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How To Play

MOBopoly


Rules of the Game

© 2009 Copyright Creative Strategic Games, LLC

Official Rules & Instructions

A Brief Idea of the Game

Your purpose is to gain complete control of the city. You’re a Mob Boss, head of your "family". You direct your underworld workers, called "Thugs" as they seize businesses and attempt assassinations. Your must protect your own businesses while attempting to expand your organization and simultaneously eliminate your competition.

Equipment

1. The Board which is a map of the city contains spaces representing businesses (and the amount of money the owner collects when a "Pay Day" Card is drawn), public property, streets, a freeway, subway stations, and the Mob Boss’s Penthouses. The board is divided into six identical sections as well as (four) Assassination Outcome Charts giving directions for determining the outcome of any assassination attempt.
2. Six tall pieces, each a different color, are the Mob Bosses, and the smaller pieces are the Thugs
3. A set of white cards contain instructions which must be followed immediately.
4. A set of red cards contain instructions which can be delayed or sold to another player.
5. Script money.
6. A pair of dice.

Preparing to Play

1. From two to six players may play MOBopoly. Each player chooses one of the six sections of the city as his or her home base. Direct opposite sections would be used for two players, every other section for three, etc.
2. The Property in the section of town where a player begins does not belong to him/her. Each player may seize or purchase property anywhere in the city.
3. Each player places his/her Mob Boss in the Penthouse (the triangular property just above the spaces marked with “S”) of matching color.
4. Each player also gets three Thugs of his/her respective color. One is placed in each of the three street spaces marked "S" next to your Mob Boss’s Penthouse.
5. One player must volunteer to act as Banker to receive and dispense money and serve as custodian for unemployed Thugs. The Banker must keep his personal funds separate from the Bank’s funds, and, while acting as Banker, must be completely ethical and honest.
6. The Banker gives each player, including himself/herself, a total of $2000.
7. Each player rolls the dice; the player with the highest total plays first. Play rotates clockwise from that point. (What happens if there is a tie for this?)

The Basic Goal

The basic goal of the game is to eliminate your competitors so that you have complete control of the city. The Mob Boss is the head of the family and must be protected at all costs. When you succeed in assassinating the Mob Boss of a competing family, all his or her Thugs become yours, as well as all his cash and Red Cards. That player must retire from the game and play continues until there is only one surviving Mob Boss.

If total control of the city cannot be achieved by any player in the time available, a time limit game may be arranged. At a time agreed upon by all players, the game will stop. The player with the largest amount of cash (including an allowance of $100 for each active Thug) is the winner.

To gain control you will need money to hire Thugs, buy property and transportation, and pay incidental expenses. Your initial strategy might be to obtain some profitable sources of income. Note that the more of one type of business you control, the more money you earn when a White Pay Day Card is drawn. Thus, six of the same type of business pays better than six different businesses.

Steps During Each Player’s Turn

1. Roll the dice
2. If the total of the dice is:
A. An odd number (3, 5, 7, 9, or 11) draw a White Card. Read the card aloud and act upon it immediately. Return the card to the bottom of the White Card deck.
B. A double (e.g. two 3’s) draw a Red Card. Read the card silently to yourself. You may act upon it immediately or you may save it and act upon it at some later turn. You may sell a Red Card to any other player for whatever price you can get. As soon as any card is used it is returned face down to the bottom of the pile from whence it came.
3. There is no limit as to how many Thugs you may employ. (Non-playing Thug colors can be used to supplement your Mob Boss’s employed Thugs.) For each additional Thug you employ, you pay the bank $100. Each Thug is then placed in your Employment Agency and is available for immediate action.
4. You may purchase up to three additional Red Cards on each turn from the bank. The first card cost $200. The second card cost $300 and the third and final card you may buy during a signle turn cost $500. The use of Red Cards is outlined under item 2 above in this section.
5. You may now move your pieces the number of "moves" shown on the dice. Moving any piece one space is one move. Sometimes the total on the dice must be adjusted according to instructions on Red or White Cards. You may purchase additional moves from the bank for $100 each.
6. At the end of your turn you may call for an assassination attempt if you are in the proper position (as described below) and if you wish to do so.

