With a Smile & a Gun
With a Smile & a Gun Rulebook
Table of Contents
Table of Contents
Contents
- 2 Rulebooks
- 2 Solo campaign books
- City board
- Dice board
- Time tracker
- 48 Control tokens
- 1 Token bag
- 13 Shadow cards
- 9 Infusion cards
- 2 Player Aid cards
- 2 Action lists
- 3 Majority tiles
- 1 First player token
- 13 6-sided dice
- ~30 Blue Bluecoat cubes
- ~30 Green cubes
- ~30 Yellow cubes
- 2 Player Meeples
- 1 Shadow Meeple
- 3 solo scoring tokens
- 8 multiplier tokens
Setup
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Give each player the cubes, Boss meeple, and Player Aid of their chosen colour. Place the Bluecoat cubes in a supply beside the board.
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Place the City board in the center. Then, place all 3 Meeples (both players' Bosses and the Shadow) on the 0/12 space. The Meeples never enter the City: they always move around the perimeter.
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Place the Dice placement mat next to the City board, with the 13 dice. Place the Time token on the 1.
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Randomly select a Shadow card and an Infusion card for the game. Return the unused cards to the box.
These cards change the way that the Shadow and the Infusion tokens behave in the game. For your first game, we suggest The Badge and Second Chance.
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Take the 7 Infusion tokens and mix them up: give one to each player, add one to each of the 4 corner Districts, and one to the central one.
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Mix all the remaining Control tokens in the bag. Make sure you don't add in the Solo tokens.
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The player that most recently led a crime syndicate through a turf war in a prohibition-era city becomes the first player. In the case of a tie, determine the first player randomly.
Round Overview
With a Smile and a Gun is played over 3 rounds, each consisting of 5 steps:
- Sizing It Up
- Hitting The Town
- Casting the Shadow
- Dodging the Heat
- Settling the Score
During your turn you will also have the opportunity to use Infusion tokens to gain powerful effects. The Infusion card chosen during setup will tell you during which phases you can use its associated Infusion tokens.
1. Sizing It Up
Roll the 13 dice to form a communal dice pool. These dice are used to determine your actions, as well as the action of the Shadow.
Fill each District of the city to its maximum amount of Control tokens, chosen randomly from the bag. The central District takes 3 tokens, while the others only take 2. Then, for each District you just filled, count the number of blue squares present on its Control tokens and place that many Bluecoat cubes on that District.
A District which did not receive new tokens does not receive Bluecoat cubes in this phase.
If you ever run out of Control tokens, take all the Hat tokens you've set aside (from second place ties and those gained by the Bluecoats) and return them to the bag before refilling the remaining Districts. Any non-Hat tokens are left out of the game.
2. Hitting the Town
Starting with the first player, each player takes 3 turns in this phase. You will draft 2 dice per turn, so after 6 turns there will be 1 die left over — that die is used in the Shadow phase.
Note: If, at the beginning of your turn, all of the available dice in the pool show the same face, you may reroll all of them before choosing your pair of dice. If, after rolling, all dice show the same value, you can roll them again.
On your turn, choose a pair of dice from the communal pool that will determine your movement and action for that turn.
Movement: Place your movement die on one of the footstep spaces on your side of the board. Then, move your Boss exactly that many spaces clockwise on the outside of the city. Bosses and the Shadow can share spaces.
Once you have moved your Boss, add influence cubes to the Districts in the corresponding row/column they are facing. Place 3 cubes in the closest District, 2 in the second District, and 1 in the District at the end of the row/column.
Action: Place your action die on one of the hand spaces on your side of the board. Then, perform one action whose number is the same as the die you've selected, as shown below.
After completing your action, your opponent takes their turn. Continue until each player has taken 3 turns.
Actions:
- 1: Add a bluecoat cube to any district.
- 2 or 3: Move a cube of your colour from one district to another.
- 4 or 5: Remove a cube of any colour from any District (return it to the supply).
- 6: Add a cube of your colour to 2 adjacent Districts.
3. Casting the Shadow
First, move the Shadow clockwise around the city a number of spaces equal to the number on the unselected die, just like you do with your own Boss.
Then, depending on the Shadow card chosen during setup, you may have to perform the associated action.
