Scarface 1920: Bloody Business
Scarface 1920: Bloody Business Rulebook
Table of Contents
Table of Contents
Expansion Components
- 22 Associate cards
- 4 Doctor cards
- 12 Job cards
- 10 News cards
- 8 Raid cards
- 18 G-Men cards
- 10 Candidate cards
- 1 Dealer card
- 55 Street Gang cards
- 28 Vote tokens
- 42 Bullet tokens
- 45 Most Wanted tokens
- 1 Angry Eliot Ness figure
- 4 Angry Boss figures
- 1 Enforcer Tequila figure
- 45 Enforcer Tequila tokens
- 2 Enforcer Tequila cards
- 41 Money tokens
- 3 Jazz Club tokens
- 4 Home District tokens
- 1 G-men token
- 1 Rulebook
- 1 Solo mode rulesheet
- 1 Tequila rulesheet
- 4 Player Reference Sheets
- 1 Annex board
Game Setup
Before you set up the game:
- Add the Bloody Business 1-3 Associates, 4-5 Associates, Jobs, Raids, and News cards to the corresponding base game decks.
- Take the errata card pack and replace all cards with the same name from the base game with their updated version.
- Add each Doctor gang member card to their corresponding gang deck.
Proceed with the basic game and player setup for Scarface 1920 as usual, and after that, set up the Bloody Business expansion by following these extra steps:
- Lay the Bloody Business annex board next to the Scarface 1920 main board.
- Shuffle the Street Gang cards and place them face-down on the Street Gangs area; this is the Street Gangs deck.
- Shuffle the Candidates cards and draw one at random. Place that card blue side face-up on the left Candidate area. Draw another Candidate card at random and place it red side face-up on the right Candidate area. These two cards are the Candidates. Return the remaining Candidate cards to the box.
- Place the Vote tokens in the General Supply.
- Shuffle the Most Wanted tokens face-down and create 3 piles of 6 tokens each, sorted by Tier (1, 2 and 3). Put the rest of the Most Wanted tokens back in the box.
- Take the Most Wanted tokens from the Tier 1 pile and place one on each Crime type box in the Most Wanted area, with the Rewards side face-up.
- Place the Bullet tokens in the General Supply.
- Shuffle the G-Men cards and draw one. Place that G-Men card face-up in the G-Men area; this is the active G-Men card. Return the remaining G-Men cards to the box.
- Place the G-Men marker on the RAID! Level of the Crime track (Level #11).
- All Speakeasy, Casino and Brothel Business markers that were not placed on Neighborhoods during the basic Setup are placed in their corresponding column on the Business track, starting from the bottom up.
- Shuffle 3 Jazz Club and 7 Nightclub Business markers. Place them at random in the NightClub column on the Business track. Return the rest of Nightclub Business markers to the box.
- Place the Angry Eliot Ness figure in Central District.
Players Setup
- Place your Home District marker on the District that contains the Neighborhood you chose during the basic setup as initial Neighborhood. This District becomes your Home District.
- Place your Angry Boss figure in your Home District.
- Each player draws 1 Street Gang from the Street Gangs deck.
Icons and Important Terms
Bloody Business adds some new important terms and icons to the game. Throughout this rulebook you will find the definition for each one of these terms:
- Extortion
- Bullet token
- Duration
- Heal
- Home District
- Opportunity
- Hospital
- Distance
- Snitch
Basic Concepts
Bloody Business Board
Scarface 1920: Bloody Business includes an annex board that expands the core game board and adds some new areas.
- G-Men: The active G-Men card is placed here and represents the punishment gangs may receive from the G-Men, specially at higher Crime Rate levels.
- Candidates: At the end of the game, players vote for one of the two Candidates placed here, and the elected one modifies the end of game bonuses to determine the game winner.
- Business Track: The Business track represents the supply and demand of specific businesses in Chicago. The money you gain from Businesses in Neighborhoods is now variable.
- Most Wanted: The tokens in this area specify the Rewards players get when hiring different Crime type Associates from the market.
- Street Gang: These cards represent smaller street-level gangs that can help you out during the game, usually in a violent way.
- Hospital: Now, whenever thugs are hit, they go to the hospital instead of the Safehouses.
