How to play Nothing Personal Official Rules

By: Dennis B. B. Taylor

Rules of the Game: Nothing Personal

Hey there! Ready to dive into the exciting world of “Nothing Personal”? Well, you’ve come to the right place! Today, I’m going to walk you through all the rules you need to know to play this awesome game. So, let’s get started!

First things first, let’s talk about what you need to play. You’ll need a game board, a deck of Influence cards, a deck of Gangster cards, some Influence markers, and a bunch of Family Influence tokens. Oh, and don’t forget about the Execution and Favor cubes – they’re pretty important too!

Alright, now that we’ve got all the pieces in place, let’s delve into the gameplay. The objective of the game is to gain as much influence as possible by recruiting gangsters into your family and completing secret agendas. Trust me, it’s not as easy as it sounds!

Each round, players take turns performing actions. You can move your gangsters, control districts, carry out hits, and even make deals with other players. Keep in mind that you can only perform one action per turn, so choose wisely!

Here’s a little something to watch out for: other players can interfere with your plans. Yeah, it’s a bit rough, but that’s what makes the game so exciting. So, keep an eye out for those pesky rivals!

Now, let’s talk about recruiting new gangsters. You’ll need Influence cards for this. Each card has a number, and you must play cards equal to or greater than the number printed on the gangster’s card to recruit them. It’s all about finding the right match and adding them to your family!

Once you have your gangsters, you can assign them to districts on the game board. Controlling districts gives you great advantages, like extra influence or the ability to place family influence tokens. So, choose your districts wisely and make the most of your gangsters!

Alright, let’s move on to secret agendas. Every player has a secret agenda card that they need to complete to earn extra influence. These agendas can be anything from controlling a number of districts to carrying out specific hits. It’s all about strategy and playing your cards right!

One more thing before we wrap up. Remember those Influence markers and Family Influence tokens? Well, you’ll be using them to keep track of your influence and mark your territory on the game board. The more influence you have, the better chances you have of winning the game!

And there you have it – a complete rundown of the rules for “Nothing Personal”! I hope you’re ready to jump into the action and experience all the thrills this game has to offer. Good luck and have a blast!

How to play Nothing Personal Official Rules UltraFoodMess

How to play Nothing Personal Official Rules UltraFoodMess

  • 1 Game Board
  • 5 Player Boards
  • 80 Money Tokens
  • 125 Player Influence markers
  • 25 Neutral Influence markers
  • 50 Gangster Cards
  • 94 Influence Cards
  • 5 Wood Scoring Meepsters
  • 5 Checkmark markers
  • 8 Gold-Tone Blackmail Coins
  • 2 Silver-Tone Omerta Coins
  • 1 Gold-Tone Capo Ring
  • 3 Six-Sided Dice
  • Instructions

Setting Up the Game

So, you’re ready to play! Let’s get started by setting up the game. You’ll need a few things to begin. Here’s a list of everything you’ll find in the box:

– A game board

– Five player boards

– Eighty money tokens

– One hundred and twenty-five player influence markers

– Twenty-five neutral influence markers

– Fifty gangster cards

– Ninety-four influence cards

– Five wood scoring meepsters

– Five checkmark markers

– Eight gold-tone blackmail coins

– Two silver-tone omerta coins

– One gold-tone capo ring

– Three six-sided dice

– Instructions

Now that you know what you have, let’s move on to the next step!

Setting Up the Game

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When we play the game, we need to set up the board first. It’s important to make sure it’s easily accessible to all players. I choose my family and take my Player Board. I also get a Scoring marker, all 25 Influence markers, and $5.

One of the Gangster cards, “Killer” Mac Pheeto, goes face-up in the Capo position. The rest of the cards are shuffled, and the first card is placed face-up in the 8th position, known as the Underboss. Then we go down the line, placing cards in the 7th (Counselor), the 6th, the 5th, and finally the 4th position, which we call the Bean Counter.