Shadow cards that say "in this District" refer to the first District in front of the Shadow meeple.
4. Dodging the Heat
Your actions attract the attention of the Bluecoats. Add together the values of the 3 dice you used for your actions: this is your Heat level. Your movement dice do not contribute to your Heat level.
If you have a lower sum than your opponent, you now receive a bonus: you may add either 2 Bluecoat influence cubes, or 1 influence cube of any colour, to any one District in the city. If you add 2 Bluecoat cubes, you must add them to the same District.
If you have the same total as your opponent, no one receives the bonus action.
5. Settling the Score
The struggle for control of each of the Districts in the city now resolves. Start with the District in front of the Shadow and work clockwise around the city, finishing with the central District.
In each District, see which colour has the most cubes there. If there is a tie for first place (including if there are no cubes) then the District is not scored this round: all cubes and tokens remain where they are, and it will not be filled between rounds.
If you have the most cubes in a District, you gain a Control token of your choice and place it in front of you. After awarding a Control token to the first place player, the colour in second place gains the remaining Control token. If there is a tie for second place, remove the remaining tokens and place them beside the board.
If the Bluecoats have a choice between two Control tokens, they use the following order:
- Hat (if more than one, choose the one with the highest number)
- Gambling
- Weapons
- Contraband
- Infusion
If the Bluecoats gain a business (Contraband, Weapons, or Gambling) or Infusion token, return it to the box: it is out of the game for good. If the Bluecoats gain a Hat token, set it next to the board.
Central District: When scoring the central District, the player (or Bluecoats) in second place have to choose which of the two remaining tokens to take, and the one in third place gains the final token. Note that you must have at least 1 influence cube on a District to gain a token.
Gaining a Control token: When you gain a Control token, place it in front of you. Control tokens are always public information. When you take an Infusion or Business token, you can decide to flip it over to instead gain 1 victory point. You must take that decision right then and there, and cannot change your choice later.
When you are finished scoring a District, return all influence cubes on it to their respective supplies. As a reminder, cubes from Districts which were not evaluated are not taken out.
After scoring all of the Districts, give the first player marker to whoever has the most Control tokens in front of them. In the case of a tie, whoever has the token gives it to their opponent.
Example of Settling the Score:
Here's how to score a District that has 3 green cubes, 2 yellow cubes, 1 blue cube, as well as 2 hat tokens (2pts and 4pts).
The green player is in first place and can take either token. They choose the 4pt token, leaving the 2pt token for the yellow player who finished in second.
The next District has 2 blue cubes and 1 yellow cube, as well as a 6pt hat token and a Weapons token.
The Bluecoats are in first place, and choose the 6pt hat token, leaving the Weapons token for the yellow player.
Finally, the central District has 4 yellow cubes, 2 green cubes, and 2 blue cubes, as well as a 3pt Hat token, a Gambling token, and an Infusion token.
The yellow player is in first place this time, and chooses the Gambling token. Since there is a tie for second place the remaining tokens are discarded.
Final Scoring
After the game ends, you will determine your score by looking at the Control tokens in front of you and comparing them with your opponent.
- Each Hat token scores the amount of points printed on it;
- Each face-down Business or Infusion token scores 1 point;
- For each business type (Contraband, Weapons, and Gambling), compare the number of face-up tokens you have of that type with your opponent. If you have the most of a type, you gain the majority tile for that business and score the amount of points printed on it;
- If you and your opponent have the same number of tokens of that type, no one scores those points.
- If your opponent has no tokens of that type, you have a monopoly and score double the amount of points: flip the marker over.
- Certain Infusion and Shadow cards may also provide scoring opportunities, so be sure to refer to them while comparing your scores.
If you have the most points, you win! If there is a tie, whoever has the most face-up Infusion tokens wins. If you are still tied, the player with the most influence cubes on the City board wins. If you are still tied, carry your grudge into the next game.
Shadow Cards
The Shadow card will determine the effect of the Shadow character during the Casting the Shadow phase. Refer to this section if you need clarification on the effect of the card you use. Any time a Shadow refers to "this District", it means the District right in front of the Shadow meeple.
Generic rules: Unless otherwise specified, when a Shadow looks for which player has the most (or fewest) cubes in a District, Bluecoat cubes are not considered, and nothing happens in case of a tie.
