Turn Structure Flow

ShadowsProduction
OperationsAction Cycle
ReckoningCleanup

Turn Order runs Turn Token #1 through #4. At Day turnover, swap to the other moon phase token set.

1

Shadows

Fill barrels and open new deals

1 Brew
Roll: Turn Token #1 rolls (players+1) Red & (players+1) White.
Draft: In Turn Order, take 1 Red + 1 White; sum for the target number.
Produce: Activate matching Domestic stills (Gin, Whisky, Moonshine). Yield 1-2=1, 3-4=2, 5+=3. Or Dump the Mash for nothing. Empty supply = Dry Tap.
Blowback: The two leftover undrafted dice (1R + 1W) detonate matching stills. Casualties 1-2=1, 3-4=2, 5+=3. Safehouses do not protect.
2 Grease Wheels
In Turn Order, stake Stash markers on Contracts (one per Day to Deadline). Staked markers lock until Reckoning. Move remaining markers to Operations (max 5) for this Day's Plays.
2

Operations

Take Plays until everyone lays low

Take Play
Spend Influence for 1 Action (a Play) or 1 Power Play. Combat resolves fully before the Play ends. Titles may unlock extra Plays (Fix, Extort).
Pay + Heat
Pay: Spent markers return to Stash.
Heat: If Heat is generated, place 1 spent marker on the Heat Track. Greed Tax: 4+ barrels in one Unload = Heat.
Kickback: House Pour returns markers from Stash to Operations.
Lay Low
Run dry or step off early: clear Operations markers to Stash, return your Turn Token, then take the lowest opposite moon phase token for next Day's order.
3

Reckoning

Resolve simultaneously

1 The Sweep
District cap: 5 mobsters (remove excess runners).
2 Titles
Redistribute Borough Deeds, Syndicate Cards, and Ward Boss. Hold the most of that type (minimum 2); ties return to Supply. Police count as empty.
3 Contracts
Return 1 marker from each active Contract. If the final marker returns, complete it or botch it to its discard pile. Claim Commission immediately if a new completion finishes Gig + Racket + Score.
4 Endgame
Commission Card + 20 Respect ends the game; otherwise flip Moon Phase.

Town Planning Ledger

Federal Rebuilding Priority

When a Precinct respawns, place it in the first Unoccupied District on this list for its home Borough. Starting Turf labels show setup placements.

Borough # District Zone Type Setup Start
Manhattan 1 Sugar Hill Rum Speakeasy High Society Police Precinct
2 East Harlem Whisky Speakeasy 3 Runners
3 The Tenderloin Gin Speakeasy
4 West Side Dock 3 Runners
5 The Bowery Dock
6 Five Points Ghetto SH + Boss + 2R
The Bronx 1 Morris Park Rum Speakeasy High Society Police Precinct
2 Belmont Whisky Speakeasy 3 Runners
3 Fordham Moonshine Speakeasy
4 Throggs Neck Dock 3 Runners
5 Hunts Point Ghetto SH + Boss + 2R
Queens 1 Richmond Hill Gin Speakeasy High Society Police Precinct
2 Astoria Rum Speakeasy 3 Runners
3 Flushing Moonshine Speakeasy
4 Whitestone Dock
5 Jamaica Dock 3 Runners
6 Corona Ghetto SH + Boss + 2R
Brooklyn 1 Williamsburg Gin Speakeasy High Society Police Precinct
2 Coney Island Whisky Speakeasy 3 Runners
3 Red Hook Moonshine Speakeasy
4 Sheepshead Bay Dock 3 Runners
5 Brownsville Ghetto SH + Boss + 2R
Staten Island 1 Stapleton Ghetto Police Precinct
2 Westerleigh Dock
3 Tottenville Dock

Police Raids

Trigger: Rat with 1+ Heat, or 5th Heat. Target = most Heat markers (ties go to most recent).

1. Precision Strikes — Each Precinct hits 1 adjacent District (same Borough) Controlled by the Target.
2. Biggest Op — Highest total units (Mobsters + Barrels) in hit Districts; Target picks ties.
3. Penalty — Per hit: pay $1,000 to keep all, or lose all Liquor + arrests by Muscle Ratio (1-2=1, 3-4=2, 5+=3).
4. Rebuild — Respawn destroyed Precincts via this Ledger, then clear Heat.