G-Men Cards
The active G-Men card represents the punishment gangs may receive from the G-Men during each game.
- G-Men Effect: Effect that is applied to players whose Crime Rate markers are above the G-Men token on the Crime Track.
- Extra V Effect: During the entire game, V have this effect added to their basic effects (Bribery and Protection). The Extra V Effect printed on the active G-Men card reads: "When a V is moved into a District, each player hits 1 of their thugs in that District." (V is the hat pictogram on the printed sheet.)
When a Raid is triggered for any reason, before the Raid is carried out, resolve the G-Men Effect. Each player applies the G-Men effect once for each level they are in the Crime track above the G-Men token's level. Players with a level lower or equal than the G-Men token's level do not receive this effect.
During the Extra! Extra! phase, after advancing Eliot Ness's figure 1 level up, move the G-Men marker 1 level down the Crime Track. This does not push any player's Crime Rate marker down the Crime Track.
Important: If the action that triggered the raid would put a player above level 11 on the Crime track, the G-Men effect is applied as many times as if each player's Crime Rate marker was placed where it should be, even if the Crime Rate marker stays at level 11.
Example: The G-Men token is at level 10 on the Crime track. You currently are at level 9, and because of a game effect, you receive +4 Crime Rate. That would put your Crime Rate at level 13, but the Crime Rate marker can not be placed beyond level 11, so you place it at level 11. It is important, however, that you remember that you were supposed to be at level 13 in order to resolve the G-Men effect afterwards.
Placing your Crime Rate marker at level 11 triggers a Raid, which is carried out immediately. The first step of the Raid is to Resolve the G-Men effect. As you would be at level 13 and the G-Men token is at level 10, you receive the G-Men effect 3 times, once for each level above the G-Men token's level. After that, the raid would continue to be resolved normally.
G-Men Token (Melvin Purvis)
The G-Men token, also represented by the Melvin Purvis figure, are the reinforcements Eliot Ness has received in his fight against crime. The G-Men token starts at level 11 on the Crime track and will move down during the game.
Players' Crime Rate markers can be in the same box as the G-Men marker, or even above. Those above the G-Men marker position in the Crime track will receive increasingly severe blows from the G-Men cards.
Candidates
Candidate cards represent the candidates running to become Chicago's mayor. At the end of the game, each player votes for a Candidate, using their Vote tokens. The Candidate with the most votes is elected. The elected Candidate replaces the end of game bonuses used to determine the game winner.
- Bonuses: Each candidate has a different set of bonuses to be applied to players to determine their amount of money at the end of the game.
- Party icon: Candidates are divided into Republicans (Republican icon) and Democrats (Democrat icon), and there is always one Candidate from each party in the game.
Bonuses from the elected Candidate replace the Associate star and Business marker end game bonuses when determining the final amount of money.
Variable Bonuses
Some Candidates have a variable bonus (presented in a X/X/X/X format), based on the number of players and position in which they score following the specified criteria.
When a Candidate with such a bonus is elected, each player applies its effects, starting with the first (leftmost) bonus going to the first player according to the specified criteria, the second bonus going to the second player, and so on until all players have applied the bonus. For games with less than 4 players, use only the required leftmost bonuses.
If two or more players are tied in the same position, all tied players obtain the same bonus, using the most favorable possibility. The next player to receive a bonus after the tie, will apply its effects normally, as they would have without a tie.
Example: In a 4 player game, the elected Candidate has the following bonus: "60/30/10/0 money based on descending number of Control markers".
Player A has 4 Control markers, players B and C both have 3 Control markers, and player D has 1 Control marker. In this case, player A gains 60 money, while players B and C both gain 30 money, tied in second place. Player D doesn't take any money, since he is in fourth position.
Vote Tokens and Elections
Vote Tokens: Any time you send a thug to the Authorities, take a Vote from the General Supply and place it behind your gang screen.
Some cards or game effects can also provide Votes.
Election: At the end of the game, after the "Prohibition Ends at Last" News card is revealed, it is time to vote for a Candidate to become Chicago Mayor.
