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RULEBOOK

CONTENTS INTRODUCTION
Three years after the starts of Prohibition, the battle for
EXPANSION COMPONENTS 02 Chicago intensifies in an increasingly lucrative but unstable
scenario for the gangs. The city has become too small, and
GAME SETUP 04
the ambition of mobsters like Al Capone prevents them for
• PLAYER SETUP 04 settling for only a part of the pie. They want it all.
ICONS AND IMPORTANT TERMS 04
Introducing Bloody Business,
BASIC CONCEPTS 05
the new expansion for Scarface 1920!
• BLOODY BUSINESS BOARD 05
Bloody Business expands the Scarface 1920 universe by
• G-MEN TOKEN (MELVIN PURVIS) 05
introducing mechanics and elements that multiply the ga-
• G-MEN CARDS 05 me’s narrative power. It does so by increasing its flow, facili-
• CANDIDATES 06 tating the implementation of some actions, enhancing pla-
yers’ strategies, and turning each game into a memorable
• VOTE TOKENS AND ELECTIONS 06 battle fot the throne of Chicago. It’s time to take action!
- VOTE TOKENS 06

- ELECTION 06

- GAME END AND WINNER 06


EXPANSION
COMPONENTS
• ANGRY BOSSES 06

• BUSINESS TRACK 07 • 1x Bloody Business


Game Board
• HOSPITAL 07
• 42x Bullet tokens
• HOME DISTRICT 07 • 26x Street Gang cards
• STREET GANG CARDS 08 • 6x Candidates cards

• MOST WANTED 08
• 30x Vote tokens
• 4x Home District tokens
• BULLET TOKENS 08 • 45x Most Wanted tokens
• EXTORTIONS 09 • 4x Angry Boss figures

TURNS AID SHEET 10


• 20x G-Men cards
• 1x G-Men token
• ACTION TURN 10 • 4x Doctor cards
• REORGANIZATION TURN 10 • 9x Associates cards

• CARRY OUT A RAID 10


• 7x News cards
• 11x Job cards
• EXTRA EXTRA PHASE 10 • 4x Player aids
• 8x Raid cards

02
He leaned his back against the wall and took a deep
breath. His hands were sweaty, and his heart was about
to burst out of his chest. No wonder: bullets whistled in
front of him. To his left, Hymie writhed on the ground
with a massive red stain on his chest. A few meters behind,
Vincent crawled, searching for a safe corner knowing his
boss and friend was in danger. That idea caused him even
more pain than the ugly bullet wound in his knee.

How had he ended up there, O’Banion wondered. Not


exactly there, in that crossfire with that damn Ita-
lian, but in the chaos that had engulfed the city of
Chicago. His city. The answer laid in his ambition, of
course, but also in the arrival of new enemies who had
shattered the delicate stability of the city. No, he
couldn’t let those guys take what was his.

He knew that if he made it out alive, he would have


no choice but to break any territorial pact. He would
personally go to the underworld to recruit the guys
who topped the bloodiest headlines. He would strike
deals with the youngest, most violent gangs to seize
control of the streets. By hook or by crook. He would
interfere in the electoral race. And he would increase
the pressure on his most lucrative businesses. There
was no time to waste.

He wiped his hands on his pants and firmly gripped his


Colt. He gestured to Vincent, who pressed his injured
knee with force and cursed as he emerged from his hi-
ding spot, shooting in all directions. O’Banion turned
the corner and found himself inches away from Scarfa-
ce’s face. He drew his Colt and started firing at his
enemy’s body. Capone didn’t flinch; instead, he wore a
smile that teetered between satisfaction and madness.
He then raised his Thompsons and unleashed an endless
barrage into O’Banion’s chest.

O’Banion woke up abruptly and instinctevly reached out


his hand to the bedside table. There it was, his 1911
semi-automatic Colt .45. It wouldn’t be long until he
used it. The time had come to take action.

