UNOFFICIAL REWRITE OF THE DILLINGER RULES

                              by

                        Alan R. Arvold

 

   Back in early October of 2002, the long awaited game of

DILLINGER was finally released. After running the play-test

circuit for almost ten years, the game had finally reached its

final rough form. However most game companies that it was

presented to rejected it, and the one that did accept it later

dropped it before it could be published. The game was finally

published by the game designer's own company, BSO Games. Almost

immediately after its publication, the rules questions began to

come in and after about a month of answering them, the designer

ceased doing so (he had to get on to his next game design). This

left it up to us players to come up with our own answers. One

player posted a list of the rules questions and their answers. I

took those questions and answers and made them into an unofficial

errata list, which I posted, and have periodically updated from

time to time when new questions have arisen. However, other

players and myself have realized that this is, at best, a short

term solution.

 

   The main problem is that the game was published while still in

its play-test form, without the usual development that a game

company would give it. This is especially evident in the rules

where as one play-tester puts it, they become "increasingly

muddled" the more you read through them. There are instances

where some rules are assumed or implied but are not written out.

There are other instances where there are rules that are written

but not spelled out in detail. There are rules that are so

vaguely written that they inspire several different

interpretations, thus causing more confusion. And there are even

a couple of rules contradictions that I have found.

 

   The long term solution to this problem is a total rules

rewrite. Over the holiday season, I took it upon myself to do

just that. I have attempted to put the rules into a more logical

form and arrangement. All the errata, both official and

unofficial, have been worked into this rewrite. I have done this,

not to upstage the designer, but to improve on the game that he

has created. I have also done this because I believe that

DILLINGER has the capacity to be a good tournament game, but to

achieve this, needs a clearer and more comprehensive set of

rules.

 

   This rewrite was done by carefully reading through the

existing set of rules that comes with the game, looking for the

previously above mentioned problems. Since the designer was no

longer answering questions, I had to go to other gamers and

play-testers for possible answers. In most cases, we were able to

agree on certain interpretations. In cases where there was not

total agreement, I used the interpretation that was agreed upon

by the majority. In all cases, we are trying to find the

interpretations that we think the designer intended. If we failed

in certain points, it is because the designer was silent about

the matter.

 

   There were two minor changes I made in the rules, purely for

tournament play purposes. First, I restricted the times that card

trading is done and put a time limit on such activity. This was

done to preclude the gamesmanship tactic of dragging out the

negotiations over a card trade deal, with the purpose of eating

up time, in a timed tournament event. The second change was in

restricting the award of Notoriety Points for Kidnappings to the

Public Enemy only. The owning player does not get any Notoriety

Points for it. This was a difficult point as in the existing

rules for it says at one place that both the Public Enemy and the

owning player each get the same amount of Notoriety Points for

the Kidnapping and in another place just say that the Public

Enemy gets them. This has led to the gamesmanship tactic of

unscrupulous players using one interpretation when they have had

Public Enemies who have committed Kidnappings, in order to

increase their point totals, and using the other interpretation

when their Public Enemies have not committed any Kidnappings, in

order to reduce the point totals of other players who have Public

Enemies who did. Such a tactic can mean the difference between

winning and losing when the Victory Point totals at the end of

the game are very close.

 

   I also made some minor additions in the game. The most

important was in establishing Victory Point tie-breaking

conditions which are important in tournaments as there can only

be one winner. I also expanded the Sequence of Play to make it

more understandable.

 

   In this article I have included the rules, the Accessory Card

listings, the Who's Who Public Enemy listing, and minor errata

for the playing cards and the Player's Aid Card. Some of the

historical notes in the rules and Public Enemy bios have also

been expanded to include additional information I have come up

with by looking at historical sources beyond those listed in the

game's bibliography.

 

   Lastly, I must say that this project DOES NOT have the

designer's sanction and thus the rules in their entirety must be

considered to be UNOFFICIAL.

 

   It is my hope that these rewritten rules make the game of

DILLINGER easier to understand and play and that because of this,

draws more new players to the game and gives it the success that

it deserves.

 

 

 

 

 

 

 

                          DILLINGER

              The Midwest Crime Wave; 1931-34

 

 

1. INTRODUCTION

 

Dillinger is a card game for 3-6 player that allows you to

recreate the Crime Wave that struck the American Midwest during

the Great Depression from 1931 to 1934. This was an era during

which the "Public Enemies" seemed to be several (big) steps ahead

of law enforcement, a fact reflected in the play of the game. The

crime wave -- and especially, the exploits of America's most

infamous bank robber, John Herbert Dillinger -- fascinated the

public and, conversely, led to the adoption of new anti-crime

laws (The Federal Crime Bills of 1934) and the emergence of the

Federal Bureau of Investigation and its now notorious director,

J. Edgar Hoover.

 

 

2. COMPONENTS

 

2.1 THE PLAYING CARDS

All of the cards in the game are mounted on 14 cardstock sheets

to be cut out and assembled in three different decks. These are

the Public Enemy deck, the Mouthpiece deck, and the Accessory

Cards deck.

2.11 The Public Enemy Deck: These 20 cards (also known as PE

Cards) are the most infamous Bank Robbers and Hit-Men of the era.

These are your basic "men" with which you play with in the game.

2.12 The Mouthpiece Deck: These 6 cards are some the more

prominent criminal defense lawyers of the era. These are used by

the Public Enemies for a variety of purposes, mostly having to do

with getting out of jail or getting acquitted at trials.