When voting, each player secretly places one of their Votes with the chosen party icon/color face-up. Once all players have made their decision, everyone simultaneously reveals their vote, and how many vote tokens they own. After that, players add how many votes have gone to each candidate. The Candidate with the most votes matching their icon/color is elected as Chicago Mayor. The elected Chicago Mayor's bonuses are then applied to all players. If both Candidates received the same amount of Votes, decide the outcome by flipping a Vote in the air.
For the sake of the game, if a player does not have any Votes to use, they should pretend they have Votes until players reveal their decision.
Game End and Winner
The final amount of money each player has will then be determined by adding the total money behind their screen, the money gained from the elected Candidate bonuses, and any additional effects that may allow players to gain money at the end of the game (other than Associate star and Business marker bonuses from the base game).
The player whose gang has the most money is then declared the winner and King of Chicago. In the event of a tie, the player with the most money behind their screen is the winner. If the tie persists, tied players share the victory.
Important: When playing with the Bloody Business expansion, Candidate bonuses replace Associate star and Business markers when determining the final amount of money.
Angry Eliot Ness
Angry Eliot Ness' figure patrols the Districts of Chicago and makes business very difficult for the gangs. While the Angry Eliot Ness figure is in a District, that District has the following rules:
- Enforcers, Angry Bosses and any other thugs with special rules lose their abilities and are considered regular thugs while they are in the same District as Angry Eliot Ness.
- Any thugs hit or killed in the District where Angry Eliot Ness is present will go to Prison instead of to the Hospital or Slums.
- Players can not make sales in any Neighborhood located in a District where Angry Eliot Ness is present.
Angry Eliot Ness Movement
Angry Eliot Ness moves every time a player increases their Crime Rate, after resolving the action that has caused this increase:
- If the Crime Rate increase triggers a Raid (level 11), Angry Eliot Ness moves to the Home District of the player whose Crime Rate marker is in the RAID! box. If there is more than one Crime Rate marker in the RAID! box, Angry Eliot Ness does not move. This step happens before the raid effects are resolved.
- If the Crime Rate increase moves the player's Crime Rate marker from one coloured area to another, without triggering a raid, reveal the top card from the Street Gangs deck. Angry Eliot Ness will move to the first District that appears on that card's Street Gang hit. After that, discard that Street Gang.
- If the Crime Rate increase doesn't move the player's Crime Rate marker to a different coloured area and doesn't trigger a raid, Angry Eliot Ness does not move.
NOTE: If more than one player's Crime Rate position is affected by the same effect, or if a Crime Rate marker changes coloured area more than once because of a single effect, Angry Eliot Ness moves once.
Players can move Angry Eliot Ness to a District of their choice during their turn. To do so, they have to spend Votes based on their current coloured area on the Crime track:
| Current Crime Rate | Votes |
|---|---|
| 1-4 | 1 |
| 5-6 | 2 |
| 7-8 | 3 |
| 9-11 | 4 |
Angry Bosses
Each gang has an Angry Boss figure that allows them to involve the Bosses themselves in the action. This Angry Boss figure does not replace the Boss figure on the Gang board. Instead, it is placed in the gang's Home District at the start of the game.
The Angry Boss figure is played as if it was another thug but with two special powers:
- When the Angry Boss figure is used to carry out any order, the Boss's muscle and influence is automatically added to your Plan for that order (even if the Boss card is not in your Plan). The Boss's muscle and influence are indicated on the row the Boss figure currently is in the Boss track of the Gang board. You can use your Angry Boss figure in any order except "Upgrade your Gang", which does not use any figures.
- When Killed, the Angry Boss goes to the Hospital instead of the Slums.
Important: The Angry Boss figure is considered a thug for all effects and purposes, except for the above special powers.
Home District
During the game setup, each player places a Home District marker on the District that contains the Neighborhood they chose during the basic setup. This marker indicates each gang's Home District and provides presence on that District for that gang.
Players can lose control of the Neighborhoods in their Home District, but Home District markers cannot be moved or removed, unless a card effect says otherwise.
Distance to Home District Bonus
When a player makes a sale in a Neighborhood that is not in their Home District, they gain an additional 10 money for each District between their Home District and the District in which the sale takes place, including that District. The Distance to Home District bonus is only achievable as long as that player has presence in every District connecting them (also known as Presence chain).
