafiosi
The strength of each Chili Pepper corresponds to its rank on the Scoville scale.
- Carolina Reaper (United States) — strength 10. The all-time champion. The legend. Beware — behind the well-situated old lady hides one tough mama. She's almost impossible to take down.
- Moruga Scorpion (Trinidad) — strength 9. Representing his tiny homeland's interests, he vies for the top rank among the Mafiosi. (He also brought his pet Ibis, who'd never miss the hot course of events about to take place.)
- Ghost Pepper (India) — strength 8. Arriving from distant India, she comes from generations of notable snipers. From behind a nearby cactus, she awaits the perfect moment to pull the trigger...and she never misses.
- Habanero (Peru) — strength 7. Under his thick moustache hides a cheeky smile that says it all: there is no escape. His armament is impressive, and his llama is known to spit.
- Tabasco (Mexico) — strength 6. He gives a sly wink from beneath his sombrero, but once he feels threatened, he won't think twice to attack. Watch out for his double pistols.
- Jalapeño (Mexico) — strength 5. This indigenous Mexican chili's guitar solos are world-renowned. It's only a matter of seconds before he mesmerizes his victim. Then, in their moment of carelessness, he strikes.
- The Hungarian (Hungary) — strength 4. Snap-snap goes his whip as he arrives on the back of his Puli dog. Not only is he clever, but he's as fast as lightning. He'll snap when least expected.
- Poblano (Mexico) — strength 3. The Machete lad didn't have to travel far, as his homeland serves as the scene for the Chili Mafiosi showdown. He strives to look villainous with his curved moustache, and he's gained a reputation as a loyal bodyguard.
- Jimmy Nardello (Italy) — strength 2. A true gentleman. His smile, young cheeks, and sweet scent conquer any woman's heart. While he might not stand a chance against stronger Chili Mafiosi, he often makes a great sidekick.
Rules for the Base Game
It's gonna be spicy!
Setup
- Choose your preferred game mode: individual or team play (for team rules, see Playing with Teams).
- For 2-4 players, use only the cards with pepper icons on two corners (see below). For 5-8 players, use all the cards. For 2-player rules, see the 2-Player Game section.
- Pull out the Dawn Raid card. Shuffle together the rest of the cards.
- Deal 6 cards face-down to each player.
- Each player forms their starting hand by drafting cards. Choose 1 card from the 6 in front of you. Add this card to your hand. Then pass the remaining 5 cards to the player on your left. Continue this process (choosing 1 card and passing the rest to your left) until each player has a hand of 6 cards.
- Place the remaining cards face-down on the table to form the draw deck. Leave room for a discard pile next to the draw deck.
- Stand the Dawn Raid card next to the draw deck to find the line that matches the number of players. Then slide the Dawn Raid card into the correct place within the draw deck.
How to Play
The player who most recently ate a chili pepper goes first. Then play continues clockwise.
IMPORTANT: Throughout the game, your hand limit is 8. If you draw or receive a 9th card, you must discard 1 card first.
During your turn, you may do ANY of the following, without a limit and in any order:
- Form a Chili Gang
- Add to a Chili Gang
- Play a Hot card
- Play an Action card
These actions are described in more detail on the following pages.
If you have 0 cards left in your hand, you must pass. If you cannot (or do not want) to use any of the above actions, you may pass. If you pass, you must discard 1 card, either from your hand or from your Chili Gangs.
Note: Moving a "Sweet Chili" from one Chili Gang to another does not count as an action.
At the end of your turn, draw 2 cards from the draw deck. Then play passes clockwise.
Note: if you cannot draw 2 cards, this triggers the final round (see Game End).
Form a Chili Gang
To form a Chili Gang, you must play 3 or more Chili Peppers onto the table to create 1 of these 2 types of Chili Gangs:
Mixed Gang: all Chili Peppers are different
Brotherhood Gang: all Chili Peppers are the same
Once you form a Chili Gang, you may NOT:
- take any of the Chili Peppers from a gang back into your hand.
- move any Chili Peppers between gangs, except during the Dawn Raid (see Dawn Raid Card). The 1 exception is the "Sweet Chili" (see below).
