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.

8.64 Victim Dies: If the result includes that the Victim dies,

the Victim Card is immediately placed in the Discard Pile. The

Kidnapping is unsuccessful and the PE Card is immediately moved

to the On the Lam Box. The amount of NPs that the PE earned for

the Kidnap Attempt are doubled. (Example: If a PE earned 3 NPs

for the Kidnap Attempt, then he earns 3 more for a total of 6 if

the Victim dies.) These extra NPs are placed on his PE card.

8.65 Vulnerability: The PE Card while in the Collecting Ransom

Box is subject to Law Enforcement Raids by opposing players

during the interim between the owning player's turns. The PE Card

is not subject to Contract Hits though. If the PE is killed or

captured during the interim and the Ransom has not been

collected, the Kidnapping is unsuccessful and the Victim Card is

placed into the Discard Pile.

 

8.7 CONTRACT HITS

Organized Crime often viewed the escapades of the Bank Robbers as

potentially damaging to their "businesses", especially if they

were operating in their territories. Several mobsters hired

gunmen to get rid of the problem by means of eradication.

8.71 General: As an Action a player may attempt a Contract Hit on

an opposing player's PE. To do so he plays a Contract For Hit

Accessory Card and then moves or places one of his Hit-Man PE

Cards on the opposing PE Card. The opposing PE Card must be in

either the Casing Bank or On the Lam Boxes on his respective

Location Card. The player makes a die roll (1d6) and compares the

adjusted DR result to the Hit Range on his Hit-Man PE Card. If

the result is within his Hit Range, he has scored a Hit on the

opposing PE. The owning player of the opposing PE may then try to

cancel the Hit by either rolling against his Kill Rating to kill

the Hit-Man or by rolling against his Luck Rating to get away. If

the Hit-Man survives the Return Fire, he is then immediately

returned to the On the Lam Box on his own Location Card. The

player then collects his money for the Hit.

8.72 Hit Resolution: If a Hit is scored, the opposing PE Card is

killed (unless cancelled) and placed in the Discard Pile. If a

Hit is not scored or is cancelled, the opposing PE remains where

he is.

8.73 Opposing Player's Response: The opposing player may try to

cancel the Hit in one of two ways:

* He may make a die roll (1d6) against his affected PE's Kill

  Rating. If the adjusted DR result is within the Kill Range, the

  Hit-Man PE is killed instead and the Hit is cancelled. Place

  the killed Hit-Man PE Card in the Discard Pile.

* He may make a die roll (1d6) against his affected PE's Luck

  Rating. If the adjusted DR result is within the Luck Range, the

  hit is cancelled but nothing happens to the Hit-Man PE.

The opposing player may only use one of the above options.

Regardless of which one he chooses, a failed DR means that the

Hit is successful and his PE is killed.

8.74 Return Fire: If the Hit is not scored, the opposing player

may still Return Fire with his affected PE. As listed above he

makes a die roll against his affected PE's Kill Rating. A

successful adjusted DR result kills the Hit-Man PE. An

unsuccessful DR means that the Hit-Man PE survives. The Hit-Man

PE does not get Return Fire against the effected PE.

8.75 Accessory Cards: The only Accessory Card that may be used to

effect the Hit-Man PE's Hit DR and the Target PE's Return Fire

Kill DR is the Tommy Gun Accessory Card which is usually assigned

to the PEs. It will give a plus one (+1) to each DR result. Both

players may play the Jammed Tommy Gun Accessory Card before their

opponents respective DRs to cancel out the Tommy Gun DRMs.

8.76 Contract Fee: A player earns money, sometimes a lot of it,

for attempting and then for successfully completing a Contract

Hit.

* For simply attempting the Hit, the player receives $5,000.

  (Think of it as an advance on the contract.)

* If the Hit is successful, the player rolls one die (1d6) and

  multiplies the DR result by the number of Notoriety Points the

  targeted PE had on his card. Multiply this result by $1,000 and

  this final result is the amount of money the player receives

  for the successful Hit. (Example: George Birdwell had 13 NPs on

  his Card when he was killed by a Hit-Man. The Hit-Man PE's

  owning player rolls the die and gets a four. 4 x 13 = 52. The

  owning player receives $52,000.) This money is in addition to

  the $5,000 the player receives for the Hit Attempt.

Note that if the Hit-Man PE does not survive the Return Fire, the

owning player will only receive the $5,000 for the Hit Attempt.

8.77 Notoriety Points: No NPs are awarded for Contract Hits

successful or not. Neither are they awarded for successful Return

Fires.

 

8.8 PASS

A player may choose to Pass instead of performing any Public

Enemy Actions. In this case the PE Cards are left where they are

and are not moved. This includes PE Cards that are still In Hand.

A player may not choose a Pass option if he has a PE in a Box

where a mandatory Action is required as part of a procedure

(Robbing Bank and Collecting Ransom Boxes). Also in some cases

certain checks must be made even if the PE does nothing (Kidnap

Box).

 

 

9. LAW ENFORCEMENT ACTIONS

 

9.1 GENERAL

During the Law Enforcement part of the Crime Wave Phase a player

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

Card of an opposing player. An Action taken against one PE Card

does not effect the other PE Card, should the opposing player

have it in play, even if they occupy the same box on the Location

Card.

9.11 Money: A player does not earn any money for any Law

Enforcement Actions he may do in any capacity.

9.12 Notoriety Points: A player may earn Notoriety Points (NPs)

for successfully capturing or killing an opposing PE in a Law

Enforcement Action. He may also sometimes lose NPs for failing to

do the same. An opposing PE may earn NPs for killing an SA or

State Police Card, or by avoiding capture. A player keeps the NP

markers that he has earned in the Player's Accumulated Notoriety

Points Box on the Location Card. An opposing PE keeps his earned

NP markers on his card. A list of NPs earned or lost for Law

Enforcement Actions is listed in the following rules and in the

Notoriety Point Chart on the Player's Aid Card.

9.13 Timing of Card Play: When a player is taking an Law

Enforcement Action against an opposing PE, the Law Enforcement

player plays all Accessory Cards he wishes to use in the Action

first, then the PE player plays all Accessory Cards he wishes to

use second, then the DR is made. Neither player may play an

Accessory Card after the DR to alter the result. Note that some

Accessory Cards will prevent one player from playing some or all

of his cards or may cancel the Action all together.

9.14 Exclusions: Conducting a Trial (10.4) will be covered later

in the rules. Thus it is not covered here.

 

9.2 STOP A BANK ROBBERY

9.21 General: As an Action a player may attempt to stop a Bank

Robbery. He must do this as the Local Police as they are the only

Law Enforcement officials that may do so. To undertake the Local

Police Action, the player announces that he is doing so, plays

any Accessory Cards that he wishes to use, allows the PE player

to play any Accessory Cards he wishes to use, then makes a dice

roll (2d12), and compares the adjusted DR result to the listed

results on the Local Police Catch Table on the Player's Aid Card.

The possible range of results are as follows:

* If the adjusted DR is 2-7, there is No Result.

* If the adjusted DR is 8 or 9, the PE has been captured. Place

  the PE Card in the Jail Box on his own Location Card.

* If the adjusted DR is 10-12, the PE has been killed. Place the

  PE Card in the Discard Pile.

9.22 Accessory Cards Usable by Local Police: A player may use the

following Accessory Cards to modify the Catch DR result:

* Engine Trouble - Adds one (+1) to Police Catch DR.

* Police Roadblock - Adds two (+2) to Police Catch DR.

* Tommy Gun - Adds one (+1) to Police Catch DR.

A player may play one of each type of card to modify one Catch

DR, after which they are discarded to the Discard Pile. These

DRMs are cumulative.