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GAME SETUP
Before you set up the game: ICONS AND IMPORTANT TERMS
• Add the Bloody Business 1-3 G Associates, 4-5 G Associates, Jobs, Raids, Bloody Business adds some new important terms and icons to the game. Through
News cards to the corresponding basic decks. this rulebook and you will find the definition for each one of these terms:

• You can remove the basic Car Bombing Job card (Job #29) from the game • Extortion • Heal
and use only the Bloody Business updated version, or you can use both.
• Bullet token (,) • Home District
• Add each Doctor gang member card to their corresponding gang deck. • Duration • Opportunity

Proceed with the basic game and player setup for Scarface 1920 as usual, and
after that, set up the Bloody Business expansion by following these extra steps:

1. Lay the Bloody Business annex board next to the Scarface 1920 main board.

2. Shuffle the Street Gang cards and place them face down on the Street Gangs
area; this is the Street Gangs deck.

3. Shuffle the Candidates cards and draw one at random. Place that card blue
side (-) face up on the left Candidate area. Draw another Candidate card at
random and place it red side ( ) face up on the left Candidate area. These
two cards are the Candidates. Return the remaining Candidates cards to the
game box.

4. Place the Vote tokens in the General Supply.

5. Draw 6 Most Wanted tokens at random and place them one on each Crime type
box in the Most Wanted area, with the character portrait face down. Place the
remaining Most Wanted tokens in the General Supply, character portrait face up.

6. Place the Bullet tokens in the General Supply.

7. Shuffle the G-Men cards and draw one. Place that G-Men card face-up on the
G-Men area; this is the active G-Men card. Return the remaining G-Men cards
to the game box.

8. Place the G-Men marker on the RAID! Level of the Crime track (Level #11).

9. All the Business markers that were not placed on Neighborhoods during the
basic Setup are placed in their corresponding column on the Business track,
starting from the bottom up, on their corresponding Business type column.

Players setup

1. Place your Home District marker on the District that contains the Neighborhood
you chose during the basic setup as initial Neighborhood. This District
becomes your Home District.

2. Place your Angry Boss figure in your Home District.

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BASIC CONCEPTS
BLOODY BUSINESS BOARD G-MEN TOKEN (MELVIN PURVIS)
Scarface 1920: Bloody Business includes an annex board that expands the core game The G-Men token, also represented by the Melvin
board and adds some new areas. Purvis figure, represents the reinforcements Eliot
Ness has received in his fight against crime. The
G-Men token starts at level 11 on the Crime track
1. G-Men 3. Business Track 5. Street Gang and will move down the track during the game.
The active G-Men card is The Business track These cards represent
placed here and represents represents the offer and smaller street-level gangs Players’ X markers can be in the same box
the punishment gangs may demand of specific busi- that can help your gang as the G-Men marker, or even above.
receive from the G-Men nesses in Chicafo. The L during the game, usually
during the game. gained from Businesses in a violent way.
in Neighborhoods is now
2. Candidates variable. 6. Hospital
At the end of the game, Whenever W are hit, they
players vote for one of 4. Most Wanted now go to the hospital ins-
the two Candidate and This area contains rewards tead of to the Safehouses
the elected one modifies tokens that players obtain of their Thugs board.
the end of game bonuses when hiring certain Crime
to determine the game type Associates from the
winner. market.
G-MEN CARDS
The active G-Men card represents the punishment gangs may receive from the
G-Men during the game.
G-MEN CANDIDATES

G-Men Effect

SPEAKEASY CASINO BROTHEL NIGHTCLUB

1 5 1 8
L L L L
3 Extra V Effect
2 5 1 7
L L L L D F E

3 4 2 6
L L L L

4 4 2 5
L L L L B C A

L
5
L
3
4
L
3
L
4 • G-Men Effect: Effect that is applied to players whose X markers are above the
G-Men token on the Crime Track.
6 3 3 3


L L L L

Extra V Effect: During the whole game, V have this effect added to their basic
L
5
L
2
L
4
L
3
5 effects (Bribery and Protection).
4 2 4 3
L L L L

L
3
L
1
L
5
L
3 When a Raid is triggered for any reason, before the Raid is carried out, resolve the
G-Men Effect. Each player receives the G-Men effect once for each level they are in
2 1 5 3
L L L L
the Crime track above the G-Men token’s level. Players with a level lower or equal
than the G-Men token’s level do not receive this effect.
HOSPITAL STREET GANGS

6 During the Extra! Extra! phase, after advancing Eliot Ness’s figure 1 level, move the
G-Men marker 1 level down the Crime Track.
GANG W
UPGRADES HEALED

0-1 : 1w
2-4 : 2w
5-7 : 3w
+8 : 4 w Important: If the action that triggered the raid would put a player above level 11
in the Crime track, the G-Men effect is applied as many times as if each player’s
x marker was placed where it should be, even if the x marker stays at level 11.

