$5
Sicilian Syndicate Playbook
Turf Control
1 Move Move mobsters to a connected district (max 1 barrel each). Rival turf: Standoff. Police turf: Pinned; liquor seized.
1 Push Redistribute barrels between two connected Districts. Rival's permission required if not yours; Police destroy on arrival.
Black Market
2 Unload Sell at a controlled Joint. House Pour: +1 Kickback/barrel. 4+ barrels: Greed Tax Heat
1 Smuggle At a controlled Dock: send up to 5 Mobsters from the Dock to roll for Havana Rum (fails = arrests, capped at 3).
Diplomacy
1 Hustle Boss in play: draw 2 Contracts (3 with Texas), then discard to Hand Limit 3 (5 with Texas). Once per Day.
2 Rat If Heat has 1+ markers, trigger a Raid. Target most Heat markers; ties hit most recent. Take the Rat Card.
2 Bribe At controlled High Society: pay $2,500 for its Favor and +1 permanent Influence. Once per District per player.
Empire Building
1 Recruit Hire Runners in a controlled Safehouse: $300 each, or $200 each if you hold Ward Boss.
1 Secure Place or relocate a Safehouse in a controlled District for $500.
2 Rise Boss dead? Place a new Boss in your District or any Unoccupied District with 2 Runners. May Secure there for free.
Signature Plays
2 Capo Promote Runner to a 2nd Boss. +2 Threat together.
1 Consigliere Remove any marker from the Heat track. Return it to its owner's Stash.

Title Plays (1): Deeds → Extort ($200/district). Syndicates → Fix (set market price).

Shylock's Mark: Borrow $1,500. Repay $2,500 by game end, else −1 Respect.

The Lowdown
Resolution Tables
Crew Muscle Dice
1-2 1
3-4 2
5-6 3
7-8 4
9+ 5
Threat / Smuggle Success
Level 1 5-6
Level 2 4-6
Level 3 3-6
Level 4 2-6
Boss: +1 Threat Safehouse: +2 Threat as Occupier Ambush: +1 First Roll
Combat Sequence
Vs Rival
1. Move In — Enter the Rival District. Turn Pauses for the Occupier's response.
2. Standoff — Occupier picks: Ambush, Hold Fire, or Fold.
3. Pinned — Invader picks: Assault, Advance, or Fall Back. Until resolved.
Vs Police
1. Move In — Enter the Police District. Liquor is seized; mobsters are immediately Pinned. No Standoff.
2. Pinned — Invader picks: Storm, Advance, or Fall Back. Until resolved.
Standoff — Occupier's Choice
0 Ambush +1 Threat on the first roll. Pins the Invader.
0 Hold Fire Pins the Invader without a fight.
0 Fold Surrender the District. Abandon Safehouse and Liquor.
Pinned — Invader's Choice
1 Assault vs Rival. Roll Muscle; both sides kill. Any kills: Invader Heat
1 Storm vs Police Precinct. Roll Muscle; failed dice = your casualties. 2+ hits: destroy the Precinct & take the District. 0–1 hits: forced Fall Back.
1 Advance Move Pinned mobsters (+1 barrel each) to a Safe Connected District.
0 Fall Back Invader only. Retreat all Pinned units to the District they came from.
Winning the Game
Commission: Complete 1 Gig, 1 Racket, and 1 Score.
Victory: Commission Card + 20 Respect. Tie? Most Cash.
$20
East Side Vipers Playbook
Turf Control
1 Move Move mobsters to a connected district (max 1 barrel each). Rival turf: Standoff. Police turf: Pinned; liquor seized.
1 Push Redistribute barrels between two connected Districts. Rival's permission required if not yours; Police destroy on arrival.
Black Market
2 Unload Sell at a controlled Joint. House Pour: +1 Kickback/barrel. 4+ barrels: Greed Tax Heat
1 Smuggle At a controlled Dock: send up to 5 Mobsters from the Dock to roll for Havana Rum (fails = arrests, capped at 3).
Diplomacy
1 Hustle Boss in play: draw 2 Contracts (3 with Texas), then discard to Hand Limit 3 (5 with Texas). Once per Day.
2 Rat If Heat has 1+ markers, trigger a Raid. Target most Heat markers; ties hit most recent. Take the Rat Card.
2 Bribe At controlled High Society: pay $2,500 for its Favor and +1 permanent Influence. Once per District per player.
Empire Building
1 Recruit Hire Runners in a controlled Safehouse: $300 each, or $200 each if you hold Ward Boss.
1 Secure Place or relocate a Safehouse in a controlled District for $500.
2 Rise Boss dead? Place a new Boss in your District or any Unoccupied District with 2 Runners. May Secure there for free.
Signature Plays
1 Stealth Move up to 5 mobsters (no liquor) into rival turf. No Standoff: Defender cannot Ambush or Fold. Then Assault or Advance.
- Firepower Pay $200 on Assault/Ambush: +1 attack die (max 5). One die only.