If we ever deal a card that matches the type of any Gangster cards we’ve already dealt (Thug, Hitman, Conman, Gambler), we remove it and replace it with a different card. We continue doing this until all the Gangsters in positions 8 to 4 are of different types.

I’m going to mix up all the Gangster cards that are left and deal them into positions 3, 2, and 1, and also shuffle the three remaining Associate positions.

All the rest of the Gangster cards need to be placed face-down on the marked area of the board. This will become the Gangster Deck.

Next, I’ll shuffle all the Influence cards and give four to each player. The remaining Influence cards need to be placed face-down on the marked area of the board. This will become the Influence Deck.

I’ll put a Checkmark on the first space of the Phase Track called “The Commission.” Then, I’ll place the other four Checkmarks near the Phase Track. The player who looks the most like a mobster gets the Capo Ring and becomes the First player. If the players can’t agree, the first player to accurately quote a line from a Gangster movie gets to go first.

Alright, here’s how the game starts. First, the player wearing the Capo Ring goes first. Then, we go clockwise, with each player putting one Influence Marker on any Gangster on the board. We do this three times, so everyone has three Influence Markers on the board.

Any unused neutral Influence markers and Coins are put near the board so that everyone can reach them easily.

Now, each player puts their scoring token on the “0” spot on the Respect track.

What’s the Goal?

The goal of the game is to earn the most respect for your family. You do this by controlling important Mafia members in different positions over five turns.

How to Play

Nothing Personal has five rounds, and in each round, we try to gain the most Respect by controlling important Mafia members. There are six phases in each round:

How to play Nothing Personal Official Rules UltraFoodMess

Meet the Gang

Let’s learn about the different characters you’ll encounter in the game:

  • You have The Commission, a powerful organization that sets the rules.
  • Then there’s The Crew, a group of skilled gangsters that you can recruit to your team.
  • The Fence is the go-to person for all your illegal operations and deals.
  • The Feds are the law enforcement, always trying to catch you in the act.
  • Lastly, we have The Family, a loyal group of gangsters that can help you out in various ways.
Keeping Score

Before we dive into the gameplay, let’s understand how to keep score:

  • We’ll go through each phase and resolve all the actions one by one.
  • Once we finish the Bookkeeping phase, a round is complete.
  • After each round, we’ll use a Checkmark to mark our progress.
  • When all 5 spaces on the Bookkeeping phase are filled, the game comes to an end.
Taking Turns

Now let’s talk about the turn order:

  • We’ll take turns in a clockwise order, starting with the player who has the Capo ring.

Phase I: The Commission

During The Commission phase, we’ll be using Influence cards to gain control over Gangsters and perform other influential actions.

When we start playing, each of us needs to choose what we want to do next. Here are a few options:

  • If we have an Influence card, we can play it and add Influence markers to our chosen Gangster(s).
  • If we don’t want to play the card, we can discard it and do what the card says. Or we can just discard the card and add one Influence marker to any Gangster, ignoring the rest of the card’s instructions.
  • If we’re not sure what to do or don’t have any more actions to take, we can pass and skip the rest of the Influence phase.

During the Influence Phase, we each take turns – starting with the Capo – to take one action or pass. Once everyone has passed, the Commission phase is over.

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Adding Influence Markers:

When I play an Influence card, I can add Influence markers to a specific type of Gangster listed on the card. The types of Gangsters are Thug, Hitman, Gambler, and Conman.

First, I play the Influence card. Then, I look at the color icons on the card and place the corresponding number of Influence markers on ONE Gangster. It’s important to follow these rules while placing Influence markers:

  • I must place all of the Influence markers listed on the played Influence card, even if my own Gangster already has the maximum number of Influence markers. If I cannot place all the markers, I cannot play the card to add Influence.
  • I can divide the Influence markers among multiple Gangsters. For example, if an Influence card shows multiple icons, I can place the markers on any combination of Gangsters that match those icons.
  • When it comes to influencing Gangsters, it’s important to understand how certain markers work.
  • One thing to keep in mind is that you cannot split Influence markers of one type between different Gangsters.
  • If there are no Gangsters on the board that match the type shown on an Influence card, you won’t be able to place any markers of that color.
  • Each player is limited to a maximum of twenty-five Influence markers for their family.

