$5
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  |
| 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.
| 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. |
| 1 |
Assault |
vs Rival. Roll Muscle; both sides kill. Any kills: Invader  |
| 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. |
Commission: Complete 1 Gig, 1 Racket, and 1 Score.
Victory: Commission Card + 20 Respect. Tie? Most Cash.
$20
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  |
| 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.
| 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. |
| 1 |
Assault |
vs Rival. Roll Muscle; both sides kill. Any kills: Invader  |
| 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. |
Commission: Complete 1 Gig, 1 Racket, and 1 Score.
Victory: Commission Card + 20 Respect. Tie? Most Cash.
$50
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  |
| 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.  |
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.
| 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. |
| 1 |
Assault |
vs Rival. Roll Muscle; both sides kill. Any kills: Invader  |
| 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. |
Commission: Complete 1 Gig, 1 Racket, and 1 Score.
Victory: Commission Card + 20 Respect. Tie? Most Cash.
$10
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  |
| 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.
| 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. |
| 1 |
Assault |
vs Rival. Roll Muscle; both sides kill. Any kills: Invader  |
| 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. |
Commission: Complete 1 Gig, 1 Racket, and 1 Score.
Victory: Commission Card + 20 Respect. Tie? Most Cash.