Nothing Personal

Setup

  • Each player chooses a family and takes:
    • The family player board
    • The family tokens tuck box
    • $5 dollars
    • 4 random influence cards
  • Place gangsters
    • Place “Killer” Mac Pheeto in the capo position
    • Starting on the Underboss (#8) and ending with the three Associates deal a gangster to each spot on the board
      • Make sure that all 4 symbols are available in Gangsters #8 through #4. Hitman, Thug, Conman, Gambler.
    • Gangster deck goes face-down on the indicated spot on the board.
    • Influence deck goes face-down on the indicated spot on the board.
  • Place an X marker on “The Commission” phase.
  • Place all scoring meeples on 0 on the respect track.
  • Choose a random start player
    • They get the Capo ring

Setup - Initial Influence

  1. Starting with the Capo, each player places 1 influence tokens on any gangster on the board.
  2. Repeat twice so that each player has 3 influence tokens on the board.

#* Whoever gains control of the capo gangster immediately takes the capo ring.

Game Turn

PHASE 1: The Commission

Play influence cards to gain control of the gangsters.

Starting with the capo ring player and proceeding clockwise, each player MUST perform one of the following actions:

  • Play an influence card to place the number of indicated influence tokens on the specified gangster and then perform any effects stated on the card.
  • Play an influence card with the “OR” keyword to perform ONLY the special action.
  • Play an influence card to place 1 influence token on any gangster
  • Pass and do not play an influence card. Once you pass you may not take any actions during this commission phase.

All played cards are discarded immediately once they have been resolved. The phase is complete when everyone passes.

Placing Influence

  • You MUST place ALL of the influence tokens listed on the card.
  • You cannot split influence between multiple gangsters unless specifically stated.
  • You may play influence on associates.
  • If you have no cards that allow you to play influence you must pass.
  • Each player only has 25 influence tokens.
  • Influence is placed before card effects take place.

Controlling the Capo

  • Whoever gains control of the capo gangster immediately takes the capo ring.
  • The new turn order becomes effective at the beginning of the next phase.

Second Round of Playing Cards & the Ante

  • After everyone has played once players may choose to ante.
  • When playing an influence card the player may choose to additionally pay any amount to the bank. This amount becomes the ante.
  • Any subsequent player that wishes to play to play an influence card must also pay money to thank bank equal or greater than the current ante.
  • Players that cannot pay must pass
  • If a player increases the amount that amount becomes the new ante.

Play During the Crew Phase

  • These cards may be played during the next phase but cost $5 each to play.

PHASE 2: The Crew

Gain respect and money for controlled gangsters and then perform gangster/slot actions.

  1. Starting with the capo gangster and proceeding downward calculate respect and money gained/lost for each position. Only the controlling player gets the reward.
  2. Starting with the Third Guy and proceeding upward perform one action. Only the controlling player gets the reward. This maybe different then step 1. The actions are:
    • Use the special action for the position
    • Use the special action for the gangster
    • “Make a Move against another position
    • Pass

Gangster Control

  • The player with the most influence tokens controls the gangster.
  • If there are no tokens on the gangster, no one controls him.
  • If there are more (or tied) neutral influence tokens, no one controls him.
  • If there is a tie the capo ring player decides who win.

Making a Move

  • You can only make a move following the arrows on the board.
  • You cannot make a move on an empty slot.
  • Roll the Move die. Add the result to your gangster's respect value.
  • The total must be greater than the rank of the target slot.
    • A capo ring roll always succeeds.
    • A knife roll always fails and the gangster dies.
  • On Success:
    • The gangsters swap positions and are turned sideways. (To indicate that neither can take another action this phase.)
    • The successful player gains 4 respect.
    • The losing player loses 4 respect.
    • 1 neutral influence token is placed on the gangster that made the move.
  • On Failure:
    • The failing player loses 4 respect.
    • 1 neutral influence token is placed on the gangster that attempted to move.
  • On Death (knife):
    • The failing player loses 4 respect.
    • All influence is returned to the players
    • The gangster is whacked.