For example: Let’s imagine I have an Influence card with a 3 Conman (yellow) icon How to play Nothing Personal Official Rules UltraFoodMess, but I only have two Influence markers in my possession. Therefore, I cannot play this card to place yellow Influence. On the other hand, Eric has an Influence card with a 3 Thug (purple) icon How to play Nothing Personal Official Rules UltraFoodMess and a 1 Gambler (green) icon How to play Nothing Personal Official Rules UltraFoodMess.

Okay, here’s the deal. I’m gonna tell you about this game I’ve been playing. You gotta put some markers on these characters called Thugs and Gamblers. The thing is, you can only put three markers on one Thug. Can’t split ’em up. And if you only have two markers left, you can’t put any on a Thug. Only on a Gambler, and just one marker.

How to play Nothing Personal Official Rules UltraFoodMess

Red Icons

Hey there! Let’s talk about these cool red icons on some cards. Instead of showing a Gangster type, they have a number and a position. Don’t worry, I’ll explain. When you see a red icon on a card, it means you need to place an Influence marker on the Gangster in that position, no matter the Gangster type. Sounds interesting, right?

For example, let’s say you have an Influence card with a red “3” and it says “Third Guy”. Now, it’s time to take action! You place three Influence markers on the Gangster in the Third Guy position, without worrying about who or what type of Gangster card it is. Easy peasy!

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Letting Go of an Influence Card

You can choose to discard one of your Influence cards and take the action written on it.

OR

If you discard an Influence card, you can place an Influence marker on any Gangster on the board. This means that player can only do what’s instructed on that card and can’t use any other privileges.

Using Influence Cards Again

If you haven’t passed in the Influence phase, you now have the option to do “The Ante”.

The Ante

When you want to play another Influence card, you can pay money to the bank along with playing the card. This additional amount is called the “Ante” and will increase the cost of playing more Influence cards.

You know, when you’re playing this game, it’s important to keep in mind how much money you have. That’s because any player who wants to play or discard an Influence card has to pay at least as much money as the Ante. You can also pass if you don’t want to pay.

Let me give you an example to make it clearer. Imagine all the other players have already played an Influence card or passed. Now, it’s Tom’s turn. He plays an Influence card and puts $4 on the table. Those $4 go to the bank, and now the Ante is $4.

Next up is Bob, and he wants to play an Influence card too. Bob has to pay at least $4 to the bank or pass. But Bob decides to pay $4 and adds $2 more. Then, he finally plays his Influence card.

Now it’s Steve’s turn, but he’s not having a good time. He gets frustrated and throws down his cards. He only has $5, and he needs to have at least $6 to play more Influence cards. He could get the money by discarding one of his cards, but he doesn’t want to lose any of them because they’re valuable.

When playing the game, we take turns playing Influence cards. It’s important to note that we can choose to discard an Influence card at any time to get $8. Once we decide to pass, we can no longer play any more Influence cards for the rest of the round.

Passing

Once all players have passed, the Commission phase ends, and the Checkmark is moved down to the space labeled “The Crew”.

Influence Cards – Other Effects

Some Influence cards have additional effects that occur after placing the Influence markers.

How to play Nothing Personal Official Rules UltraFoodMess

For example: I have a Hitman (blue) Influence card, and it has a special ability. The ability says, “After I place an Influence marker, I have to let another player place one Influence on any Gangster.”

So, first, I place my three Influence markers. Then, I choose someone else to place one of their Influence markers on any Gangster.