If there is more than one possible Presence chain that connects the Home District with the District where the sale takes place, the shortest one will be the one taken into account to determine the Distance bonus.
Business Track
The Business track represents the supply and demand of specific businesses in Chicago. The money you gain from each Business marker during your Reorganization turn is now variable.
- Business Profit: The lower-most visible Business Profit in each column determines the amount of money you gain from that specific Business type per Business marker when you gain money from your Businesses from Reorganization turns or other game effects.
When a Business marker is added to a Neighborhood, take the upper-most marker on the chosen Business type column. This will reveal the new Business Profit value for that Business type.
When a Business marker is removed from a Neighborhood, place it on the lower-most uncovered box in the corresponding Business type column.
The Business profit values printed on the Business track, from the top of each column downward, are:
| Box | Speakeasy | Brothel | Casino | Nightclub |
|---|---|---|---|---|
| 1 | 2 | 6 | 1 | 10 |
| 2 | 3 | 6 | 1 | 9 |
| 3 | 4 | 5 | 2 | 8 |
| 4 | 5 | 5 | 2 | 7 |
| 5 | 6 | 4 | 3 | 6 |
| 6 |
Jazz Clubs
Jazz Clubs are special Nightclub Business markers, and can be found in random positions in the Nightclub's column on the Business track. Jazz Club markers are considered Nightclub markers for all effects and purposes, except for cards and effects that specifically reference Jazz Clubs. When a player adds a Nightclub Business marker to one of their Neighborhoods and the upper-most marker in the column is a Jazz Club, that player will use the Jazz Club marker.
Each Jazz Club adds 5 money to any sale made in the Neighborhood they are placed in.
Hospital
Whenever a thug is hit, they must be placed in the Hospital instead of in the player's Safehouses. Thugs in the Hospital cannot be hit.
When a thug is Healed, it can be placed either on their Headquarters or on their Home District. The destination can be chosen separately for each thug that has been healed.
Healing value: The number of thugs a player can heal from the Hospital. This value is determined by the number of Gang upgrades they have, as indicated beside the Hospital area:
| Gang upgrades | Thugs healed |
|---|---|
| 0-1 | 1 |
| 2-4 | 2 |
| 5-7 | 3 |
| 8+ | 4 |
Players may Heal thugs in several ways:
- During step 3 of the Reorganization turn, when retrieving thugs, players also Heal thugs from the Hospital according to their Healing value.
- Doctors from each gang can Heal using their skill.
- Carrying out the Heal from the Hospital extortion (see page 10).
- Other card effects.
Street Gang Cards
Each Street Gang card shows a Street Gang hit at the top and two Street Gang effects, separated by "OR". The example card shows the hit "Hit 1 thug in Central / Far South" and the effects "Heal 1 of your thugs from the Hospital and place it on a District where you have presence" OR "Retrieve 1 of your thugs from a Deal".
- Street Gang hit: Choose one of the Districts specified here and hit 1 thug in that District.
- Street Gang Effects: When playing this card, you may carry out one of the two available Street Gang effects.
You can have a maximum of Street Gangs equal to your Hand Size. In case you have more Street Gangs than your Hand Size after drawing new ones, you must discard Street Gangs until they reach that number. Discarded Street Gangs are returned, face-down, to the bottom of the Street Gangs deck.
You may play any amount of Street Gang cards at any moment during your Carry out Actions phase. When a Street Gang is played you may carry out -in any order- the Street Gang hit and one of the two available Street Gang effects. This cannot be interrupted by any other skills, orders, jobs or effects. Finally, return the card face-down to the bottom of the Street Gangs deck.
Special Effects
Some cards have special effect keywords that modify their usual behavior:
OPPORTUNITY: When the conditions specified in an OPPORTUNITY effect are met, the card can be played immediately, even during other players' turns. Only the OPPORTUNITY effect can be carried out this way, except for the Hit in Street Gang cards, which can be carried out after a Street Gang is played with an OPPORTUNITY effect. After that, the played card is discarded: Associates go to the discard pile and Street Gangs go to the bottom of the Street Gangs deck.