Moving Pieces

1. Pieces can move along streets from any spaces to any adjacent space but not diagonally.
2. Only one piece can occupy a street space at any time. No other piece can move through an occupied street space or stop there. Thus, for example, two pieces side-by-side can block a street. The exception is that a Mob Boss may move through his own Thugs, but could not stop on the same street space.
3. A piece can move from a street space to any adjacent property, or from any property to an adjacent unoccupied street space.
4. A piece can move into and out of a property on the same turn.
5. A piece can not move directly from one property to an adjacent property. It must go by way of the street.
6. Two or more pieces may simultaneously occupy Freeway spaces and Properties. Thus, the Freeway can never be blocked.
7. A piece can move on or off the Freeway only at one of the six street intersections.
8. During your turn, each piece on or arriving at a Subway Station may be immediately transferred to any other Subway Station for a count of one man move.

Gaining Control of Property

1. You may gain control of a property in one of three ways:
Seizure: The first piece to move into a business property controls that property as long as it stays there. If it moves out (or is assassinated there) the property belongs to whoever occupies it next.
Purchase: An unoccupied business property anywhere in the city may purchased for $1000 paid to the bank. You may purchase property only during your turn and may directly station a Thug on the newly purchased property. If that Thug leaves the purchased property (or is assassinated there), the property belongs to whoever occupies it next. Only properties with Pay Day values shown may be purchased. The same individual property can not be purchased twice on the same turn.
Assassination: By assassinating an opposing Thug who has control of a business property, you would gain control of the property as well as eliminated one of your oppositon

Pay Day

Pay Day for all players occurs when a White Card marked "Pay Day" is drawn by any player. Each player computes how much money he collects from the Bank according to the number of businesses s/he controls. For example, if you control all six Bootlegging business locations, you would collect $2000 when a "Pay Day" card is drawn; five pays $1000; one or two pays nothing.

Assassination Attempts

1. At the end of your turn (and only at the end of your turn) you may call for an assassination attempt if your piece(s) are properly positioned in relation to your intended victim.
A. When intended victim is on the street, you must position one, two or three of your pieces on street spaces or property immediately adjacent to (not diagonal to) the intended victim. Each piece must occupy a different space or property to gain a numerical advantage on the intended victim.
B. When intended victim is on Freeway or on a Property, you must position one, two, or three of your pieces in the same space that is occupied by the intended victim.
2. Roll the dice and consult the outcome of assassination attempts chart for the result. The more assassins you have in position, the more likely it is that the attempt will succeed.
3. Any "dead" pieces are removed from the board and are made available to the player as new Thugs.
4. Several assassination attempts may occur during one turn if a player can position his/her assassins properly. The outcome of each attempt is determined separately by another roll of the dice, the player clearly indicating in advance which roll applies to which intended victim. An intended victim can be attacked only once during any one player’s turn.
5. When the intended victim is a Mob Boss, at least two Thugs must participate. One Thug can not attack a Mob Boss unaided.
6. A Mob Boss may participate in assassination attempts against Thugs or other Mob Bosses, although in general it would be unadvisable. One Mob Boss could attack another Mob Boss alone, but it would be the act of a desperate man.
7. Only one assassination attempt is allowed per piece per turn.

Questions that may arise later

1. May two or more players gang up against a third player? Yes, one player may ask a second player to help him in an assassination attempt of a third player. If agreed, the first player could move the second player’s Thugs as his or her own during his turn. This is known as power of attorney. We would suggest that both parties work out the details of this agreement before a joint assassination is completed for the results could greatly alter the outcome of the game.
2. May a player extort money from others? Certainly.
3. Does a player extorting money from a second player have to honor his or her commitment? Of course not.
4. Should a Mob Boss travel to collect pay-offs? It’s your choice, and each situation is different. Keep in mind that the money received can be used, if necessary, to buy Red Cards or additional man moves to get your Mob Boss to a safe spot.
5. What happens if a player goes broke? If a player owes more money than he or she can pay, s/he must retire from the game. All his or her pieces are removed from the board. A player can receive cash from the Bank in the amount of $50 for each thug removed from the board. A player can sell his or her Red Cards to any other player at any agreed price.
6. Why would a player want to purchase property instead of acquiring it by seizure? Money is power. Thus, a wealthy player can move additional Thugs to desired locations instantly for the purpose of an assassination attempt, or to add a desired business location.

Copyright ©2009 ~ Creative Strategic Games, LLC
610 Hembree Parkway, Suite 407
Roswell, GA 30076-3817 USA
asharp@mobopoly.net ~ 678.525.5046