If a card says, “pay $5 to place an additional influence,” that extra influence has to go on the same Gangster as the rest of the influence from that card.

Special Abilities with “OR”

Some Influence cards have this keyword. Instead of placing Influence markers, they can use their special ability. There are more details about these cards at the end of the rules.

Playing During The Crew

These Influence cards can be played at any time during The Crew phase, not just during The Commission phase. If you decide to play these cards during The Crew phase, you’ll need to give $5 to the bank to play the card.

Doing this might change who controls the Gangster (you can find more information on this in the section called Controlling the Gangster – The Crew phase).

Blackmail

Certain Influence cards let you place Blackmail coins. You can learn more about Blackmail on page xx.

II. The Crew

During The Crew phase, the following steps happen in order:

  1. Starting from the Capo and going down, you figure out who controls each Gangster.
  2. You calculate how much money and Respect each position receives or loses.
  3. Starting from the Third Guy and going up, the player in control of each Gangster picks an action for that Gangster.

1. Controlling the Gangster

Let’s talk about the Capo Gangster (#9) and who has control over them. It’s pretty simple, really. Just look at the Influence markers placed on a Gangster to see who is in charge. The player with the most markers gets to call the shots and collect money and Respect for that Gangster.

But sometimes, there’s a twist. There are two cases where no one will be in control of a Gangster:

  • If there are no Influence markers on the Gangster.
  • If the neutral Influence markers have the most influence on a Gangster.

And what if there’s a tie between multiple players for Influence on a Gangster? In that case, the player with the Capo Ring gets to make the final decision. They can use any method they want to figure out who gets control. (Check out the “Negotiation” page on 9 for more info.)

“Play at Any Time”

Hey there! I’m here to tell you all about how you can gain control of a gangster in the game. It’s pretty cool, so let’s dive right in!

In the game, there’s a card called the “play at any time” card. You can use this card to add Influence markers to a Gangster and take control of them, even during The Crew phase. And the best part is, multiple players can use these cards on the same Gangster during the Influence phase.

But what happens if there’s a dispute when using these cards? Well, it’s simple. The cards are resolved in the order they were played. The player who played their card first gets to place their Influence markers first. Easy, right?

Now, let’s talk about timing. If there’s a question about when to play these cards, here’s what you do: the player with the Capo Ring goes first. If nobody has the Capo Ring, then it’s the player who is closest clockwise to the one with the Capo Ring. Makes sense, doesn’t it?

Controlling the Capo

Here’s something interesting: if you’re the one who controls the Capo, you get to be the first player! You’ll even get to wear the Capo Ring. But if nobody controls the Capo, the player who currently has the Capo Ring gets to keep it. So, it’s all about getting that control!

When a new player has the most Influence markers on the current Capo, the Capo Ring moves. This can happen at any time, even in the middle of a phase!

2. Figuring Out Money And Respect

First, let’s start with the Capo Gangster (#9) and calculate how much money and Respect the player who controls that Gangster gets. Now, it’s important to note that you can actually lose Respect and/or money for controlling a Gangster!

Each Gangster card and the Gangster’s position on the board have their own modifiers for money and Respect. You need to add up these modifiers to figure out the total money and Respect for that Gangster.

For example: “Eager” Jim Redio is in the Racketeer Position. If you’re the one controlling him, you’ll get 4 Respect points (2+2) and $3 (1+2). On the other hand, if Mikey “Jaws” Rudmanilli is in the Underboss Position, the player controlling him will lose 4 Respect (2 + 2) and gain $5 (2+3).

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Playing the Snitch Card

You can play the Snitch card anytime to instantly send a Gangster with ten or more Influence markers to Prison. By playing this card, you can prevent the controlling player from collecting money and Respect, as well as from taking any Gangster actions.

3. Taking a Gangster Action

Once the money and Respect for each Gangster have been calculated, it’s time for each Gangster to take an action. The Gangsters will take turns based on their numbered order.

