SONS OF ANARCHY: MEN OF MAYHEM “On the fringe, blood and bullets In Sons of Anarchy: Men of Mayhem, territories to yield. Negotiate, threaten are the rule of law, and if you’re a players control rival Gangs, competing and ally with rival Gangs when it man with convictions, violence is to be the most successful outlaw serves your needs, but be wary of the inevitable.” – John Teller club. Each turn, players choose what inevitable knife in the back. The Gang Founding Member SAMCRO Sites of interest to fight for and what with the most cash at the end wins. GAME CONTENTS Clubhouse Cards & Blinds Heat Tracker Game Includes Each Gang has a Clubhouse Card Every Clubhouse Card 4 Clubhouse Cards that serves as their base of operations has a Heat Tracker on 4 Player Blinds and details all the Set Up and special the right hand side. 24 Site Tiles rules for the Gang. Each Gang also As you play the game 36 Anarchy Cards has a matching screen to stash their and commit crimes, 4 Hardcore Anarchy Cards Cash, Contraband and Guns behind. you’ll inevitably draw 1 Reaper Patch the attention of law 4 Dice enforcement. The Heat Tracker marks how much police attention you’ve got. Place your Heat Tracker first Heat Token on the “1st Heat” spot of your Heat Tracker. As you gain more Heat, your Heat rises up your SAMCRO’s Unleaded Clubhouse Card card. Each Clubhouse Card is two sided. One side is “Unleaded”: all the Gangs’ Starting Amounts Unleaded sides are the same. On the The bottom of each Clubhouse Card back is the “High Octane” side. Each lists the amounts of Cash, Guns, Gang’s High Octane side has different Contraband, Heat, Gang Members starting assets, unique rules and and Prospects you’ll begin the game abilities. with. Each Gang’s Unleaded versions are the same. They vary on the High SAMCRO Octane sides. CLUB ORDER may As your turn, you may Issue an Order to: not 4TH HEAT traffic SPEND MAX 1 limit RD High Octane Special Rules GANG RULE HEAT 3 1 Take an extra cash each time limit you SELL one or more Guns. The High Octane Side of every 2ND HEAT 2 3 limit Clubhouse Card has two special rules BASE ORDERS HIGH OCTANE 1ST HEAT 3 that are unique to that Gang. For STARTING no heat ASSETS no limit 5 3 0 1 2 3 © 2014 Fox full details on playing with the High SAMCRO’s High Octane Side Octane Rules, see pg. 3. 1 Site Tiles Dudes There are two types of Site Tiles: The game includes two Starting Sites and Random Sites. types of Dudes for each Starting Sites are used in every Gang: Members, on Mayan Dudes game and always begin on the table. motorcycles, and Prospects, on foot. Starting Sites are printed the same, When only one Gang has Dudes on a front and back. Site, they have Control of that Site. Random Sites are placed face down Anarchy Cards during Set Up and The Anarchy Deck will vary from game is a mix of four to game. Random types of cards: Sites have a Obstacles, Hassles, Reaper symbol on Opportunities and Last Calls. Together, the back. Random Site Back Reaper Patch these represent the The Reaper Patch determines turn unforeseen hazards Starting Sites order. The player holding the Reaper and situations The five Starting Anarchy Card Back Patch goes first and play passes to the Gangs may Sites are always their left. The Gang with the Patch encounter. set up at the wins ties in a fight. If you beat the beginning of every Patch Holder in a fight, you’ll claim the game. The five Patch from them. Starting Sites are the Charming Starting Site Police Station, St. Thomas Hospital, Emergency Room, Cut & Bag Op and Gun Factory. Guns are Prohibited at two Starting Sites, the Hospital and Police Station. Guns may not be used at these Site. Random Sites The game includes 20 Random Sites, 6 of which are used in each game. Each Site has a A Selling Boost special rule or two that may be Exploited if you Control the Site. Some Random Sites have a “Boost”: an additional action you can take when you Control the Site. SAMCRO 2 GAME SET UP Starting Amounts All players receive the amount of Cash, Guns, Contraband, Members, Prospects and Heat pictured along the bottom edge of their Clubhouse Card. Note: Unused Members and Prospects should be set aside for now. They form the Recruit Pool of Dudes you may add to your Gang later. Hidden Assets Hide your Cash, Guns and Contraband from the other players behind your stand-up Blind. Keeping your Cash, Guns and Contraband