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	<updated>2026-10-17T04:29:13Z</updated>
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	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=17920</id>
		<title>Gamehelpgangsta</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=17920"/>
		<updated>2023-08-30T10:59:45Z</updated>

		<summary type="html">&lt;p&gt;Lokhir: /* Gang Wars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Gangsta!&#039;&#039;&#039;, players personify the character of a Boss who is determined to expand their influence at the expense of their rival factions. Players will be required to recruit a number of gangsters in order to perform the most profitable heists available. At the end of the game, the player with the most Influence wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player randomly receives a Boss Card and the indicated number of $.&lt;br /&gt;
* Set up a river of 5 available heists from the first chapter (Genesis).&lt;br /&gt;
* Set up a river of 5 available gangsters.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.&lt;br /&gt;
&lt;br /&gt;
At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately&lt;br /&gt;
&lt;br /&gt;
== Gang mobilization ==&lt;br /&gt;
&lt;br /&gt;
If a gangster previously took part in a heist they are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039;, if not they are &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During this phase a player can pay 1$ to change a gangster from &#039;&#039;engaged&#039;&#039; to &#039;&#039;available&#039;&#039;, this can be performed for free once per &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039; gangster with the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill&lt;br /&gt;
&lt;br /&gt;
=== synchronization ===&lt;br /&gt;
&lt;br /&gt;
If all the of gangsters of a player are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039; the gang is deemed &#039;&#039;&#039;&#039;&#039;synchronized&#039;&#039;&#039;&#039;&#039; and they all become available.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
&lt;br /&gt;
A player can recruit a gangster by paying the cost of that gangster to the bank.&lt;br /&gt;
&lt;br /&gt;
=== Perform a Heist ===&lt;br /&gt;
&lt;br /&gt;
In order to perform a heist, a player must engage enough gangsters to have all the skills required by the Heist Card. Heists can only be performed by Available gangsters.&lt;br /&gt;
&lt;br /&gt;
The player first selects the heist then starts engaging gangsters taking part in the heist. A gangster can on be selected if they have at least one skill still needed to perform the heist.&lt;br /&gt;
&lt;br /&gt;
Once all the skills needed for the heist are met, all the gangsters are &#039;&#039;engaged&#039;&#039; and the player collects &#039;&#039;&#039;Influence&#039;&#039;&#039;, &#039;&#039;&#039;Money&#039;&#039;&#039; as well as any additional rewards from the heist.&lt;br /&gt;
&lt;br /&gt;
==== Cooperative heists ====&lt;br /&gt;
&lt;br /&gt;
When selecting the team performing the heist once the first gangster has been selected following the usual rule, the remaining gangsters can be picked from any player gang. If two or more players are involved, each player who has at least one gangster participating in the heist will gain the cooperative reward (including the initiator).&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
A player can decide to pass their turn. By doing so, the player receives an income equivalent to the number of gangsters possessing the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill.&lt;br /&gt;
&lt;br /&gt;
=== Snitch ===&lt;br /&gt;
&lt;br /&gt;
When a &#039;&#039;&#039;snitch&#039;&#039;&#039; card is revealed (during chapter 2 &amp;amp; 3) each player must immediately pay 1$ per &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill on the card. They can reduce this cost by 1$ per Informant skill in their gang.&lt;br /&gt;
&lt;br /&gt;
If they do not have enough money to pay they must discard one gangster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Boss can never, under any circumstance be discarded&#039;&#039;&#039;, if they are the only eligible gangster then nothing happens.&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
&lt;br /&gt;
The game is divided in three chapters&lt;br /&gt;
* &#039;&#039;&#039;Genesis&#039;&#039;&#039; is the first chapter&lt;br /&gt;
* &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;4th&#039;&#039;&#039; gangster&lt;br /&gt;
* &#039;&#039;&#039;Domination&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;7th&#039;&#039;&#039; gangster&lt;br /&gt;
&lt;br /&gt;
=== Genesis ===&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Genesis&#039;&#039;&#039; chapter an additional income is awarded to players called &#039;&#039;opportunity income&#039;&#039;.&lt;br /&gt;
Each player adds the amount of skills within their gang&lt;br /&gt;