2.13 The Accessory Cards Deck: These 84 cards represent a wide

variety of people, incidents, and "accessories" used by the

player when he is either playing a Public Enemy or a Law

Enforcement agency. Some cards are used by the Public Enemies,

some by Law Enforcement, and the rest by both. There are also two

additional blank Accessory Cards for players to either make

replacements for missing cards or to create some variant cards of

their own.

 

2.2 THE LOCATION CARDS

These six cards (also called Play Mats) are the main playing

boards on which each player plays his cards on. These cards

contain boxes pertaining to such criminal activities and

locations such as Casing the Bank, Robbing the Bank, On the Lam,

Kidnapping, Collecting Ransoms, and In Jail.

 

2.3 THE COUNTER SHEET

This single sheet, which must be mounted on cardboard and cut

out, contains informational counters which are placed on the

Public Enemy cards. These consist of Bank Cased, Bank Robbed,

Kidnapper, and Notoriety counters. The Notoriety counters come in

denominations of 1, 5, and 10 Notoriety Points.

 

2.4 PLAY MONEY

These twelve sheets contain $528,000 in play money which must be

cut out. This play money comes in $1,000, $5,000, and $10,000

denominations.

 

2.5 PLAYER AID CARD

This single card contains all of the tables and charts needed to

resolve certain events in the game as well as the detailed

breakdown of a Player Turn.

 

2.6 RULES

Two groups of pages, one group containing the rules, the other

containing notes on the playing cards and historical information.

 

2.7 DICE

This game requires the use of two six-sided dice. Players can get

these at any local game or hobby store.

 

 

3. TERMINOLOGY

 

The following are terms and abbreviations that you will see

throughout the rules. These are explained so as to better

understand their meaning in the game. These are not rules per

say, just a helpful introductive guide.

 

Catch Range: This is a range of dice roll results used to express

how effective the various Law Enforcement agencies are in

apprehending or killing the Public Enemies. This range includes a

breakdown of which results are captures and which ones are kills.

Also known as "Catch Rating".

 

DR: An abbreviation for die or dice roll. These are further

expressed in two forms:

1d6: A roll of one six-sided die, the result being anywhere from

     1 to 6.

2d12: A roll of two six-sided dice, the result being anywhere

      from 2 to 12.

 

DRM: An abbreviation for die/dice roll modifier. These are

adjustments made to the result of a die/dice roll to get a final

result. Note that the final result can not be higher than 6 or

12, or lower than 1 or 2 for a die/dice roll.

 

Hit Range: This is a range of die roll results used to express

how effective certain designated Public Enemies (known as

Hit-Men) are in killing other Public Enemies. Also known as "Hit

Rating".

 

In Hand: A term referring to cards in a player's hand. These

cards can either be un-played ones that are unknown to the other

players or played ones that are retained by the player due to

special rules pertaining to the card in question.

 

In Play: A term referring to cards that have been played by the

player in the game. These cards are usually placed on the

Location Card or played in response to another player's action.

Note that this term also applies to retained cards when they are

played before they are placed back in a player's hand.

 

Kill Range: This is a range of die roll results used to express

how effective a Public Enemy is in stopping from being caught or

killed by Law Enforcement agencies or killed by a Hit-Man, by

eliminating them. Also known as "Kill Rating".

 

Luck Range: This is a range of die roll results used to express

how effective a Public Enemy is in avoiding certain events in the

game. Also known as "Luck Rating".

 

Mouthpiece: A nickname for Lawyers during the time period of the

game.

 

NP: An abbreviation for the term Notoriety Point. This is a

numerical rendering of a Public Enemy's reputation.

 

PE: An abbreviation for the term Public Enemy. This abbreviation

is also used to designated their cards (i.e. PE Cards).

 

SA: An Abbreviation for the term Special Agent. This abbreviation

is also used to designate their cards (i.e. SA Cards).

 

VP: An abbreviation for Victory Point.

 

 

4. PREPARING FOR PLAY

 

4.1 THE CARDS

Shuffle all three decks. Place the Mouthpiece (Lawyers) Deck off

to the side. Deal the following number and type of cards to each

player:

For 5 or 6 Players: 2 Public Enemy Cards and 5 Accessory Cards.

For 3 or 4 Players: 2 Public Enemy Cards and 6 Accessory Cards.

This is the player's hand at the start of the game. Players may

look at their cards as they are dealt to them but may not show

them to other players at this time. The remaining cards in the

three decks are placed face down in the middle of the playing

area.

 

4.2 MONEY

One player is appointed as the "Banker", to handle the collection

and payout of all money to and from the Bank. Each player is

given $5,000 at this time.

 

4.3 ACTIVATING PUBLIC ENEMIES

Each player places his Location Card in front of him. Each player

then activates one or both of his Public Enemies cards by placing

them in either the "Casing Bank" or "On the Lam" Box on their

respective Location Cards. Players may now show their cards to

other players and perform pre-game trading (see 6.5. Trading

Cards). Players may now assign any Accessory Cards to their

Public Enemies that are on the Location Card that they wish.

 

4.4 DETERMINE WHO GOES FIRST

Each player rolls one die. The player with the highest die roll

goes first, with any ties for the highest die roll being

re-rolled until the player going first is determined. Play then

proceeds from player to player in a clockwise manner around the

table for the rest of the game.

