Home Budget Fun Christmas Came Early: Dominate the Chicago Underworld with This DIY Gangster Game!

Christmas Came Early: Dominate the Chicago Underworld with This DIY Gangster Game!

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Photo by Gera Cejas: https://www.pexels.com/photo/couple-in-retro-clothing-throwing-banknotes-up-in-the-air-22601527/

Channel your inner “Lucky” Luciano, “Scarface” Al Capone, “Nucky” Johnson or “Dutch” Schultz 

Objective:

Take control of 1920s Chicago by amassing the most territories, hiring henchmen, and eliminating rivals. Outsmart your opponents to become the ultimate crime boss.

Game Components

Five 6-sided dice

Standard deck of 54 playing cards:

Money Cards (2–10): Used for purchasing territories or paying bribes.

Territory Cards (J, Q, K): Represent areas of Chicago.

Hit Men (Aces): Used to eliminate opponent henchmen.

Jokers: Trigger special events.

Setup

1. Shuffle the deck

2. Deal 3 cards to each player

Any Jacks, Queens or Kings from the opening deal are Free Territories. Players do not have to pay for these territories and they are played face up.

Players keep the rest of their cards hidden (face down).

3. Each player starts with

1 Henchman.

4. Randomly determine who goes first

Gameplay

Players take turns in clockwise order. On your turn, choose ONE OF THE FOLLOWING ACTIONS(1) Hire A Henchman, (2) Draw and Play a card, (3) Battle for a Territory 

1. Hire a Henchman:

Roll a single die:

4, 5, or 6: You hire a henchman for free.

1, 2 or 3: You must pay $5 to hire one henchman.

If you cannot pay, the action fails.

You may have a maximum of 5 henchmen.

2. Draw and Play a Card:

Flip the top card from the deck:

Money Card (2–10): Add the card to your hand.

Territory Card (J, Q, K):

Pay the required cost:

Jack: $10

Queen: $15

King: $20

If you can’t pay, shuffle the card back into the deck.

Hit Men (Ace): Add it to your hand (hidden). You may also use it this turn.

Joker: Trigger the effect on this or a later turn. (see below).

Card Effects:

Territories (Face Cards):

Place territory cards face up in front of you.

You must always have at least 1 henchman defending your territories.

If you don’t have at least one henchman, another player can attack you and just take one of your territories without a battle.

Hit Men (Aces):

Use a Hit Man to eliminate 1 henchman from any opponent.

Discard the Ace after use.

Jokers:

Red Joker (Police Raid):

Raid an opposing player’s territory they lose that territory and return it to the deck and shuffle.

The player can bribe their way out by paying $50 (money goes back into the deck).

Black Joker (Mob Attack):

The player with this card chooses a rival’s territory and takes it automatically (no dice rolls).

The attacked player may “bribe” the attacker with $50. Paying the $50 to the attacker means that you can keep your territory.

Money Cards (2–10):

Used to pay for territories or bribes. Keep these cards hidden in your hand.

Battles

If a player attacks a rival’s territory:

1. Both players roll dice equal to the number of henchmen they have.

2. The highest single die roll wins the battle.

Defender wins ties.

3. Loser:

If the defender loses they lose their territory if the attacker loses they lose a henchman.

NOTE – PLAYERS CAN NEVER HAVE MORE THAN 5 CARDS IN THEIR HAND AT THE END OF THEIR TURN. Cards must be used or discarded before play passes to the next player. Discarded cards are Reshuffled with the deck when the draw pile runs out or when a card needs to be reinserted into the deck.

Winning the Game:

The game ends when either:

1. A player controls all 12 territories, or

2. The deck runs out of cards.

Scoring:

Each territory: Jack 5 points, Queen 10 points, King 15 points.

Each henchman: 2 points

Each money card (total value): 1 point per dollar

Highest score wins.