9.221 Bank Holiday Accessory Card: In lieu of taking a Local

Police Action, a Law Enforcement player may play a Bank Holiday

Accessory Card instead. This must be played (out of turn so to

speak) after the PE player moves his PE Card to the Robbing Bank

Box but before he makes a Robbery Attempt DR. It may not be

played after the PE has made his Robbery attempt DR. The PE's

Bank Robbery attempt is cancelled for that turn. The PE remains

in the Robbing Bank Box, subject to any Local Police Actions by

other players, and may attempt to rob the Bank again on his next

turn (but without any Cased Bank DRM). Any player may play this

card. When the course of play comes around to the player who

played the Bank Holiday Card, he is considered to have already

performed his Law Enforcement Action for that turn.

9.23 Accessory Cards Usable by PEs against Local Police: The

opposing PE player may use the following Accessory Cards to

modify the Catch DR result:

* Mechanic - Negates the Engine Trouble Card.

* Planned Escape Route - Negates the Police Roadblock Card.

* Jammed Tommy Gun - Negates the Tommy Gun Card.

* Getaway Car - Subtracts one (-1) from the Police Catch DR.

* Police Stupidity - Subtracts two (-2) from the Police Catch DR.

A player may play one of each type of card to modify one Catch

DR, after which they are discarded to the Discard Pile, except

the Getaway Car Card is stays attached to the PE. These DRMs are

cumulative.

9.231 Hostages Accessory Card: A PE player may play a Hostages

Accessory Card the instant that the Police player says that he is

undertaking a Local Police Law Enforcement Action against his PE

in the Robbing Bank Box. He does this before the Police Catch DR.

If the Police player rolls a natural odd number when making his

Catch DR, he loses two (-2) Notoriety Points (the Police have

shot a hostage). This does not affect the adjusted DR result

against the PE. Police player may elect to forfeit his Law

Enforcement Action this turn to avoid this. If the Hostages

Accessory Card has been played and the Police player elects to

forfeit his Action, both players may retrieve their played

Accessory Cards for later use, except for the Hostages Card which

must be discarded.

9.24 Public Enemy Reaction to Being Killed or Captured: If the PE

has been either killed or captured by the Local Police, before

the result is carried out, the PE player may now attempt to void

the result by either:

* Making a DR against his Kill Rating.

* Making a DR against his Luck Rating.

If he is using his Kill Rating, the PE player rolls the die (1d6)

and if the adjusted DR result is within his Kill Range, the PE

has bested the Local Police in a shoot-out and has negated the

kill or capture result against him. A PE player may play or use a

Tommy Gun Card to modify the Kill DR by plus one (+1) but the Law

Enforcement player may play a Jammed Tommy Gun Card to negate it

prior to the die roll. When using his Luck Rating, the PE player

rolls the die (1d6) and if the DR result is within his Luck

Range, the PE has just managed to avoid being killed or captured.

There are no modifiers to the Luck DR.

9.25 Notoriety Points: The Law Enforcement player earns 1 NP if

the PE goes to the In Jail Box. He earns 1/2 of the PE's total

amount of NPs on his PE Card (fractions rounded up) if the PE is

killed. (Those NPs are not subtracted from the PE's total who

still keeps all of his NPs.) The PE earns 2 NPs if he negates a

kill or capture result against him by a successful DR against his

Kill Rating. He earns 1 NP if he negates a kill or capture result

against him by a successful DR against his Luck Rating. If a PE

is killed, his owner subtracts one (-1) NP from the total NPs on

his card (after the Law Enforcement player receives half of that

total in separate NPs) and then takes the remainder and places it

in his Accumulated Notoriety Points Box on his Location Card.

(The public had a short memory of a PE's accomplishments after he

was killed.)

9.26 An Example of Robbery and Subsequent Law Enforcement

Reactions:

Baby Face Nelson, armed with a Tommy Gun, hits the Security

National Bank & Trust, in Sioux Falls, South Dakota. (The player

has moved Nelson, with his attached Tommy Gun Card, from the

Casing Bank Box to the Robbing Bank Box.) Nelson's Rob Range is

'8-12'. Since he has cased the bank, he adds one (+1) to his Rob

DR. He rolls a '7', which is adjusted to '8', so Nelson has

successfully robbed the bank, earning 1 NP which is placed on his

PE Card.

There are three other players. For Player A's Law Enforcement

Action (as play goes around the table), he assumes the role of

the Local Police, playing a Roadblock Card to aid in his efforts.

Nelson doesn't react to this, so Player A rolls the dice, gets a

'6', adds the +2 for the Roadblock, and finds that he has

possibly captured Baby Face. However, Nelson does not accept this

and rolls against his Kill Rating, to which he adds +1 for his

Tommy Gun. He rolls a '2', which is adjusted to '3', so Nelson

has shot his way out of the Roadblock, earning Nelson 2 NPs which

is placed on his PE Card.

Player B for his Law Enforcement Action, also takes the guise of

the Local Police, playing an Engine Trouble Card to add one (+1)

to his Catch DR. Nelson, though, now plays a Mechanic Card, thus

negating the Engine Trouble Card. Player B's Catch DR result is

'6', which is No Result, so Nelson has gotten away again.

Player C, having watched Nelson shoot up the police two player

back, and not having any cards to support his Local Police,

decides to use his Law Enforcement Action to do something else,

ignoring Nelson.

Ole Lester has escaped, roaring down the state highway in his

Packard. In his Player's next turn, for his PE Action, Nelson is

moved to the On the Lam Box and stops to see how much money he

got from the bank. He rolls an '8', which on the Bank Robbery

Take Table is $8,000, which goes to his owning player, plus the 3

NPs that he earned during the course of the Robbery.

 

9.3 RAID A PUBLIC ENEMY

9.31 General: As an Action, a player may Raid a PE Card of an

opposing player, that is either in the On the Lam or Collecting

Ransom Boxes. He does this through the use of the Local Police

(using the Local Police Catch Table) or through the play of

either a Special State Police or Special Agent Card. To undertake

the Raid, the player announces the Raid and the targeted PE. He

may not combine the use of the State Police and the Special Agent

Cards together nor may he combine either one of those cards with

the use of the Local Police.

9.32 Local Police: When using the Local Police, the Law

Enforcement player uses the Local Police Catch Table just as in

stopping a Bank Robbery. As before, the Law Enforcement player

plays any Accessory Cards he wishes to use, and after the PE

player plays Accessory Cards he wishes to use, makes the Catch

dice roll (2d12) and compares the adjusted DR result to the Local

Police Catch Table. However there are certain negative DRMs that

apply when using the Local Police to conduct a Raid. They are as

follows:

* When Raiding a PE in the On the Lam Box, subtract one (-1) from

  the Catch DR.

* When Raiding a PE on the Collecting Ransom Box, subtract two

  (-2) from the Catch DR.

These DRMs do not apply when using Special State Police or

Special Agent Cards. These DRMs are cumulative with other DRMs.

9.33 State Police: When using the State Police the Law

Enforcement player plays the Special State Police card, along

with any Accessory Cards he wishes to use with it, and then after

the PE player plays any Accessory Cards he wishes to use, makes

the Catch DR and compares the adjusted DR result to the

Catch/Kill DR Ranges on the Special State Police Card. Any DR

result that is not a Catch or a Kill is considered to be a No

Result. After play is done the Law Enforcement player retains the

Special State Police Card, and any Accessory Cards assigned to

it, in his hand, unless the PE obtained a Kill result against it

in the Return Fire, in which case they are discarded into the

Discard Pile. Note that the Special State Police Card Captain

Matt Leach has a -2 DRM to his Catch DR result when used against

the PE John Dillinger.

9.34 Special Agents of the BI: When using Special Agent Accessory

Cards, the Law Enforcement player plays one of them, along with

any Accessory Cards he wishes to use with it, and after the PE

player plays any Accessory Card he wishes to use, makes the Catch

DR and compares the adjusted DR result to the Catch and Kill DR

Ranges on the Special Agent Card. Any DR result that is not a

Capture or a Kill is considered to be a No Result. Note that the

Special Agent Cards have two sets of DR Ranges, one set for

Pre-Federal Crime Bill and one set for Post-Federal Crime Bill.

