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Mob Town

Mob Town Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object of the Game
  • Game Setup
  • Round Setup
  • Gameplay
  • Round End
  • Scoring
  • Game End
  • 3 & 4 Player Games

Contents

20 property cards, 57 draw cards, 4 sets of 12 family tokens, 4 scoring markers, 4 '25/50' markers, 12 briefcase tokens, four sets of 8 agenda cards, 4 action reminder cards, 1 score track

Object of the Game

Score the most points in three rounds by controlling properties and completing agendas at the end of each round.

Game Setup

  1. Each player chooses a color and takes all the associated family tokens, agenda cards, scoring marker, an action reminder card, and 3 briefcase tokens.
  2. Place the scoring track off to the side of the play area.
  3. Each player places her scoring marker in the center of the scoring track.
  4. The player who most recently touched a $100 bill goes first.

Round Setup

The setup rules below are for 2 players. For 3 & 4 player setups, see the '3 & 4 Player Games'.

  1. Shuffle the property cards and take the top 12 cards to create the property stack. Set aside the remaining property cards.
  2. Place the first card from the property stack face up in the center of the table. Place the next card in the property stack face up next to the first card along the edge indicated by the arrow on the bottom of the first property card. If the arrow points in a direction that already has a property card, place the property card in the first open space.
    • (Illustration) A indicates the next property card will go to the left. B indicates the next property card will go up. C indicates the next property card will go down to the next open space.
  3. Continue placing properties in this manner, following the direction of the last placed property card until all 12 property cards are dealt out. This is the city for the round.
  4. Turn the top 3 remaining property cards face up along one side of the city. This is the Open Lot area.
  5. Shuffle the draw deck and deal three cards face down to each player. Turn over the top 5 cards of the draw deck to create the lineup.
  6. Take the bottom 10 cards of the draw deck and shuffle in the law card. Place them back on the bottom of the draw deck.
  7. Each player chooses two agendas from her agenda stack and adds them to her hand. The remaining agendas are set in front of the player.

Gameplay

Mob Town is played over three rounds, with each round lasting until the law card is drawn from the draw deck. At the end of each round, scoring occurs.

On your turn, you can do one of the following:

  • Draw - Draw 2 cards from the draw deck.

  • Trade - Trade any 1 card from your hand for all the cards of one type from the lineup. The lineup is then refilled back to 5 cards from the draw deck.

  • Cash in - Discard a cash card to take any 3 cards from the lineup. Refill the lineup back to 5 cards from the draw deck.

  • Take Over - To take over a property, you must discard a number of cards matching the two suits on the bottom of the property in any combination equal to the value of the property. Add one to the take over cost for each token already on the property. Place a family token on top of the card or on top of the stack already present.

    Some cards have a value of two or three in its suit, making taking over more expensive properties easier.

    Cash can also be discarded as a 1-value wild when taking over a property.

    Example: Taking over this Gaming Hall would take 1 snake or 1 shark.

    If the property taken over is not orthogonally adjacent to a property you already control, you must discard any one card for every property card between them. This is called a connection cost. If you pass through a property controlled by another player, the card for that space is given to her instead of being discarded.

    Example: Connecting to this Restaurant from the Gaming Hall would require 1 card discarded to skip the Hotel plus any mix of 4 rats and sharks.

    If you control no properties in the city, you can take over any property without any connection cost.

  • Open Lot - Discard from play one of your briefcase tokens to place one of the three face up property cards along any edge of the city. You can then take over the property if you have the cards to do so, ignoring any connection cost you might have to otherwise pay. Refill the open lot area back to 3 cards.

Round End

When the law card is drawn, the round ends. Scoring for the current round now occurs.

Scoring

Starting with the player that drew the law card, score as follows:

Score the face value of each property card controlled.

Score 3 points for each agenda you successfully accomplish. If your agenda is tied because players own the same number of properties, add up the face value of the relevant properties. If your total is higher, you score the 3 points for the agenda.

If your score passes 25 points, take a '25' marker and continue around the score track. If your score passes 25 on the track again, flip your '25' marker over to its '50' side and continue around the track.

Once all players have tallied their scores, begin a new round. The player in last place begins the new round, with a tie determined randomly between the tied players.

If this is the end of the third round, the game is now over instead.

Game End

After the end of the third round, the game ends.

In addition to standard round-end scoring, each player also gets 2 points for each unused briefcase she still has.

The player with the highest score is the winner and new mob boss. If two or more players are tied, the victory is shared. Or, you could play again…

3 & 4 Player Games

For 3 player games, set up each city with 13 property cards.

For 4 player games, set up each city with 14 property cards.

  • Swap Agenda - Return one of your agendas from your hand to your agenda stack and choose a new agenda. Place the new agenda in your hand.