SuperGang
SuperGang Rulebook
Table of Contents
Table of Contents
Aim of the Game
- With your gang, become the owner of a full district of the city. (Or be the last existing gang.)
- With the police, send all the underworld to jail, the hospital, or the graveyard. (See Variant.)
Contents
- A gameboard showing the city divided into 5 districts of different colors, each composed of 7 or 8 shops.
- Four gangs with three characters: the Killer (played with the green die), the Vamp (red die), the Dealer (white die).
- Two groups of two cops (blue dice).
- 15 tokens per gang, two-sided: the side with an "R" printed indicates a racket token, the back indicates ownership.
- 20 traffic pawns per gang.
- 1320 millions in banknotes.
- An arrow gun and 10 targets for the duel.
- The police record, on the back of the rules.
Beginning
The player making the highest score with the three dice begins.
The first player puts his three characters in the center (jail) of the gameboard, then he throws together the three dice (green, red and white). Each character starts straight ahead, in the direction shown by its die.
You start without money.
During the three first turns, gangsters have not the right to harm each other (neither duel nor vamping) and the police is not in play.
Places and Moves
General Rule
Streets, shops and sewers may be accessed by each gangster. Each gangster must move the number of squares indicated by his die. He only acts on the last square he reached.
The Street
A character does not have the right to go back in the street; his direction must always be visible. There is no square under the bridges.
Shops
There are 36 shops. Adjacent shops in the same block of houses communicate directly to one another. A character may stop in a shop at the last square of his move. Access to shops is shown by notches in the sidewall.
When a character stops in a shop, he must do one of the following actions: stick up, racket, traffic, buy, gangland killing ... (see Cash paragraph).
A player who becomes the owner of a shop may use it exactly as a street square: he may cross it, stop there without reason, go into an adjacent shop. But he may never cross the shop square twice in the same turn.
To go out of a shop with a "one" on the die enables the player to choose a direction on the next turn (even to go back into the shop).
Sewers
The five manholes are shortcuts: it is possible to go from a manhole to another as if they were adjacent squares; a character may only use two manholes in his turn.
To stop on a manhole allows, on the next turn, resurfacing by any other manhole, at the player's wish.
On a manhole, a character cannot be arrested (by cops).
How to Earn Cash
Killers, vamps and dealers may racket, recruit, stick up, buy, cowardly attack in the street, and participate in a gangland killing alone or in a group.
Coward Attack in the Street
Stopped on a street square, a character may, if the player wishes, diddle a tourist, kidnap a luxury dog, "find" a purse or a bundle of banknotes, borrow a tricycle or a motorbike ... Victims are defenceless. It is a coward attitude but it yields 10 millions, given by the bank to the assailant. (For the risks, see Cops.)
Racket
You only have to enter a shop not yet owned and put an R token of the gang's color. (For risks, see Cops.) As soon as an R token is put, at each turn the shop yields 5 millions.
Warning! A racketed shop remains free to buy.
Purchase
When a character enters a shop, he may buy it: 50 millions for a basic shop, 100 millions for shops with one or two initials.
Against money, the bank gives an ownership token of the gang's color. It is put in the shop; it yields 10 millions each turn.
It is possible to purchase a racketed shop; in this case the racket token is removed.
Stick Up of a Shop
When a character enters a shop, he may stick it up. A basic shop is protected by its manager and a successful stick up yields 50 millions. A shop with initials (T, V, D or a star) is defended by two managers and a successful stick up yields 100 millions.
The stick up implies a duel against the manager(s). (See Duels.)
If the shop belongs to nobody, the bank pays; if the shop belongs to a gang, he pays.
A shop belonging to another gang may also be stuck up for ownership: the attacker specifies to the owner if he sticks up for money OR for ownership. If the attacker succeeds a stick up for ownership, the ownership token is changed.
During his turn of play a gang may succeed only once in the stick up of the same shop.
Gangland Killing
The gangland killing is used to eliminate one or more characters from opponent gangs. It is always and only on the initiative of the player who acts. The gangland killing may take place in the street or in a shop. In shops, the managers are concerned by the duel only if their owners are implicated. (See Duels.)
Traffic
Only the dealer may traffic. He buys traffic pawns in shops printed with a star, at the price of 5 millions for two, but he cannot buy more than ten at once.
Where the cash goes:
- To the bank when the shop belongs to nobody.
- To the owner of the shop, if there is one.
- The traffic pawns are free for the owners of a shop with a star.
Each traffic token put on the sidewall yields 5 millions each turn.
The dealer may put one traffic pawn, and only one, on each empty section touching the square in which he has stopped. (A section of sidewall is delimited by two white notches.) When he is the owner of a shop in which he is standing, the dealer may put a traffic pawn on each section of sidewall lining the shop; common sections belong to the first occupant.