The primary differences are as follows:

* All successful pre-Crime Bill Catch DRs are considered to be

  Captures.

* Special Agents may not use Tommy Gun Accessory Cards before the

  Federal Crime Bill is in effect.

* See the rules on Special Agent Cards (7.4) on what happens to

  them after they are used.

9.34 Accessory Cards Usable by Law Enforcement in Raids: The

following Accessory Cards may be used by the Law Enforcement

player when conducting a Raid:

* Stool Pigeon - Adds one (+1) to the Catch DR result.

* Gun Moll - Adds one (+1) to the Catch DR result.

* Tommy Gun - Adds one (+1) to the Catch DR result.

* Anne Sage: The Lady in Red - Prevents the PE player from

                               playing any Accessory Cards to

                               modify the Catch DR except the

                               Jammed Tommy Gun Card.

* J. Edgar Hoover - Gives Law Enforcement player 2 extra NPs if

                    Raid is successful (PE captured or killed).

                    Law Enforcement player loses 3 NPs if Raid is

                    unsuccessful (No Result or PE escapes).

                    Usable only with Special Agent Cards.

The player may only play one of each type of card to modify the

Catch DR. The DRMs are cumulative.

9.35 Accessory Cards Usable by PEs to Counter Raids: The

following Accessory Cards may be used by the PE player in Raids:

* Local Corruption - Subtracts one (-1) from the Catch DR result.

* Insider Information - Subtracts one (-1) from the Catch DR

                        result for each $2,000 paid by target PE

                        player to the Bank.

* Jammed Tommy Gun - Negates the Tommy Gun Card.

* Police Stupidity - Subtracts two (-2) from the Catch DR result.

                     Playable only against Local Police.

* Plastic Surgery - Cancels the Raid if PE player pays $10,000 to

                    the Bank. Both players retrieve their played

                    Accessory Cards except this one which must be

                    discarded.

The player may only play one of each type of card to modify the

Catch DR result. The DRMs are cumulative.

9.36 Public Enemy Reaction to Being Captured or Killed: The

procedure here is the same as that described in rule 9.24. The

only exception is that the Law Enforcement player may also play a

Tear Gas Accessory Card to modify the PE's Kill DR result by

minus one (-1) prior to the die roll.

9.37 Notoriety Points: The number of NPs earned by both sides are

the same as those listed in rule 9.25 with the following

exception. When the PE player negates a kill or capture result by

a successful DR against his Kill Rating, his PE earns 2 NPs if

the Law Enforcement player acted as Local Police and he earns 3

NPs if the Law Enforcement player played a Special State Police

or Special Agent Card.

9.38 An Example of Raids and PE Reactions to Them:

Verne Miller has just been moved back, along with his attached

Tommy Gun Card, to the On The Lam Box on his owner's Location

Card after successfully completing another Contract Hit on an

opposing PE. He has 20 NPs on his PE Card. After collecting his

Hit money, he settles down and awaits for the inevitable

reactions of the other players.

There are four other players. Player A plays a Special Agent Card

(H. E. Hollis) with a Stool Pigeon Card to give him a +1 to his

Catch DR. Since the Federal Crime Bill is not in effect yet, all

the Special Agent can do is capture Miller. Player A makes his

dice roll and the result is 6 which is modified to 7. Checking

the Catch Range on the SA Card he finds that Hollis has captured

Miller. Ole Verne will not go easy though, so he attempts to void

the result by rolling against his Kill Rating. His player rolls a

4 which is modified to 5 due to his Tommy gun Card and succeeds

in killing Hollis, thus voiding the result. The SA and Stool

Pigeon Cards are discarded into the Discard Pile. Verne gets 3

NPs placed on his PE Card and awaits the next attempt.

Player B decides to use the Local Police and plays a Tommy Gun

Card and a Gun Moll (Mary Kinder) Card, which when added to his

minus one (-1) modifier to Raiding the On the Lam Box, modifies

his dice roll by a total of plus one (+1). However Verne's player

plays a Police Stupidity Card to nullify the combined DRM of the

Player B's played Accessory Cards, thus making the total DRM as

minus one (-1). Player B makes the dice roll and gets a 7 which

is modified to 6. This is a No Result so Verne is still free. The

three played Accessory Cards are thus discarded into the Discard

Pile.

Player C also uses the Local Police, playing a Tommy Gun Card and

a Stool Pigeon Card to help him out. Verne's player plays a

Plastic Surgery Card and pays $10,000 to the Bank. The Raid is

cancelled, so Player C retrieves his played Accessory Cards and

places them back in his Hand. The Plastic Surgery Card is

discarded.

Player D plays a Special State Police (The Dillinger Squad) Card

along with the Anne Sage Accessory Card. Verne's player can not

play any card in his defense now except a Jammed Tommy Gun Card

and he can not even do that as Player D does not have a Tommy Gun

attached to the State Police Card. Player D rolls the dice and

comes up with a DR result of 11, a Kill. Verne fires back using

his Kill rating again but this time can not use his attached

Tommy Gun Card. His player rolls a 4, a miss. Ole Verne has been

killed and player D collects 12 NPs for killing him (1/2 of the

total number of NPs (23) on Verne's card, rounded up). He

retrieves his State Police Card and places it back in his hand.

The Anne Sage Card, the Verne Miller PE Card, and the Tommy Gun

Card that was attached to it, are all discarded.

Verne's owning player now laments his loss. However he still has

most of the money that Verne has earned for him in the game and

also gets 22 of the NPs that were on Verne's PE Card. Also at the

beginning of his player turn the Federal Crime Bill goes into

effect (Hollis was the first SA killed in the game) and since he

does have an SA Card (Sam Cowley), he plans to get some revenge

on Player D by raiding one of his PEs.

 

9.4 DOING A SPENDING SPREE

As an Action, a player may play a Spending Spree Accessory Card

on an opposing PE Card in the On the Lam Box. He then rolls the

dice (2d12) and multiplies the DR result by $1,000. The result

amount is what the PE owning player must pay to the Bank. (His PE

has blown it having a good time.) There are no DRMs to the Dice

Roll. If the player plays a Gun Moll Card along with the Spending

Spree Card, he multiplies the DR result by $2,000. (Remember that

Gun Moll Cards can not be used against the PEs Bonnie & Clyde,

George "Machine Gun" and Kathryn Kelly, and the Barkers.) If the

PE player does not have enough Money to pay the total amount, he

pays all that he has to the Bank and the excess is ignored. There

is no defense against this card. It, and any played Gun Moll

Card, is discarded after use.

 

9.5 PASS

A player may choose to Pass instead of performing any Law

Enforcement Action for this turn. In this case his turn ends and

play proceeds to the next player.

 

 

10. JAIL AND TRIAL

 

10.1 CAPTURED

10.11 In Jail: Public Enemies who are captured by Local Police or

State Police Law Enforcement Agents have their PE Cards

immediately moved to the In Jail Box on their respective Location

Cards. While there the PE may try to Bail Out, Escape, or be

placed on Trial.

10.12 Prison: Public Enemies who are captured by Special Agents

of the BI or have a Kidnap Marker on their PE Card when captured

by any Law Enforcement Agency are placed in Prison. This means

that they are out of the game and are treated the same as it they

hve been killed. A PE that has been convicted in a Trial is also

placed in Prison.

Criminals that were arrested by Federal officials were placed in

Federal holding facilities which were usually more secure than

local jails or state prisons during the time period of the game.

In addition, Federal authorities usually took jurisdiction over

any criminal that was involved in a Kidnapping no matter who

arrested them.

