MOBSTERS





INTRODUCTION
Multiplayer card game.  
Each player is a Mob Boss trying to make money and rub out his rivals.
As head of the Crime Syndicate you recruit underling gangsters to do the 
dirty work and then you take your cut. 

OBJECT
The Mob boss with the most money when the last card is drawn from the deck wins.

MONEY
One penny = $100.
Place all the other money in the 'Bank.'
At least one six-sided die will be needed.
Before playing for the first time, players will have to make up a set of cards.
Players can have negative amounts of money (debt).

CARD TYPES
There are 9 card types:
1. Mobsters
2. Armed Robberies
3. Major Crimes
4. Crime Operations
5. Law Enforcement
6. Escape Law
7. Destroy Operations
8. Costs of Doing Business
9. Hits

MOBSTERS
Each of your mobsters gets one action per turn.
A Mobster may use his action to do one of the following seven things:
1. Draw an extra card in Draw phase for $1000.
2. Try to kill a Mobster (make a Hit) controlled by another player in Hit Phase.
3. Destroy an opponents operation by playing a Destroy operation card in Hit Phase.
4. Commit a petty crime, major crime, or armed robbery in the Crime Phase.
5. Double the income of one of his operations.
6. Start a new criminal operation in Recruit Phase.
7. Remove a Law Enforcement card on another mobster for $3000

STARTING THE GAME
Shuffle the deck.
Each player starts with $1000
Each player is dealt 7 cards from the Common deck.
A player may discard and draw again if he was dealt no mobster cards.
Determine Turn order:
Flip coins. Winner goes first.

TURN SEQUENCE
Players take turns.
A single players turn includes the following six phases:
1. Draw Phase
2. Hit Phase
3. Crime Phase
4. Collection Phase
5. Recruit Phase
6. Law Phase

DRAW PHASE
Draw two cards from the Common deck.
The game ends when the last card is drawn.
A Mobster as an action may draw an extra card for $1000.  
A player must discard down to 10 cards if he has more than 10 cards in his hand.

HIT PHASE
As an action a gangster may  attempt a Hit (Kill opponents mobster) by 
playing (discarding) a Hit card.
Roll one six-sided dice. 
If the roll is 1-3 nothing happens (He got away).
If the roll is 4-6 the target mobster is killed (discarded).
The controller of the killed mobster may reattach the criminal operations 
of the recently deceased to his other mobsters.
If the player has no mobsters left, all the operations are discarded.
A mobster may as an action destroy a target opponents criminal operation by
discarding a Destroy operation card.

CRIME PHASE
As an action a mobster you control may commit one major crime or armed robbery.
Discard a major crime or armed robbery card from your hand and collect the money.
Money is collected from the bank.
As an action a mobster with no attached crime operations may attempt to 
commit a petty crime. Roll  1D6 on the Petty Crime Table:
1D6	Crime		  Earnings
1	Minor Extortion	  200		
2 	Mugging	          50
3	Burglary	  50
4	Con-Job		  100
5	Auto-theft	  100
6	Minor Hold-up	  200

COLLECTION PHASE
Your mobsters collect income from all of their attached crime operation cards.
This does not require an action.
If you have a Cost of  doing Business card play it on a target opponent.
The Cost of  doing Business card is discarded and 
the target player looses the indicated amount of money.
As an action a mobster may double the income of one of his operations.

RECRUIT PHASE
Put any mobsters you have in your hand into play.
To put a card in play place it face up in front of you.
Coming into play counts as the mobsters action for the turn.
As an action a mobster may attach a crime operation card from his 
controllers hand or from another mobster the player controls.
The operations card is placed face-up, partially underneath the mobster.

LAW PHASE
If you have a Law Enforcement card in your hand place it face up on top of
an opponents mobster.
While a mobster has one or more Law Enforcement cards on top of it, it gets no
actions and it collects no income from its crime operations.
During this phase you may play (discard) an Escape Law card from your hand to
cause any one Law Enforcement card on one of your mobsters to be discarded.
A mobster as an action may pay $3000 to remove a Law enforcement card.

