Mob Playbook · Yellow
Sicilian Syndicate
Old money. Longer memory.
FACTION TRAIT
Untouchable. The precinct captains are on the payroll. Police Squads never enter your Safehouse District during a Raid; if it would be targeted, they choose the next most wanted legal District in reach.
LOGISTICS
1
Move
Send any Mobsters and/or Barrels from one District to a connected one. Barrels can go alone, but stop being yours where you don't Control. Mobsters into rival turf: Standoff. Undefended rival Safehouse: take or raze it, no Standoff. Never into Police turf.
2
Unload

Sell barrels at a Speakeasy you Control: Moonshine $300, Rum $500. High Society venues buy Rum only, and every barrel pays a Kickback (1 spent Influence per barrel). 4+ barrels: Greed Tax.
1
Trade
At a Dock you Control, swap Moonshine → Havana Rum, 1:1.
DIPLOMACY
1
Beg
Visit Shylock, one Mark per trip. Loan: $1,500 + a Mark (7 in supply). Square Up: $2,000 clears one.
2
Rat
Trigger a Police Raid and take the Rat Card: −2 Respect, no repeat Rat, and it's yours until a rival Rats.
2
Bribe
Buy 1 permanent Influence for your Reserves: $2,000 for your 7th marker, then $3,000, $4,000 and $5,000. Ceiling 10; at 10, claim the Nod, your key to Take the Crown. Boss required.
EMPIRE BUILDING
1
Recruit
Hire Runners into your Safehouse District: $300 each to the bank.
1
Secure
Place your one Safehouse in any Safe District for $500.
2
Rise
With your Boss off the board, place him in any Safe Ward.
ACCOUNTING
2
Extort

Take $200 per District you Control, once a Day.
1
Collect
Take $100 as this Play's spent marker returns to Reserves.
0
Lay Low
End your Day: Collect every marker left in your Ledger ($100 each) to Reserves, then take the top Turn Token from tomorrow's stack. No more Plays till tomorrow.
SIGNATURE PLAYS
2
Hit

While Pinned in a rival District, launch a special attack: if you score any hits, the rival Boss takes the first hit. Heat as per Open Fire: only if it's the fight's first shot.
1
Consigliere
Remove any 1 marker from the Heat Track and return it to its owner's Reserves.
Combat Reference
The Lowdown
RESOLUTION
Mobsters
Dice · Brew · Dead
1–2
1
3–4
2
5–6
3
7–8
4
9+
5
Threat
Kill On
Level 1
5–6
Level 2
4–6
Level 3
3–6
Level 4
2–6
COMBAT SEQUENCE
1Move In
Enter the rival District. Your turn pauses for the Occupier's response.
2Standoff
Occupier picks Ambush, Hold Fire, or Fold.
3Pinned
Invader picks Open Fire, Advance, or Fall Back, repeats until resolved.
STANDOFF · OCCUPIER'S CHOICE
1
Ambush

Only you roll, at +1 Threat: the Invader can't fire back. Pins the Invader. Firing first, the fight's Heat is yours. Spent out or Laid Low? No Ambush.
0
Hold Fire
Pins the Invader without a fight, letting them pass through unharmed.
0
Fold
Surrender the District: flee to a Connected Safe District, abandoning Safehouse and Liquor. Nowhere to go? No Fold.
PINNED · INVADER'S CHOICE
1
Open Fire

vs Rival. Roll Muscle; both sides kill. Only the fight's first shot draws Heat: yours if the Occupier Held Fire, already his if he Ambushed.
1
Advance
Move Pinned Mobsters (with any barrels they hold) to a safe connected District.
0
Fall Back
Invader only. Retreat all Pinned units to the District they came from.
The Invader stays Pinned and keeps choosing until the fight resolves, all inside the one Play that moved in; there is no fresh Standoff, so the Occupier cannot Ambush again.
COOPERATION
0
Handshake
Shake on a deal; terms clear, resolved by Sunset. Not a Play. Break your word and take a Welsher card: −1 Respect, forever.
The card lands however the deal dies, sabotage included: promise what you alone control.
Mob Playbook · Red
East Side Vipers
They hear it before you say it.
FACTION TRAIT
Whispers. You may look at the top card of the Jobs deck at any time. Keep it to yourself.
LOGISTICS
1
Move
Send any Mobsters and/or Barrels from one District to a connected one. Barrels can go alone, but stop being yours where you don't Control. Mobsters into rival turf: Standoff. Undefended rival Safehouse: take or raze it, no Standoff. Never into Police turf.
2
Unload

