Mob Playbook · Red
Sicilian Syndicate
Old money. Longer memory.
FACTION TRAIT
Untouchable. The precinct captains are on the payroll, the Sweep never thins your ranks. Your Districts may hold any number of Mobsters at Reckoning.
LOGISTICS
1
Move
Send any Mobsters and/or Barrels to a connected District. Rival turf: Standoff. Undefended rival Safehouse: take or raze it, no Standoff. Never into Police turf.
2
Unload

Sell liquor at a Speakeasy you Control. Moonshine or Rum, $300/barrel; at The Hotspot, Rum fetches $500. Rum pays a Kickback anywhere (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: −3 Respect at the Reckoning, no repeat Rat, and it's yours until a rival Rats.
2
Bribe
Pay $2,500 for 1 permanent Influence to your Reserves. Ceiling 10, and 10 is the crown.
EMPIRE BUILDING
1
Recruit
Hire Runners into your Safehouse District: $300 each to the bank. A rival Ward Boss collects a $100 Union Fee per Runner on top ($400 a head); the Ward Boss's own hires stay at $300.
1
Secure
Place your one Safehouse in any Safe District for $500.
2
Rise
Place your Boss in any Safe District, or relocate him if he's already out (not a death).
ACCOUNTING
2
Extort

Take $200 per District you Control, once a Day.
1
Collect
Cash 1 Influence marker for $100.
0
Lay Low
End your Day: Collect every marker left in your Ledger ($100 each) to Reserves, then take the lowest Turn Token in tomorrow's set. 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. Abandon Safehouse and Liquor.
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 Day's end. Not a Play. Break your word and take a Welsher card: −1 Respect when the books open, forever.
The card lands however the deal dies, sabotage included: promise what you alone control.
Mob Playbook · Blue
East Side Vipers
They hear it before you say it.
FACTION TRAIT
Whispers. When you claim a Job, you may peek at the top of the deck and claim it face-down instead of the Market. Rivals see the Stake, never the job, until it completes.
LOGISTICS
1
Move
Send any Mobsters and/or Barrels to a connected District. Rival turf: Standoff. Undefended rival Safehouse: take or raze it, no Standoff. Never into Police turf.
2
Unload

Sell liquor at a Speakeasy you Control. Moonshine or Rum, $300/barrel; at The Hotspot, Rum fetches $500. Rum pays a Kickback anywhere (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: −3 Respect at the Reckoning, no repeat Rat, and it's yours until a rival Rats.
2
Bribe
Pay $2,500 for 1 permanent Influence to your Reserves. Ceiling 10, and 10 is the crown.
EMPIRE BUILDING
1
Recruit
Hire Runners into your Safehouse District: $300 each to the bank. A rival Ward Boss collects a $100 Union Fee per Runner on top ($400 a head); the Ward Boss's own hires stay at $300.
1
Secure
Place your one Safehouse in any Safe District for $500.
2
Rise
Place your Boss in any Safe District, or relocate him if he's already out (not a death).
ACCOUNTING
2
Extort

Take $200 per District you Control, once a Day.
1
Collect
Cash 1 Influence marker for $100.
0
Lay Low
End your Day: Collect every marker left in your Ledger ($100 each) to Reserves, then take the lowest Turn Token in tomorrow's set. 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 (no Mobsters) between your Safehouse and any District you Control, 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. Abandon Safehouse and Liquor.
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 Day's end. Not a Play. Break your word and take a Welsher card: −1 Respect when the books open, forever.
The card lands however the deal dies, sabotage included: promise what you alone control.
Mob Playbook · Yellow
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 to a connected District. Rival turf: Standoff. Undefended rival Safehouse: take or raze it, no Standoff. Never into Police turf.
2
Unload

Sell liquor at a Speakeasy you Control. Moonshine or Rum, $300/barrel; at The Hotspot, Rum fetches $500. Rum pays a Kickback anywhere (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: −3 Respect at the Reckoning, no repeat Rat, and it's yours until a rival Rats.
2
Bribe
Pay $2,500 for 1 permanent Influence to your Reserves. Ceiling 10, and 10 is the crown.
EMPIRE BUILDING
1
Recruit
Hire Runners into your Safehouse District: $300 each to the bank. A rival Ward Boss collects a $100 Union Fee per Runner on top ($400 a head); the Ward Boss's own hires stay at $300.
1
Secure
Place your one Safehouse in any Safe District for $500.
2
Rise
Place your Boss in any Safe District, or relocate him if he's already out (not a death).
ACCOUNTING
2
Extort

Take $200 per District you Control, once a Day.
1
Collect
Cash 1 Influence marker for $100.
0
Lay Low
End your Day: Collect every marker left in your Ledger ($100 each) to Reserves, then take the lowest Turn Token in tomorrow's set. 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. May Fold or Advance out of a fight to a Coastal Safe District; men left behind are killed. Never the Scatter's step.
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. Abandon Safehouse and Liquor.
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 Day's end. Not a Play. Break your word and take a Welsher card: −1 Respect when the books open, 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 to a connected District. Rival turf: Standoff. Undefended rival Safehouse: take or raze it, no Standoff. Never into Police turf.
2
Unload

Sell liquor at a Speakeasy you Control. Moonshine or Rum, $300/barrel; at The Hotspot, Rum fetches $500. Rum pays a Kickback anywhere (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: −3 Respect at the Reckoning, no repeat Rat, and it's yours until a rival Rats.
2
Bribe
Pay $2,500 for 1 permanent Influence to your Reserves. Ceiling 10, and 10 is the crown.
EMPIRE BUILDING
1
Recruit
Hire Runners into your Safehouse District: $300 each to the bank. A rival Ward Boss collects a $100 Union Fee per Runner on top ($400 a head); the Ward Boss's own hires stay at $300.
1
Secure
Place your one Safehouse in any Safe District for $500.
2
Rise
Place your Boss in any Safe District, or relocate him if he's already out (not a death).
ACCOUNTING
2
Extort

Take $200 per District you Control, once a Day.
1
Collect
Cash 1 Influence marker for $100.
0
Lay Low
End your Day: Collect every marker left in your Ledger ($100 each) to Reserves, then take the lowest Turn Token in tomorrow's set. 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 in any Ward you Control at $300/barrel (no Kickback, no Hotspot price). 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. Abandon Safehouse and Liquor.
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 Day's end. Not a Play. Break your word and take a Welsher card: −1 Respect when the books open, forever.
The card lands however the deal dies, sabotage included: promise what you alone control.