Nominate a player to be banker. He administers money and the rings. At the start of the game he
distributes stuff:
-- 20 thugs to each player.
-- 20 chips of the appropriate color
-- 4 rings.
-- 125,000 Ft.
Each player puts the 4 rings on some of his game figures.
The white round marker on the start of the round chart.
The black move marker goes on field 0 of the gang marker.
The 4 fight dice and movement dice go beside the game board.
In each quarter, there is 1 casino worth 20,000, 8 bars worth 1,000, 6 bars worth 2,000, 3 bars worth 3,000, 2 bars worth 2,000, and 3 bars worth 5,000.
A quarter has an overall value of 72,000 Ft. The entrances are marked with a black arrow. The casinos and bars in the middle all have two entrances. The rest have only one entrance.
The player may exit from a different place than that which they entered.
Each building also has a spot for a colored marker. If there is no marker, the place is unowned. If there is a marker, then that color player owns the bar.
On the four sides of the game board is a chart for handling game turn phases. Then there is a chart
for movement points. It goes from 0 to 22.
The little black marker on this lets players keep track
of how many movement points they have left in their turn.
In phase A, the yellow player begins his turn first. In phase B, the red player goes first. The start player has the job of advancing the game phase marker.
Before the first round of each phase, and before the start of the game, a player can buy extra rings.
The game starts with the purchase of the first rings. Each player is the head of a gang. The 20 pawns are potential gang members. Recruiting a gang member happens with the purchase of a ring.
The cost of the rings depends on how many rings one is adding to a pawn:
--To make a 1 ring thug costs 10,000
--To make a 2 ring thug costs 25,000
--To make a 3 ring Thug costs 40,000
4 ring thugs may not be bought, but must be upgraded through duels. At the start of the game, each
player has a 4 ring thug because of the rings he is given at the start. Each player may buy further
rings from the bank. there are two restrictions.
1. Each player buys only once at the start of the turn. He may only purchase 1 set of 3 rings for
a 3 ring thug.
2. 1 and 2 ring purchases must be made in volumes that differ by only one. A player may buy 4 1-ring
thugs, and 3 2-ring thugs, or may buy 2 1-ring thugs, and 3 2-ring thugs.
Example:
Two rings purchased for 10,000 each may not be built onto a 2-ring thug. Each player
may then start the game with a 4 ring figure, a 3 ring figure, and differing numbers of 1 and 2 ring
thugs.
Each player may also buy 1 and 2 ring thugs during their turns. But 3 ring thugs may only be purchased at the start of a phase.
If a player has just bought a new thug during the game, he must start them on his home bar.
Each marker may be moved in any direction on the board. Movement points may be split between thugs as a player wishes. Each building and street counts as a space.
Thugs who win duels may continue moving after the duel is complete. After a player burns his movement points, it is the next player's turn.
Thugs fight with the 4 fight dice.
--1 ring thugs fight with the 1-6 die.
--2 ring thugs fight with the 3,3,4,4,5,6 die.
--3 ring thugs fight with the 4,4,5,5,6,6 die.
--4 ring thugs fight with the 5,5,5,6,6,6 die.
If a 2-ring and a 4-ring thug are fighting, each gets their appropriate die. Both players throw dice one after the other.
The player who rolls the highest number wins. The winning thug gets a ring. The loser dies and leaves the game. The rings go back to the banker, and the pawn is removed from the game and may not be reused.
On a tie, both thugs lose a ring. Each player then takes a new die corresponding to his new rank, and rolsl again. A thug who has lost his last ring dies and leaves the game.
Warning-if a player has lost all of his pawns, then he must skip turns until the end of the game.
He might still win if he had lots of money.
The spoil for the winner:
The winner gets:
1) to remove the loser from the game.
2) increased strength.
3) A sum of money equal to the value of the dead thug (as he was at the start of
the duel.)
A player who controls all 8 bars in his home territory of 1,000 value or all 6 bars with 2,000 value receives triple value for them. (24,000 for the 1,000 bars, and 36,000 for the 2,000 point bars.)
After receiving money, the marker is moved to the next phase section. Players have another chance to buy rings (and may buy one extra 3-ring thug.)
When two groups of thugs are in a building, the attacker first decides which two thugs fight. Once their duel is over, the defender chooses the next two thugs who will fight. This continues until one side is vanquished.
Variant II:
Ordinarily, just marking a building is enough to gain income. With this variant,
you must actually have a thug present in a casino to receive income from that casino.
(Bars still
work as normal.)