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BASIC CONCEPTS
CANDIDATES VOTE TOKENS AND ELECTIONS
Candidate cards represent the running candidates for Chicago mayor. At the end
of the game, each player votes for a Candidate, and the one with the most votes is
Vote Tokens
elected. The elected Candidate modifies the end of game bonuses to determine the
Any time you send a w to the Authorities,
game winner.
take a Vote token from the General Supply
and place it behind your gang screen.

Some cards or game effects can also


provide Vote tokens.

Election

At the end of the game, after the “Prohibition Ends at Last” News card is revealed, it
is time to vote to elect a Candidate as Chicago Mayor.

When voting, each player secretly places any number of their Vote tokens with the
chosen party icon/color face up, hiding them behind their gang screen. Once all
Candidate players have made their selections, everyone simultaneously reveals their votes. The
name
Candidate with the most votes matching his icon/color is elected as Chicago Mayor.
The elected Chicago Mayor’s bonuses are then applied to all players.
Bonuses

Game end and winner

The final amount of L each player has will then be determined by adding the total
L behind their screen, the L gained from the elected Candidate, and any other
Party icon effects that may allow players to gain L at the end of the game.

• Bonuses: Each candidate has a different set of bonuses to be applied to players


to determine their amount of L at the end of the game.

• Party icon: Candidates are divided into Republicans ( ) and Democrats (-),
ANGRY BOSSES
and there is always one of each active in the game.
Each gang has an Angry Boss figure that allows them to involve the Boss itself in the
actions. This Angry Boss figure does not replace the Boss figure in the gang board.
Bonuses from the elected Candidate replace the original end of game bonuses (from Instead, it is placed in the gang’s Home District at the start of the game.
Business markers and Associate G) when determining the final amount of L.
The Angry Boss figure is played as if it was another w but with two special powers:

• When the Angry Boss figure is used to carry out any order, the Boss’s h and
i is automatically added to the h and i for the order. The Boss’s h and i
is indicated on the row the Boss figure is currently in the Boss track of the Gang
board.

• When Killed, the Angry Boss goes to the Hospital instead of the Slums.

Important: The Angry Boss figure is considered a w at all effects, except for the
above special powers.

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6 3 3 3
L L L L

G-MEN CANDIDATES
5 2 4 3
L L L L

BASIC CONCEPTS L
4
L
2
L
4 3
L

BUSINESS TRACK L
3
L
1 HOSPITAL
5
L
3
L

The Business track represents the offer and demand of specific businesses in Chica- Whenever a W is hit, they must be placed in the Hospital instead of in the player’s
2 1 5 3
go. The L you gain from each Business marker during your Reorganization turn, is Safehouses. L L L L
now variable.

HOSPITAL STREET GANGS


Hospital

Business type GANG W


SPEAKEASY CASINO BROTHEL NIGHTCLUB UPGRADES HEALED

0-1 : 1w
1 5 1 8 2-4 : 2w
L L L L
5-7 : 3w
2 5 1 7 +8 : 4 w Healing
L L L L D F E value

3 4 2 6 Business profit
L L L L

4 4 2 5 Business
L L L L B C marker A Healing value: The number of w a player can heal from the Hospital. This value is
determined by the number of Gang upgrades they have, as indicated besides the
5 3 3 4 Hospital area.
L L L L

When a w is Healed, it can be placed either on their Headquarters or on their Home


6 3 3 3 District.
L L L L
Players may Heal w in the following ways:
5 2 4 3
L L L L • At step 3 of the Reorganization turn, when retrieving w, players also Heal w
from the Hospital according to their Healing value.
4 2 4 3 • Doctors from each gang can Heal with their skill.
L L L L • Carrying out the Heal from the Hospital Extortion
• Other card effects.
3 1 5 3
L L L L

HOME DISTRICT
2 1 5 3
L L L L
During the game setup, each player places a Home District marker on the District that
contains the Neighborhood they chose during the basic setup. This marker indicates
each gang’s Home District and give presence on the board for that gang.

