PLAYED FOR YOU
Nothing Personal
Who will be the new Capo?
Five Mafia families rival for respect as they want to provide the new Capo. In five rounds you win respect by controlling Mafia members. Each round comprises the phases The Commission - control gangsters, implement influence actions; The Crew - determine control, receive income and respect, gangster actions, The Fence - draw influence cards, The Feds - determine if gangsters are arrested by The Feds, rotate gangsters, The Family - fill empty gangster cases on the board and Bookkeeping - relocate Checkmark and place a new checkmark for the next round. After a final scoring of all gangsters for respect, exchanging cards for money and then converting money into respect you win with most respect.
Die individual gangster have special abilities, they can blackmail or use diplomacy or kill or hit somebody, and so on, and only the first influence card you play is free of charge; all others need to be paid for, the price is at minimum the same as that paid by the previous player. You can also pay for using cards in The Crew Phase to play influence cards, in case of ties for money offered the Capo decides. Behind all those actions is the core of the game - negotiations; you can negotiate using all but respect - money, influence cards, you can promise or threaten or whatever else you see fit, and any agreements reached are not binding!
So don't take it personal, but use the many tactical options to most effectively get the upper hand on your opponents, true to the information given on the box: This is not a cooperative game! Witty, challenging and well-made, albeit after you have mastered the rules which badly need revising.
Players: 3-5
Age: 13+
Time: 120+
Designer: Steve Avery, Tom Vasel
Artist: Team
Price: ca. 50 Euro
Publisher: Dice Tower Designs 2013
Web: www.dicetower.com
Genre: Development, negotiation
Users: With friends
Version: en
Rules: en
In-game text: yes
Comments:
In cooperation with Game Salute
Many tactical choices
Cute, witty text
Chance element of drawing cards and dice decisions is not dominant
Rules needs revising
Compares to:
Other editions:
Currently none
Chance (pink): 1
Tactic (turquoise): 3
Strategy (blue): 1
Creativity (dark blue): 0
Knowledge (yellow): 0
Memory (orange): 0
Communication (red): 3
Interaction (brown): 3
Dexterity (green): 0
Action (dark green): 0