 

10.2 BAIL

10.21 General: As a PE Action for that turn, a player may attempt

to Bail Out one of his PEs from Jail. To do this the player

announces the attempt and makes a die roll (1d6). If the adjusted

DR result is a '6' or higher, the PE is Bailed Out of Jail. That

PE Card is then immediately moved to the On the Lam Box on his

Location Card. If the adjusted DR result is '5' or less, there is

no effect or result.

The assumption here is that the PE is not going to willingly show

up for Trial, historically they never did.

10.22 Adjustments to the Bail Out DR: The following DRMs may be

applied to the Bail Out DR result.

* Graft: For each $5,000 you spend (pay to the Bank) you may add

         one (+1) to the Bail Out DR result.

* Lawyer: Use a Lawyer's Bail Rating, from either one that is on

          Retainer or one as a One Time Use, to adjust the Bail

          Out DR result.

* The "Mother's Love" Exception: Ma Barker, bless her heart, had

                                 that rare and rather exceptional

                                 ability to talk the authorities

                                 into letting her lovely brood

                                 out of jail. Therefore, if the

                                 Barker PE Card is in the In Jail

                                 Box, Ma may plead their cause

                                 and add two (+2) to the Bail Out

                                 DR result.

Players may combine the DRMs from Graft with those of either from

a Lawyer's Bail Rating or from the Mother's Love Exception in the

case of the Barker PE Card. However, when Bailing Out the

Barkers, the player may not combine the DRMs from a Lawyer's Bail

Rating with the DRM from the Mother's Love Exception, only one or

the other may be used.

10.23 Notoriety Points: No NPs are earned for Bailing Out of

Jail.

 

10.3 ESCAPE

10.31 General: As a PE Action for that turn, a player may have

one of his PEs in the In Jail Box attempt an Escape. To do this

the player announces the attempt and makes a die roll (1d6). He

compares the adjusted DR result to the PE's Escape Rating on his

PE Card.

* It the DR result is within the Escape Range, he has escaped

  from Jail and his PE card is immediately moved to the On the

  Lam Box on his Location Card.

* If the DR result is not within the Escape Range, the escape

  attempt has failed and the PE Card remains in the In Jail Box.

10.32 Picquett on the Job: Among his many nefarious talents,

Louis Picquett was one lawyer who could help you escape from

jail. If a player makes a One Time use of Picquett, or has him on

Retainer, that player adds two (+2) to the Escape DR result.

10.33 Jail Riot: During an Escape attempt, before the die roll is

made, any player may play a Jail Riot Accessory Card. This card

may be played out of turn if played by another player. The owning

player whose PE is attempting to escape must immediately make a

die roll against his PE's Luck Rating, before proceeding with the

resolution of the escape attempt.

* If the DR result is not within his Luck Range, he has been

  killed during the escape and his PE Card is removed from the

  game.

* If the DR result is within his Luck Range, the riot has hidden

  his escape attempt and so he adds one (+1) to his Escape DR

  result.

10.34 Notoriety Points: A PE earns 2 NPs if he escapes from Jail.

These are placed on his PE Card. If a PE is killed during an

escape attempt, one NP is subtracted from his total NPs on his PE

Card and the rest are then given to his owning player. No other

player may earn NPs for a PE killed in a Jail Riot.

 

10.4 TRIAL

10.41 General: As a Law Enforcement Action, a player may put any

PE, his own or another player's, that is in an In Jail Box, on

"Trial". To do so he announces the Trial, indicates the PE that

he is putting on Trial, and then announces whether he is going to

use a Lawyer to help the PE on trial. If he does he may play a

Mouthpiece (Lawyer) Card, either one that he has on Retainer or

make a One time use of a Lawyer from the Mouthpiece Deck. If he

does not play a Mouthpiece Card, and the PE belongs to another

player, then that owning may play a Mouthpiece Card for his PE.

These are the only two players who may play a Mouthpiece Card.

Whichever player has played a Mouthpiece Card is the one who

conducts the Trial. If no Mouthpiece Card is played by either

player, the player who announced the Trial is the one who

conducts it.

10.42 Conducting the Trial: The player who is conducting the

Trial now makes a die roll (1d6), adding the Lawyer's Trial

Rating DRM, if any has been played, to the DR result.

* If the adjusted DR result is 5 or less, the PE is Convicted and

  sent to Prison (10.12). He is now out of the game.

* If the adjusted DR result is 6 or more, the PE is Acquitted and

  released from Jail.

If the PE is Acquitted, his PE Card is immediately placed in the

Hand of the player who conducted the Trial. The PE Card is not

placed in any of the boxes on the Location Card. If that player

already has two PE Cards in his Hand and/or in Play, then the

Acquitted PE Card is shuffled back into the PE Card Deck. Of

course the player may discard another PE Card (if available) from

his Hand if he wants to keep the Acquitted PE.

10.43 Notoriety Points: If a player Convicts another player's PE

in a Trial, he earns 2 NPs. If he Acquits another player's PE, he

does not receive any NPs, though he does get the PE Card. A

player receives no NPs for Convicting or Acquitting his own PE. A

PE earns 2 NPs if he is Acquitted and those NPs are placed on his

card. A PE's Notoriety Points stay with the PE Card when that

card goes to a player Hand or is shuffled back into the PE Card

Deck. A PE who is convicted has all of his NPs given to his

owning player.

Trial is the only way to gain control of a PE, especially another

player's, without having to draw his PE Card from the PE Card

Deck. It is also a nasty way of getting rid of a PE by "tanking"

the trial.

 

 

11. PUBLIC ENEMY #1

 

11.1 GENERAL

Each time a PE is killed in the game, play momentarily stops

while the players determine which active PE has the most

Notoriety Points on his PE Card. The PE whose has the most NPs

becomes Public Enemy #1. If two or more PEs tie for the most NPs

then there is no Public Enemy #1 at that time.

11.11 Active PEs: An active PE is defined as a played PE Card

that is in any Box on the Location Card. This includes PEs that

are in the In Jail Box. (Yes, even a PE in Jail may earn the

Public Enemy #1 designation.)

11.12 At Game Start: 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.

11.13 In Prison: A PE which has been Convicted and sent to Prison

or Captured and sent to Prison (due to a Kidnapping marker on its

PE Card or capture by a BI Special Agent) does not trigger a

Public Enemy #1 determination, even though he is out of the game

just like a PE that has been killed.

11.14 Multiple Designations: A PE may become Public Enemy #1 more

than once in the game, regardless of whether it comes from

consecutive or separate determinations. (In the case of

consecutive determinations, he is merely holding on to his title

against all other competitors.)

11.15 Loss of Designation: A PE loses the Public Enemy #1

designation if in a determination he is found not to have the

most NPs on his PE Card. A PE also loses his designation when he

is sent to Prison. If that happens, then there is no Public Enemy

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

triggered.

 

11.2 NOTORIETY POINTS

A PE which becomes Public Enemy #1 earns 1 NP which is placed on

his PE Card. He earns 1 NP for each time he earns or retains the

Public Enemy #1 designation. He does not lose any NPs if he loses

the Public Enemy #1 designation. In the case of ties during the

Public Enemy #1 determination, no NPs are awarded to any player

as there is no Public Enemy #1.

 

11.3 PUBLIC ENEMY #1 MARKER

There is no Public Enemy #1 marker as the title does not entitle

the PE to anything beyond the 1 NP earned and the possible use as

a tie breaker (13.22) at the game's end. However players at their

option may craft their own counter to use in their private games.

 

The term 'Public Enemy' appears to have first come into use in

1930 to describe Manny Weiss, a "B-List" New York bootlegger.

After that, several states started putting out their own Public

Enemy lists for within their respective areas. However, Hoover

saw its publicity value and, as was his wont, adopted the phrase

as his own and made it an FBI trademark. It's use in the Bill

Wellman/James Cagney movie of the same name also gave it a big PR

boost. The "10 Most Wanted" list didn't pop up until the early

1950's, by the way, when J. Edgar used it to his PR advantage by

elevating those about to be captured to #1 status.