 

 

5. GAME OBJECTIVE

 

The object of the game is to win by accumulating the most Victory

Points. VPs are earned from the Notoriety Points that a player's

Public Enemies and the player himself earn during the course of

the game and from the amount of money he has at the end of the

game.

 

 

6. COURSE OF PLAY

 

6.1 GENERAL

During each Player Turn, a player will first draw one or more

cards to fill his hand to the minimum play capacity. If

necessary, he will discard one or more cards in order to

facilitate the drawing of cards. The player will then undertake

two actions; one Public Enemy Action, and one Law Enforcement

Action. Players earn Money by having their Public Enemies rob

banks, kidnap people, and/or undertake contracts to "Hit" other

players' Public Enemies. Players gain Notoriety, in the form of

Notoriety Points, for a host of nefarious undertakings by their

PEs. They may also earn NPs as Law Enforcement by killing or

capturing PEs as well as convicting them in Trials. Players use

NP markers to keep track of NPs earned.

 

6.2 THE SEQUENCE OF PLAY

The game is played in successive Player Turns, with play going

clockwise around the table from player to player, until the game

ends. When it is his player turn, a player undertakes the Player

Turn sequence listed below, in the order given. When he finishes

the next player takes his turn.

 

The Player Turn

 

A. The Card Draw Phase

A.1 Card Discard: If the player at this time has a maximum hand

of eight cards, he must discard one or more of them to the

Discard Pile.

A.2 Card Draw: The player must draw one or more cards at this

time. To satisfy this requirement, he must choose one of the

following options:

* Draw one Public Enemy Card from the Public Enemy Deck.

* Draw one Mouthpiece (Lawyer) Card from the Mouthpiece Deck and

  place the lawyer on permanent Retainer.

* Draw one Accessory Card for the Accessory Card Deck if he has

  four or more cards in his hand.

* Draw enough Accessory Cards from the Accessory Card Deck to

  fill his hand to five cards if he has three or less cards in

  his hand.

A.3 Card Trading: The player may trade/sell any Accessory Cards

that he wishes to other players at this time.

 

B. The Crime Wave Phase

The Player may undertake two Actions, one from each of the

following two categories.

 

B.1 The Public Enemy Action

Player may perform one of the following options:

* Place a new PE into Play from his Hand by playing the PE card

  in either the Casing Bank or On the Lam Box on his Location

  Card.

* Case the Bank: Move a PE Card to the Casing Bank Box.

* Rob the Bank: Move a PE Card to the Robbing Bank Box and check

                to see if Robbery is successful. May attempt to

                Rob Bank for PE Cards still in the box due to

                previous unsuccessful attempts.

* Go On the Lam: Move a PE Card to the On the Lam Box. Check for

                 results of any previous Actions if applicable.

* Kidnap a Victim: Move a PE Card to and place a Victim Card in

                   the Kidnap Box.

* Attempt to Collect Ransom: Move a PE Card along with a Victim

                             Card to the Collecting Ransom Box

                             and resolve Ransom Collection

                             Attempt. May attempt to collect

                             Ransom for cards in still in the box

                             due to previous unsuccessful

                             attempts.

* Attempt a Contract Hit: Play a Contract Hit Accessory Card and

                          then place or move a Hit-Man PE Card on

                          top of an opponent's PE Card that is in

                          the On the Lam or Casing Bank Boxes on

                          his Location Card and resolve the Hit

                          Attempt.

* Attempt a Jail Escape: Attempt an Escape Attempt for a PE Card

                         in the In Jail Box.

* Attempt a Bail-Out Attempt: Attempt to Bail Out Attempt for a

                              PE Card in the In Jail Box.

* Pass: Do not place or move any PE Cards from their current

        locations. Note that in some boxes certain events must

        still be checked even if no PE Action is taken.

 

B.2 The Law Enforcement Action

Player may perform one of the following options:

* Stop a Bank Robbery: Use Local Police against an opponent's PE

                       Card in a Robbing Bank Box.

* Raid a Public Enemy: Attempt a Raid against an opponent's PE

                       Card in an On the Lam or Collecting

                       Ransom Box with Local Police, a Special

                       State Police Accessory Card, or a Special

                       Agent Accessory Card.

* Conduct a Trial: Conduct a Trial of any one PE Card (your own

                   or an opponent's) in an In Jail Box.

* Do a Spending Spree: Play a Spending Spree Accessory Card on an

                       opponent's PE card in an On the Lam Box.

* Pass: Take no Law Enforcement Action.

 

The above sequence is repeated by each player, clockwise around

the table, until the end of the game.

 

6.3 CARD DRAW

6.31 General: When drawing cards from the decks, the top most

card or cards are drawn. (Exception: When drawing from the

Mouthpiece Deck, any card may be drawn from the deck.) A player

may only draw from one of the decks during the Card Draw Phase,

if he draws a PE or a Mouthpiece Card, he can not draw an

Accessory Card and vice versa.

6.32 PE Cards: When a player draws a new PE Card, he may either

put it in his hand or place it on the On the Lam Box on his

Location Card. Placing a PE Card in the On the Lam Box from the

draw is not an Action. However, putting a PE Card into Play in

the game out of your Hand is an Action. A player may not have

more than two PE Cards at any one time, regardless of whether

they are in Play or in his Hand or both. This is true even if

both PE Cards are in the In Jail Box.