* The player with the most skills receives nothing&lt;br /&gt;
* The players with fewer skills receive the difference in money&lt;br /&gt;
&lt;br /&gt;
=== Gang Wars ===&lt;br /&gt;
&lt;br /&gt;
There are 3 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; chapter each player adds up the amount of &#039;&#039;&#039;Mercenary&#039;&#039;&#039; (grey) skill in their gang.&lt;br /&gt;
* The player with the most &#039;&#039;Mercenaries&#039;&#039; doesn&#039;t lose any gangster&lt;br /&gt;
* Every other player (everyone in case of a tie) must discard 1 gangster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special rule for 2 players&amp;lt;/u&amp;gt; : if one player has &#039;&#039;&#039;double&#039;&#039;&#039; the amount of &#039;&#039;Mercenary&#039;&#039; (grey) skill or more, they will choose which gangster is discarded.&lt;br /&gt;
&lt;br /&gt;
=== Domination ===&lt;br /&gt;
&lt;br /&gt;
There are 5 snitches in the &#039;&#039;Domination&#039;&#039; heist deck, rated 3 or 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game immediately ends when a player recruits their 9th gangster, or when the 3rd Snitch from the Domination Chapter is revealed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each player will add the &#039;&#039;Influence&#039;&#039; they have gained.&lt;br /&gt;
&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; on your gangsters&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; from heists you have performed&lt;br /&gt;
* The wealthiest player wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
* The player with the most gangsters wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
&lt;br /&gt;
The player with the most &#039;&#039;Influence&#039;&#039; wins the game.&lt;/div&gt;</summary>
		<author><name>Lokhir</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=16876</id>
		<title>Gamehelpgangsta</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=16876"/>
		<updated>2023-05-09T22:01:02Z</updated>

		<summary type="html">&lt;p&gt;Lokhir: /* CRITICAL INFORMATION for new players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Gangsta!&#039;&#039;&#039;, players personify the character of a Boss who is determined to expand their influence at the expense of their rival factions. Players will be required to recruit a number of gangsters in order to perform the most profitable heists available. At the end of the game, the player with the most Influence wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player randomly receives a Boss Card and the indicated number of $.&lt;br /&gt;
* Set up a river of 5 available heists from the first chapter (Genesis).&lt;br /&gt;
* Set up a river of 5 available gangsters.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.&lt;br /&gt;
&lt;br /&gt;
At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately&lt;br /&gt;
&lt;br /&gt;
== Gang mobilization ==&lt;br /&gt;
&lt;br /&gt;
If a gangster previously took part in a heist they are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039;, if not they are &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During this phase a player can pay 1$ to change a gangster from &#039;&#039;engaged&#039;&#039; to &#039;&#039;available&#039;&#039;, this can be performed for free once per &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039; gangster with the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill&lt;br /&gt;
&lt;br /&gt;
=== synchronization ===&lt;br /&gt;
&lt;br /&gt;
If all the of gangsters of a player are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039; the gang is deemed &#039;&#039;&#039;&#039;&#039;synchronized&#039;&#039;&#039;&#039;&#039; and they all become available.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
&lt;br /&gt;
A player can recruit a gangster by paying the cost of that gangster to the bank.&lt;br /&gt;
&lt;br /&gt;
=== Perform a Heist ===&lt;br /&gt;
&lt;br /&gt;
In order to perform a heist, a player must engage enough gangsters to have all the skills required by the Heist Card. Heists can only be performed by Available gangsters.&lt;br /&gt;
&lt;br /&gt;
The player first selects the heist then starts engaging gangsters taking part in the heist. A gangster can on be selected if he has at least one skill still needed to perform the heist.&lt;br /&gt;
&lt;br /&gt;
Once all the skills needed for the heist are met, all the gangsters are &#039;&#039;engaged&#039;&#039; and the player collects &#039;&#039;&#039;Influence&#039;&#039;&#039;, &#039;&#039;&#039;Money&#039;&#039;&#039; as well as any additional rewards from the heist.&lt;br /&gt;
&lt;br /&gt;
==== Cooperative heists ====&lt;br /&gt;
&lt;br /&gt;
When selecting the team performing the heist once the first gangster has been selected following the usual rule, the remaining gangsters can be picked from any player gang. Each player who has at least one gangster participating in the heist will gain the cooperative reward (including the initiator).&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