 

 

12. ACCESSORY CARDS REFERENCE LIST

 

The following section lists all of the Accessory Cards with much

more detailed information for each card than is possible in the

previous rules. Also included will be the number of each type of

card in the Accessory Deck and the number of each type that are

not used in the Short and Medium length games.

 

Bank Holiday [1]: It's Depression Time and FDR, in order to

protect bank reserves, has declared a "Bank Holiday". All banks

are closed so that Federal inspectors can check their finances

before allowing them to reopen. The PE, however, has not been

reading the newspapers and is unaware that his target bank is not

open for business. The robbery attempt does not take place and

the player's PE Action is over for that turn. This card must be

the first Accessory Card played before the Bank Robbery attempt

dice roll and may be played by any player, out of turn if need

be. When the player who played this card turn comes up, he is

considered to have performed his Law Enforcement Action for that

turn. Discard after use. This card is not used in the Short Game.

 

Contract for Hit [4]: This card enables a player's Hit-Man PE to

attempt a Hit on another player's Public Enemy Card in either the

On the Lam or the Casing Bank Boxes. This is a PE Action. See the

Hit rules for the details. Discard after play. None of these

cards are not used in the Short Game and two are not used in the

Medium Game.

 

Historical Note: The five PEs that are designated as Hit-Men were

chosen because they were all, at one time or other, implicated in

the Kansas City (Union Station) Massacre. Of them all, only Verne

Miller was a true Hit-Man.

 

Engine Trouble [6]: Looks like nobody checked the oil in the

engine before starting off for the robbery. Now the car sputters

to a stop and we haven't even gotten a block away from the bank

after the robbery. Played by Local Police against a PE in the

Robbing Bank Box. Adds one (+1) to the Catch DR result. Negated

by play of the "Mechanic" Card. Discard after play. Two of these

cards are not used in the Short Game and one is not used in the

Medium Game.

 

Getaway Car [1]: The bad guys often had better cars than the

police. This card represents that. The car pictured here, the

1932 Ford Victoria V-8, was a particular favorite of Dillinger's

who was so enamored of its speed (81 mph) that he supposedly

wrote to Henry Ford, suggesting that Ford use his endorsement;

"Drive a Ford and watch the other cars fall behind you. I can

make any other car take a Ford's dust." (Some sources say that

this letter is a forgery.) Dillinger later switched to an Essex

Terraplane, which had a slightly higher speed (85 mph) and a

faster pick-up from 0-60. (He bought the first model on the

showroom floor at the 1934 St. Louis auto show.) This card is

attached to a PE at any time during the player's turn; it is not

an Action to do so. It gives a minus one (-1) DRM to any Police

Catch DR result while the PE is in the Robbing Bank Box. It stays

with the PE until he is killed or captured, at which time it is

discarded. This card is not used in the Short Game.

 

Gun Molls [3]: Most of the robbers traveled with "female

companions" during their careers. This card is played as part of

a Law Enforcement Action against a PE, either as part of a Raid

or a Spending Spree. When played as part of a Raid, the card

assumes that the police have caught the PE and his moll in

flagrante delicto, his attention diverted. Add one (+1) to the

Police Catch DR result. When played with a Spending Spree card,

the card assumes that the moll is the one spending all the money.

Double the amount of money the PE must pay the Bank. Only one

Moll may be played on a PE at a time, no menage a trois. The Gun

Moll may not be used against the Barkers, the Kelly's, or the

Bonnie & Clyde PE Cards. Discard after play. The Mary Kinder Gun

Moll card is not used in the Short Game.

 

Historical Note: Billy Frechette was the most famous of all of

John Dillinger's girlfriends. Mary Kinder was Harry Pierpont's

girlfriend. Beulah Baird Ash was Pretty Boy Floyd's mistress.

 

Herman "Baron" Lamm [1]: Lamm was reputedly a German WWI ace

pilot (although more current sources say that he was a German

Army deserter who immigrated to the United States just before the

start of WWI) who moved to Utah after the war and invented the

"modern" bank robbery ... casing the bank, timing the robbery,

planning escape routes, etc.. He was very successful up until

1930 when he was killed in a shoot-out during a bank robbery.

This card is attached to one PE at any time during a player's

turn, it is not an Action to do so. This card assumes that the PE

has learned his craft from Baron Lamm himself and is somewhat

more proficient than his peers at bank robberies. It adds one

(+1) to every one of the PE's Rob DR results. It stays with the

PE until he is killed or captured, at which time it is discarded.

This card is not used in the Short Game.

 

Hostages [5]: Many bank robbers had the habit of placing citizens

along the sides/running boards of or even inside their escape

cars. This hindered the police from shooting at them as they

might accidentally hit a hostage (though some did try, much to

the regret of many a dead hostage). After they had gotten safely

away from the police, the bank robber would usually let their

hostages go unharmed. This card represents this criminal

practice. The card may be played by a PE in the Robbing Bank Box

when another player uses the Local Police against him. If the

Local Police, when making their Catch DR, roll an unadjusted odd

number when resolving the Catch, the Law Enforcement player loses

2 NPs from his personal total (he has killed a civilian in the

process). If he has none to lose or only 1 NP, then he loses

nothing or 1 NP. The Police player may choose to abandon his Law

Enforcement Action for that turn when this card is played. The

Hostage Card has no effect on the outcome of the Catch DR result.

Discard after play. Three of these cards are not used in the

Short Game and two are not used in the Medium Game.

 

Insider Information [2]: This card covers the underworld

"connections" that many of the Public Enemies had. This card is

played to counter a Raid. When played, for every $2,000 the PE

player pays to the Bank, the Law Enforcement player subtracts one

(-1) from the Catch DR result. There is no maximum on spending

money here, save what the PE player has to spend. Discard after

use.

 

Jail Riot [2]: Jail riots were rather common during this time,

given the horrendous living conditions in them, especially at the

local and state level. Some prisoners would use the riots as a

chance to escape. During an Escape attempt, before the Escape DR

is made, any player may play this card. This card may be played

out of turn. The PE that is attempting to escape must first make

a die roll (1d6) against his Luck Rating. If the DR result is

outside of this Luck Range, he has been killed during the escape.

If the DR result is within his Luck Range, the riot hides his

escape, so the PE player adds one (+1) to the Escape attempt DR

result. Discard after use. One of these cards is not used in

either the Short or the Medium Game.

 

Jammed Tommy Gun [4]: Someone forgot to oil his machine gun

before the robbery. Now the damn thing won't work. This card may

be played against any player using a Tommy Gun Card as part of a

Catch or Kill DR. It negates the DRM from the Tommy Gun Card for

that DR. Discard after use. Two of these cards are not used in

the Short Game and one is not used in the Medium Game.

 

J. Edgar Hoover [1]: This card represents the head of the Bureau

of Investigation, as well as Spin Doctor and Media Hound

extraordinaire, being present at an actual Raid. (Historically he

did this at the arrest of Alvin Karpis.) It is played with a

Special Agent Card in a Raid. Discard after use.

* If the Raid succeeds, and the PE is captured or killed, then

  Hoover's presence earns the Law Enforcement player an

  additional 2 NPs.

* If the Raid fails, meaning No Result or the PE gets away by a

  successful roll against his Kill or Luck Rating, then Hoover,

  as usual, blames the agent. The Law Enforcement player loses 3

  NPs from his personal total. (Or 2, 1, or 0 if that is all the

  player has to begin with.)

This card is not used in either the Short or the Medium Game.

 

Kidnap Victims [3]: There is a separate card for each named

target. This card is played along with the PE Card in order to

put the Kidnapping into action. After the Kidnapping is over, the

Victim Card is discarded. Mary McElroy is not used in either the

Short or the Medium Game.