The Badge: After moving the Shadow, remove all Bluecoat influence cubes in the District in front of them.
The Gumshoe: During the Settling the Score phase, whichever player has the most cubes in the District takes this card. If you are holding this card in the Hitting the Town phase, you cannot select the highest valued die, unless all dice are of the same value. If you are holding this card at the end of the game, you lose 3 points. In case of a tie, the card is still returned to the supply.
The Siren: After moving the Shadow meeple, the colour with the most cubes in this District removes half of them (rounded down). This Shadow can affect Bluecoat cubes. In case of a tie, all tied colours are affected.
The Historian: After scoring the District in front of the Shadow, place all removed influence cubes on the Historian card instead of returning them to the supply.
At the end of the game, you score 1 point for each of your influence cubes on the card. If you don't have any cubes on The Historian, you lose 5 points.
Bluecoat cubes do not go on this card.
The Blade: After moving the Shadow, remove a Control token from the District in front of them. Follow the same priority as the Bluecoats. As a result of the Blade removing a Control token, there is no prize for second place in this District. If there is a tie for most influence cubes, the District is not refilled during the Sizing It Up phase, as it is not empty. If there are no Control tokens on a District after Settling the Score, remove all influence cubes.
The Haven: After Settling the Score, the player with the fewest cubes on this District does not remove them.
The Collector: The player with the most cubes on this District may reroll any one of their Action dice. They take the Action associated to that number, then place it back on the Action space. In case of a tie, both players can use this effect, and the First player must choose whether they do first.
The Notepad: When calculating who gains the Dodging the Heat bonus, each player adds the cubes of their colour in this District to their Heat level.
The Feds: Add 2 Bluecoat cubes to this District.
The Mayor: The player who gains the Dodging the Heat bonus places 2 of their cubes in this District in addition to the regular Dodging the Heat bonus. If neither player gains the Dodging the Heat bonus, nothing happens.
Monster Shadows
These Shadows work slightly differently, and as such we suggest you only use them after you are used to the game. Rather than moving around the city like the players' Bosses, these Shadow meeples are placed in a District, with the Shadow dice's value affecting not their movement, but their effect.
If a Monster is in the central District during the Settling the Score phase: score the District with the Shadow first, as usual. Then, start with the District adjacent to the 0/12 and 11/23 spaces, and continue clockwise.
The River: During setup, place The River in the Docks District (the District adjacent to the 0/12 and 11/23 spaces).
During the Casting the Shadow phase, the player with the most cubes in this District can use the Shadow dice as an Action dice. It does not affect that player's sum during the Dodging the Heat phase.
The Guardian: During setup, place The Guardian downtown (the central District).
During the Settling the Score phase, consider the Guardian as a fourth colour, as if it had as many cubes as the value of the Shadow dice. However, if the Guardian is tied with another faction, it will win that tie.
The Guardian takes Control tokens following the same priority as the Bluecoats, but places the token they select back in the bag.
The Cursed: During setup, place The Cursed in the Park District (adjacent to the 4/16 space), on one of the two spaces for Control tokens. There will only be a single Control token in this district for this game.
During the Shadow phase, place the Shadow die in this district. When choosing rewards, you can either choose the die or the token. If you choose the die, place as many cubes from your supply to the Shadow card as the value of the die.
Bluecoats will only take the die if they have no other choice. If the district is not evaluated because of a first place tie, return the die to the board with no effect.
At the end of the game, each cube on The Cursed is worth 1 point, and the player with the most cubes receives another 5 points.
Infusion Cards
The Infusion card determines when and how Infusion tokens will be used during the game. When you decide to use your Infusion token, simply put it back in the box: each token can only be used once.
Second Chance: At any time on your turn (including after selecting your dice), you may use one of your Infusion tokens to reroll as many unselected dice in the communal dice pool as you wish. Note that you cannot reroll dice which have already been selected.
Knockoff: When you gain a token, you may use one of your Infusion tokens and place the gained token on top of this Infusion token. If you do, the token on top counts double: a Hat is worth twice as many points, and a business will count double for the associated majority. You cannot use Knockoff to double an Infusion.
Horde: When you take an Action die, rather than a regular action, you may use one of your Infusion tokens to add as many cubes as the number on the die to any one District.