The traffic pawns not yet placed are stocked by the player outside the gameboard with his banknotes (and yield nothing).
If the ownership is modified, all the traffic pawns lining a shop freely take the color of the new owner.
It is impossible to deal on the shop's sidewalls belonging to someone else.
Important
Each player must ask for his incomes each turn, before the next player throws the dice. Each income is immediately available for all the members of the gang. The loan of cash between players is strictly forbidden.
When a gang is completely neutralized (jail, graveyard, clinic), it only earns incomes from properties.
A gangster cannot fire at a manager or at another gangster if the police is present.
A character cannot buy a shop occupied by a manager, he just sticks it up.
When a player arrives in a place, he has the choice of the order and the number of his actions, but he may only make one dice throw against the character(s) he decides to attack (policemen, managers, gangsters, ...).
Tariffs (in millions)
| Action | Cost | Yield |
|---|---|---|
| Racket | — | 5 each turn |
| Stick up (basic shop) | — | 50 |
| Stick up (other shop) | — | 100 |
| Coward attack | — | 10 |
| Traffic | 5 for 2 | 5 |
| Purchase (basic shop) | 50 | 10 |
| Purchase (other shop) | 100 | 10 |
The Characters
The Killer
The killer has a bonus of +2 on the dice for a duel. (See Duels.)
The Vamp
When reaching the same square as an opponent's lone male pawn, the vamp may vamp him: she may use him immediately, then she will play the three following turns taking him with her. The presence of the police or a character from another gang does not protect from vamping.
Madly in love, he brings all his powers to the disposition of the vamp; he becomes the fourth member of the vamp's gang for every action of the game.
A vamp may not vamp the same character twice in a row.
After the third turn of vamping, the vamped recovers his freedom as soon as he moves. He cannot attack the vamp or be vamped by another vamp before his move.
If during an action (stick up, arrest, gangland killing) the vamp is put out of the fight, the vamped recovers his freedom immediately, but he must continue the undertaken action, except against his own gang.
In case of stick up or murder, the vamp and his vamped are always considered accomplices.
The Dealer
Master of the sidewall, the dealer is the only one who can deal. A dealer who is dead, injured or in jail deprives the gang of the traffic's incomes until he is back. The traffic pawns remain in place.
A vamped dealer may buy and put traffic pawns of his color with the money from the vamp, and he gives incomes from his traffic pawns to the vamp.
Recruit
When a character is dead, the gang may recruit:
- A new killer in a shop with a T.
- A new dealer in a shop with a D.
- A new vamp in a shop with a V.
A character costs 50 millions; it is free for the owner of the shop. Each newly recruited character is immediately available in the shop.
The owner of a shop where another player wants to recruit may freely determine the price, and may also refuse to sell a character.
The Managers
There is one manager in each basic shop. There are two in each shop with initial(s). They are not indicated on the gameboard; they defend their shop when there is a stick up, with one blue die (basic shop) or two blue dice (shop with initial).
The manager is played by the owner of the shop being stuck up. If there is no owner or no racket token, or if it is the racketeer himself who is stuck up, the attacking player chooses a defender among the other players; he will defend the interests of the shop, without any consequence for himself.
During the stick up of a racketed shop, it is the racketeering player who defends the shop. If the stick up succeeds, the racket token of the defender is removed. It may be replaced by a racket token from the attacker.
In case of a gangland killing in a shop, the managers act only if a gangster owning the shop is present.
In case of arrest by the cops, they do nothing.
When they survive a stick up, the managers witness all the observed crimes: a cross on the police record. (See The Law.)
The Cops
Cops move in groups of two, each group according to a blue die.
At each turn of play, each player throws all the dice together (cops and available gangsters); he first plays the cops, then the characters.
During a duel, a group of cops throws two dice.
Move
They start and move as gangsters (start from the center, no right to turn back), but:
- They operate only after the third turn (on the fourth turn).
- They may not cross a shop.
- They may not go directly from a shop to another, and they enter a shop only for an arrest.
Dead or injured cops are removed from the game; the player who injured or killed them makes them restart from the center, following the die.
After a duel, an able-bodied cop follows his injured or killed colleague.
Cops fallen in manholes are removed from the game; the player who pushed them in makes them resurface on the next turn, from the manhole of his choice.
A player whose gangsters are all unavailable still plays cops during his turn.
Testimony
They witness all crimes done on an adjacent square. A crime in a shop may only be seen from a square with access to that shop (each crime is inscribed in the police record).
A crime may be noticed as long as the gangster is on the square of the crime.