DURATION: When a DURATION effect is carried out, the card is not discarded until the beginning of your next turn. The effect that contains the DURATION keyword remains active until the card is discarded.
SNITCH: When an Associate's Matching Skill containing the SNITCH keyword is activated, the card is automatically removed from your Plan and placed in your Player area, face-up. From that moment on, that Associate will no longer be part of your Deck -losing their muscle, influence, and skill- but in return, the SNITCH Matching skill remains active for the rest of the game.
Most Wanted
Every time you hire an Associate from the Market, you obtain the rewards specified on the Most Wanted token from the Crime type box matching the hired Associate's Crime type.
During the Extra! Extra! Phase, after refreshing the Associates Market in step 3, replace the current Most Wanted tokens with the ones from the next tier prepared during Game setup.
NOTE: If an Associate has more than one Crime type, the player chooses one of those Crime types and receives the appropriate rewards.
Example: You hire the Slot Maven Associate from the Market. That Associate's Crime type is spade, so right after hiring him, you receive the Most Wanted bonuses for spade: 3 money and 1 gun.
Bullet Tokens
At the end of your Action turn, when discarding the cards in your Plan, take bullet tokens from the General supply depending on the number of cards discarded, and put those bullet tokens behind your screen.
| Cards discarded from your Plan | Number of bullet tokens you take |
|---|---|
| 0 cards | 2 |
| 1 card | 1 |
| 2 or more cards | 0 |
Once during your Actions phase, you can spend any amount of bullet tokens to carry out one Extortion. You can not carry out multiple Extortions during your turn. Extortions are detailed below.
Extortions
Get Street Gangs: Get as many Street Gangs from the Street Gangs deck as bullet tokens spent.
Remove/Exchange Business markers: Choose as many Business markers (except Nightclubs) from any Neighborhoods as bullet tokens spent. Remove or exchange those Business markers:
- Remove Business marker: Return the Business marker to the Business track. Place it on the lowermost uncovered box in its corresponding Business type column.
- Exchange Business marker: Replace the Business marker with another one from the Business track (except Nightclubs). The chosen Business marker is returned to the Business track, and replaced by a new one, taken from the uppermost covered box in the Business type column of your choice.
Ignore Job requirements: Ignore one requirement from a Job you fulfill during this turn. You can ignore requirements from as many Jobs as bullet tokens spent, but a Job cannot have more than one requirement ignored using Extortions.
Heal thugs from the Hospital: Heal as many thugs from the Hospital as bullet tokens spent. Healed thugs can be placed either on their Headquarters or on their Home District.
Gain money from the Districts: You may gain money from Districts where you have the same number or more thugs than any other player (at least 1). Spend 1 bullet token for each of those Districts where you want to carry out this Extortion. The number of Districts where this Extortion is carried out determines the amount of money you gain, as indicated below:
| Districts | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Money gained | 2 | 6 | 12 | 21 | 36 | 61 | 100 |
Example: You are playing with The Chicago Outfit gang and carry out a Gain money from Districts Extortion. You have the same number or more thugs than any other player in 5 of the 7 Districts. That would normally allow you to gain 36 money, but you only have 4 bullet tokens to spend in this Extortion, so you can only extort 4 of those 5 Districts, and you gain 21 money.
Glossary
Business Profit: The amount of money you gain from your Business markers for any reason. This amount is determined by the lower-most visible amount in each Business column on the Business track.
Deck: The pile of cards containing your Gang members and hired Associates that are not in the discard pile or your hand yet. For end-of-game bonuses, consider your Discard pile and hand as part of your deck.
Distance to Home District: Number of Districts between your Home District and the District where you carry out a Sale, including it.
Draw: To take the top card from a specific deck. If no deck is specified, draw it from your deck.
Duration: When a DURATION effect is carried out, the card is not discarded until the beginning of your next turn. The effect that contains the DURATION keyword remains active until the card is discarded.
Extra V Effect: Additional V effect added to Bribery and Protection. This effect is shown on the active G-Men card and persists the entirety of the game.
Heal: To take one of your thugs from the Hospital and place it on your Headquarters or Home District.
Healing Value: The number of thugs you can heal from the Hospital. This number is determined by the number of Gang upgrades you have, as indicated beside the Hospital area.