 

Historical Note: Hamm (by Alvin Karpis and the Barkers) and

Urschel (by Machine Gun Kelly and his wife, the extremely

beautiful and ambitiously unscrupulous Kathryn) were the two

"big" kidnappings of the era. McElroy's got less publicity,

despite the fact that she was kidnapped right out of her bathtub,

which should of given it more media coverage. Ironically, McElroy

was an eyewitness at the Kansas City "Massacre".

 

Local Corruption [3]: It seems that just about everybody was on

the "take" back in those days. This card is played by a PE player

against a Raid. When played, one is subtracted (-1) from the

Catch DR result for that Raid. Discard after use. One of these

cards is not used in either the Short or the Medium Game.

 

Mechanic [3]: Looks like someone did check the oil in the motor

after all. The getaway car works just fine. This card is played

by a PE player against a Law Enforcement Action against a Bank

Robbery. It cancels the effect of any Engine Trouble Card played

in that action. Discard after use. One of these cards is not used

in either the Short or the Medium Game.

 

Media Hype [4]: Many of the PEs were entranced by what the

newspapers and radio did for their "images". Many of them reveled

in it (Dillinger and Bonnie & Clyde for example), others hated it

(like Pretty Boy Floyd). Perhaps the biggest, and most adept,

user of the media was J. Edgar Hoover. This card is played by the

PE player at the start of a Bank Robbery. It may not be used

during a Kidnapping or a Contract Hit. From the Robbery attempt

DR, up until the PE player's next turn, any NPs earned by that PE

are doubled. Discard after use. Two of these cards are not used

in the Short Game and one is not used in the Medium Game.

 

Planned Escape Route [4]: Many robbers, using the Lamm System of

bank robbery, would plan escape routes which usually avoided the

more well traveled roads and streets where the Police would most

likely set up roadblocks to stop them. This card is played by the

PE player as a response to a Local Police play of the Roadblock

Card. When played it negates the DRM of the that card. Discard

after use. One of these cards is not used in either the Short or

the Medium Game.

 

Plastic Surgery [2]: Several PEs tried to use Plastic Surgery to

alter their appearances and fingerprints. However plastic surgery

was in its infancy back in those days and was only marginally

effective. This card may be used to counter any Raid. When

played, it cancels the Raid against the PE. However it requires a

payment of $10,000 to the Bank when played. Discard after use.

Both of these cards are not used in the Short Game and one is not

used in the Medium Game.

 

Police Stupidity [3]: This card is played by the PE player

against any Law Enforcement Action that uses the Local Police. It

subtracts two (-2) from any Catch DR result. Discard after use.

One of these cards is not used in either the Short or the Medium Game.

 

Historical Note: The police in those days were really not as

stupid as the card title or the card picture implies. It's just

that a great many cops back then were not very proficient at

their jobs (they would be considered unqualified by today's

standards) and owed their getting or keeping their jobs to the

political favoritism of the times.

 

Roadblock [8]: Back in those days few cop cars had police radios

and many that did only had receivers. Thus it was a common

practice for cops when notified of a robbery in progress to set

up roadblocks at the most commonly used roads and streets out of

town to forestall any getaways. Worked pretty well against

unprofessional bank robbers but the professional ones almost

always had alternate routes staked out. This card is played as

part of a Law Enforcement Action against a PE in a Robbing Bank

Box. It adds two (+2) to the Police Catch DR result. Negated by

the play of the Planned Escape Route Card. Discard after use.

Three of these cards are not used in the Short Game and two are

not used in the Medium Game.

 

Special Agents [4]: These are cards for Special Agents Cowley,

Hollis, Lackey, and Purvis, agents of the Bureau of

Investigation. Used only in Raids and are subject to the presence

or absence of the Federal Crime Bill. See the rules for extensive

specifics on these cards. Special Agent Lackey is not used in the

Short Game.

 

Historical Note: Purvis was the diminutive BI agent in charge of

the Midwest division of the Bureau and was responsible for the

Little Bohemia fiasco (where Dillinger's gang escaped despite

being surrounded by a virtual army). Was a good friend of

Hoover's and was considered by many in the Bureau to be his

protege. However their friendship quickly turned bitter when the

media gave Purvis all of the credit that Hoover wanted for

himself. Forced to resign in 1935 and committed suicide in 1960.

Hollis was a special agent in the Midwest Division and one of

Purvis's assistants. Provided most of the bullets (14 out of 17)

that killed Baby Face Nelson, but was also killed in that

gunfight. Cowley was considered one of the best and most

experienced agents in the Bureau at the time. Hoover assigned him

to Purvis as his second in command after Little Bohemia. They

worked well together, Purvis making the command decisions and

Cowley handling the details. He ran the Special Squad that

(supposedly) killed Dillinger. He was also killed by Baby Face in

the same gunfight that killed Hollis. Lackey was the BI agent at

the Kansas City Massacre who was the real "killer" in that

incident; see the Kansas City Massacre notes for details on that.

 

Special Informer: Anne Sage [1]: The infamous "Lady in Red", who

supposedly turned in Dillinger. This card is used as a special

Stool Pigeon Card in a Raid. When played the PE player may not

play or use any cards, except the Jammed Tommy Gun Card, to

cancel the Raid or to alter the Catch DR result. Discard after

use. This card is not used in either the Short or the Medium

Game.

 

Historical Note: Although Anna Sage did receive $5,000 for her

pains, she was still deported back to Romania in 1936. Many

considered this a shaft job by the government and the media

really played it up as such. In truth, the power of the Bureau

was only just beginning to grow back then and Hoover did not yet

have the influence to bend other government agencies and

departments to his will.

 

Spending Spree [2]: A lot of PEs liked to go out and blow their

money on a good time, which fast depleted their funds, especially

if their girlfriends were with them. This card may be played as a

Law Enforcement Action against a PE Card in the On The Lam Box.

The PE player makes a dice roll (2d12) and multiplies the DR

result by $1,000. The end result is the amount of money that the

PE player must pay to the Bank for the good time his PE had. If

he has less money than the end result, then he pays all of his

money to the Bank. If a Gun Moll Card is played with this card,

double the end result. Discard after use. Both of these cards are

not used in the Short Game and one is not used in the Medium

Game.

 

Special State Police [2]: These cards for Captain Matt Leach and

the Dillinger Squad, are used only in Raids. They are not

effected by the DRMs that specifically effect Local Police in

Raids. They are retained in a player's Hand for further use,

unless they are killed, at which point they are discarded after

use. The Dillinger Exception: Captain Leach must subtract two

(-2) from any Catch DR result against the PE Dillinger.

 

Historical Note: The diminutive Matt Leach, who led a special

task force from the Indiana State Police, spent most of this time

period in a compulsive, but futile, effort to catch Dillinger,

who often goaded Leach with phone calls. The "elite" Dillinger

Squad, a special task force from the Illinois State Police based

in Chicago, had a reputation for sometimes killing the wrong

suspect. However, they were fairly good at what they did, even if

they were somewhat careless.

 

Stool Pigeon [3]: These cards may be used by any Law Enforcement

agency to help out in a Raid. When played they add one (+1) to

the Catch DR result. Discard after use. One of these cards is not

used in the Short Game.

 

Tear Gas [4]: These cards are used by Law Enforcement players in

a Raid as a response to the PE player using his Kill Rating to

void a successful capture or kill. When played they subtract one

(-1) from the PE's Kill DR result. They have no effect on a PE's

Luck DR result. Discard after use. Two of these cards are not

used in the Short Game and one is not used in the Medium Game.

 

Tommy Gun [8]: During this time, the use of automatic weapons in

bank robberies started to become wide spread. The most favorite

weapons of choice were the .45 cal Thompson Sub-Machine Gun and

the .30 cal Browning Automatic Rifle. (The former was either

stolen from police stations or available through underworld

sources, the latter was usually stolen from the National Guard

Armories that were scattered across the country.) This card may

be used by either PEs or Law Enforcement Agencies. However,

Special Agents may not use this card until the Federal Crime Bill

takes effect.