A player can decide to pass his/her turn. By doing so, the player receives an income equivalent to the number of gangsters possessing the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill.&lt;br /&gt;
&lt;br /&gt;
=== Snitch ===&lt;br /&gt;
&lt;br /&gt;
When a &#039;&#039;&#039;snitch&#039;&#039;&#039; card is revealed (during chapter 2 &amp;amp; 3) each player must immediately pay 1$ per &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill on the card. They can reduce this cost by 1$ per Informant skill in their gang.&lt;br /&gt;
&lt;br /&gt;
If they do not have enough money to pay they must discard one gangster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Boss can never, under any circumstance be discarded&#039;&#039;&#039;, if he is the only eligible gangster then nothing happens.&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
&lt;br /&gt;
The game is divided in three chapters&lt;br /&gt;
* &#039;&#039;&#039;Genesis&#039;&#039;&#039; is the first chapter&lt;br /&gt;
* &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;4th&#039;&#039;&#039; gangster&lt;br /&gt;
* &#039;&#039;&#039;Domination&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;7th&#039;&#039;&#039; gangster&lt;br /&gt;
&lt;br /&gt;
=== Genesis ===&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Genesis&#039;&#039;&#039; chapter an additional income is awarded to players called &#039;&#039;opportunity income&#039;&#039;.&lt;br /&gt;
Each player adds the amount of skills within their gang&lt;br /&gt;
* The player with the most skills receives nothing&lt;br /&gt;
* The players with fewer skills receive the difference in money&lt;br /&gt;
&lt;br /&gt;
=== Gang Wars ===&lt;br /&gt;
&lt;br /&gt;
There are 3 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; chapter each player adds up the amount of &#039;&#039;&#039;Mercenary&#039;&#039;&#039; (grey) skill in their gang.&lt;br /&gt;
* The player with the most &#039;&#039;Mercenaries&#039;&#039; doesn&#039;t lost any gangster&lt;br /&gt;
* Every other player (everyone in case of a tie) must discard 1 gangster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special rule for 2 players&amp;lt;/u&amp;gt; : if one player has &#039;&#039;&#039;double&#039;&#039;&#039; the amount of &#039;&#039;Mercenary&#039;&#039; (grey) skill or more, they will choose which gangster is discarded.&lt;br /&gt;
&lt;br /&gt;
=== Domination ===&lt;br /&gt;
&lt;br /&gt;
There are 5 snitches in the &#039;&#039;Domination&#039;&#039; heist deck, rated 3 or 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game immediately ends when a player recruits their 9th gangster, or when the 3rd Snitch from the Domination Chapter is revealed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each player will add the &#039;&#039;Influence&#039;&#039; they have gained.&lt;br /&gt;
&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; on your gangsters&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; from heists you have performed&lt;br /&gt;
* The wealthiest player wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
* The player with the most gangsters wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
&lt;br /&gt;
The player with the most &#039;&#039;Influence&#039;&#039; wins the game.&lt;/div&gt;</summary>
		<author><name>Lokhir</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=13703</id>
		<title>Gamehelpgangsta</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=13703"/>
		<updated>2022-06-23T19:14:42Z</updated>

		<summary type="html">&lt;p&gt;Lokhir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Gangsta!&#039;&#039;&#039;, players personify the character of a Boss who is determined to expand their influence at the expense of their rival factions. Players will be required to recruit a number of gangsters in order to perform the most profitable heists available. At the end of the game, the player with the most Influence wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player randomly receives a Boss Card and the indicated number of $.&lt;br /&gt;
* Set up a river of 5 available heists from the first chapter (Genesis).&lt;br /&gt;
* Set up a river of 5 available gangsters.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.&lt;br /&gt;
&lt;br /&gt;
At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately&lt;br /&gt;
&lt;br /&gt;
== Gang mobilization ==&lt;br /&gt;
&lt;br /&gt;
If a gangster previously took part in a heist they are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039;, if not they are &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During this phase a player can pay 1$ to change a gangster from &#039;&#039;engaged&#039;&#039; to &#039;&#039;available&#039;&#039;, this can be performed for free once per &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039; gangster with the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill&lt;br /&gt;