Wanderlust: Before moving your Boss but after selecting a die, you may use one of your Infusion tokens to move your Boss to any spot on the board instead of your regular movement. After that movement, place Influence normally.
Undertow: During your turn, you may use one of your Infusion tokens to move a cube of ANY colour to a different District.
Slippery: After moving your Boss, you may use one of your Infusion tokens. If you do, exchange a Control token you've gained with one from the District in front of you. If you place a face-down token, it becomes face-up again.
Heartchanger: Before scoring a District in the Settling the Score phase, you may use one of your Infusion tokens. If you do, replace one of the Bluecoat influence cubes on that District with an influence cube of your colour.
If both players want to do so, they each get a chance, starting with the First player, until both players decide not to use their token in succession.
Shell Game: After moving your Boss, you may use one of your Infusion tokens to choose which of the Districts in the row you are facing to add 3, 2, and 1 cube to. You cannot choose the same District twice.
Soulbond: At the end of the game, you score 10 points per pair of Infusion tokens. If you have an odd number of Infusion token, the extra is not worth any point.
FAQ
Can we use multiple Infusions in the same turn? Yes.
If I use my Infusion token, do I get 1 point? Or If I forget to use my Infusion token, do I get 1 point? No, you only get the 1 point if you flip the Infusion token when you get it.
What happens if I run out of Control tokens? If, when filling up the Control tokens during a game, you empty the bag, add all of the set aside Hat tokens into the bag which have been tied for, removed by a special effect, or won by the Bluecoats (but not the Business or Infusion tokens, which are returned to the box).
What if I completely run out of Control tokens? If filling the bag up is not enough, then some of the Control token spaces will remain empty. In this case, the order in which you fill up the city will be important, and you should follow these steps until you have placed all remaining tokens: first, you should place a first Control token in every empty District, starting with the central District, then the District facing the Shadow, and continuing clockwise from there; then, in the same order, add a second one to each; finally, add the third to the central District.
What are the numbers on the billboards for? They are there to help you count your movement, or plan out multiple turns in advance. They are also useful to refer to specific Districts.
Quick Ref
With a Smile and a Gun is played over 3 rounds, each consisting of 5 phases:
- Sizing It Up: roll the 13 dice to create a communal dice pool; fill empty Districts with Control tokens, and add a number of Bluecoat influence cubes to them based on the number of blue squares on these tokens.
- Hitting the Town: players alternate taking 3 turns each, selecting 2 dice per turn. If, at the beginning of your turn, all dice in the pool have the same value, you may reroll all of them. a. Movement: move exactly that many spaces clockwise around the city. Place 3/2/1 cubes on the 1st/2nd/3rd Districts in front of you. b. Action: choose an action whose number is the same as the selected dice. Place your chosen dice on the footstep/hand spaces on your side of the board.
- Casting the Shadow: move the Shadow a number of spaces equal to the number on the unused die, and potentially perform its action.
- Dodging the Heat: if you have the lowest total of action dice, you can add 2 Bluecoat cubes or 1 cube of any colour to any District in the city.
- Settling the Score: resolve each District, starting with the District next to the Shadow, moving clockwise around the city and ending with the central District: a. If you have the most cubes in a District, gain a token of your choice. If there is a tie for first, that District does not resolve this round. b. If you have the second most cubes in a District, gain 1 of the remaining tokens. If there is a tie for second, discard all remaining tokens. c. When resolving the central District, if you have the third most cubes (greater than zero!) you gain the final token.
When the Bluecoats gain a token, they follow this priority:
Hat > Gambling > Weapons > Contraband > Infusions
If a District scores, return all cubes on it to their respective supplies.
Whoever has the most Control tokens becomes the first player; if tied, the player with the token gives it to their opponent.
Solo Mode
With a Smile & a Gun is fully playable as a 1-player solo game, including a number of different variants depending on the type of solo experience you are looking for.
The default solo mode is to compete against an automated gang, the Rue Morgue Crew (RMC), which follows the instructions below. The game also comes with a Campaign of 10 solo challenges, presented later.
Solo Setup
Set up the game as usual, including giving the RMC a Boss meeple and a supply of influence cubes.
When giving the RMC their starting Infusion token, place it face down.