6.33 Maximum Hand: A player may not have more than eight (8)

cards of any type in his Hand. A player with a maximum Hand may

not draw any new cards in the Card Draw Phase unless he first

Discards one or more cards from his Hand. PE Cards in Play and

any Accessory Cards assigned to them do not count against the

eight card maximum. Retained Mouthpiece (Lawyer) Cards, retained

State Police Accessory Cards, retained Special Agent Accessory

Cards, and any Accessory Cards assigned to them do count against

the eight card maximum.

 

6.4 DISCARDING

There are only two situations where a player may discard:

1. When they have the maximum hand of eight cards at the

   beginning of the Card Draw Phase.

2. When discarding a PE Card which can be done at any time.

6.41 Discarding during Card Draw Phase: During the Card Draw

Phase a player may always discard as many Accessory Cards in his

Hand as he desires. These can include retained State Police and

Special Agent Cards, and any cards assigned to them. A player may

not discard a retained Mouthpiece (Lawyer) Card. He then draws to

fill his hand as specified in the sequence of play.

6.42 PE Cards: A Player may always discard a PE Card at any time

during a his turn, even one that he has just drawn from the PE

Deck. This does not count as an Action. However a PE Card

discarded after being drawn does not entitle a player to another

draw from the PE Deck that Player Turn.

6.43 Discard Pile: All discarded cards are put into the Discard

Pile where they remain for the rest of the game. They are not

brought back into the game by any means.

 

6.5 TRADING CARDS

6.51 General: A player may trade/sell any Accessory Cards that he

wishes to with/to another player during the Card Trade part of

the Card Draw Phase. He may trade for other Accessory Cards or

sell for money, on whatever terms he and the other player agree

to. He may trade/sell with multiple players if so desired. During

the trade/sell session of a particular player's turn, the other

players may only trade/sell to that player. Only Accessory Cards

may be sold or traded. PE and Mouthpiece (Lawyer) Cards may not

be traded or sold. It is suggested that these barter sessions be

kept to a time limit of one minute. If the player makes an offer

and all other players pass on it, or the one minute time limit

has been reached, then the session is over. Any deals that in the

process of negotiation when the one minute time limit ends are

terminated.

6.52 Pre-Game Trading: After activating PEs in the pre-game set

up, all players may now freely trade and/or sell cards using the

above rules. They may trade/sell with any other player during

this time. It is suggested that this initial barter session be

kept to a time limit of three minutes.

 

6.6 LENGTH OF GAME

6.61 General: There are not any "Game Turns" in this game. Play

continues until the last card from the Accessory Deck has been

drawn. At that time each player gets one more Player Turn,

starting with the player who drew the last card. Players may

ignore the Card Draw Phase if they can not legally draw a card or

all decks are empty. After the last player has undertaken his

turn, the game is over and Victory is determined.

6.62 The Full Game: In the Full Game all Accessory Cards are

used, along with all PE and Mouthpiece Cards. This game takes

about three hours to complete, a little longer if this is the

first time through.

6.63 Quicker Games: For those who want to play a faster game,

there are the Short and Medium Games, where certain Accessory

Cards are left out of the game in order to speed up play.

However, the rules/mechanics pertaining to these left out

Accessory Cards are not used in the game. These cards will be

noted in their appropriate rules sections. All PE Cards are used

in both games though they may not all get drawn during the course

of the game.

6.631 Short Game: In this game only 46 Accessory Cards are used

in the game. Remove all Accessory Cards marked with two asterisks

(**) to the right of the card name of each card. Also do not use

Mouthpiece (Lawyer) Cards in this game. This game lasts about 90

minutes.

6.632 Medium Game: In this game only 63 Accessory Cards are used

in the game. Remove all Accessory Cards marked with one asterisk

(*) to the left of the card name of each card. (Note that these

cards will also have two asterisks to the right of the card name

which means that they will not be used in either game.)

Mouthpiece (Lawyer) Cards are used in this game. This game lasts

about two hours.

 

 

7. COPS AND ROBBERS

 

7.1 THE PUBLIC ENEMIES

All Public Enemy Cards have the robber's picture and name on them

and a list of Ratings pertaining to certain functions which they

may do. All Ratings, except the Rob Rating, use a single die roll

whose result must fall within the printed range for success. The

Rob Rating uses a two dice roll. Note that these die/dice rolls

may have their results adjusted due to the play or presence of

applicable Accessory Cards.

7.11 Ratings:

Rob Rating (2d12): A numerical rating of the PE's ability to

succeed in robbing a bank. Obviously, the wider the range, the

better the PE is at robbing.

Example: Bonnie & Clyde go to rob a bank. Their Rob range is

9-12, they will succeed in robbing the bank if their final

adjusted Rob DR result is a '9-12', and any other result means

that they fail.

Bonnie (Parker) and Clyde (Barrow) may of been famous, but they

were infamously inept at their chosen profession. Their fame was

a result of Style over Substance. Most of their income-producing

robberies were of small stores, banks, and gas stations, never

getting more than $2,000 in a single haul and frequently much

less than that.

Kill Rating (1d6): A numerical rating of the PE's ability to stop

Law Enforcement officials and Hit-Men from catching or killing

him, usually by eliminating them first

Luck Rating (1d6): A "saving die roll" used by the PE to cancel

successful capture or kill attempts by Law Enforcement officials

and Hit-Men. Also used to avoid being killed in a Jail Riot.