Arrest
Cops arrest gangsters if their police record is no longer empty or in case of flagrante delicto. They must end their move on the gangster's square.
Under arrest, gangsters may:
- Obey and serve their sentence.
- Refuse, in which case there is a duel (see Duels).
Putting traffic tokens, or being stopped on a square lined with your own traffic token, is a crime. In case of arrest, the traffic pawns concerned are removed and returned to the bank. (The same happens in case of racket.)
Purchase of Cops
When a player starts his turn, he may buy the cops. In this ruthless and venal world, cops may be purchased for 500 millions; their new owner will play them before each player's turn, for the remainder of the game (except if all his gangsters are killed, in which case the police may be bought again).
The Law
All the gangsters incur the following sentences for their crimes; there is no concurrency of sentences.
| Crime | Sentence |
|---|---|
| Coward attack | 1 year |
| Racket | 1 year |
| Stick up | 1 year |
| Traffic (dealer) | 1 year |
| Assault and injuries | 1 year |
| Rebellion against police | 1 year |
| Each murder | 2 years |
1 year means 1 turn without playing.
The Duels
Case of Duel
- Stick up of a shop: duel between manager(s) and gangster(s).
- Arrest: duel between cops and gangster(s) in case of rebellion.
- Gangland killing: between gangsters in the street or in a shop.
Rules of a Duel
All the characters of the game are represented by a target. All targets of the characters involved in the duel are placed at four meters (13 feet), attackers on the left side, attacked on the right side, with a space of one target's width between two targets, on the edge of a plank (table).
The attacker, then the defender, throws the number of dice corresponding to their characters. Results are compared.
The highest result is the first gunner; he fires at the targets as many arrows as the points of difference between the two results.
If the first gunner shoots down all the opponent's targets with his arrows, the duel is won and the second gunner does nothing.
If the first gunner does not shoot down all the opponent's targets (he missed them, or he does not have enough arrows), the duel continues with the second gunner, who has the same number of arrows against the other targets.
And so on, until all the targets on one side have been shot down.
Targets fallen face down on the ground are dead. Targets fallen face up, facing the sky, are injured.
If an arrow shoots down two targets, only the first one shot down is concerned. Bounces do not apply.
End of a Duel
An injured gangster goes to the clinic, where he stays until his next turn of play; he is placed on the central square, from which he will leave on the next turn following the direction given by the die. In the clinic, an injured gangster may not be vamped, but the police may come and arrest him without any rebellion possible! In this case, he goes to jail at his next turn to serve his sentence.
Injured during a duel against the police, a gangster goes to the clinic before serving his sentence in jail.
Killed gangsters are put in the graveyard; they may be recruited in shops with the corresponding initial, and their police record is erased.
Killed or injured managers are considered replaced for the next duel.
Injured or killed cops start from the center as soon as the player who killed or injured them plays again.
Remarks
When there is a duel between a vamped gangster and his own gang, in case of death of the vamp, the gangster is no longer vamped and he goes with his own gang.
Do not forget that the killer has a bonus of two points on the dice for duels.
Each player may play with his own gun, as long as it only shoots arrows.
It is possible to kill injured gangsters in the clinic. The dice throw of the attacker determines the number of arrows to shoot at the injured target, who cannot defend himself because he is under perfusion. If the target is shot down, it implies the death of the character.
Never forget that one of the interests of SuperGang is NEGOTIATION!
Limits
The game is voluntarily limited: the bank owns 1320 millions for 4 players, 1000 millions for 3 players, and not any more millions. To take all the money from the bank is a way to disturb opponents. When the bank is empty, you have to take money from the others; an empty bank encourages the gang war.
When a player has no more racket tokens in the bank, he must remove either a racket or an ownership somewhere on the gameboard if he wants to indicate a new ownership.
Time Limitation
It is recommended to limit the available time for each player to move his characters. After this time (four minutes), each non-moved character goes to jail for the next turn.
Elimination
If the three gangsters of a player are dead, he is eliminated. All his tokens, pawns and cash return to the bank, and he does not play police any more. The same happens if the player abandons.
Variant
A player plays only the police. With a die he plays a group of policemen, at his choice, before each player's turn. The police arrive at the beginning of the third turn, starting from the center, following the number given by the die.
The supplementary powers of the police are the following: she can bring any innocent gangster into police custody, for one turn in jail, where he restarts on the next turn.
Killed or injured policemen go to the center, where they may restart on the turn of the player who put them out of the fight.
Their possibilities and impossibilities are the same, but their actions conducted by only one person are more coherent and efficient.
Of course, cops cannot be bought in this variant.
The player wins as soon as all the gangsters are in the graveyard, the clinic or jail. This enables a game with five players.