Starting with the Third Guy Gangster (#1), you decide which action to take with that Gangster. You can choose ONE of the following actions:

  • Use the special ability for the Gangster’s position (as printed on the board);
  • Use the special ability for that specific Gangster (if applicable, as printed on the card);
  • Make a Move against another Gangster;

Let’s talk about a fun game called “Gangster!”

When I start the game, I become the Capo, which means I’m in charge. I get to take the first action! But before I do that, I ask the other players if they want to “Eat a cannoli and do nothing.” That’s just a fancy way of saying they can pass and not take any action. If they choose that option, we move on to the next player in line.

Now, let’s say the second player, who we’ll call Second Guy (#2), decides to do something. They can choose from a variety of actions, like “Enhance a Gangster with an Upgrade” or “Place a Gangster on a Building.” This goes on until the Capo, that’s me, takes an action. Once I do that, Phase B of the game ends.

So, in summary, the game goes like this:

1. I, the Capo, start by deciding on an action.

2. I offer the other players the option to pass and do nothing.

3. If anyone chooses to do something, they take their turn.

4. This continues until I take an action, and then Phase B is over.

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“Shaking Things Up”

Some gangsters like to make their move and change their position in the organization. It’s called “Shaking Things Up.” When I want to make a move, I can only do it on a position that’s right next to me, like the arrows on the board show. Here’s how I do it:

  1. I roll the Move die and then add the number I get to the Respect that’s already printed on my gangster card. But I don’t add any extra Respect from my current position.
  2. If the total number is more than the position number of the target’s position, I succeed. But if it’s not, it’s a failure.

If my roll shows a How to play Nothing Personal Official Rules UltraFoodMess, that means my move is a success, no matter what. But if I roll a How to play Nothing Personal Official Rules UltraFoodMess, it’s an automatic failure, and it also kills my gangster who was making the move.

Example: Let’s say I’m playing a game, and I want to make a move on the Racketeer position, which is number 5. In order to succeed, I need to roll a 6 or higher.

Guistono’s card has a Respect value of 2, so I need to roll a 4 or higher (2+4=6). I roll a 3, which gives me a total of 5 (2+3=5), so unfortunately, I fail to make the move.

How to play Nothing Personal Official Rules UltraFoodMess

When you make a move in the game, a neutral Influence marker is added to the Gangster card you used to make the move. It doesn’t matter if the move succeeds or fails, the marker is added unless the Gangster is dead.

Now, let’s talk about what happens when you successfully make a move. You get to swap places with the target Gangster. Both you and the target Gangster are turned sideways to show that you can’t take any more actions this turn. No special powers or additional moves for you!

But that’s not all. When you successfully move, you get to steal 4 Respect from the player who controls the target Gangster. You move your Respect token up by 4 spaces, while the target Gangster’s controller loses 4 Respect. And don’t forget, a neutral Influence marker is added to your Gangster card to show your success.

Failure – It’s like when the Gangsters try to switch places, but they end up staying where they are.

If I’m the one in charge and I fail at making the switch, it’s a big blow to my reputation. I lose 4 Respect points, and it’s humiliating. Plus, there’s this Influence marker that gets added to the Gangster who tried to make the move. It’s like a reminder of their failed attempt.

Death – If the Gangster trying to make the move gets caught and killed, things take a dark turn.

All the Influence markers on that Gangster go back to their owners. And the Gangster? Well, they end up “Sleeping with the Fishes.” It’s a way of saying that they’re out of the game.

Second Chance Die Roll

Here’s a way to turn things around. You can pay $10 to take another shot at rolling the die. Anyone can do it, not just the person who tried to make the move. And you can do it as many times as you want.

Let me give you an example: Let’s say I’m Ryan, and I’m trying to make a move on Geoff. I roll the die and get a “4,” but I needed a “5” to succeed. So I decide to shell out $10 for another try. And guess what? It works! I roll a “5” and finally make the move!