Escape Rating (1d6): A numerical rating of the PE's ability to

get out of Jail during a Jailbreak.

Some Public Enemies (Hit-Men) have the following rating.

Hit Rating (1d6): A numerical rating of the PE's ability to kill

another PE through the use of the Contract Hit Accessory Card.

Think of it as a specialized Kill Rating.

7.12 PE Cards in Play: PE cards that are in Play are either

placed, or moved from box to box, on the Location Card. In most

cases they perform an Action depending on the box they end up in.

There are some Actions where a PE does not have to be moved out

of the box that it starts the Player Turn in, in order to perform

them. There are other Actions where a PE Card may be

automatically moved to another box at the end of an Action. More

than one PE Card may occupy the same box on the Location Card at

the same time.

7.13 Attachments: PE cards that are In Play may have certain

Accessory Cards assigned to them. These are the Tommy Gun, the

Herman "Baron" Lamm, and the Getaway Car Accessory Cards. These

cards give DRMs to certain functions or abilities of the PE Card.

A player may play these cards at any time during his or another

player's turn. They may even be played at the same time that the

PE Card they are assigned to is played. When played they are

placed underneath the PE Card on the Location Card. These cards

stay, and move with, the PE Card when it is moved to a new box on

the card. A PE Card may only have one of each type of these

Accessory Cards assigned to them. When a PE Card is moved to the

In Jail Box, sent to Prison upon capture, or killed, any

Accessory Cards assigned to that PE are placed in the Discard

Pile and are out of the game.

7.14 The Barkers, the Barrows, and the Kelly's PE Cards: These

three PE Cards each contain more than one person: Ma Barker and

her boys (Dock and Fred), Bonnie & Clyde, and Machinegun Kelly

and his wife Kathryn. These cards are treated as if they are one

person, what happens to one happens to all. However, Gun Molls

Accessory Cards may not be played or used against these three PE

Cards. (The women on them will not allow it.)

 

7.2 THE LOCAL POLICE

A player, when it is his turn, may wish to represent the Local

Police and try to capture/kill a PE during a Bank Robbery, a

Ransom Collection, or in a Raid. There are no Accessory Cards

representing the Local Police. Instead the player simply

announces that he is the Local Police when taking an action

against a PE. He does this by using the Local Police Catch Table

on the Player Aid Card. Certain Accessory Cards may be played by

the player to adjust the Police DR results as part of the Law

Enforcement Action. However these cards, including the Tommy Gun

Card, are placed in the Discard Pile after they are used once by

the Local Police.

 

7.3 THE STATE POLICE

During the era, the various states set up special police task

forces with the purpose of hunting down and either capturing or

eliminating the bank robbers that were rampaging through their

areas. The two Special State Police cards in the game are

representative of these various state police task forces.

7.31 General: The two Special State Police Accessory Cards each

have the picture and name of the State Police official or

organization, plus the Catch Rating and any DRMs as applicable.

These cards may only be used in a Raid against a PE. They may not

be used against a PE in the Robbing Bank Box.

7.32 State Police Cards in Play: Special State Police Cards are

held in Hand until they are used. To use, merely play the card in

place of using the Local Police in a Raid. After the Raid is

resolved, the Special State Police Card is returned the owning

player's hand. However, if the Special State Police Card is

eliminated (killed) in the Raid, then it is placed in the Discard

Pile. Special State Police Cards are retained in one's Hand until

they are either Killed or Discarded. They do count against the

maximum Hand of eight cards.

7.33 Attachments: A Special State Police Card may only have one

type of Accessory Card attached to it, that being the Tommy Gun

Accessory Card. It remains with the retained Special State Police

Card until the that card is either killed or discarded. When

either of these events occur, the assigned Tommy Gun is placed in

the Discard Pile. Only one Tommy Gun Card may be assigned to a

Special State Police Card.

 

7.4 THE SPECIAL AGENTS OF THE B.I.

These are the Special Agents of the Bureau of Investigation,

better known as "The Feds" or as "G-Men". For most of the period

covered by the game, the only crimes that the BI was authorized

to handle were anything that crossed state lines, which pretty

much every bank robber did at one or more times. Even more

important is to remember (J. Edgar Hoover rarely did) that the

bureau's agents were not law enforcement; they were investigators

for the Justice Department. Special Agents were not very

effective initially; they were not even authorized to carry

firearms (though many did for purposes of self-defense). All this

changed with the passing of the Federal Crime Bill of 1934, a

direct reaction to the infamous Kansas City Massacre, in which

several law enforcement officers were killed.

7.41 General: The four Special Agent Accessory Cards each have

the picture and name of the Special Agent, plus two series of

Catch Ratings (one Pre-Crime Bill and one Post-Crime Bill) and

any DRMs as applicable. These cards may only be use in a Raid

against a PE. They may not be used against PEs in the Robbing

Bank Box.

7.42 The Federal Crime Bill: The Special Agent Cards are rather

limited in what they are capable of doing at the beginning of the

game. All of this changes when the Federal Crime Bill takes

effect. The Federal Crime Bill takes effect one full "round"

after the first Special Agent is killed in the game. A "round" is

defined as up to once around the table with each player taking

his turn, starting with the player in whose turn the Special

Agent was killed. When play gets to player who killed the Special

Agent, the Federal Crime Bill takes effect at the beginning of

his turn.