Sell barrels at a Speakeasy you Control: Moonshine $300, Rum $500. High Society venues buy Rum only, and every barrel pays a Kickback (1 spent Influence per barrel). 4+ barrels: Greed Tax.
1
Trade
At a Dock you Control, swap Moonshine → Havana Rum, 1:1.
DIPLOMACY
1
Beg
Visit Shylock, one Mark per trip. Loan: $1,500 + a Mark (7 in supply). Square Up: $2,000 clears one.
2
Rat
Trigger a Police Raid and take the Rat Card: −2 Respect, no repeat Rat, and it's yours until a rival Rats.
2
Bribe
Buy 1 permanent Influence for your Reserves: $2,000 for your 7th marker, then $3,000, $4,000 and $5,000. Ceiling 10; at 10, claim the Nod, your key to Take the Crown. Boss required.
EMPIRE BUILDING
1
Recruit
Hire Runners into your Safehouse District: $300 each to the bank.
1
Secure
Place your one Safehouse in any Safe District for $500.
2
Rise
With your Boss off the board, place him in any Safe Ward.
ACCOUNTING
2
Extort

Take $200 per District you Control, once a Day.
1
Collect
Take $100 as this Play's spent marker returns to Reserves.
0
Lay Low
End your Day: Collect every marker left in your Ledger ($100 each) to Reserves, then take the top Turn Token from tomorrow's stack. No more Plays till tomorrow.
SIGNATURE PLAYS
1
Stealth
Move up to 5 Mobsters (no liquor) into a connected rival District. Pinned, but the Occupier can only Hold Fire.
1
Tunnel
Move up to 5 Liquor Barrels between your Safehouse and any District you Control, Connected or not, either way.
Combat Reference
The Lowdown
RESOLUTION
Mobsters
Dice · Brew · Dead
1–2
1
3–4
2
5–6
3
7–8
4
9+
5
Threat
Kill On
Level 1
5–6
Level 2
4–6
Level 3
3–6
Level 4
2–6
COMBAT SEQUENCE
1Move In
Enter the rival District. Your turn pauses for the Occupier's response.
2Standoff
Occupier picks Ambush, Hold Fire, or Fold.
3Pinned
Invader picks Open Fire, Advance, or Fall Back, repeats until resolved.
STANDOFF · OCCUPIER'S CHOICE
1
Ambush

Only you roll, at +1 Threat: the Invader can't fire back. Pins the Invader. Firing first, the fight's Heat is yours. Spent out or Laid Low? No Ambush.
0
Hold Fire
Pins the Invader without a fight, letting them pass through unharmed.
0
Fold
Surrender the District: flee to a Connected Safe District, abandoning Safehouse and Liquor. Nowhere to go? No Fold.
PINNED · INVADER'S CHOICE
1
Open Fire

vs Rival. Roll Muscle; both sides kill. Only the fight's first shot draws Heat: yours if the Occupier Held Fire, already his if he Ambushed.
1
Advance
Move Pinned Mobsters (with any barrels they hold) to a safe connected District.
0
Fall Back
Invader only. Retreat all Pinned units to the District they came from.
The Invader stays Pinned and keeps choosing until the fight resolves, all inside the one Play that moved in; there is no fresh Standoff, so the Occupier cannot Ambush again.
COOPERATION
0
Handshake
Shake on a deal; terms clear, resolved by Sunset. Not a Play. Break your word and take a Welsher card: −1 Respect, forever.
The card lands however the deal dies, sabotage included: promise what you alone control.
Mob Playbook · Blue
Harlem Knights
Every pier from Havana to Harlem.
FACTION TRAIT
Network. Friends on every pier from Havana to Harlem. Whenever you Trade at a Dock, gain 1 extra barrel of Havana Rum free, if one's left in the supply.
LOGISTICS
1
Move
Send any Mobsters and/or Barrels from one District to a connected one. Barrels can go alone, but stop being yours where you don't Control. Mobsters into rival turf: Standoff. Undefended rival Safehouse: take or raze it, no Standoff. Never into Police turf.
2
Unload