Home District: The District that contains the initial Neighborhood each player chooses during the game setup.
Hospital: A space on the annex board where thugs are sent when they are hit.
Look for: To take the indicated pile, search for the specified cards in it and place them in their designated area. If no cards are specified, you may search for a card of your choice.
Opportunity: When the conditions specified in an OPPORTUNITY effect are met, the card can be played immediately, even during other players' turns.
Peek: To look at the contents of the specified cards that you would otherwise not be able to see, and return them in the same order to where you took them from. When referring to peeking at a rival's hand, look at all the cards in their hand.
Presence Chain: To have presence in all Districts connecting the Sale to your Home District when calculating the Distance to Home District bonus.
Receive: To take what is specified from the General Supply or the box.
Snitch: When a Skill containing the SNITCH keyword is activated, the card is automatically removed from your Plan and placed in your Player area, face-up. From that moment on, that Associate will no longer be part of your Deck, but the SNITCH Matching skill remains active for the rest of the game.
Updated Terms
Spend: To return what is specified to the General Supply (alcohol, guns, money, bullet tokens, Votes, etc.).
Action: Any order, skill, job or extortion carried out during an Action turn. You can not carry out Actions with null effect (for example, sending a thug to the Authorities with 0 influence or lowering your Crime Rate by 0).
Retrieve: To take your thugs from the specified place and put them back in your Headquarters. If the place where you take the thugs from is not specified, you may take them from anywhere.
If you cannot lay out any cards in your Plan, but still have cards in your deck, you can still carry out the actions listed in the ACTION TURN phase from the Player Aid or use your Angry Boss to execute one Order that involves them. If not, proceed to Draw new cards.
Turns Aid Sheet
The introduction of new components and mechanics slightly modifies the Action turn and the Reorganization turn, as well as the Raids and Extra! Extra! phase.
Cards in Your Hand or Deck: Action Turn
If you hold the Family Ring at the start of your turn, gain 1/2/3 money (2/3/4 players).
- Lay out your Plan
- Play any number of cards from your hand and lay them out in front of you.
- Increase your Crime Rate by 1 level for each card in your Plan above 2.
- If a Player's Crime Rate marker reaches level 11, a Raid takes place immediately. After resolving the Raid, you may continue with the rest of the turn.
- Action turn. You may carry out, in any order:
- Skills from the cards in your Plan.
- Jobs you want to activate or fulfill.
- One Order using your muscle/influence in your Plan.
- One Extortion using your bullet tokens.
- Play Street Gangs.
- Draw new cards and take bullet tokens
- Discard all the cards laid out in your Plan.
- Draw cards from your deck until you reach your Hand Size value.
- Take bullet tokens as shown on the Bullet tokens table.
- Next player turn.
Orders
Send 1 thug to the Underworld to: (the heading carries a "+ Crime Rate" marker, as printed on the aid)
| Order | Cost : Result |
|---|---|
| Recruit a thug | 1 influence : 1 recruitment |
| Get 1 Job | 1 influence : 1 draw |
| Get 1 Dealer | 1 influence : 1 draw |
| Sell in the Neighborhoods | 1 influence : 1 sale |
| Hire 1 Associate | 1 influence : 1 Associate star. Add to Plan: 1 card : Associate level 1-3. Hand: 2 cards : Associate level 4-5. |
Send 1 thug to the Authorities to:
| Order | Cost : Result |
|---|---|
| Remove Control markers | 5 influence : 1 Neighborhood |
| Reduce your Crime Rate | 1 influence : -1 Crime Rate |
| Add Business markers | 1 influence : one Speakeasy, Casino or Brothel Business marker |
| Retrieve your thugs from Prison | 2 influence : all your thugs |
| Sell to the Authorities | 1 influence : 1 (alcohol or gun) : 6 money each |
Other Orders:
| Order | Cost : Result |
|---|---|
| Send thugs to Districts | 1 muscle : 1 thug |
| Move thugs / a car / a truck | 1 muscle : 1 move |
| Seize 1 Neighborhood | muscle : total [shield icon] (the total is printed on the aid as a shield pictogram) |
| Get supply from Deals | 1 thug + (muscle or influence) |
| Upgrade your gang | money + (muscle and/or influence) + Crime Rate |
Note on the aid: the Hire 1 Associate line and the Seize 1 Neighborhood line show their "Add to Plan / Hand" and "Total" symbols as small pictograms. The mapping in the table above is the reading of those symbols; the Associate level thresholds (1-3 and 4-5) are printed on the sheet.
