K = Mek
P = Pilot
W = Weapon
WE = Energy Weapon
WB = Ballistic Weapon
E = Equipment
Size = (S)mall, (M)edium, (L)arge
Range = LR, MR, SR, PB
BUILD DECK CARD LIST
Card Name: Type Size Notes:
Destromatic K L -
Hurcutron K L -
Titanicus K L -
Hawklord K M -
Cyclops K M -
Lancer K M -
Phoenix K M -
Mattock K M -
Guardian K S -
Myrmidon K S -
Ranger K S -
Sprite K S -
Grenadier K S -
Wardog K S -
Card Name: Type: Rank: Starting Skills:
Kasper P Green None
Johana P Green None
Icky P Green None
Tink P Green None
Crank P Regular Mechanic
Devos P Regular Martial Arts
Krill P Regular Evasion
Cintia P Regular Gunner
Leyla P Regular Sniper
Zaxxon P Veteran Tactics, Evasion
Ellis P Veteran Mechanic, Gunner
Lodoss P Veteran Martial Arts, Sniper
Sven P Elite Mechanic, Martial Arts, Evasion
Cogan P Elite Tactics, Gunner, Sniper
Card Name: Type: Size: Notes:
Armor E S +5 Hits; Deck has 4 copies
Inertia Field E S -1 Damage from Ballistic Weapons
Absorption Field E S -1 Damage from Energy Weapons
Jammer E S -2 To be Hit by Missiles
Targeter E S +1 To Hit at MR & LR
Jump Jets E S -1 To be Hit
Wings E S -1 To be Hit
Card Name: Type: Size: Range: Notes:
Laser WE S MR Deck has 2 copies
Laser Cannon WE M LR Deck has 2 copies
Particle Accelerator WE L MR
Flamer WE S SR Area Affect
Autocannon WB M MR Deck has 2 copies
Chain Gun WB S SR Deck has 2 copies
SR Missiles W S SR Deck has 2 copies
MR Missiles W S MR Deck has 2 copies
LR Missiles W S LR Deck has 2 copies
Rail Gun WB L LR
Mortar WB S MR Indirect Fire
Hammer W M PB
Energy Sword WE S PB
Vibro-Blade W S PB
Shock Lance WE M PB
Disruptor Mace W S PB
Electro-Whip W S SR
Plasma Generator WE L SR Area Affect
Meson Gun WE L LR
1D6 Skill: Notes:
1 Tactician Reroll 1 target roll once per round
2 Mechanic Repair 1D3 Damage for free in Repair Phase
3 Martial Arts +1 To Hit or Damage at PB
4 Evasion –1 To be Hit vs 1 target attack per round
5 Gunner +1 Attack/round with 1 non-missile/non-HTH weapon
6 Sniper +1 To Hit at SR, MR, or LR
MOBSTERS INTRODUCTION
Multiplayer card game.
Each player is a Mob Boss trying to make money and rub out his rivals.
As head of the Crime Syndicate you recruit underling gangsters to do the
dirty work and then you take your cut.
OBJECT
The Mob boss with the most money when the last card is drawn from the deck wins.
MONEY
One penny = $100.
Place all the other money in the 'Bank.'
At least one six-sided die will be needed.
Before playing for the first time, players will have to make up a set of cards.
Players can have negative amounts of money (debt).
CARD TYPES
There are 9 card types:
1. Mobsters
2. Armed Robberies
3. Major Crimes
4. Crime Operations
5. Law Enforcement
6. Escape Law
7. Destroy Operations
8. Costs of Doing Business
9. Hits
MOBSTERS
Each of your mobsters gets one action per turn.
A Mobster may use his action to do one of the following seven things:
1. Draw an extra card in Draw phase for $1000.
2. Try to kill a Mobster (make a Hit) controlled by another player in Hit Phase.
3. Destroy an opponents operation by playing a Destroy operation card in Hit Phase.
4. Commit a petty crime, major crime, or armed robbery in the Crime Phase.
5. Double the income of one of his operations.
6. Start a new criminal operation in Recruit Phase.
7. Remove a Law Enforcement card on another mobster for $3000
STARTING THE GAME
Shuffle the deck.
Each player starts with $1000
Each player is dealt 7 cards from the Common deck.
A player may discard and draw again if he was dealt no mobster cards.
Determine Turn order:
Flip coins. Winner goes first.
TURN SEQUENCE
Players take turns.
A single players turn includes the following six phases:
1. Draw Phase
2. Hit Phase
3. Crime Phase
4. Collection Phase
5. Recruit Phase
6. Law Phase
DRAW PHASE
Draw two cards from the Common deck.
The game ends when the last card is drawn.
A Mobster as an action may draw an extra card for $1000.
A player must discard down to 10 cards if he has more than 10 cards in his hand.
HIT PHASE
As an action a gangster may attempt a Hit (Kill opponents mobster) by
playing (discarding) a Hit card.
Roll one six-sided dice.
If the roll is 1-3 nothing happens (He got away).
If the roll is 4-6 the target mobster is killed (discarded).
The controller of the killed mobster may reattach the criminal operations
of the recently deceased to his other mobsters.
If the player has no mobsters left, all the operations are discarded.
A mobster may as an action destroy a target opponents criminal operation by
discarding a Destroy operation card.
CRIME PHASE
As an action a mobster you control may commit one major crime or armed robbery.
Discard a major crime or armed robbery card from your hand and collect the money.
Money is collected from the bank.
As an action a mobster with no attached crime operations may attempt to
commit a petty crime. Roll 1D6 on the Petty Crime Table:
1D6 Crime Earnings
1 Minor Extortion 200
2 Mugging 50
3 Burglary 50
4 Con-Job 100
5 Auto-theft 100
6 Minor Hold-up 200
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