Sell barrels at a Speakeasy you Control: Moonshine $300, Rum $500. High Society venues buy Rum only, and every barrel pays a Kickback (1 spent Influence per barrel). 4+ barrels: Greed Tax.
1
Trade
At a Dock you Control, swap Moonshine → Havana Rum, 1:1.
DIPLOMACY
1
Beg
Visit Shylock, one Mark per trip. Loan: $1,500 + a Mark (7 in supply). Square Up: $2,000 clears one.
2
Rat
Trigger a Police Raid and take the Rat Card: −2 Respect, no repeat Rat, and it's yours until a rival Rats.
2
Bribe
Buy 1 permanent Influence for your Reserves: $2,000 for your 7th marker, then $3,000, $4,000 and $5,000. Ceiling 10; at 10, claim the Nod, your key to Take the Crown. Boss required.
EMPIRE BUILDING
1
Recruit
Hire Runners into your Safehouse District: $300 each to the bank.
1
Secure
Place your one Safehouse in any Safe District for $500.
2
Rise
With your Boss off the board, place him in any Safe Ward.
ACCOUNTING
2
Extort

Take $200 per District you Control, once a Day.
1
Collect
Take $100 as this Play's spent marker returns to Reserves.
0
Lay Low
End your Day: Collect every marker left in your Ledger ($100 each) to Reserves, then take the top Turn Token from tomorrow's stack. No more Plays till tomorrow.
SIGNATURE PLAYS
1
Skiff
Move up to 5 Mobsters (no liquor) from a Coastal District you Control to any other Coastal District.
1
Torch

Sacrifice a Pinned Runner in a rival District to destroy their Safehouse. Rival Mobsters and liquor are unharmed.
Combat Reference
The Lowdown
RESOLUTION
Mobsters
Dice · Brew · Dead
1–2
1
3–4
2
5–6
3
7–8
4
9+
5
Threat
Kill On
Level 1
5–6
Level 2
4–6
Level 3
3–6
Level 4
2–6
COMBAT SEQUENCE
1Move In
Enter the rival District. Your turn pauses for the Occupier's response.
2Standoff
Occupier picks Ambush, Hold Fire, or Fold.
3Pinned
Invader picks Open Fire, Advance, or Fall Back, repeats until resolved.
STANDOFF · OCCUPIER'S CHOICE
1
Ambush

Only you roll, at +1 Threat: the Invader can't fire back. Pins the Invader. Firing first, the fight's Heat is yours. Spent out or Laid Low? No Ambush.
0
Hold Fire
Pins the Invader without a fight, letting them pass through unharmed.
0
Fold
Surrender the District: flee to a Connected Safe District, abandoning Safehouse and Liquor. Nowhere to go? No Fold.
PINNED · INVADER'S CHOICE
1
Open Fire

vs Rival. Roll Muscle; both sides kill. Only the fight's first shot draws Heat: yours if the Occupier Held Fire, already his if he Ambushed.
1
Advance
Move Pinned Mobsters (with any barrels they hold) to a safe connected District.
0
Fall Back
Invader only. Retreat all Pinned units to the District they came from.
The Invader stays Pinned and keeps choosing until the fight resolves, all inside the one Play that moved in; there is no fresh Standoff, so the Occupier cannot Ambush again.
COOPERATION
0
Handshake
Shake on a deal; terms clear, resolved by Sunset. Not a Play. Break your word and take a Welsher card: −1 Respect, forever.
The card lands however the deal dies, sabotage included: promise what you alone control.
Mob Playbook · Green
Hell's Kitchen Irish
They always come heavy.
FACTION TRAIT
Firepower. They always come heavy. When you Open Fire, roll 1 extra attack die (max 5). Invading only, never on defence, not even an Ambush.
LOGISTICS
1
Move
Send any Mobsters and/or Barrels from one District to a connected one. Barrels can go alone, but stop being yours where you don't Control. Mobsters into rival turf: Standoff. Undefended rival Safehouse: take or raze it, no Standoff. Never into Police turf.
2
Unload

