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.