Be sure to place the 3 Solo tokens in a supply nearby. For a standard game, place them with the 3-pt side up.
You always go first, with the RMC taking their turn after yours.
Sizing it Up (Solo)
This step is performed as usual.
Hitting the Town (Solo)
As with regular players, the RMC moves and acts every turn. However, it does so following certain special rules.
First, the RMC does not have the option to reroll when all dice in the pool are of the same value.
However, it also has a special trick up its sleeve: before taking their turn, they take the lowest valued die, roll it, and return it to the dice pool.
Then, they take their turn following these rules:
The RMC chooses its movement die based on your location. If it can get to your location by choosing a die, it takes that die. Otherwise, it will choose the die that results in it being the closest to you after movement, choosing the lower value in case of a tie. When determining which space is closest to you, it does not matter if the RMC is ahead of you or behind you, which means that it might take a lower valued die to stay close to you. Place its movement die on one of the footstep spaces on their side of the board.
After the RMC moves, it will place 4 cubes in the closest district, 3 in the second district, and 2 in the third, instead of the regular 3, 2, and 1.
The RMC then chooses its action die following these rules.
- If there is a 6, it will take it.
- Otherwise, if, among the remaining dice, there is only 1 of a given value, it will choose that die, choosing the lowest value if there is a tie (for example, if it is choosing from 1, 1, 1, 2, and 3, it will take the 2).
- Otherwise, it will choose the lowest die.
Place the chosen die in one of the action spaces on their side of the board, but do not perform the associated action.
Casting the Shadow (Solo)
This step is performed as usual. However, certain Shadows work a bit differently in solo play (see Specific Shadow Rules, below).
Dodging the Heat (Solo)
If the RMC has the lowest Heat level, give it a 3-point Solo token. It does not add Influence cubes.
Settling the Score (Solo)
The RMC differs from a human player in this phase. In addition to gaining control tokens, it can also gain Virtual Business Tokens, which count as Business Tokens of that type when it comes to scoring majorities at the end of the game.
When it comes time for the RMC to choose a Control token, you must first create its Virtual Business Tokens. For each type of Business Token in the district being scored, place one of the RMC's influence cubes as a Virtual Business Token next to the associated majority tile.
After dealing with its Virtual Business Tokens, the RMC then chooses a control token following the same order as the Bluecoats.
The RMC always flips Infusion tokens over, but never Businesses.
In every other choice, follow the standard rules. After scoring all of the Districts, you retain the first player token.
Final Scoring (Solo)
This step is performed as usual. Solo tokens are worth 3 points each, and remember to count cubes on each majority tile as a token of that type. If your score is higher, you have defeated the Rue Morgue Crew! If not, they push you out of Gattory City!
Difficulty Levels
You can adjust the difficulty of the RMC for more, or less, of a challenge by adopting any of these gameplay changes:
EASY: The RMC does not gain Solo tokens during Dodging the Heat: it only blocks you from getting the action.
HARD: If the RMC takes a 6 for its action, add a cube of their colour to the district in front of your Boss, and to the one in front of the Shadow. If both are in the same space, add 2 cubes to that district.
LEGENDARY: In addition to the Hard gameplay change, the RMC scores 3 points for each of its Infusion tokens during Final Scoring, instead of 1, and 6 points per solo token, instead of 3.
Infusions and Difficulty
Given that you will use Infusions, but not the RMC, the Infusion you choose will greatly affect the difficulty of a solo game.
EASY: Knockoff, Undertow, Horde, Soulbond
MEDIUM: Slippery, Heartchanger, Shell Game
HARD: Second Chance, Wanderlust
Specific Shadow Rules (Solo)
Here are some clarifications or modifications regarding how some of the Shadow cards work in solo play:
The River: If the RMC are eligible for The River's action, they add cubes in the row in front of YOUR boss: if the Shadow dice is a 1, 2, or 3, it will add a cube to the first District in that row; if it's a 4 or 5, it will add a cube to the first two Districts; if it's a 6, it will add a cube to every District in the row.
The Collector: If the RMC is eligible for the Collector's bonus action, it will reroll its highest die, and add cubes in the row in front of YOUR boss: if the roll is a 1, 2, or 3, it will add a cube to the first District in that row; if it's a 4 or 5, it will add a cube to the first two Districts; if it's a 6, it will add a cube to every District in the row.