STREET GANGS Home District markers cannot be moved or removed, unless a card effect says
HOSPITAL otherwise
• Business Profit: The lower-most visible Business profit determines the amount
of L you gain for that specific Business type when
GANG youWcarry out your Reorga-
UPGRADES HEALED
nization turn or when you gain L from your Businesses for any reason.
0-1 : 1w
2-4 : 2w
When a Business marker is added to a Neighborhood, take the upper-most marker in
the chosen Business type column, this will unveil the new
5 - 7Business
: 3 w profit value for
that Business type.
+8 : 4 w
When a Business marker is removed from a Neighborhood, place it in the lower-most
uncovered box in the corresponding Business type column.

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G-MEN CANDIDATES

BASIC CONCEPTS
STREET GANG CARDS MOST WANTED
The Most Wanted area in the board contains rewards that players obtain when hiring
Associates. Those rewards are indicated in the front of the Most Wanted tokens pla-
ced in each Crime type box.

SPEAKEASY CASINO BROTHEL NIGHTCLUB

Street Gang hit


1 5 1 8 3
L L L L
L Crime type box

Street Gang
2 Effect
5 1 7
L L L L D F E

3 4 2 6
L L L L
Most Wanted
token
4 4 2 5
L L L L B C A
• Street Gang hit: You may hit 1 w in each District specified here.

• Street Gang Effects: When playing this card, you carry out one5 of the two
3 availa-3 4
ble Street Gang effects. L L L L

Whenever a player hires an Associate, they take all the Most Wanted tokens from the
Players can have a maximum of Street Gangs equal to their HandL 6size. In case
3 a 3 Crime
3 type box matching that Associate’s Crime type, and immediately receive the
L L L
player has more Street Gangs than their Hand size after drawing new ones, they rewards indicated on each of those Most Wanted tokens.
must discard Street Gangs until they reach that number. Discarded Street Gangs
are returned, face down, to the bottom of the Street Gangs deck. 5 2 4 After
3 receiving the rewards, the taken Most Wanted tokens are discarded. Then, a
L L L L
new Most Wanted token is added on top of each Crime type box except the one mat-
You may play any amount of Street Gang cards during your Carry out Actions pha- ching the Crime type of the Associate that was just hired.
se. When a Street Gang is played you may carry out --in any order-- 4 the Street
2 Gang
4 3
L L L L
hit and one of the two available Street Gang effects. This cannot be interrupted
by any other skills, orders, jobs or effect. Finally, return the card face down to the NOTE: If an Associate has more than one Crime type, the player chooses what
bottom of the Street Gangs deck. 3 1 5 3Crime should be used.
L L L L

Some Street Gang effects have the OPPORTUNITY or DURATION


2 keywords.
1
L L L
5
L
3 BULLET TOKENS (,)
OPPORTUNITY: When the conditions specified in an OPPORTUNITY effect At the end of your Action turn, when dis-
are met, it can be carried out immediately, even during other player’s turns. carding the cards in your Plan, take ,
When doing so, the Street Gang hit is also carried out. from the general supply depending on the
HOSPITAL STREET GANGS
number of cards discarded, and
DURATION: When a DURATION effect is carried out, the Street Gang is not put those bullets behind your screen.
discarded until the beginning of your next turn. This DURATION effect is GANG
UPGRADES
W
HEALED
active until then. Cards discarded from your Plan Number of , you take
0-1 : 1w
2 - 4 0: cards
2w 2,
5 - 7 1: card
3w 1,
2 +8 : 4 w cards
or more 0,

Once during their Carry out Actions phase, players can spend any amount of ,, to
carry out one Bullet Action. Bullet Actions are detailed on the next page.

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BASIC CONCEPTS
EXTORTIONS
GET 1 STREET GANG
Get as many Street Gang cards from the Street Gangs deck as , spent.

REMOVE/EXCHANGE 1 BUSINESS MARKER


Choose as many Business markers (except Nightclubs) from any neighborhood as ,
spent. Remove or exchange those Business markers:

• Remove Business marker: Return the Business marker to the Business track, on the
lowermost uncovered box in the corresponding Business type column.

• Exchange Business marker: Replace the Business marker with another one from the
Business track (except Nightclubs). The chosen Business marker is returned to the
Business track, and replaced by a new one, taken from the uppermost covered box in
its corresponding Business type column.

IGNORE 1 JOB REQUIREMENT


Ignore one requirement from a Job you fulfill during this turn. A Job cannot have more
than one requirement ignored using Extortions.

HEAL 1 W FROM THE HOSPITAL


Heal as many w from the Hospital as , spent. Healed w can be placed either on
their Headquarters or on their Home District.