Carry Out a Raid
- Resolve the G-Men Effect on the active G-Men card.
- Put in Prison all thugs from the Underworld.
- Reveal the top card of the Raids deck.
- 2.1 Resolve the overall effect.
- 2.2 Apply the appropriate colored effect to each player based on their Crime Rate.
- 2.3 Each player reduces their Crime Rate as indicated in the Crime Rate reduction box.
- Discard the revealed Raid card.
Extortions
| Extortion | Effect |
|---|---|
| Get Street Gangs | Get as many Street Gangs as bullet tokens spent. |
| Remove/Exchange Business markers | Remove or exchange Business markers (see Extortions, page 10 of the rulebook). |
| Ignore Job requirements | Ignore one requirement from a Job per bullet token spent. |
| Heal thugs from the Hospital | Heal as many thugs as bullet tokens spent. |
| Gain money from the Districts | Spend 1 bullet token per District; the table below gives the money gained. |
| Districts | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Money | 2 | 6 | 12 | 21 | 36 | 61 | 100 |
Bullet Tokens
| Cards discarded from your Plan | Number of bullet tokens you take |
|---|---|
| 0 cards | 2 |
| 1 card | 1 |
| 2 or more cards | 0 |
Reorganization Turn
If you hold the Family Ring at the start of your turn, gain 1/2/3 money (2/3/4 players).
Applies when there are no cards in your hand and deck.
- Sell in each of your Neighborhoods.
- Gain money from each Business marker you control, as shown in the Business Track.
- Retrieve your thugs from Authorities, your Deals and your Jobs. Retrieve as many of your thugs from Prison as your Lawyers value. Heal thugs from the Hospital according to your healing value.
- Carry out up to as many thug recruitments as your Recruiters value.
- Reshuffle your deck and draw cards from your deck until you reach your Hand Size value.
- Advance the Time marker one box to the right on the Time track. If at the end of a Reorganization turn the Time marker is at the Extra! Extra! box, continue to the Extra! Extra! phase.
- Next player turn.
Extra! Extra! Phase
- Carry out a Raid.
- Increase Eliot Ness by 1 level on the Crime track. Move the G-Men marker 1 level down the Crime track.
- Refresh the Associate Market. Replace the Most Wanted tokens with the next tier.
- Reveal News card. If the "Prohibition Ends at Last!" News card is revealed, the game ends.
- Put the Time marker back on the starting box.
Solo Mode Rules
This section is the printed "Bloody Business Solo Mode" sheet (2 pages). The sheet refers to the solo gang by a three-figure pictogram, written here as "the solo gang". In the Angry Boss line, two symbols are pictograms the text layer does not name: a bow-tie-shaped card icon (written as [bow-tie icon]) and a fist (muscle); they are kept as bracketed descriptions.
The Bloody Business expansion can be used when playing the Solo Mode of Scarface 1920 by adding the following considerations and updates:
Home District Markers
The solo gang does not have a Distance to Home District bonus.
Angry Boss Miniatures
Whenever the solo gang has the possibility, it will use the Angry Boss miniature instead of a regular thug. In that case, during this turn, the [bow-tie icon] value is added to the [fist icon].
Business Markers
No changes from the standard rules.
Street Gangs
The solo gang never gets Street Gangs.
Bullet Tokens
The solo gang never receives bullet tokens. If they would receive a bullet token, they gain 10 money instead.
Candidates and Vote Tokens
The solo gang receives Votes normally. As the Solo Mode doesn't need a Gang screen, the solo gang's number of Votes is always visible. During Election, the solo gang votes at random for one of the two available Candidates.
Hospital and Hit
If at the end of its turn the solo gang has not used all their Action cubes, it retrieves as many thugs from the Hospital as unused Action cubes remain:
- If there are 1 or less thugs in the solo gang's Headquarters, place the healed thugs in the solo gang's Headquarters.