Incomplete Gangs
During the game, after another player attacks your Chili Gang, it may leave a Chili Gang with fewer than 3 members. A Chili Gang with fewer than 3 members is called an incomplete gang.
The "Sweet Chili"
The "Sweet Chili" is a wild card. You may add this card to either type of Chili Gang, with a limit of 1 "Sweet Chili" in each Chili Gang.
You may move the "Sweet Chili" freely between your Chili Gangs during your turn, as long as it does not leave any incomplete gangs behind.
(Illustrated examples: a Mixed Gang with a "Sweet Chili" — Jimmy Nardello 2, Carolina Reaper 10, Sweet Chili 1; a Brotherhood Gang with a "Sweet Chili" — Sweet Chili 1, Ghost Pepper 8, Ghost Pepper 8, Ghost Pepper 8.)
Add to a Chili Gang
If you already have Chili Gangs on the table, you may take 1 or more Chili Peppers from your hand and add them to your Chili Gangs. You must follow the same rules as you did when forming Brotherhood or Mixed Gangs.
Play a Hot Card
Hot cards (red flames background) allow you to attack rival Chili Gangs. Each turn, you may play 1 Hot card for each Chili Gang you have on the table, not including incomplete Chili Gangs. (For example, if you have 1 Brotherhood Gang, 1 Mixed Gang, and 1 incomplete Chili Gang, you may play up to 2 Hot cards per turn.)
Note: Other players may prevent your Hot card attack using a "Fuggedaboutit" card. See Action Cards for details.
If your attack is successful, resolve the effect of the Hot card (see Hot Cards).
To play a Hot card:
- Choose the Hot card you want to use. Place it face-up on the discard pile.
- Choose 1 of your Chili Gangs and declare which Chili Pepper from that gang is going to be the attacker.
- Choose a rival Chili Gang and declare which Chili pepper from that gang is going to be the target. You may target any Chili Pepper that has a strength less than or equal to the attacking Chili Pepper, but you may not attack a "Sweet Chili."
Play an Action Card
Action cards (yellow-green background) give you advantages. You may only play an Action card during your turn, except for "Fuggedaboutit" which may be played any time. To play an Action card, discard it and then follow its instructions. Read more about each Action card in Action Cards.
Example Turn
- Kate starts her turn with 6 cards in her hand.
- She plays an "Earner" Action card to draw 2 cards from the draw deck.
- These 2 cards are a "Jalapeño" card and a "Bagman" Action card.
- She uses the "Bagman" Action card, so she looks at the top 3 cards in the discard pile and keeps 1 for her hand. The card she keeps is a "Jalapeño" card.
- Then she forms a Brotherhood Gang by playing the 3 "Jalapeño" cards from her hand. She also forms a Mixed Gang by playing 1 "Sweet Chili," 1 "Tabasco," and 1 "Habanero."
- Then Kate plays her "Whack" Card by placing it on top of the discard pile.
- She chooses to attack with her "Habanero" card from her Mixed Gang. With the "Habanero" card she can attack a Chili Pepper with a strength of up to 7. So Kate says she will attack a "Tabasco" (strength of 6) from Joe's Chili Gang.
- Joe doesn't have a "Fuggedaboutit" card, so Kate's attack is successful. Joe discards the attacked "Tabasco" card.
- Kate finishes her turn by drawing 2 more cards.
The Dawn Raid Card
The Dawn Raid card gives all players an opportunity to rearrange their Chili Gangs. When you draw the Dawn Raid card, your turn ends immediately (even if you were supposed to draw more cards). Then all players may rearrange their Chili Gangs. During this time, you may move, mix and merge any or all of your Chili Gangs. You may also use the Chili Pepper cards in your hand to add to your Chili Pepper Gangs. (Hint: Try to make as many Brotherhood Gangs as possible to maximize your points.) If the rearrangement allows, you must NOT leave any incomplete Chili Gangs on the table.
After the Dawn Raid is over, play continues as normal until the end of the game.
Game End
When a player draws the last card from the draw deck they may complete their turn. Then every player (including the one that drew the last card) may take 1 more turn. During the final turns, no one may draw any new cards. If you cannot play all your cards in the last round, hold onto them until the end of the game.
After the last round, players calculate their scores.
Scoring
- If you have cards in your hand that you did not use, discard them.