The Cursed: If the RMC has a choice that includes the Shadow die, they will choose it UNLESS there is a Hat token with a higher value.
The Gumshoe: If the RMC gains the Gumshoe, they have to follow its limitations just like a human player would.
Solo Quick Reference
You will always be First player. These are the differences with the 2-player game.
Hitting the Town: The RMC's turn:
- First, rerolls the lowest die in the pool.
- Then, move to the closest space they can (ties: go behind your boss).
- Then, place 4, 3, 2 cubes in that row.
- Then, take an action die:
- If there is a 6, take it;
- If not, take the lowest unique value;
- If not, take the lowest value.
- But do not take an action.
Dodging the Heat: If the RMC wins the bonus, they take a solo token instead of adding cubes.
Settling the Score: If the RMC has a choice, first give it Virtual Businesses. Then, it chooses, following the same order as the Bluecoats. The RMC always flips Infusion tokens, never businesses.
Solo Campaign
The Solo Campaign offers various specific challenges for veteran players of the regular solo mode. In each scenario, you will be faced with a different Rival Gang. While we suggest you play them in order, only advancing once you beat the scenario, you could play scenarios independently and in any order.
When playing a Campaign scenario, you play the solo game as usual: anytime a rule refers to the RMC, it also applies to these Rival Gangs, unless specified otherwise.
Many scenarios also add a specific objective you must achieve to win, in addition to beating your opponent's score.
Each scenario also suggests a Shadow and Infusion card to use. If you've already gone through the campaign once, or if there's a card you don't like to play with, feel free to use other ones. However, cards marked as Mandatory are locked in to other mechanisms in the scenario, and cannot be changed.
If you stray from the suggested setup and run into any rules questions, follow whatever outcome makes the game harder for you. When mixing Rival Gangs, Shadows and Infusions, your safety is not guaranteed...
1. The Ravens
New in town? The Ravens won't go easy on you. They don't take kindly to competition, and all the Soulbond dealers work for them. There's that Collector fella, he can help you… convince people, y'know. Very convincing.
No no no, I'm not helping you. I need them out of here, and you might just make that happen.
Shadow: The Collector. Infusion (Mandatory): Soulbond.
The Ravens do not automatically flip over Infusion tokens (including the one they gain at setup). When Settling the Score, if the Ravens have a choice between an Infusion token and any other one, it will choose the Infusion token if it would allow them to complete a pair. During Final scoring, they will score the Soulbond Infusion as a human player would.
2. The Red Death
Got a seat at the grown-up's table? Well your ambition is contagious apparently: there's this new gang in town, trying to muscle in on this new business of yours.
Don't let them think they have a shot. Send 'em a message.
Shadow: The Blade. Infusion: Knockoff.
To win, you must also have at least one Monopoly, and the Red Death cannot have any.
3. The Cask
This new crew, they brew some really weird Infus', fogs up your heart, makes you forget your loyalties. And remember this Siren we're hearing about? She can't like that competition, that's her specialty.
If we stock up, maybe we can strike a deal with her?
Shadow: The Siren. Infusion: Heartchanger.
When you use an Infusion token, instead of putting it back in the box, place one of your influence cubes on top of it to show that it has been used and cannot be used again. To win, you must also have used at least 4 Infusion tokens.
4. Lenore's Boys
Did you hear? Lenore's out of the big house trying to muster up a crew. Made ones won't support her, but fresh crooks with hungry stomachs will, just based on her ol' rep.
Can't let that happen, boss.
Shadow: The Badge. Infusion: Slippery.
When Lenore's Boys gain a control token that is worth either 2 or 3 points, they immediately add a cube of their colour to the central District. If they gain such a control token while scoring the central District, place that extra cube in the District adjacent to their Boss meeple instead. To win, you must also have gained at least 6 control tokens that are worth either 2 or 3 points each.
5. The Nevermore
Did you hear that The Historian's daughter has started her own gang? They say history is written by the victors, but here in Gattory, it works the other way around: the Historian decides who's on top. And it feels like they have a head start.
Shadow (Mandatory): The Historian. Infusion: Undertow.