Tom, still seething from being betrayed earlier, decides to shell out $10 to make Ryan roll again. To Tom’s chagrin, Ryan rolls a “1”. Not to be outdone, Ryan spends $10 for another re-roll, but luck is not on his side as he rolls a disappointing “3”. However, Ryan is not one to give up easily, so he spends another $10 for a final re-roll, this time landing on a triumphant “5”!

Ryan feels a sense of satisfaction in his victory, but his joy is short-lived when Geoff pulls out $10 and demands yet another re-roll!

Let’s talk about Blackmail now. Blackmail coins come in handy when you want to prevent Gangsters you don’t control from taking action. Here’s how they work:

– When played, a Blackmail coin is placed with an Influence marker. It’s important to note that the Blackmail coin itself does NOT count as an Influence marker.

– However, the Influence marker on the Blackmail coin DOES count when determining control of the Gangster.

So, with Blackmail coins, you have a clever way to manipulate the game and ensure your opponents can’t make their moves as planned. It’s a strategic tool that can turn the tide in your favor.

  • Each gangster can only have one Blackmail coin at a time. You can’t add more Blackmail coins unless you remove the existing one for any reason.
  • If an Influence marker is removed from the Blackmail coin, the coin is also removed.
  • If you use an ability to switch two Influence markers, you can also switch control of the Blackmail coin.

Blackmailing the Controlling Player

After the controlling player receives Respect and money, if there is a Blackmail coin on the active Gangster, you can only choose an action with the permission of the player who controls the Blackmail coin.

If the blackmailer and the controlling player can’t agree on an action, you must use the Pass action with that Gangster. Blackmail coins have no other effect.

Imagine this: I’m in a game where I control Eric “The Voice” Summerino in the Third Guy Position, while you control a Blackmail Token on Eric. I decide to take action by “Whacking” the Capo.

But here’s the catch – you control the Capo, so you refuse to let it happen. So, I change my plan and decide to “Whack” the Bean Counter instead, which Jim currently controls. That’s when you step in and offer to allow it, but for a price – $5.

Now, here’s the twist. I’m not willing to pay that amount, and we can’t reach an agreement. As a result, Eric is left unable to take any action this turn.

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The Fence: Your Source of Influence

Welcome to “The Fence” phase! This is where you can expand your power and gain more Influence cards.

  1. Drawing Influence Cards

Let’s start by drawing some cards. The number of cards you get depends on how many Gangsters you control in your family.

  • If you have 0 Gangsters, you’ll get 4 cards.
  • If you have 1 Gangster, you’ll get 3 cards.
  • If you have 2 or more Gangsters, you’ll get 2 cards.

Remember, you can also buy more Influence cards for $10 each.

During this phase, ties don’t count. If more than one player controls the same Gangster, that Gangster doesn’t count for either family.

  • Buying from the Fence
  • When it comes to expanding your power,

    your options extend beyond drawing cards. For $10 per card, you can buy even more Influence cards from the Fence.

    Once I’ve drawn my cards, I can choose to purchase more Influence cards for $10 each. It’s up to me to decide how many cards I want to buy before actually drawing them.

    IV. Watch Out for the Feds!

    Now it’s time to check if any of my Gangsters have attracted the attention of the Feds. If any of my Gangsters are sideways, I need to rotate them to the upright position.

    1. Attention Check

    Each of my Gangsters will be examined to see if they’ve caught the eye of the government. If any of my Gangsters have reached their maximum Influence level, they will be arrested by the police and taken out of the game. These unlucky Gangsters will be placed in Prison, and all their Influence markers will be returned to me.

    The number of Influence markers required to send a Gangster to Prison depends on the number of players in the game:

    • For 3 players: 9 or more Influence markers
    • For 4 players: 10 or more Influence markers
    • For 5 players: 11 or more Influence markers

    How to play Nothing Personal Official Rules UltraFoodMess

    In a game with 5 players, Eric “The Voice” Summerino has 11 Influence tokens on him. When the Feds phase arrives, he gets sent to Prison.