- Discard any incomplete Chili Gangs.
- For each Mixed Gang, add up the strengths of its Chili Peppers.
- For each Brotherhood Gang, add up the strengths of its Chili Peppers, then multiply by 2.
Scoring example:
- Mixed Gang (Sweet Chili, Poblano, Tabasco, Moruga Scorpion): 1 + 3 + 6 + 9 = 19 points
- Brotherhood Gang (Ghost Pepper x3): (8 + 8 + 8) x 2 = 48 points
- Brotherhood Gang with a Sweet Chili (Sweet Chili, Habanero x2): (1 + 7 + 7) x 2 = 30 points
Winning
The player with the most points earns the respect of the Chili Mafia and therefore wins the game. In the case of a tie, the player/team with the most Brotherhood Gangs wins. If it's still a tie, the player/team with the fewest Chili Peppers on the table wins. If you still tie, you must share the victory.
Card Descriptions
Hot Cards
PINCH (to send to jail) If your attack is successful, slide the attacked Chili Pepper into the middle of the draw deck. (Do NOT place the card anywhere near the top of the draw deck). Note: If you use "Pinch" after the Dawn Raid, place the Chili Pepper at the bottom of the deck. If it is the last round, place it on top of the discard pile. 2-4 players: x4 | 5-8 players: x6
WHACK (to hit or shoot) If your attack is successful, discard the targeted Chili Pepper. 2-4 players: x7 | 5-8 players: x11
WHACK 'EM (to hit or shoot many targets) This card allows you to target up to 2 Chili Peppers in the same Chili Gang. If your attack is successful, discard both Chili Pepper(s). Note: 1 "Fuggedaboutit" card will neutralize both attacks. 2-4 players: x3 | 5-8 players: x5
TURNCOAT (a person who shifts their loyalty) If your attack is successful, this card allows you to take 1 Chili Pepper (up to a strength of 8) from another Chili Gang and add it to one of your own (or your teammate's) Chili Gangs. Note: You must add this Chili Pepper to an existing Chili Gang, or use it to form a new Chili Gang with cards from your hand. 2-4 players: x4 | 5-8 players: x8
Action Cards
FUGGEDABOUTIT (Mafia pronunciation of "Forget about it") Play this card anytime to neutralize the effect of any Hot card—even if you were not the target. Note: "Fuggedaboutit" can only neutralize a Hot card. (It does not neutralize other Action cards.) 2-4 players: x5 | 5-8 players: x8
BAGMAN (a mobster who distributes stolen goods) Look at the top 3 cards in the discard pile. Keep 1 card for your hand.* Place the other 2 cards on the top of the discard pile, in their original order, followed by the "Bagman" card. 2-4 players: x3 | 5-8 players: x5
BOOSTER (a small-time street thief) Say aloud the name of 1 Chili Pepper. Every player (including your teammates) who has that Chili Pepper in their hand must give these Chili Peppers to you.* Note: you may not use "Booster" during the first round of the game. 2-4 players: x3 | 5-8 players: x5
SHAKEDOWN (an attempt to blackmail or get money from someone) Take 1 card from any player's hand, without looking. Add it to your hand.* 2-4 players: x3 | 5-8 players: x5
EARNER (a gang member who brings in lots of money for the family) Draw 2 cards from the draw deck.* 2-4 players: x4 | 5-8 players: x7
* When you obtain new cards this way, you do not have to play the card(s) immediately. But you are still limited by your hand limit of 8.
Game Variations
Playing with Teams
You may play Chili Mafia in teams, if you can divide into teams with equal numbers of players. (For example, in a 6-player game, you may play 3 vs. 3, or 2 vs. 2 vs. 2). Team-based games include these changes:
During setup: Sit in a way such that teammates do not sit next to each other.
During the game, teammates may NOT discuss their moves or show each other their hands, but they MAY:
- Place entire Chili Gangs in front of each other.
- Add Chili Peppers to each other's Chili Gangs.
- Move the "Sweet Chili" freely between their team's Chili Gangs. (Remember: you may NOT leave an incomplete Gang on the table.)
- Play the "Fuggedaboutit" Action card to protect a teammate's Chili Pepper.