The Nevermore starts with 2 cubes of their colour on The Historian. When the Nevermore gains the Dodging the Heat bonus, they place one of their cubes on the Historian instead of getting a solo token. In Hard mode, place 3 cubes instead. To win, you must also have more cubes than The Nevermore on The Historian at the end of the game.
6. The Gold Bugs
There's nothing worse than a lawyer who thinks they're in on the game. That new firm up on 6th, they think they're ready for this heat. We need to show them who's for real.
What they lack in moxie, they make up for with straight cash, and they'll try to starve us. We can't let them get our shops off the street.
Shadow: The Mayor. Infusion: Shell Game.
When gaining Control tokens while Settling the Score, the Gold Bugs do NOT follow the regular priority when choosing tokens: instead, they take Control tokens in this order: Contraband > Weapon > Gambling > Hats > Infusions. As well, they do NOT place the extra influence cube on the Business majority tiles. To win, you must also have gained at least two Monopolies.
7. Montresor's Gang
Have you heard of that new Montresor guy? Apparently he shoots Infus' straight into his veins. Rumour has it it's made him bulletproof somehow. I heard Trigger emptied her tommy in him, and he didn't even flinch.
Can't let him get any more, boss. Don't wanna imagine what'd happen if he did.
Shadow: The Gumshoe. Infusion: Horde.
Do not give Montresor's Cast an Infusion token at the beginning of the game. Instead, after filling up the city normally, place that 7th Infusion token in the token bag. Any time an Infusion token would be returned to the box, return it to the token bag instead. That includes tokens the Bluecoats gain, those that are discarded because of a tie, and those that you use. You automatically lose the game if Montresor's Cast gains an Infusion token.
8. Three Roses
The Threes, those good for nothing scum. They're rising too fast, boss: not a month ago they couldn't even get served at a speakeasy, and now they're in the big leagues?
They got a Bluecoat on their payroll boss, I'd bet a finger on it. The funny thing is, they think that's enough to get one on us. Good for nothing, I tell you.
Shadow: The Notepad. Infusion: Second Chance.
After Casting the Shadow, but before Dodging the Heat, roll the Shadow dice and advance the Three Roses' boss that many spaces clockwise. Then replace all Bluecoat cubes in the District it is facing to cubes of its colour. This effect only affects the first District, not the entire row or column.
9. Tarr and Fether's
No, I don't know which is which, but I know they're trouble. That whole professor thing they have going on is just a ruse, boss: they're growing, and they got friends in high places.
Shadow: The Haven. Infusion: Wanderlust.
Place the Shadow meeple on the 5/17 space rather than the 0/12 space.
After Tarr and Fether's boss moves, rather than placing 4, 3, and 2 cubes in the row it is facing, it places 3, 2, and 1 instead. Then, move the Shadow meeple as many spaces as the value of their movement die, and add 1 cube of their colour in each space of the corresponding row.
10. Your Legacy
You've crushed everyone, haven't you? You control every part of the underworld, what else is there for you to aim for?
The only rivals you have are bosses from the history books, cap. How long will people whisper your name?
Shadow: The Feds. Infusion: Knockoff.
Note: if you play this scenario with The Historian, deduct 10 points from your final score before comparing it to the chart below.
When the Rival Gang gains a Hat token, set it next to the board (as the Bluecoats do); when they gain an Infusion token, return it to the box.
At the end of the game, do not count the Rival Gang's score. Instead, compare your score to this chart:
- 0-39 pts: Well, it was a good run boss, but you know, a few of us think that maybe… maybe we should be the ones running this show. You've had your time.
- 40-49 pts: The day you get arrested will make national news, and the day you pass will get some coverage. Maybe you'll get a filler article on the 10th anniversary?
- 50-59 pts: Around the country, anyone with your last name is getting free passes for at least a few decades, related or not.
- 60-69 pts: You're on a first name basis with the public. Everyone knows how you got fame and power, but you've outgrown those circles: you're a mogul now. Your story will be a case study for law enforcement and business schools alike.
- 70 pts or more: What started as a racket and grew into a criminal empire is now nothing short of a cultural takeover. Your name is on everyone's lips, and will be for a long time. They're already writing books about you, and a radio play. You'll get movies, too, both silent and talkies. Even your name will become a verb, something related to freedom, to power, to strength.
One thing's for sure, you'll never be forgotten.