GAIN L FROM THE DISTRICTS


You may gain from Districts where you have the same number or more than any other
player (at least 1). Spend 1 for each of those Districts where you want to carry out this
Extortion. The number of Districts where this Extortion is carried out, determines the
amount of you gain, as indicated below:

DISTRICTS 1 2 3 4 5 6 7

L 3 8 17 31 54 91 150

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TURNS AID SHEET
The introduction of new components and mechanics slightly modifies the Action turn and the Reorganization turn, as well as the Raids and Extra Extra phase.

CARDS IN YOUR HAND OR DECK

ACTION TURN
ORDERS

SEND 1 w TO THE UNDERWORLD TO: +x


If you hold the Family Ring at the start of your turn, gain 1/2/3 L (2/3/4 players).
RECRUIT w 1 I : 1 RECRUITMENT
GET 1 JOB 1 I : 1 DRAW
1 LAY OUT YOUR PLAN GET 1 DEALER 1 I : 1 DRAW
• Play any number of cards from your hand and lay them out in front of you. SELL IN THE NEIGHBORHOODS 1 I : 1 SALE
• Increase your x by 1 level for each card in your Plan above 2.
If a Player’s x marker reaches level 11, a Raid takes place immediately. HIRE 1 ASSOCIATE 1I:1G
After resolving the Raid, you may continue with the rest of the turn.
SEND 1 w TO THE AUTHORITIES TO:
2 ACTION TURN REMOVE CONTROL MARKERS 5 I : 1 NEIGHBORHOOD
You may carry out, in any order:
REDUCE YOUR x 1 I : -1 x
• Skills from the cards in your Plan.
• Jobs you want to activate or fulfill. ADD BUSINESS MARKERS 1I: / /
• One Order using your H/I in your Plan.
• Extortions using your ,.
RETRIEVE YOUR w FROM PRISON 2 I : ALL YOUR w
• Play Street Gang cards. SELL TO THE AUTHORITIES 1 I : 1 (j/ k) 6 l
EACH

3 DRAW NEW CARDS AND TAKE ,. SEND w TO DISTRICTS 1h:1w


• Discard all the cards laid out in your Plan. MOVE w/t/u 1 h : 1 MOVE
• Draw cards from your deck until you reach your Hand Size value.
• Take , as shown on the Bullet tokens table. SEIZE 1 NEIGHBORHOOD h : TOTAL O
GET SUPPLY FROM DEALS 1 w + (H/I)
4 NEXT PLAYER TURN UPGRADE YOUR GANG l + (H AND/OR I) +x

NO CARDS IN YOUR HAND OR DECK

REORGANIZATION TURN CARRY OUT A RAID


0. Resolve the G-Men Effect on the active G-Men card.
If you hold the Family Ring at the start of your turn, gain 1/2/3 L (2/3/4 players). 1. Put in Prison all W from the Underworld.
2. Reveal the top card of the Raids deck.
1 Sell in each of your Neighborhoods. 2.1 Resolve the overall effect.

2 Gain l from each Business marker you control. 2.2 Apply the appropriate colored effect to each player based on their x.
2.3 Each player reduces their x as indicated in the x reduction box.
3 Retrieve your W from Authorities, your Deals and your Jobs. Retrieve as many of
your W from Prison as your Lawyers value. Heal W from the Hospital. 3. Discard the revealed Raid card.

4 Carry out up to as many W recruitments as your Recruiters value.


BULLET TOKENS
5 Reshuffle your deck and draw cards from your deck until you reach your Hand Size
value. Cards discarded from your Plan Number of , you take
6 Advance the Time marker one box to the right on the Time track.
If at the end of a Reorganization turn the Time marker is at the Extra! Extra! box, 0 cards 2,
continue to the Extra! Extra! phase.
1 card 1,
7 Next player turn.
2 or more cards 0,

EXTRA!
1. Carry out a Raid.
2. Increase Eliot Ness by 1 level on the Crime track.
Move the G-Men marker 1 level down the Crime track. EXTORTIONS
3. Refresh the Associate Market.

EXTRA!
4. Reveal News card. DISTRICTS 1 2 3 4 5 6 7
5. If the “Prohibition Ends at Last!” News card
is revealed, the game ends.
L 3 8 17 31 54 91 150
Put the Time marker back on the starting box.

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