CARD LISTS

MOBSTERS	NOTES
Lucky 		Gambling operations earn + $100	
Lefty		A real Hustler. Signature Expensive cars
The Mouk	Not too Smart. Retired Boxer	
The Plumber	Signature Wrench	
Knuckles	Signature Brass Knuckles; Loansharking operations earn + $100	
Malone		Wisecracking Pimp; Prostitution operations earn + $100
Tommy		Signature Tommy gun	
Tony 		Intimidating Thug; Racketeering operations earn + $100	
The Gimp	Grunts a lot	
The Weasel	Small time braggart
Jimmy		Signature Pin stripes; Fixer crimes earn + $500
Mario		Carries two 45 automatics
Fats		Signature White Suit & Cigars
Numbers	        Numbers game operations earn + $100
Fingers		Safecracker crimes earn + $1000
Rocco		Armed Robberies earn + $200
Tiny		Big boned Bruiser; Extortion operations earn + $100
Manney		From the old country
Mickey		Tough as nails
Mad Dog	        Street smart Psychopath
The Worm	Knows all the Angles; Scams earn + $500
Mugsy		One Smooth Customer
Bugsy		Fast-talking Playboy; Bootlegging operations earn + $100
Baby-Face	Smiling Con-Artist
Uncle Lou	Paranoid Complainer; Fencing operations earn + $100
Pinky           Lowlife Goon

ARMED ROBBERY	        STOLEN				
Small Bank		1000
Medium Bank		3000
Large Bank		5000
Jewelry Store		2000
Armored Car Heist	2000

MAJOR CRIMES	        STOLEN
Kidnapping		5000
Murder for Hire 	1000
Forgery			2000
Safecracking		3000
Nice Stolen Goods	1000
Museum	Break-in	3000
Fixed Race		1000
Fixed Match		1000
Election Fraud		2000
Real Estate Scam	2000
Investment Scam		2000
Pyramid Scheme		1000

CRIME OPERATIONS	INCOME
Fencing			100
Pawn Shop		100		
Extortion		100			
Protection Racket	200
Union Racket		300
Speakeasy Dive		100	
Speakeasy Bar		200	
Speakeasy Nightclub	400	
Gambling House		100	
Gambling Boat		200	
Casino			400
Numbers Game		200
Bookkeeping		200
Slot Machines		100
Loansharking		200
Usury			200
Chop Shop		200
Counterfeiting		400
Money Laundering	200
Legitimate Front	100
Brothel			200
Prostitution Ring	200
Sweat Shop		200
Brewery			200
Smuggling Bootleg	200
Mail Fraud		100

LAW ENFORCEMENT
Prohibition Officer
FBI Officer
Private Investigator
Beat Cop
Wire Tap
Snitch
Informant
Police Sergeant
Arrested
Federal Investigation
Sting
Hard Evidence
Outraged Public Opinion
Newspaper Headlines
Church Campaign
Snooping Reporter
Witness
Murder of a Law Officer
Murder of Innocents
Prosecution
Conviction: Tax Evasion
Conviction: Conspiracy
Possession of Illegal Weapon
Somebody Squealed
Life Sentence
Fingerprints
Untouchables
Search Warrant
Botched Job

ESCAPE LAW
Corruption
Cronyism
Blackmail
Jury Tampering
Kill the Witness
Insulated
Pay off Judge
Buy Police Chief
Bribe City Councilman
Intimidation
Blood Relationship
Loyalty
Pay off Mayor
Defense Lawyer
Pay off District Attorney
Skip Bail
Plea Bargaining
Alibi
Parole
Fugitive
Beat the Rap

DESTROY OPERATION
Arson
Dynamite
Nitroglycerine
Shoot up the Place

COST OF DOING BUSINESS	        LOOSE
Civil Suit			1000
Bribes				1000
Overhead			500
Political Payoffs		2000
Hospital Bill			500
Fancy Cars			1000
Gambling			2000
Uncollected Debts		1000
Booze & Parties			500
Expensive Mansion		2000
Needy Relatives			1000
Stocks take a dive		2000
High Class Call Girls		500
Fine Dining			500
Christmas Bonus                 500
Embezzelment                    2000
Lawyers Fees                    1000

HITS 
Concrete Shoes
Forced to dig own grave
Car Bomb
Thrown out of Window
Sniper
Drinks Lye
Electrocuted in Bathtub
Killed in Bed
Set on Fire
Rat Poison
Buried Alive
Ice Pick 
Found floating in River
Noose
Baseball bat
Gunned down in Public
Slit Throat
Broke every bone
Shot Point Blank on Park Bench
Hit & Run
Hand Grenade

OPTIONAL ATTENDANCE RULE
In Draw Phase all of your mobsters must roll 1D6.
This is the attendance roll.
On a roll of 1-3 nothing happens.
On a roll of 4-6 the mobster loses his action for the turn because he is at a 
family gathering, a funeral, a wedding, laying low, dealing with incompetent 
underlings, at court, being investigated, planning his next move, on vacation, 
healing from gunshot wounds, gathering information, having some fun or is 
otherwise busy with the hassles of daily life.








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