Ray Caffrey, the agent gunned down at the Kansas City Massacre,

was not the first agent of the bureau to be killed in the line of

duty; that dubious distinction went to Special Agent Edwin

Shanahan, who was murdered while trying to arrest a car thief (a

major occupation of agents at the time). Hoover, rightfully

incensed by Shanahan's death, sat, waiting like a spider, for the

next such incident to occur so he could capitalize on it.

7.421 Pre-Crime Bill SA Cards in Play: The Special Agent's

Pre-Crime Bill Catch Rating is used in Raids. (They do not kill

PEs with this rating, only capture.) They may not have Tommy Gun

Accessory Cards assigned to them nor may they use them. After

they are used in a Raid, they are shuffled back into the

Accessory Card Deck for later selection, unless they are killed

in which case they are placed in the Discard Pile.

7.422 Post-Crime Bill SA Cards in Play: The Special Agent's

Post-Crime Bill Catch Rating is used in Raids. (They may kill or

capture PEs with this rating, depending on the adjusted DR

result.) They may have Tommy Gun Accessory Cards assigned to them

and may use them. After they are used in a Raid, they are picked

up and retained in the owning player's Hand, along with the

assigned Tommy Gun Accessory Card, if any. If they are killed,

they are placed in the Discard Pile, but any assigned Tommy Gun

Card may be retained by the owning player in his hand for later

use.

The primary results of the Kansas City Massacre (June 17, 1933)

were twofold. The first was five dead people; one Special Agent

(Ray Caffrey), two local detectives, one chief of local police,

and the criminal Frank "Jelly" Nash. The second, some months

later, was the passing of the Federal Crime Bill. In addition to

giving the newly named FBI far greater powers in investigation,

it made them law enforcement agents and allowed them to legally

carry weapons. The Federal Crime Bill of 1934 was the major

milestone in Law Enforcement in the USA at the time.

7.43 Attachments: A Special Agent Card may only have one type of

Accessory Card attached to it, that being the Tommy Gun Accessory

Card. Only one Tommy Gun Card may be assigned (attached) to a

Special Agent Card.

 

7.5 MOUTHPIECES (LAWYERS)

The Lawyers presented on these cards are but a sampling of the

more prominent criminal defense attorneys during the time period

of the game. Some like Sam Leibowitz were quite successful in

their cases, others like Robert Azur were not but nevertheless

got much publicity for representing some of the worst criminals

of their time. And then there were some like Louis Picquett, not

the straightest ruler in the drawer, who frequently crossed the

line between the legal and the illegal in order to help out their

clients.

7.51 General: The six Mouthpiece (Lawyer) Cards each have the

picture and the name of the lawyer, plus the costs for both their

one-time use and for being on retainer. They also have listed

their DRMs for Trial Outcomes and Bail Applications. In the case

of Louis Picquett, there is also listed the DRM for Escape

Attempts.

7.52 Uses: A Lawyer Card may be used for the following purposes:

* To effect the outcome of a Trial. (The Trial DR result is

  adjusted by the lawyer's Trial DRM.)

* To effect the outcome of a Bail Application. (The Bail

  Application DR result is adjusted by the lawyer's Bail DRM.)

* In the case of Louis Picquett, to effect the outcome of an

  Escape Attempt. (A PE's Escape Attempt DR result is adjusted by

  the lawyer's Escape DRM.)

7.53 Mouthpiece Cards in Play: The Play of a Mouthpiece Card

varies as to whether it is for Single Use only or as being on

Retainer for a particular player.

7.531 Single Use: Whenever a player wants to use a Lawyer for a

one-time job, the player simply picks one of the available

Lawyers from the Mouthpiece Deck. He may choose any Lawyer in the

deck, not just the one on top. This can be done at anytime during

the game, during a player's own turn or during an opponent's

turn, when he needs to use a Lawyer. The player pays the One-Time

Use Fee to the Banker and then uses the lawyer for whatever job

he wanted him to do. Upon completion of the job, the Lawyer Card

is returned to the Mouthpiece Deck and is available for further

use by any player. A player may make a one-time use of a Lawyer

even if he has another Lawyer on Retainer. Single use Lawyer

Cards do not count against the eight card maximum Hand limit.

7.532 Retainer: A player may choose a Lawyer Card and keep it for

the duration of the game on Retainer. He does this during the

Card Draw Phase of his player turn. The player chooses any

available Lawyer Card in the Mouthpiece Deck, pays the listed

Retainer Fee on the card to the banker, and places the Lawyer

Card in his Hand. This Lawyer Card is now his to use (at no

further fee) for the rest of the game and is not available to any

other player. When he uses the Lawyer Card, he merely plays it

and then places it back in his Hand when he is done. A Player may

only have one Lawyer on Retainer during a game. A Lawyer Card on

Retainer does count towards the eight card maximum Hand limit.

 

 

8. PUBLIC ENEMY ACTIONS

 

8.1 GENERAL

During the Public Enemy part of the Crime Wave Phase, a player

may take one Action. He may take this Action with only one PE

Card, even if both are in Play. An Action taken with one PE Card

in Play does not effect the other PE Card in Play, even if they

both occupy the same Box on the Location Card.

8.11 Money: During the course of play a player will earn money

based on the Actions taken by his PEs. All money goes to the

Player who may use it as he sees fit. This is regardless of which

PE earned which money. The player retains the money even if his

PE is killed, is In Jail, or sent to Prison.

