NPR-Rulebook-V2 1.Pdf
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1 Rulebook v 1.1 The Capo is getting old, and it’s time to make your move... As the head of one of the Mafia families vying for control of the city’s organized crime network, you’ll need to build your family’s reputation by earning the respect of the other gangsters through influence, negotiation, blackmail, and bribery. Nothing Personal is an intense game of negotiation, cunning, and betrayal as players take control of gangsters, advancing them up the underworld’s chain of influence. Each position and gangster has their own special abilities to give players the edge they need to win. Between the families, deals will be broken and allies will become enemies, but hey—it’s Nothing Personal. Game Setup 1. Each player chooses a family and starts with $5, their family’s blackmail token, and all 25 of their family’s influence tokens. Each player places their corresponding scoring meepster on the 0 space of the scoring track. 2. Place the Vito Copindole gangster card in the Capo position. Shuffle the rest of the gangster cards and fill the remaining positions with gangsters from the top of the gangster deck, then place the gangster deck face-down on its space on the board. 3. Shuffle the influence cards and place the deck face-down along with all the other tokens near the board to use when needed. 4. Place a turn token on the “1. The Business” space on the board. 5. The player that looks the most like a gangster takes the Capo ring and starts the game. The Rundown Nothing Personal takes place over 4 rounds, each with 3 phases: 1. The Business Draw and play influence cards 2. The Crew Activate and score gangsters 3. The Feds Arrest and promote gangsters As you enter a new phase, move the turn token on the board down to the next phase as well. Turn tokens will stay on the “Bookkeeping” area of the board at the end of the round to track the game’s progress. 2 Components plus • 5 REFERENCE CARDS • 1 VENDETTA CARD • 1 VICTORY CARD 1 CAPO RING 54 GANGSTER CARDS 94 INFLUENCE CARDS 1 BLACK MOVE DIE and 1 RED WHACK DIE 5 BLACKMAIL TOKENS 5 GANGSTER “MEEPSTERS” 150 INFLUENCE TOKENS 15 RE-ROLL TOKENS 80 MONEY TOKENS 50 $1 tokens 20 $5 tokens 10 $10 tokens 5 TURN TOKENS NOT FINAL ART 1 GAMEBOARD 8 EXHAUST TOKENS 3 1 | The Business Expand your family’s control over the city’s gangsters through influence cards. 1A. DRAW INFLUENCE CARDS If an effect allows you to place more than 1 influence token on a Starting with the Capo, each player draws 3 influence cards. You gangster, you must place all of that influence on a single gangster. may pay to draw additional cards at the cost of $10 per card, but You cannot split the influence among multiple gangsters unless the you must announce how many cards you are buying and draw them effect specifically says so. all at once. You may not buy cards again this turn. If the card lists an “And” effect, resolve the top before moving to There is no limit to the number of cards you can buy or the number the bottom part. If it lists an “Or” option, choose either the top or of cards you can have in your hand. Unplayed cards remain in your bottom effect to resolve. hand between turns. RESOLVING CARD TEXT 1B. PLAY INFLUENCE CARDS For other card effects, you must resolve as much of the text as you Starting with the Capo and moving clockwise, each player chooses can, ignoring the part(s) you cannot resolve. one of the following actions: If the text says you must do one thing in order to do another thing, • Play an influence card for its listed effect(s) you must be able to resolve the first effect to resolve the second. • Discard an influence card and place 1 influence For example, for “Pay $10 to gain 5 1,” you must be able to pay on any gangster the $10 in order to gain the 5 1. Otherwise, there is no effect. • Pass and take no further actions this phase Players continue taking actions in this order (even if the Capo CONTROLLING A GANGSTER changes) until all players have passed. Once all players have The player with the most influence tokens on a gangster controls passed, proceed to The Crew phase. that gangster. If there is a tie for most influence, the Capo chooses which of the tied players controls the gangster for that instance. ANTE After each player has taken one action, you may add an ante when CONTROLLING THE CAPO choosing your action. Future players must match or raise the current The capofamiglia (or “Capo”) is the boss of the Mafia hierarchy. ante