* When used by a PE, the card is attached to that PE's card (at

  any time during the PE player's turn) and stays with it until

  that PE is killed or captured, at which point it is discarded.

  When used it adds one (+1) to the PE's Kill DR result.

* When used by the Local Police, it is a one time use only, after

  which it is discarded. When played it adds one (+1) to the

  Police Catch DR results.

* When used by the Special State Police, or the BI Special Agents

  after the Federal Crime Bill takes effect, the card is attached

  to that agent card. If the State Police agent is killed, the

  Tommy Gun Card is discarded. If the BI agent is killed, the

  Tommy Gun card is retained in the Law Enforcement player's Hand

  for possible later use. When played it adds one (+1) to the

  Police Catch DR result.

Two of these cards are not used in the Short Game and one is not

used in the Medium Game.

 

 

13. VICTORY

 

13.1 VICTORY POINTS

At the game's end, each player totals all the NPs that he has

accumulated. He then adds to that total any NPs that are on his

PE Cards that are still In Play at the game's end. The total NPs

are then converted to Victory Points at the rate of one NP for

one VP. He then totals up his money and then receives one VP for

each full $10,000 his has from this total (any fractions of

$10,000 are dropped) and adds them to his VP total. The final

amount is his total Victory Points for the game.

Example: At game's end Player A has 45 NPs in his Player's

Accumulated Notoriety Point Box in his Location Card. He also has

two PEs in Play, George Birdwell in the In Jail Box with 9 NPs on

his card, and James "Oklahoma Jack" Clark in the On the Lam Box

with 6 NPs on his card. All of these NPs add up to 60 which

convert to 60 VPs. Player A has $66,000 of cash. This gives him 6

more VPs for a grand total of 66 Victory Points for the game.

 

13.2 WINNING

13.21 Game Victory: The player that has the most Victory Points

at the end of the game is the winner.

13.22 Ties: If there is a tie for the most Victory Points, use

the following criteria for winner determination:

* The player with the most total NPs wins.

* If tied in NPs also, then the player with greatest amount of

  money wins.

* If still tied after this, the player who has a PE who is Public

  Enemy #1 is the winner.

* If still tied and neither player has Public Enemy #1 then roll

  the die (1d6) to determine the Winner. Re-roll ties if

  necessary.

Note that this method can also be used to break ties when

determining game placement in tournament situations.

 

Play Note: Players will find that in most - but not all - games,

Notoriety Points determine the winner. The lasting legacy of

these desperadoes, villains, and occasional psychopaths, was

infamy, not fortune.

 

 

DESIGN AND PRODUCTION CREDITS

 

Game Design by: RICHARD H. BERG

 

Graphics by: Mike Lemick

 

Playtesters: Brad Andrews, Scott Baron, Alan Berg, Gene

Billingsly, Andy Daglish, Mark Edwards, David Fox,

Vicky Fox, Todd Goff, Gerry Haggerty, Mark Herman, Len Kelter,

John Lazauskas, Mark Mathews-Simmons, Jim Matt, Chris Mellor,

Fred Miller, Martin Newman, Pat Osika, Jack Polonka, Lance

Ribeiro, Dan Rogers, Aaron Siverman, Rich Simon, Gerald Steffler,

Britt Strickland, J. R. Tracy, Renaud Verlaque, Adon Watt,

Michael Weston, and the members of the Mid-Hudson Area Wargamers

Society.

 

 

WHO'S WHO IN THE CAST

 

Bailey, Harvey "Old Harve": A former con-man turned bank robber.

Was notable for big hauls in the 1920s which included $200,000

from the US Denver Mint in 1922 and over $1,000,000 from the

Lincoln National Bank in 1930. This earned him the underworld

title of "Dean of the American Bank Robbers". Preferred to work

with small handpicked teams during his heyday. In the 1930s

fortune turned against him and circumstances forced him to work

in bigger gangs for smaller hauls. Escaped from jail several

times. Wrongfully convicted for his alleged part in the Urschel

kidnapping. (He had no part on it.) Served time in several

prisons until finally paroled in 1965. Died of old age (he was

91) in 1979, a free man.

 

Barker, Kate (Ma), Fred, and Arthur (Dock): (We left out the

brothers Herman who was dead and Lloyd who was serving a 25 year

sentence.) This was certainly the most successful gang of the era

in terms of money taken in, between three and four million

dollars in a four year period from 1931 to 1935. Charming family

whose strange family values included bank robbery, murder,

kidnapping, grand theft, burglary, auto theft, and fencing stolen

property. The core of the gang was Fred and Dock Barker and Alvin

Karpis, with Ma along on the sidelines. Gang membership was

largely transitory with members coming and going as needed for

particular types of jobs. Such big names as Harvey Bailey, Thomas

Holden, Theodore "Hansom Jack" Klutas, Verne Miller, and Frank

Nash have been known to have passed through their ranks. The gang

disintegrated in early 1935 when Dock got arrested and a few

weeks later Ma and Fred were killed in an FBI shootout. Dock was

later killed in a failed breakout attempt from Alcatraz in 1939.

Contrary to popular history, Ma Barker was never the leader of

the gang. At best she was mere camouflage or cover to put up a

respectable front for the various hideouts that the gang had over

the years. The story of her gang leadership was a fiction

invented by J. Edgar Hoover to justify her death in the FBI

shootout where she and Fred died. (Her unarmed body was

originally found in a closet, with three bullet holes in her,

with dozens more in the closet walls and door. She obviously hid

there during the gun battle.)

 

Birdwell, George: Low-level robber who was originally a preacher

who had "lost his calling" and turned to crime to feed his family

in the dark days of the Depression. Teamed up with Pretty Boy

Floyd in 1931. They worked well together but personal differences

caused them to split up in early 1932. George then joined another

gang and was shortly thereafter killed in a bank robbery. Floyd

mourned his death.

 

Carroll, Tommy: Basic B-list bank robber. A former boxer who

turned to crime in the late 1920s. He either robbed banks alone

or moved from gang to gang looking for the one that he would fit

in with. He found it in 1933 when he joined Baby Face Nelson's

gang. In early 1934 he came into the second Dillinger gang

through the merger with Nelson's. Gunned down by police in a

shootout in Iowa in the middle of 1934.

 

Clark, James "Oklahoma Jack": Another B-List bank robber from the

1920s, he learned his craft from the master robber himself,

"Baron" Lamm. He was arrested at the same bank robbery where Lamm

was killed in 1930. Mistakenly convicted for the wrong robbery,

he was sentenced to life in prison. Was part of the mass breakout

from Michigan City Prison that led to the formation of the first

Dillinger gang. His membership in the gang was extremely

short-lived though. Three days after the breakout he was picked

up by the authorities while traveling to Chicago seeking medical

treatment for his stomach ulcers. Died in prison. Frequently

confused in crime histories with Russell Clark (who was also a

member of the Dillinger gang at that time) and Jim Clark (who was

a member of the Bob Brady gang).

 

Dillinger, John Herbert: The bank robber that set the tone for

the era. Incorrigible, charismatic, but not a killer. In many

ways a remarkable, if not admirable, person. There were actually

two Dillinger gangs; the first one lasted from the Michigan City

breakout in September 1933 to the mass arrests in Tucson in

January 1934, and second which lasted from the merger between the

remnants of Dillinger's first gang with Nelson's in February 1934

to the Little Bohemia battle in April 1934. Supposedly shot to

death in a Chicago ambush by the FBI in 1934.

