DILLINGER: ERRATA AND CLARIFICATIONS

                             by

                       Alan R. Arvold

 

   The following errata and clarifications for the game Dillinger

are based on questions and answers that have been posted in the

BSO Games section on Consimworld and on the FAQ posted in the

Dillinger section on Grognard. While many of the items listed

here come from answers from the game's designer, others are not

and so this errata and these clarifications must be considered to

be unofficial.

 

 

RULES

 

2.0 Components

2.1 The Playing Cards

Card Maximum (Add): The following cards count against the eight

card maximum: Mouthpiece (Lawyer) Cards on Retainer, Retained

Special Agent Cards after the Federal Crime Bill becomes

effective, Retained State Police Cards, and any Accessory Cards

assigned to SA and State Police Cards. Accessory Cards assigned

to played PE cards do not count against the eight card maximum.

Public Enemy Maximum (Add): This maximum includes PEs both in

Hand and in Play.

2.2 The Location Cards

(Clarification): More than one PE Card may occupy the same box on

the Location Card (also known as a Play Mat) during a player

turn.

2.4 Useful Terminology

Catch Range (Clarification): One will find that through out the

Rules and the Accessory Cards the terms Catch Range, Catch

Rating, and Catch DR are used interchangeably. For the most part

these terms apply to the Catch DR, especially when positive and

negative DRMs are involved.

 

4.0 Course of Play

4.2 The Sequence of Play

B. The Crime Wave Phase (Clarification): It costs an Action to

place or move a PE Card to a box on the Location Card. It does

not cost an Action to leave a PE Card in a box on the Location

Card if it starts the player turn there and does nothing. In some

boxes though it does cost an Action to perform certain fuctions.

Also in the Robbing the Bank and Collecting Ransom Boxes the PE

Card must be moved out when the Robbery and Ransom Collection

process is successfully completed.

4.3 Card Draw

Discarding (Clarification): There are only two situations when

you can discard:

A. When you have the maximum hand of eight cards during the Draw

   Phase of a Player Turn.

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

Note: PE Cards that are in Play (on the player's Location Card)

may not be discarded.

4.4 Length of Game

End of the Game (Clarification): At the end of the game when all

players each take one more turn after the last Accessory Card is

drawn from the deck, the Card Draw Phase may be skipped by a

player during his turn if either all the decks are empty or the

player can not legally draw any of the remaining PE or Mouthpiece

Cards.

Quicker Games (Change): In the Short Game there are 47 Accessory

Cards used, not 45.

Asterisked Accessory Cards (Clarification): There is some

confusion over which Accessory Cards are marked with two

asterisks (**) and which ones are marked with one asterisk (*).

Those that are marked with two asterisks have the two asterisks

printed to the right of the card name on the Accessory Card.

These cards are removed from the Short Game but are left in the

deck in the Medium Game. Those that are marked with one asterisk

actually have one asterisk printed on the left side and two

asterisks printed on the right side of the card name on the

Accessory Card. These cards are removed from both the Short and

Medium Games.

 

5.0 Cops and Robbers

5.1 The Public Enemies

Kill Range (Add): This DR range is also used to stop a Hitman

from killing them.

Luck Range (Add): Additionally, the DR within the Luck Rating

range cancels a successful contract hit upon the PE by a Hitman.

5.4 The Special Agents of the B.I.

The Federal Crime Bill

One "Round" (Clarification): A "round" is defined as up to once

around the table, in this case starting with the player in whose

player turn the Special Agent was killed and going around the

table until it is the beginning of the player turn of the player

that killed the SA. At that time the Federal Crime Bill takes

effect.

Post Crime Bill Usage (Clarification): Retained Special Agent

Accessory Cards and any Tommy Gun Accessory Cards attached to

them do count towards the eight card maximum hand. These cards

can be played and then after the play is done the owning player

may pick them back up and place them back in his/her hand,

assuming that the SA is still alive.

5.5 State Police

(Add): Retained State Police Cards and any Tommy Gun Accessory

Cards attached to them do count against the eight card maximum.

These cards can be played and then after the play is done the

owning player may pick them back up and place them in his/her

hand.

5.6 Mouthpieces (Lawyers)

Single Use (Add): Even the player with the maximum number of

cards in his/her hand may use a Lawyer Card in this way.

Retainers (Clarification): A Lawyer Card on Retainer can be

played and then after the play is done the owning player can pick

it back up and place it back in his hand. The Accessory Card is

correct though. Retained Attorneys do count against the eight

card maximum hand.

 

6.0 Targets

6.1 Robbing Banks

Casing a Bank (Clarification): A player may keep a PE Card in the

Casing the Bank Box for as many of his player turns as he

desires. Doing so does not use up his Public Enemy Action in the

Crime Wave Phase in each of his player turns that he does this.

In addition, when the player moves his PE Card to the Robbing the

Bank Box, he only receives a +1 to his PE's Bank Rob DR no matter

how many previous consecutive player turns the PE Card was on the

Casing the Bank Box.

(Note: While keeping the PE Card on the Casing the Bank Box for

several player turns does provide a safe haven from Police Raids

for a while, it does not protect a PE Card from Hit Attempts.)

6.2 On the Lam

(Clarification): A player may keep a PE Card in the On the Lam

Box for as many of his player turns as desired. Doing so does not

use up his Public Enemy Action in the Crime Wave Phase in each of

his player turns that he does this.

6.3 Kidnapping

The Snatch (Clarification): A player may keep a PE Card (with the

Kidnap Victim Accessory Card) in the Kidnap Box for as many of

his player turns as desired. Doing so does not use up his Public

Enemy Action in the Crime Wave Phase in each of his player turns

that he does this.