During the Dawn Raid, teammates may NOT show each other their hands, but they MAY:
- Rearrange, and/or merge together any or all of their team's Chili Gangs.
- Add new Chili Peppers from their hands to each other's Chili Gangs.
- Decide which Chili Gangs to leave in front of each teammate.
- Discuss their moves out loud.
2-Player Game
In a 2-player game, the following changes apply:
- During setup, do not draft cards (instead, use the 6 dealt cards).
- You may only play 1 Hot card per turn.
- During your turn, you may discard 1 or more Hot cards from your hand, then draw a new card for each one you discarded.
Advanced Gameplay
It's gonna be hot!
Once you learn the base game of Chili Mafia, use these rules to add more spice! In the advanced gameplay, certain Chili Peppers activate their special abilities. Chili Peppers with abilities have a special icon located below the number on the card. These special abilities help you attack with or defend against a Hot card.
Note: If a certain Chili Pepper has a special ability, it does not mean every card of that type has the same ability. Only cards with icons have these abilities.
When playing a Hot card during your turn, you may only use 1 Chili Pepper ability at a time. (For example, you may NOT combine the "Troublemaker" and the "Sidekick" in the same attack—you must choose 1).
THE SIDEKICK — Adds 2 to your attack strength. When using a Hot card, you may use this ability to team up "Jimmy Nardello" with another Chili Pepper in his Chili Gang. If you do, they may attack together with joint strength. (Example: if there is a Ghost Pepper (8) in Jimmy's Chili Gang, they may attack together with a strength of 10.) 2-4 players: 6 of 10 cards | 5-8 players: 9 of 16 cards
THE BODYGUARD — Sacrifices himself to save another Chili Pepper. If an opponent uses a "Whack" or "Whack 'Em" card to eliminate a Chili Pepper, if you have a Bodyguard in the same gang as the targeted Chili Pepper, you may discard the "Poblano" instead of the original target. 2-4 players: 5 of 9 cards | 5-8 players: 7 of 14 cards
THE TROUBLEMAKER — Whack 2 Chili Peppers instead of 1. When you play a "Whack" card, you may use this ability to target 2 Chili Peppers (up to a strength of 6 each) in the same Chili Gang. Note: 1 "Fuggedaboutit" card will neutralize both the attacks! 2-4 players: 3 of 6 cards | 5-8 players: 4 of 8 cards
THE SNIPER — The Bodyguard is useless against her. If you attack using this ability, the other player's Bodyguard ("Poblano") will not work. 2-4 players: 5 of 5 cards | 5-8 players: 6 of 6 cards
Chili Mafia: Goodfellas Expansion
It's gonna burn!
ATTENTION! The Chili Mafia Goodfellas Expansion can only be played with the Chili Mafia base game!
The Goodfellas Expansion turns up the heat of the Chili Mafia base game, so make sure you understand the base rules of Chili Mafia first.
The expansion includes 2 parts:
- 5 new Chili Pepper mafiosi characters — each with their own special ability.
- 10 Hot Property cards to give players new, sneaky moves.
Use these 2 parts separately, or combine them for an even spicier game!
Game Components
Chili Pepper Mafiosi Cards (x38)
- Pepper X (x4)
- Naga Viper (x5)
- Madame Jeanette (x7)
- Chipotle (x10)
- Padrón (x12)
Hot Property Cards (x16)
- Backup (x2)
- Bribe (x1)
- "Easy, Pal!" (x2)
- Kiss of Death (x1)
- Lifeline (x2)
- Lucky Dime (x2)
- Make a Deal (x2)
- Reconsider (x1)
- Recruit (x1)
- Snoop (x2)
Reference Cards (x4)
The New Mafiosi in Town
These new characters have arrived on the scene, each with their own special ability (see abilities below).
- Pepper X (United States) — Strength 10. No one dares question the will of this outlaw. Once this chubby villain arrives on the scene, everyone freezes. In his presence, silence prevails. Who knows how that might affect you...
- Naga Viper (United Kingdom) — Strength 9. This gentleman hails from the British village of Cark. Careful—his politeness lasts no longer than his cup of tea. Keep him close, and who knows what you might inherit.
- Madame Jeanette (Suriname) — Strength 7. She comes from the tropical rainforest, and is not happy about this dry desert climate. But gossiping will ease her mind. If you suddenly find her by your side, it's probably not a good sign.