hidden from the other players is important; you don’t want them to know how much you’re holding. Play Area Unleaded Vs. High Octane Set up the play area by placing the As a group, decide whether you’re Public Info 5 Starting Sites. Next, shuffle the playing an Unleaded or High Octane Your Clubhouse Card should be Random Sites and place 6 face down game. In Unleaded games, you fully visible to all the other players. on the table. The Random Sites will must use the Unleaded side of your Members and Prospects in your Gang be revealed as the game progresses. Clubhouse, without special rules. In are placed on your Clubhouse Card. The remaining Sites are set aside. High Octane games, you may choose Place the Heat Tokens you start with either side of your Clubhouse. on your Heat Tracker, starting at the Anarchy Deck bottom of the Tracker. Later, Order Note: Unleaded games are best for Tokens will also be placed in front Remove the red-striped Hardcore new players! Anarchy Cards from the deck. Shuffle of your Clubhouse Card. How many the Anarchy Deck and place 15 Cards Choosing Gangs Dudes, Heat and Orders you have are face down in a pile on the table. Set To start the game, each player rolls always Public Info! the remaining Anarchy Cards aside; a dice. The player with the highest they won’t be used this game. The 15 result picks which Gang they want to cards serve as a game timer: when play and takes their Clubhouse Card. You are now ready to begin! you reveal the last 3 Anarchy Cards, it Proceeding to their left, the other means it’s the last turn of the game. players each pick a Clubhouse Card. Note: For details on Hardcore The last player to pick also receives options, see pg. 14 the Reaper Patch and will start play the first Round. 3 KEY GAME CONCEPTS The Reaper Patch Heat Members are the core of Holding the Patch means your Gang Heat is an indication of your Gang: protect them has a tactical advantage over your how much attention your and make sure you always rivals. The player currently holding Gang has drawn from have at least 1 Member available, the Reaper Patch is called the Patch law enforcement. The should you need a scapegoat! Holder and has two advantages: more Heat you have, the harder it is to conduct business. Gain too much Art of the Deal The Edge Heat and one of your Gang Members You may trade Cash, Guns and The Patch Holder’s Gang wins ties will be arrested, Taking the Fall for Contraband with other players at in Throwdowns (for full details on your Gang. any time for any reason. Trying to manipulate the other Gangs for your Throwdowns, see pg. 11). Taking the Fall At the end of the game, if the Patch Any Gang that exceeds 4 Heat personal advantage is part of the Holder is tied for victory, the Patch Tokens must immediately have one game. Be warned! Talk is cheap; no Holder wins (for full details on winning of their Members Take the Fall: return deals are binding. Just because a rival the game, see pg. 10). a Member to their Recruit Pool and said they would do something doesn’t discard all but 1 Heat Token. You may mean they are required to stick to their word. Let the player beware… Patch Order choose a Member in the Emergency The Patch Holder goes first in every Room to Take the Fall. Note: Orders, Heat and Dudes may Game Round. Play then passes to Note: Taking the Fall always drops not be traded to other players their left. your Heat down to 1, regardless of Patch Order also applies in other how much Heat you gained with Sportsmanship Don’t be an ass. We play games to situations, such as certain Anarchy your lawless action. have a good time. If you’re being an Cards and Calling for Backup during Right to Remain Silent ass, your friends aren’t having fun. Throwdowns. Anytime the order of If you must Take the Fall but have zero Remember, it’s only a game. Blood play is important, Patch Order applies. Members in your Gang, there’s no feuds end when the game does! Having first turn advantage in a critical one left to blame, your Gang has been moment, or the Edge in Throwdowns, disbanded, you’re out of the Game. can make all the difference. Claiming the Patch The Reaper Patch can change hands in two ways: • If you Control and Exploit the Charming Police Station Site, claim the Patch. • If you defeat the current Patch Holder in a Throwdown, claim the Patch.
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