    Let’s move on to the next step: rotating Gangsters. Any sideways Gangsters from the “Making a Move” action are now rotated back into their original positions.

    Now we come to the Family. It’s time to fill up all the empty Gangster positions on the board. First, we fill the Capo position. Then, we fill the rest of the empty positions, starting from the highest rank and moving downward.

    First, let’s talk about filling the Capo Position. The Capo is the first empty position that gets filled. We take the highest-ranked active Gangster remaining on the board and move them up to the Capo spot. The player who controls that Gangster gets the Capo Ring.

    After filling the Capo position, we move on to filling the rest of the positions.

    Let’s start with the highest open position and work our way down from the Underboss to the Third Guy. Just follow the arrows on the board to fill all the empty positions:

    1. First, choose a Gangster from a space with a lower-ranking number that is directly connected to the empty space with an arrow. If those spaces are empty, choose any Gangster with a lower-ranking number. If there are no lower-ranking Gangsters available, choose an Associate. And if there are no Associates available either, draw the top Gangster from the deck to fill the position.

    For example, if the Underboss position is empty, you get to decide who fills that spot if you’re in control of the Capo. And if the First Guy position is empty, the Enforcer gets to choose who fills it.

    No gangster can be “promoted” to more than one new position. Once a gangster is advanced, they can no longer be promoted to another position.

    Let’s talk about bookkeeping. Put a checkmark on any open square. Get a new checkmark and put it on the first phase called “The Commission” for a new round. When the fifth checkmark reaches the “Bookkeeping” space, the game ends.

    Now, let’s discuss how the game ends. After five complete rounds, when the fifth checkmark reaches the Bookkeeping phase, the game is over. Here’s how we determine the winner:

    1. Take a look at the board and calculate and award Respect for each gangster one more time. No money is awarded, and no actions are allowed for each gangster.

    2. Cash in all of your cards for money, receiving $8 for each card.

    • When I finish playing the round, I trade in my cash for Respect points. Each time I exchange $10, I earn one Respect point.
    • After that, we compare our total Respect points, and the player with the most points wins!
    In case of a tie, here’s how we break it:
    1. If there’s a tie, the player who has the Capo Ring wins. If neither player has the Capo Ring, we move to the next tiebreaker.
    2. If no player has the Capo Ring, then we look at the highest numbered active Gangster controlled by the tied players. The player with the highest numbered Gangster wins. If neither player has any active Gangsters, we go to the next tiebreaker.
    3. If there are no active Gangsters, we compare the amount of money each tied player has. The player with the most money is the winner. If the tied players have the same amount of money, we move on to the next tiebreaker.
    4. If the tied players have the same amount of money, we check the number of Influence markers each player has on the board. The player with the most Influence markers wins. If the tied players have an equal number of Influence markers, we move to the next tiebreaker.
    5. If the tied players have the same number of Influence markers, we look at the number of Influence cards each player has in their hand. The player with the most Influence cards is the winner. If the tied players have an equal number of Influence cards, it’s a tie!

    When you’re playing the game of Gangster Showdown, there are a few rules you need to keep in mind. Here’s how it works:

    – The players each roll a die, and the one with the higher number wins. But if both numbers are the same, then the game is tied.

    – The first player to throw the game off the roof is the winner.

    There are also some different ways you can play the game. Here are two options:

    1. Binding Deals: This is a more controlled version of the game. In this variant, all verbal agreements made between players are binding. For example, if Bob offers Tom $7 to take out one of Ryan’s characters, Tom is obligated to follow through if he takes the money.

    2. Random Setup: In this variant, you start with any Gangsters in the Capo position and others. Simply draw 9 random Gangsters from the deck and you’re ready to play.

    Have fun and enjoy playing Gangster Showdown!

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