- Chipotle (Mexico) — Strength 5. The stakes are higher than ever, and this jugador will risk even more. He can't wait to get to the front line to show off what he's got behind that fancy mask. Will his forceful nature help or hinder you?
- De Padrón (Spain) — Strength 4. No chili pepper can take their eyes off of this sophisticated lady with her dancing skills and sparkling eyelashes. Watch carefully to keep up with her pace.
Setup
Setup for the Goodfellas Expansion is the same as the base game setup, with these changes:
- Give each player 1 of the Goodfellas Expansion reference cards.
- To play with new Chili Peppers: Before regular setup, take the base deck and remove all the Chili Pepper cards shown below. Return these Chili Peppers to the game box. Add the new Chili Pepper cards from the Goodfellas Expansion (not including the Hot Property cards). Then shuffle the deck.
- The illustration shows each removed base card replaced by a new card: The Hungarian (4) is replaced by De Padrón (4); Jalapeño (5) by Chipotle (5); Habanero (7) by Madame Jeanette (7); Moruga Scorpion (9) by Naga Viper (9); Carolina Reaper (10) by Pepper X (10).
- To play with Hot Properties: Shuffle the Hot Property deck and place it face-down next to the draw deck.
Then continue with the normal setup.
New Chili Pepper Abilities
Note: Just as in the base game, if a certain Chili Pepper has a special ability, it does not mean every card of that type has the ability. Only cards with icons have these abilities.
THE DANCER (De Padrón) — Moves freely between gangs once per turn. You may move each of your "Dancer" cards between Chili Gangs once during your turn, even if she leaves an incomplete Chili Gang behind. If playing in teams, you may move her between your Chili Gangs and your teammate's Chili Gangs. 2-4 players: 3 of 8 cards | 5-8 players: 4 of 12 cards
THE GAMBLER (Chipotle) — Allows you to draw 2 new cards. Discard him (from your hand or from your Chili Gang) (as long as he does not leave an incomplete gang behind) to draw 2 new cards.* 2-4 players: 3 of 7 cards | 5-8 players: 4 of 10 cards Note: you may only discard 1 Gambler per turn.
THE WITCH (Madame Jeanette) — Can swap places with a rival gang member. When playing her from your hand, you may add her to your own Chili Gang, OR place her into an opposing gang and take whichever Chili Pepper you want from that gang. If so, you must immediately place that Chili Pepper into one of your existing Chili Gangs or use it to form a new Chili Gang with cards from your hand. 2-4 players: 2 of 5 cards | 5-8 players: 3 of 7 cards
THE LORD (Naga Viper) — If lost, he gives you 1 new card. If you lose a "Lord" card due to ANY Hot card, draw 1 card from the deck.* 2-4 players: 2 of 3 cards | 5-8 players: 3 of 5 cards
THE OUTLAW (Pepper X) — Cancels all other special abilities in his gang. Members of the gang in which "The Outlaw" is present cannot use their special abilities. 2-4 players: 3 of 3 cards | 5-8 players: 4 of 4 cards
*When you obtain new cards this way, you do not have to play the card(s) immediately. But you are still limited by your hand limit of 8.
Hot Properties
Hot Properties are another part of the Goodfellas Expansion. These 10 special items can help you—if you can get your hands on them AND unlock their special powers.
During the game:
- Every time you form a new Chili Gang using at least 3 Chili Peppers from your hand, draw 1 Hot Property from the deck. (Adding Chili Peppers to existing Chili Gangs or incomplete gangs, does not allow you to draw a Hot Property).
- Keep your property secret! After you draw a Hot Property card, keep it face-down in front of you (it is not a part of your hand). You may look at it anytime, but should keep it secret from the other players.
- How to use a Hot Property card.
- Some Hot Property cards may be played anytime, and others may only be played during your turn. Read the card for instructions.
- To use the power of your Hot Property, certain conditions must be met. These conditions are listed on each card. For more details, see the Hot Property card descriptions below.
- To use your Hot Property, flip over the card, complete the action, then place the card at the bottom of the Hot Property deck.