- If there are 2 or more thugs in the solo gang's Headquarters, place the healed thugs in the solo gang's Home District.
Most Wanted Tokens
If the solo gang hires an Associate with more than one Crime type, one of them is chosen randomly to get its Most Wanted rewards.
G-Men Cards
The solo gang ignores the extra V Effect from G-Men cards, but still suffers the G-Men Effect.
Tequila Solo Mode Rules
This section is the printed "Bloody Business Tequila Solo Mode Rules" sheet (2 pages). In the printed setup list, items 3 and 5 are shown as "33." and "35."; they are written here as 3 and 5. The printed "Moving the [solo gang icon]" step is written as "Moving the solo gang (Tequila)".
He woke up in a roadside motel room. The sign that once bore its name had long lost its light. It was austere and not particularly attractive. The kind of motel you would only turn to in times of need. Just like him. He turned himself around on the bed as best as he could and took a deep breath. He felt dizzy. He didn't know if his head or the ugly bullet wound in his shoulder hurt more.
He reached out, grabbed his inseparable bottle of Tequila, and took a swig. Then he tore off a piece of sheet and pressed it firmly against his shoulder. He didn't complain. In fact, he hadn't complained ever since he was abandoned with only a few days of life. He had to lean against the wall for a few seconds before setting out. He grabbed the shotgun, took another sip, and began to walk. A few minutes later, he passed the sign indicating his destination: Chicago, 4 miles.
Standard Mode
- Add the 2 Tequila cards to the game and follow the same rules as described in the Enforcers expansion. When adding Tequila, players will have 4 Enforcers available to hire.
Add the following changes to the indicated basic solo mode rules:
Game Setup
- Place 1 Target token beside the District token in each District, with the Target side face up.
- Place the Tequila tokens in the General Supply.
- Replace the Enforcer token with Tequila's figure. This figure is not considered a thug.
- Tequila starts the game with the "Alcohol Supplier" and "Gun Supplier" Dealers instead of the "Distillery Owner" and "Gun Runner". Add 1 Tequila token to each one of these deals.
Special Rules During the Game
- Tequila's "Dealers Supply" gang upgrade bonus applies to the total of all Deals aggregated, instead of each individual Deal.
- Each new Deal obtained by Tequila is a single Deal, which provides 1 Tequila token, has Storage 1 and a thug limit of 1.
- When playing against Tequila in your Solo Mode games, you will have the remaining 3 Enforcers available for hire.
Tokens
- Tequila tokens (bottle icon) are equivalent to alcohol or guns, and can be used indistinctly as either. Each time Tequila would take alcohol and/or guns, he receives Tequila tokens instead. Players cannot use Tequila tokens.
- Target tokens are used to determine Tequila's actions, as explained in the Action Turn. This token has two different sides: Target (black) and Gunshot (red).
Action Turn
- During the "Moving the solo gang" step in his Action turn, if Tequila moves to another District, take the Target token placed in that District and flip it over.
- If the token had the Target side face up, it now has the Gunshot side face up and nothing happens.
- If the Gunshot side was face up, it now has the Target side face up, and the player receives a gunshot from Tequila: Hit as many thugs from your Headquarters as News cards are in the active News space. If you don't have enough thugs, you cannot block all of Tequila's gunshots and you die, ending the game.
Reorganization Turn
- Tequila does not steal the indicated money from the player in step 2 (Gain money from your Business).
Your Action Turn
- During your Action turn, you can discard a Street Gang to flip over Target tokens: You can discard 1 Street Gang to flip over up to as many Target tokens in the Districts as influence in your Plan.
- During your Action turn, you have one new Order available. This is considered a regular order, and not an additional one:
- Attack Tequila: If the total muscle in your Plan is equal or greater than the number of Jobs Tequila has, you can spend 1 bullet token to attack Tequila. When doing so, you gain 30 money.
Victory Special Conditions
- Tequila wins the game automatically if the player dies from a Gunshot.
- If you use Tequila in games against more than 1 player, the game ends automatically the moment a player dies. Whoever has more money at that point (including Tequila) is the winner of the game. The killed player cannot be the winner.