6.4 Contract Hits

Attempting the Hit (Add): The Hitman PE Card may be played on the

target PE Card directly from the Player's hand. The Hitman PE

Card may also be moved from the Casing the Bank, On the Lam, or

Kidnap Boxes on the player's Location Card to the target PE Card.

(Clarification): The Hitman may use a Tommy Gun Accessory Card to

modify the Hit Attempt DR result by +1.

Resolving the Hit (Add): After the Hit attempt has been resolved,

the Hitman PE Card is moved to the On the Lam Box on the owning

player's Location Card, providing he survives the "return fire".

Money is then paid out for the Contract Hit.

Contract Fee (Clarification): The $5,000 for the Hit attempt is

paid to the player regardless of the success or failure of the

Hit. This is true even if the Hitman is killed in the return

fire. (Think of it as the down payment for the Hit Contract.) The

money paid for the successful completion of a Hit is in addition

to the $5,000 paid for the Hit attempt.

 

7.0 Gangbusters: Police Actions and Raids

General (Clarification): When a player takes a Law Enforcement

Action against a PE of an opposing player, regardless of whether

it is against a PE committing a Bank Robbery or a Raid against a

PE in either the On the Lam or Collecting Ransom boxes, the Law

Enforcement player plays all of the Accessory Cards he wishes to

use first, then the target PE player plays all of the Accessory

Cards he wishes to use second, then the DR is made to determine

the result. Accessory Cards may not be played by either player

after the DR to change the result. Note that some Accessory Cards

when played will prevent the other player from playing all or

most of his cards or may cancel the action all together.

Public Enemy Reaction to Being Captured or Killed: When using his

Kill Rating, the PE earns 2 NPs for killing the Local Police and

3 NPs when killing the State Police or Special Agent Cards. The

Notoriety Point Chart is correct.

 

8.0 Jail and Trial

8.4 Trial

General (Clarification): If an acquitted PE goes to a player who

already has 2 PEs in his hand or in play, that player will have

to discard one of the PEs. The player may choose which one he

wants to discard, but he can not discard a PE that is in play (in

a box on the Location Card). If he chooses to discard the

acquitted PE, or has to because both of his original PEs are

already in play, then the acquitted PE is placed back into the PE

deck. The accumulated NPs on an acquitted PE Card stay with that

card regardless whether it is shuffled back into the PE deck or

kept by the player who conducted the trial.

 

11.0 Winning

11.2 Notoriety Points (NP)

(Clarification): When a PE is killed, the player who killed him

earns 1/2 of the dead PE's Notoriety Points, any fractions

rounded up. One NP (-1) is then subtracted from the dead PE's NP

total and the remaining NPs are given to the owning player. When

a PE is Convicted in Trial or sent directly to Prison upon

capture (in other words is out of the game), then the owning

player is given all of the PE's Notoriety Points with no

subtractions.

11.3 Public Enemy #1

(Clarification): A PE must be Killed, not Convicted in Trial or

sent to directly to Prison upon capture (and out of the game) due

to being a Kidnapper or because he was captured by a Special

Agent, in order to trigger Public Enemy #1 determination. There

is no Public Enemy #1 at the beginning of the game and the first

one is not determined until the first PE is killed. A PE may earn

the Public Enemy #1 designation more than once in a game and

earns 1 NP each time he that he does, even in consecutive

determinations. An "active" PE is defined as a played PE who is

on one of the boxes on the Location Card. (Yes, even a PE in the

Jail Box can earn the Public Enemy #1 designation.) A PE that

loses its Public Enemy #1 designation does not lose any NPs

because of it. If a PE who is Public Enemy #1 is Convicted in

Trial or directly sent to Prison upon capture, then there is no

Public Enemy #1 in the game until the next determination is

triggered. The same applies if two or more PEs tie with the

largest NP totals during a Public Enemy #1 determination.

11.4 Victory

(Clarification): When determining Victory Points, one Notoriety

Point (NP) equals one Victory Point.

 

The Accessory Cards Reference List

Hostages (Change): The third sentence should read as follows: If

the Local Police, in attempting to Catch the PE, rolls an

unadjusted odd number when resolving the Catch attempt, the

Police player, not the PE player nor his PE, loses 2 Notoriety

Points (he's killed a civilian in the process).

(The original wording would lead one to believe that it was the

PE player who lost the Notoriety Points, contradicting the

previous rules on this subject.)

Spending Spree (Change): The term 2d6 should be 2d12.

 

CARDS

 

The PE Card for Harvey "Old Harve" Bailey should have the word

"Hitman" at the bottom of the card, not "Public Enemy".

 

On the following types of Accessory Cards; Stool Pigeon, Gun

Moll, Police Stupidity, Local Corruption, and Getaway Car, the

term "Catch Rating" should be "Catch DR".

 

On the Herman "Baron" Lamm Accessory Card, the top line should

read "+1 to all Bank Robbery Attempt DRs.

 

On the Kidnap Victim Accessory Card for Charles Urschel, his

title should be Bank President, not Band President.

(Note: Charles Urschel was actually an Oklahoma oilman who owned

several banks.)

 

 

TABLES

 

On the Player Turn Chart, the Local Police Catch Table, and the

Notoriety Point Chart the term 2d6 should be 2d12.

 

On the Notoriety Point Chart, in the Law Enforcement Action

section, the amount of NPs earned or lost for Hoover being

present with a Special Agent at an Unsuccessful Catch should be

-3, not -1. The amount of NPs lost for an Unsuccessful Catch on

the Hoover Accessory Card and in the game rules are correct

though.

 

On the Contract Hit Chart the first bullet should read as

follows:

DR within Hit Range, Target killed. Target may roll for Kill

(result will cancel Target's death if Hitman is killed) or roll

for Luck (result will cancel Target's death but Hitman

automatically survives).