Note: If you activate your Hot Property but it turns out that the condition was not actually met, you must still place that Hot Property at the bottom of the Hot Property deck, without your action being resolved.
During the Dawn Raid, you may not draw any new Hot Properties.
A player is allowed to possess up to a maximum of 3 Hot Properties at the same time.
Hot Property Cards
BACKUP (x2) | Play it: during your turn IF... the top card on the discard pile is a Chili Pepper, YOU MAY... shuffle the discard pile and place it back on the table, face-down. Check the top 3 cards in the discard pile. Keep any Chili Peppers you find.
BRIBE (x1) | Play it: anytime IF... A Chili Pepper is "Pinched," YOU MAY... Take the pinched Chili Pepper into your hand.
"EASY, PAL!" (x2) | Play it: anytime IF... one of your Chili Peppers is attacked by a Hot card, YOU MAY... gather 1 or more Chili Peppers from your hand that add up to a strength of 5 or more. Discard the card(s) to use as a "Fuggedaboutit."
KISS OF DEATH (x1) | Play it: anytime IF... a "Whack" or "Whack 'Em" card eliminates 1 of your Chili Peppers, YOU MAY... discard 1 Chili Pepper up to a strength of 5 from the attacking Chili Gang.
LIFELINE (x2) | Play it: anytime IF... you are attacked by a Hot card, YOU MAY... search the top 5 cards of the draw deck. If you find a "Fuggedaboutit" card, use it immediately OR keep it in your hand. Return the other cards to the top of the deck in their original order.
LUCKY DIME (x2) | Play it: during your turn IF... you have 0 cards in your hand, YOU MAY... draw 1 card. If you draw a Chili Pepper, keep it and continue drawing (you choose when to stop). If you draw any card that is NOT a Chili Pepper, discard all the cards you drew.
MAKE A DEAL (x2) | Play it: during your turn (but not in the first round) IF... another player has at least 4 cards in their hand, YOU MAY... ask that player to give you 2 cards from their hand. Then give them 2 cards from your hand.
RECONSIDER (x1) | Play it: during your turn IF... a "Fuggedaboutit" neutralizes your attack, YOU MAY... take your Hot card back into your hand. Note: The defending player must still discard the "Fuggedaboutit" card.
RECRUIT (x1) | Play it: anytime IF... an opponent adds a Chili Pepper with a strength of 1-5 to an existing Chili Gang AND your hand allows you to create a new gang by using that Chili Pepper, YOU MAY... steal the Chili Pepper and immediately use it to form a new Chili Gang.
SNOOP (x2) | Play it: during your turn IF... you have a "Shakedown" or "Booster" card in your hand, YOU MAY... look at another player's hand before using your "Shakedown" or "Booster" card. If using the "Shakedown," you may look at their hand while taking a card.
Scoring
Game-end scoring is exactly the same as the Chili Mafia base game, but players discard their Hot Properties before scoring.
Promo Packs
Yatsufusa Promo Pack
Includes: 8 Yatsufusa Chili Pepper mafiosi.
Setup: Substitute the 8 Tabasco Chili Pepper mafiosi cards with the 8 Yatsufusa cards.
How to use: Yatsufusa possesses a unique ability, thus goes by the name: "The Samurai". Opponents may not use the "Turncoat" Hot card against the Chili Gang in which "The Samurai" is present. 2-4 players: 3 of 6 cards | 5-8 players: 4 of 8 cards
Rumble Promo Pack
"Rumble": a street fight between gangs or large groups.
Includes: 5 "Rumble" Hot cards; 6 blank Chili Mafia cards; 4 blank Hot Property cards
Setup: Shuffle the "Rumble" Hot cards into your Chili Mafia deck. You may even create your own cards using the 10 blank cards provided in this pack.
How to use: If the joint strength of the Chili Peppers in the attacking Chili Gang is equal to or higher than that of the targeted Chili Gang, discard 1 Chili Pepper of your choice from the targeted Chili Gang. Note: Brotherhood Gangs do not count double in this case.
Taste Me Promo Pack
Includes: 6 "Taste me" cards
Setup: Prepare a spicy treat before the game. Randomly slide the "Taste me" cards into the draw deck at the beginning of the game.
How to use: When a player draws a "Taste me" card, they must eat something spicy.