Title Plays (1): Deeds → Extort ($200/district). Syndicates → Fix (set market price).

Shylock's Mark: Borrow $1,500. Repay $2,500 by game end, else −1 Respect.

The Lowdown
Resolution Tables
Crew Muscle Dice
1-2 1
3-4 2
5-6 3
7-8 4
9+ 5
Threat / Smuggle Success
Level 1 5-6
Level 2 4-6
Level 3 3-6
Level 4 2-6
Boss: +1 Threat Safehouse: +2 Threat as Occupier Ambush: +1 First Roll
Combat Sequence
Vs Rival
1. Move In — Enter the Rival District. Turn Pauses for the Occupier's response.
2. Standoff — Occupier picks: Ambush, Hold Fire, or Fold.
3. Pinned — Invader picks: Assault, Advance, or Fall Back. Until resolved.
Vs Police
1. Move In — Enter the Police District. Liquor is seized; mobsters are immediately Pinned. No Standoff.
2. Pinned — Invader picks: Storm, Advance, or Fall Back. Until resolved.
Standoff — Occupier's Choice
0 Ambush +1 Threat on the first roll. Pins the Invader.
0 Hold Fire Pins the Invader without a fight.
0 Fold Surrender the District. Abandon Safehouse and Liquor.
Pinned — Invader's Choice
1 Assault vs Rival. Roll Muscle; both sides kill. Any kills: Invader Heat
1 Storm vs Police Precinct. Roll Muscle; failed dice = your casualties. 2+ hits: destroy the Precinct & take the District. 0–1 hits: forced Fall Back.
1 Advance Move Pinned mobsters (+1 barrel each) to a Safe Connected District.
0 Fall Back Invader only. Retreat all Pinned units to the District they came from.
Winning the Game
Commission: Complete 1 Gig, 1 Racket, and 1 Score.
Victory: Commission Card + 20 Respect. Tie? Most Cash.
$50
Harlem Knights Playbook
Turf Control
1 Move Move mobsters to a connected district (max 1 barrel each). Rival turf: Standoff. Police turf: Pinned; liquor seized.
1 Push Redistribute barrels between two connected Districts. Rival's permission required if not yours; Police destroy on arrival.
Black Market
2 Unload Sell at a controlled Joint. House Pour: +1 Kickback/barrel. 4+ barrels: Greed Tax Heat
1 Smuggle At a controlled Dock: send up to 5 Mobsters from the Dock to roll for Havana Rum (fails = arrests, capped at 3).
Diplomacy
1 Hustle Boss in play: draw 2 Contracts (3 with Texas), then discard to Hand Limit 3 (5 with Texas). Once per Day.
2 Rat If Heat has 1+ markers, trigger a Raid. Target most Heat markers; ties hit most recent. Take the Rat Card.
2 Bribe At controlled High Society: pay $2,500 for its Favor and +1 permanent Influence. Once per District per player.
Empire Building
1 Recruit Hire Runners in a controlled Safehouse: $300 each, or $200 each if you hold Ward Boss.
1 Secure Place or relocate a Safehouse in a controlled District for $500.
2 Rise Boss dead? Place a new Boss in your District or any Unoccupied District with 2 Runners. May Secure there for free.
Signature Plays
1 Skiff Move up to 5 mobsters (+ barrels) between any two shoreline Districts.
2 Torch Sacrifice a Pinned Runner in a rival district to destroy their Safehouse. Rival Mobsters and liquor are unharmed. Heat

Title Plays (1): Deeds → Extort ($200/district). Syndicates → Fix (set market price).

Shylock's Mark: Borrow $1,500. Repay $2,500 by game end, else −1 Respect.