amount in order to play or discard an influence card. If they The player who controls the gangster in the Capo position cannot or choose not to meet the current ante, they must pass. becomes the Capo and takes the Capo ring as a symbol of their authority and prestige. Whenever there is a tie (for any reason), the Capo breaks the tie, even if they aren’t directly involved in the tie. PLACING INFLUENCE Of course, the Capo may be bribed (or threatened) to break a tie When placing influence on a gangster, add 1 of your family’s tokens in a certain way. This tiebreaker ruling is only valid in that particular for each influence added. There is no limit to the amount of instance—the Capo may choose to break the tie another way in influence a gangster can have on them, but beware that collecting future instances. too much influence may attract the attention of the police later in the round. If no player controls the Capo, the Capo ring stays with its previous owner until a new player takes control of the Capo. Most influence cards specify a type or types of gangsters that the influence can be played on. THE ASSOCIATE: GANGSTER IN TRAINING There are 4 gangster types, each with a corresponding icon: You may place influence on the gangster in the Associate position. However, the Associate does not take actions, doesn’t score 1 or 2 , and can’t be arrested during The Feds phase. Think of the Associate as more of an investment for future turns. HITMAN THUG CONMAN GAMBLER For example, if an influence card says to Place“ 2 influence on a NEUTRAL INFLUENCE gambler,” you can only place that influence token on a gangster Some effects add neutral influence to a gangster. with the 6 icon. Gangsters with multiple types fully count as each Neutral influence counts as influence for determining type they have an icon for. gangster control and arrests. In a case where neutral influence “controls” a gangster, no player is considered to control it. 4 2 | The Crew Use your gangsters to earn respect and money for your family and toss a wrench in the plans of the other families. 2A. ACTIVATE GANGSTERS 2B. SCORE GANGSTERS Starting with the gangster in the Soldato position and proceeding in Starting from the Capo position and proceeding in descending ascending order up to the Capo position, the player who controls order down to the Soldato, the player who controls that gangster that gangster chooses one of the following actions: scores 1 and gains money based on the gangster’s card values modified by the position. While rare, it is possible to lose respect • Perform that gangster’s power or money if your gangster has a negative value. • Perform that position’s power • Attempt to Make a Move IMPORTANT! Position modifiers are only used when scoring a • Pass gangster. Whenever you reference a gangster’s 1 or 2 outside of scoring, only use the values on the gangster card itself. As always, if there is a tie for most influence, the Capo chooses which of the tied players controls the gangster for that action. EXHAUST TOKENS Whenever a gangster moves to a higher position by way of Make a POSITION NUMBER POSITION NAME Move, a Whack, or some other effect, place an exhaust (“On the Lam”) token on them to show they’ve gone into hiding after pulling off such a daring feat. GANGSTER NAME GANGSTER TYPE(S) RESPECT VALUE If a gangster has an exhaust token on them when their position POSITION MODIFIERS comes up to take an action or when they would otherwise be activated, the only action you can take is to remove the exhaust token. This is to prevent a gangster getting to take multiple actions MONEY VALUE in the same turn. A gangster can only have one exhaust token on them at a time. GANGSTER’S POWER POSITION’S POWER Scoring Example: You control master safecracker and dabbling artist Lucas Soriano, currently in the Racketeer position. When scoring him, his usually worthless 1 value of 0 is increased by the position’s modifier of +2, so you score 2 1. Likewise, his lucrative 2 value of 3 is made even better by the position’s +1, so you gain $4. 5 3 | The Business Gangsters who draw the attention of the cops are arrested, forcing the Mafia to refill its ranks. 3A. ARREST GANGSTERS Any gangster that has 10 or more total influence tokens on it is arrested. Return all influence on that gangster and discard that gangster to the Prison pile. 3B. PROMOTE GANGSTERS In descending order from the Capo position, fill any empty spaces with the next gangster in line, including the Associate.