Sell barrels at a Speakeasy you Control: Moonshine $300, Rum $500. High Society venues buy Rum only, and every barrel pays a Kickback (1 spent Influence per barrel). 4+ barrels: Greed Tax.
1
Trade
At a Dock you Control, swap Moonshine → Havana Rum, 1:1.
DIPLOMACY
1
Beg
Visit Shylock, one Mark per trip. Loan: $1,500 + a Mark (7 in supply). Square Up: $2,000 clears one.
2
Rat
Trigger a Police Raid and take the Rat Card: −2 Respect, no repeat Rat, and it's yours until a rival Rats.
2
Bribe
Buy 1 permanent Influence for your Reserves: $2,000 for your 7th marker, then $3,000, $4,000 and $5,000. Ceiling 10; at 10, claim the Nod, your key to Take the Crown. Boss required.
EMPIRE BUILDING
1
Recruit
Hire Runners into your Safehouse District: $300 each to the bank.
1
Secure
Place your one Safehouse in any Safe District for $500.
2
Rise
With your Boss off the board, place him in any Safe Ward.
ACCOUNTING
2
Extort

Take $200 per District you Control, once a Day.
1
Collect
Take $100 as this Play's spent marker returns to Reserves.
0
Lay Low
End your Day: Collect every marker left in your Ledger ($100 each) to Reserves, then take the top Turn Token from tomorrow's stack. No more Plays till tomorrow.
SIGNATURE PLAYS
1
Plunder
Special Attack: Roll Muscle; each hit steals 1 barrel instead of killing (Occupier hits still kill). Carried off on Advance, dropped on Fall Back. No Heat.
1
Peddle

Unload Moonshine only in any Ward you Control at the $300 street rate. Never Rum, never a Speakeasy. Greed Tax still bites at 4+.
Combat Reference
The Lowdown
RESOLUTION
Mobsters
Dice · Brew · Dead
1–2
1
3–4
2
5–6
3
7–8
4
9+
5
Threat
Kill On
Level 1
5–6
Level 2
4–6
Level 3
3–6
Level 4
2–6
COMBAT SEQUENCE
1Move In
Enter the rival District. Your turn pauses for the Occupier's response.
2Standoff
Occupier picks Ambush, Hold Fire, or Fold.
3Pinned
Invader picks Open Fire, Advance, or Fall Back, repeats until resolved.
STANDOFF · OCCUPIER'S CHOICE
1
Ambush

Only you roll, at +1 Threat: the Invader can't fire back. Pins the Invader. Firing first, the fight's Heat is yours. Spent out or Laid Low? No Ambush.
0
Hold Fire
Pins the Invader without a fight, letting them pass through unharmed.
0
Fold
Surrender the District: flee to a Connected Safe District, abandoning Safehouse and Liquor. Nowhere to go? No Fold.
PINNED · INVADER'S CHOICE
1
Open Fire

vs Rival. Roll Muscle; both sides kill. Only the fight's first shot draws Heat: yours if the Occupier Held Fire, already his if he Ambushed.
1
Advance
Move Pinned Mobsters (with any barrels they hold) to a safe connected District.
0
Fall Back
Invader only. Retreat all Pinned units to the District they came from.
The Invader stays Pinned and keeps choosing until the fight resolves, all inside the one Play that moved in; there is no fresh Standoff, so the Occupier cannot Ambush again.
COOPERATION
0
Handshake
Shake on a deal; terms clear, resolved by Sunset. Not a Play. Break your word and take a Welsher card: −1 Respect, forever.
The card lands however the deal dies, sabotage included: promise what you alone control.