8.12 Notoriety Points: During the course of play a PE will earn

(and sometimes lose) Notoriety Points (NPs) as a result of Public

Enemy actions. Notoriety Points are kept track of through the use

of Notoriety Point markers. All NPs earned by a PE are kept on

the PE Card while that PE is in the game. A list of NPs earned or

lost for each Public Enemy Action is listed in the following

rules and in the Notoriety Points Chart on the Player's Aid Card.

8.13 Exclusions: Placing a PE Card into Play (4.3) was already

covered earlier in the rules. Attempting the Escape from Jail

(10.3) and Bail-Out Attempts from Jail (10.2) will be covered

later in the rules. Thus they are not presented here.

 

8.2 CASING THE BANK

As an Action a player may move a PE Card to the Casing Bank Box

on the Location Card. Upon moving there, a Case Bank marker is

placed on the PE card. If on a later turn the PE Card is moved

directly to the Robbing Bank box from the Casing Bank Box, that

PE will have a +1 DRM to his Bank Rob DR. A PE in the Casing Bank

Box is not subject to any Law Enforcement Action by an opposing

player. They may however by subject to a Contract Hit attempt by

an opposing player. A PE may stay in the Casing Bank Box for as

many turns as the owning player pleases, but does not earn any

further DRMs beyond the initial +1 to any future Bank Rob DRs. A

PE may be moved to other boxes on the Location Card besides the

Robbing Bank Box. However in doing so the Case Bank marker is

removed from the PE Card and the +1 DRM is lost should the PE

later move to Robbing Bank Box. Of course if the PE is moved back

to the Casing Bank Box first before moving on the Robbing Bank

Box then the Casing Bank marker would be placed back on the card.

 

8.3 ROBBING THE BANK

8.31 General: As an Action a player attempt to Rob a Bank. To do

this the player must move the PE Card to the Robbing Bank Box.

The player then makes a two dice roll (2d12). If the adjusted

result is within the PE's Rob Range, the Robbery is successful

and the PE earns 1 NP. Place a "Bank Robbed" marker on the PE

Card as a reminder, as he must wait until his owning player's

next turn to complete the Bank Robbery sequence. On his next

turn, the player must move that PE Card to the On the Lam Box and

check to see how much money he receives for the previously

successful robbery. No other PE Action may be performed. During

the interim the PE Card may be subject to Local Police Law

Enforcement Actions by opposing players but may not be Raided.

8.32 Robbery Attempt DRMs: There are two DRMs that may be applied

to the Robbery Attempt DR results:

* Bank Cased Marker: If the PE Card has a Band Cased marker on it

  due to having moved from the Casing Bank Box to the Robbing

  Bank Box, the player adds plus one (+1) to the dice roll

  result. Remove the Bank Cased marker from the PE Card after the

  dice roll.

* Herman "Baron" Lamm Accessory Card: If the PE Card has the

  Herman "Baron" Lamm Accessory Card assigned to it, the player

  adds plus one (+1) to the dice roll result.

These DRMs are cumulative.

8.33 The Take: After the player has moved the PE Card to the On

the Lam Box, he determines how much money he receives for the

Robbery. To do this he rolls two dice (2d12) and consults the

Bank Robbery Take Table on the Player Aid Card. The money amount

besides the listed DR result is how much money the Player

receives. There are no DRMs for this dice roll.

There is a wide variance in the monetary amounts of the Take:

this corresponds with the historical results of such activity,

and the fact that the robbers rarely knew what a bank had. Even

when they did, there were a variety of unknown factors that could

come into play during the robbery which could preclude them from

getting all that they possibly could.

8.34 Media Hype: A player may play a Media Hype Accessory Card

before making his PE's Robbery Attempt DR. This card doubles the

number of NPs that the PE earns until the player's next turn.

This includes NPs earned for the Robbery itself and any NPs

earned for successfully fending off Local Police Actions against

him in the interim. If the PE earns no NPs during this time, the

PE loses 1 NP instead. This is taken from the NPs on his card.

(Ignore this loss if the PE has no NPs to lose.) The effects of

this card remain in effect until either the beginning of the

player's next turn or until the PE has been captured or killed by

Local Police in the interim.

8.35 Unsuccessful Robbery: If the Bank Robbery Attempt is

unsuccessful, the Bank Robbery sequence ends at that point and

the player's PE Action is over for that turn. A Bank Robbed

marker is not placed on the PE Card and any Bank Cased marker is

removed from the card, if it hadn't been already. The PE Card

remains on the Robbing Bank Box until the owning player's next

turn and is subject to Local Police Law Enforcement Actions by

opposing players in the interim but may not be Raided. On the

owning player's next turn he may move the PE Card to another box

on the Location Card, do nothing with the PE Card because he

wants to perform his PE Action with another played PE, or have

that PE attempt another Bank Robbery. If another Bank Robbery is

attempted by this same PE, he will not receive a Bank Cased DRM

on his Robbery Attempt DR because it was already used in the

previous unsuccessful attempt.

8.36 Extended Stays: A PE Card may stay on the Robbing Bank Box

for as many turns as the owning player desires providing that the

PE Card does nothing or all of its Bank Robbery attempts are

unsuccessful. However, the PE Card will always be subject to

Local Police Law Enforcement Actions by opposing players as long

as it stays there.