The Lowdown
Resolution Tables
Crew Muscle Dice
1-2 1
3-4 2
5-6 3
7-8 4
9+ 5
Threat / Smuggle Success
Level 1 5-6
Level 2 4-6
Level 3 3-6
Level 4 2-6
Boss: +1 Threat Safehouse: +2 Threat as Occupier Ambush: +1 First Roll
Combat Sequence
Vs Rival
1. Move In — Enter the Rival District. Turn Pauses for the Occupier's response.
2. Standoff — Occupier picks: Ambush, Hold Fire, or Fold.
3. Pinned — Invader picks: Assault, Advance, or Fall Back. Until resolved.
Vs Police
1. Move In — Enter the Police District. Liquor is seized; mobsters are immediately Pinned. No Standoff.
2. Pinned — Invader picks: Storm, Advance, or Fall Back. Until resolved.
Standoff — Occupier's Choice
0 Ambush +1 Threat on the first roll. Pins the Invader.
0 Hold Fire Pins the Invader without a fight.
0 Fold Surrender the District. Abandon Safehouse and Liquor.
Pinned — Invader's Choice
1 Assault vs Rival. Roll Muscle; both sides kill. Any kills: Invader Heat
1 Storm vs Police Precinct. Roll Muscle; failed dice = your casualties. 2+ hits: destroy the Precinct & take the District. 0–1 hits: forced Fall Back.
1 Advance Move Pinned mobsters (+1 barrel each) to a Safe Connected District.
0 Fall Back Invader only. Retreat all Pinned units to the District they came from.
Winning the Game
Commission: Complete 1 Gig, 1 Racket, and 1 Score.
Victory: Commission Card + 20 Respect. Tie? Most Cash.
$10
Hell's Kitchen Irish Playbook
Turf Control
1 Move Move mobsters to a connected district (max 1 barrel each). Rival turf: Standoff. Police turf: Pinned; liquor seized.
1 Push Redistribute barrels between two connected Districts. Rival's permission required if not yours; Police destroy on arrival.
Black Market
2 Unload Sell at a controlled Joint. House Pour: +1 Kickback/barrel. 4+ barrels: Greed Tax Heat
1 Smuggle At a controlled Dock: send up to 5 Mobsters from the Dock to roll for Havana Rum (fails = arrests, capped at 3).
Diplomacy
1 Hustle Boss in play: draw 2 Contracts (3 with Texas), then discard to Hand Limit 3 (5 with Texas). Once per Day.
2 Rat If Heat has 1+ markers, trigger a Raid. Target most Heat markers; ties hit most recent. Take the Rat Card.
2 Bribe At controlled High Society: pay $2,500 for its Favor and +1 permanent Influence. Once per District per player.
Empire Building
1 Recruit Hire Runners in a controlled Safehouse: $300 each, or $200 each if you hold Ward Boss.
1 Secure Place or relocate a Safehouse in a controlled District for $500.
2 Rise Boss dead? Place a new Boss in your District or any Unoccupied District with 2 Runners. May Secure there for free.
Signature Plays
0 Courage Before Ambush or your Assault roll: discard 1 barrel there for +1 Threat. Cannot boost defense vs. rival Assault.
1 Plunder Perform a special Assault. For each hit, instead of killing a mobster, steal 1 liquor barrel of your choice from the rival District. Defensive hits still kill.

Title Plays (1): Deeds → Extort ($200/district). Syndicates → Fix (set market price).

Shylock's Mark: Borrow $1,500. Repay $2,500 by game end, else −1 Respect.

The Lowdown
Resolution Tables
Crew Muscle Dice
1-2 1
3-4 2
5-6 3
7-8 4
9+ 5
Threat / Smuggle Success
Level 1 5-6
Level 2 4-6
Level 3 3-6
Level 4 2-6
Boss: +1 Threat Safehouse: +2 Threat as Occupier Ambush: +1 First Roll
Combat Sequence
Vs Rival
1. Move In — Enter the Rival District. Turn Pauses for the Occupier's response.
2. Standoff — Occupier picks: Ambush, Hold Fire, or Fold.
3. Pinned — Invader picks: Assault, Advance, or Fall Back. Until resolved.
Vs Police
1. Move In — Enter the Police District. Liquor is seized; mobsters are immediately Pinned. No Standoff.
2. Pinned — Invader picks: Storm, Advance, or Fall Back. Until resolved.
Standoff — Occupier's Choice
0 Ambush +1 Threat on the first roll. Pins the Invader.
0 Hold Fire Pins the Invader without a fight.
0 Fold Surrender the District. Abandon Safehouse and Liquor.
Pinned — Invader's Choice
1 Assault vs Rival. Roll Muscle; both sides kill. Any kills: Invader Heat
1 Storm vs Police Precinct. Roll Muscle; failed dice = your casualties. 2+ hits: destroy the Precinct & take the District. 0–1 hits: forced Fall Back.
1 Advance Move Pinned mobsters (+1 barrel each) to a Safe Connected District.
0 Fall Back Invader only. Retreat all Pinned units to the District they came from.
Winning the Game
Commission: Complete 1 Gig, 1 Racket, and 1 Score.
Victory: Commission Card + 20 Respect. Tie? Most Cash.