 

Floyd, Charles Arthur "Pretty Boy": Floyd was mostly an Oklahoma

based bank robber with a "Robin Hood" reputation among the

general public as he would frequently destroy the mortgage

records of the banks he robbed. He also did some work for the Mob

in Kansas City. Killed several people in gunfights but was not a

hitman. Was wrongly implicated in the Kansas City Massacre and

went on the run. Occasionally robbed banks in the Midwest during

this time when he needed money. This included a bank in South

Bend, Indiana which he robbed with both Dillinger and Nelson, the

only time the Big Three were together on one job. Shot to death

by pursuing FBI agents in late 1934.

 

Hamilton, John "Red": A bank robber from the 1920s who supposedly

first schooled Dillinger and Peirpont while they were all in

prison, on the art of modern bank robbing. An integral member in

both Dillinger gangs, he was also the unluckiest as he was

wounded on four separate occasions. He died as a result of his

final wound in 1934, and his body was never found. The only man

to be declared Public Enemy #1 after he was dead.

 

Holden, Thomas: Another B-List bank robber from the 1920s, he

worked in several gangs during the era. These include Machine Gun

Kelly's and the Barkers. Was arrested in 1933 while playing golf.

Served 14 years and paroled in 1947. Was arrested again in 1951

for three murders, he died in prison in 1953.

 

Karpis, Alvin "Old Creepy": Canadian born, Alvin came to America

in the early 1920s and started his life in crime. Served time in

prison where he first met Dock Barker. After they both got out in

1931, they formed the Barker-Karpis gang. After the gang fell

apart in 1935, Alvin stayed on the run until he was caught in the

middle of 1936. Supposedly personally arrested by J. Edgar Hoover

himself, he was actually in custody when Hoover arrived on the

scene with the Press to make the arrest "official". He was the

last of the declared Public Enemy #1's of the era. Clever,

evasive, smart, but not called "Creepy" for nothing. (He had this

really weird look in his eyes when he stared at you.) Was

deported back to Canada after being released from Alcatraz in

1969, he later moved to Spain where he died in 1979.

 

Kelly, George "Machine Gun", and Kathryn: George Kelly (real name

was George Kelly Barnes) was a minor gangster in the Mob up until

the late 1920s when after serving a prison term, struck out on

his own as a bank robber in 1930. Worked with various other

robbers before forming his own gang in 1932. It was his wife

Kathryn though, who was responsible for his reputation through PR

and for his infamous nickname. George may have been lovable, but

he was also stupid and over time, became totally under Kathryn's

control. They master-minded the Urschel kidnapping. Contrary to

popular history, George and his wife were arrested by the Memphis

police, not the BI, in 1933. The Federal agents only arrive on

the scene moments after the arrest and took jurisdiction due to

the kidnapping charge. It was then that George called them G-Men

but more as a common nickname, not the surprised utterance that

is written in FBI history. (The term had been in use for several

years by then and was applied to anybody who worked for the

Federal government. Hoover just took the opportunity to make the

term exclusive to the FBI with a rewritten story on the arrest of

Kelly.) George died in prison in 1954. Kathryn was released in

1958, date of death unknown.

 

Mackley, Charles: A bank robber from the 1920 who met Dillinger

in prison in the early 1930s. Was part of the Michigan City

Prison breakout. Was a member of Dillinger's first gang. Caught

in the mass arrest of the gang in Tucson in early 1934. Convicted

of killing a sheriff. Died in a prison riot while attempting to

escape in mid 1934.

 

Miller, Verne: Verne was a World War I veteran and a former

sheriff before turning to crime in the early 1920s. He was

basically a hit-man for the Mob, but when strapped for cash would

freelance himself out as a bank robber. Worked with several

different gangs during the late 1920s and early 1930s. A really

nasty piece of work. He is the only person one can definitely say

was part of the Kansas City Massacre (although modern

revisionists now say that Solly Weissman and Maurice Denning were

the other two gunmen). Contrary to popular history, he was not

assassinated by the Mob for botching the job at Kansas City. (He

and his friends were to take Frank Nash to a secluded spot and

kill him.) Instead he was killed as a result of an altercation

with a mob boss which escalated into a gunfight which left Miller

and a bodyguard dead and another bodyguard seriously wounded.

 

Nash, Frank "Jelly": A bank robber from the 1920s and early 1930s

whose abilities with explosives put him in high demand with both

the Mob and various bank robbing gangs such as Harvey Bailey's,

Machine Gun Kelly's, and the Barkers. One of the better bank

robbers. A rather popular fellow whose arrest lit the fuse of the

Kansas City Massacre in 1933.

 

Nelson, George "Baby Face": Born Lester Gillis, he was probably

the most psychotic killer that the era produced. He was a member

of the street gangs during his youth, then graduated to working

for the Mob as an enforcer in Chicago (in Al Capone's gang no

less) and in California. In 1933 he struck out on his own as a

bank robber and formed his own gang which included John Chase,

Tommy Carroll, and Eddie Green. In early 1934 his gang merged

with the remnants of Dillinger's first gang to form the second

one. After the breakup of that gang as a result of the Little

Bohemia raid, Nelson was on the run, doing occasional bank jobs

with old associates. Died in a shootout with FBI agents, taking

two agents with him.

 

Parker, Bonnie and Barrow, Clyde: Bonnie and Clyde operated in

the Southwest, usually in Texas and Oklahoma, although they did

occasionally range north into the Midwest. Clyde was a petty

criminal who had been in and out of jail since his youth. He

first met Bonnie in 1930 but it was not until 1932, after his

parole from prison, that they teamed up to become the most

infamous gang of their time down in Texas. However they were also

very inept, never getting more than $2,000 in a single robbery.

Their lasting fame came from Bonnie's poetry of their story which

was published in the local papers and later from the marvelous,

but inaccurate, Arthur Penn film. The more professional bank

robbers of the era considered them to be amateur mad-dogs who

gave the art of bank robbing a bad name. Both were killed in a

well executed state police ambush in Texas in 1934.

 

Pierpont, Harry: Pierpont was yet another minor bank robber from

the 1920s who met Dillinger in prison. Master-minded the Michigan

City Prison breakout. Was considered to be the "brains" of the

first Dillinger gang as he planned almost all of their robberies.

But he also encouraged Dillinger's leadership in the gang and

deferred to his judgment in other matters. Arrested in Tucson in

early 1934, he was executed in the electric chair later that

year.

 

Richetti, Adam: An alcoholic gunman and bank robber, Adam started

out as a petty thief. In and out of jail since the late 1920s, he

teamed up with Pretty Boy Floyd in late 1932 and stayed with him

until he was captured in 1934. Wrongly convicted of the Kansas

City Massacre in which he had no part, he was sentenced to death.

He requested a retrial, got it, and was again convicted and

sentenced to death. He was executed in 1938.

 

Underhill, Wilbur: Better known as the "Tri-State Terror", Wilbur

was an impulsive compulsive bank robber who escaped from jail

several times. Was part of the Ford Bradshaw, Bob Brady, and Jim

Clark gang that terrorized Texas, Arkansas, and Oklahoma in 1933.

Was shot to ribbons in a fierce gun battle during his honeymoon

in late 1933, he died a few weeks later.

 

Van Meter, Homer: A petty thief in the 1920s, Homer met John

Dillinger in prison in the early 1930s. Was paroled about a month

before the Michigan City Prison Breakout. He was a member of both

Dillinger gangs, but acted more as an underworld contact in the

first one, it was not until the second one that he became an

active bank robber with the gang. Was not too bright. Gunned down

by police in 1934 about a month after Dillinger got his.

 

 

PUBLIC ENEMY AND ACCESSORY CARD ERRATA

 

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

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

2. 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".

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

   read "+1 to all Bank Robbery Attempt DRs".

4. 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.)

5. On the Bank Holiday Accessory Card, there should be two

   asterisks (**) to the right of the card name.

 

 

PLAYER AID CARD ERRATA

 

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

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

2. 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.

3. 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 Hit-Man is killed) or

   roll for Luck (result will cancel Target's death but Hit-Man

   automatically survives).