 

8.4 GOING ON THE LAM

The term "On the Lam" was a period phrase which meant "on the

run" or "in hiding". There is a good indication that the term was

derived from the father of modern bank robbing, Herman "Baron"

Lamm, for whom a card is included in this game.

As a PE Action, a player may move or place a PE card to the On

the Lam Box on his Location Card. There will also be other PE

Actions where this will be a mandatory move that is part of or at

the end of the particular Action sequence. While in the On the

Lam Box, a PE Card is subject to Raids by the Local Police, State

Police, and Special Agents of other players as their Law

Enforcement Actions. It is also subject to Contract Hits by other

players as their PE Actions. A PE Card may remain on the On the

Lam Box for as many turns as the owning player desires, in

essence doing nothing, but will remain subject to Raids and

Contract Hits for as long as he is there.

 

8.5 KIDNAP A VICTIM

Kidnapping, although potentially quite rewarding (financially),

was often a crime of last resort. This was because the success

rate was very low, especially after the infamous Lindbergh

Kidnapping which happened early in this period, because Federal

authorities took a keen interest in kidnapping cases as it was a

Federal crime. We have limited the kidnapping possibilities to

the three major cases of the era.

8.51 The Snatch: As an Action a PE may Kidnap a Victim. To do

this the PE Card is moved to the Kidnap Box on the Location Card.

A Victim Accessory Card is then played and placed underneath the

PE Card in the Kidnap Box. A Kidnap marker is then placed on the

PE Card and remains with that PE for the remainder of the game.

8.52 Notoriety: The PE which attempts a Kidnapping immediately

earns a number of NPs equal to a die roll (1d6). (Example: A die

roll of three equals 3 NPs.) The appropriate number of Notoriety

markers are placed on the PE Card. The PE keeps these NPs even if

the Kidnapping ultimately becomes unsuccessful.

8.53 Safe Haven: A PE Card in the Kidnap Box may not be subjected

to Law Enforcement Raids by other players nor to a Contract Hit

by a Hitman PE. In other words, the Kidnap Box acts as a sort of

safe haven for the PE as long as he stays there with his Victim.

Of course that PE can not perform any other PE Action while he is

there.

8.54 Extended Stay: A PE Card may remain in the Kidnap Box with

it's Victim for as many turns as the owning player desires.

However, for every turn beyond the initial one that the PE and

Victim Cards remain there, the player must check to see if the

Victim has escaped. This is done by making a die roll (1d6) at

the beginning of his PE Action of the Crime Wave Phase. A DR

result of 4-6 means that the Victim has escaped. The Victim Card

is immediately placed in the Discard Pile and the Kidnapping is

unsuccessful. The PE Card is then immediately moved to the On the

Lam Box. This does not constitute an Action and the player may

still perform his PE Action for that turn, either with the PE

Card just moved to the On the Lam Box or with another PE Card in

his Hand or in Play. A DR result of 1-3 means that the Victim has

not escaped and both cards may remain in the box for another

turn. This procedure is done only if the player wishes to keep

both cards in the box for that turn.

8.55 Voluntary Termination: A Player may voluntarily terminate

the Kidnapping during any turn. Just have the PE perform another

Action other than Attempt to Collect Ransom which will move him

out of the Kidnap Box. The Victim Card is immediately placed in

the Discard Pile and the Kidnapping is unsuccessful. The PE still

retains the NPs that he earned for the Kidnapping Attempt and

also retains the Kidnap marker on his card.

 

8.6 ATTEMPT TO COLLECT RANSOM

8.61 Collecting Ransom: As an Action a PE may attempt to collect

Ransom. To do so the PE and Victim Cards are moved from the

Kidnap Box to the Collecting Ransom box. The Player then makes a

die roll (1d6) and consults the possible results below:

* If the DR result is 1 or 2, he may collect the Ransom.

* If the DR result is 3, 4, or 5, no Ransom has been paid and the

  player must try again on his next turn.

* If the DR result is 6, no Ransom has been paid and the Victim

  has died.

8.62 Collecting Ransom: If the PE has succeeded in collecting the

Ransom, the player receives it as follows. The initial Ransom is

always $100,000. However the money must be "fenced" (laundered)

as Ransom money is almost always "marked" or has had the serial

numbers recorded by the authorities. To "fence" the money, make a

die roll (1d6), take the result and multiply it by $10,000, then

subtract this amount from the $100,000 to get the final amount

that the player receives for the Ransom from the Bank. (Example:

A DR result of four, multiplied by $10,000, equals $40,000.

Subtracting this amount from $100,000 leaves $60,000 which is

what the Player actually receives.) The Victim Card is then

placed in the Discard Pile and the PE Card must be moved to the

On the Lam Box on the owning player's next turn.

Unlike money stolen from a bank, which could be freely spent

anywhere, ransom money was always marked or recorded and a robber

that spent it would have the authorities closing in on him in

short order. Thus they would have the money laundered or fenced

through the syndicate or local politicians, usually for pennies

on the dollar, to get what spending money they could out of the

ransom.

8.63 Ransom not Collected: If no Ransom was collected, the player

must wait until his next turn and then roll again. He can not

take any other Action until the Ransom collection is resolved.

The PE and Victim Cards remain in the Collecting Ransom Box. Note

that it is quite possible that this procedure may consume several

of the player's turns before resolution.