&lt;br /&gt;
=== synchronization ===&lt;br /&gt;
&lt;br /&gt;
If all the of gangsters of a player are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039; the gang is deemed &#039;&#039;&#039;&#039;&#039;synchronized&#039;&#039;&#039;&#039;&#039; and they all become available.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
&lt;br /&gt;
A player can recruit a gangster by paying the cost of that gangster to the bank.&lt;br /&gt;
&lt;br /&gt;
=== Perform a Heist ===&lt;br /&gt;
&lt;br /&gt;
In order to perform a heist, a player must engage enough gangsters to have all the skills required by the Heist Card. Heists can only be performed by Available gangsters.&lt;br /&gt;
&lt;br /&gt;
The player first selects the heist then starts engaging gangsters taking part in the heist. A gangster can on be selected if he has at least one skill still needed to perform the heist.&lt;br /&gt;
&lt;br /&gt;
Once all the skills needed for the heist are met, all the gangsters are &#039;&#039;engaged&#039;&#039; and the player collects &#039;&#039;&#039;Influence&#039;&#039;&#039;, &#039;&#039;&#039;Money&#039;&#039;&#039; as well as any additional rewards from the heist.&lt;br /&gt;
&lt;br /&gt;
==== Cooperative heists ====&lt;br /&gt;
&lt;br /&gt;
When selecting the team performing the heist once the first gangster has been selected following the usual rule, the remaining gangsters can be picked from any player gang. Each player who has at least one gangster participating in the heist will gain the cooperative reward (including the initiator).&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
A player can decide to pass his/her turn. By doing so, the player receives an income equivalent to the number of gangsters possessing the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill.&lt;br /&gt;
&lt;br /&gt;
=== Snitch ===&lt;br /&gt;
&lt;br /&gt;
When a &#039;&#039;&#039;snitch&#039;&#039;&#039; card is revealed (during chapter 2 &amp;amp; 3) each player must immediately pay 1$ per &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill on the card. They can reduce this cost by 1$ per Informant skill in their gang.&lt;br /&gt;
&lt;br /&gt;
If they do not have enough money to pay they must discard one gangster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Boss can never, under any circumstance be discarded&#039;&#039;&#039;, if he is the only eligible gangster then nothing happens.&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
&lt;br /&gt;
The game is divided in three chapters&lt;br /&gt;
* &#039;&#039;&#039;Genesis&#039;&#039;&#039; is the first chapter&lt;br /&gt;
* &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;4th&#039;&#039;&#039; gangster&lt;br /&gt;
* &#039;&#039;&#039;Domination&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;7th&#039;&#039;&#039; gangster&lt;br /&gt;
&lt;br /&gt;
=== Genesis ===&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Genesis&#039;&#039;&#039; chapter an additional income is awarded to players called &#039;&#039;opportunity income&#039;&#039;.&lt;br /&gt;
Each player adds the amount of skills within their gang&lt;br /&gt;
* The player with the most skills receives nothing&lt;br /&gt;
* The players with fewer skills receive the difference in money&lt;br /&gt;
&lt;br /&gt;
=== Gang Wars ===&lt;br /&gt;
&lt;br /&gt;
There are 3 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; chapter each player adds up the amount of &#039;&#039;&#039;Mercenary&#039;&#039;&#039; (grey) skill in their gang.&lt;br /&gt;
* The player with the most &#039;&#039;Mercenaries&#039;&#039; doesn&#039;t lost any gangster&lt;br /&gt;
* Every other player (everyone in case of a tie) must discard 1 gangster&lt;br /&gt;
&lt;br /&gt;
In a 2 player game, if one player has &#039;&#039;&#039;double&#039;&#039;&#039; the amount of &#039;&#039;Mercenary&#039;&#039; (grey) skill or more, they will choose which gangster is discarded.&lt;br /&gt;
&lt;br /&gt;
=== Domination ===&lt;br /&gt;
&lt;br /&gt;
There are 5 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, 3, 4, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game end when a player recruits their 9th gangster, or when the 3rd Snitch is revealed during the Domination Chapter.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each player will add the &#039;&#039;Influence&#039;&#039; they have gained.&lt;br /&gt;
&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; on your gangsters&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; from heists you have performed&lt;br /&gt;
* The wealthiest player wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
* The player with the most gangsters wins 2 &#039;&#039;Influence&#039;&#039;(1 if tied)&lt;br /&gt;
&lt;br /&gt;
The player with the most &#039;&#039;Influence&#039;&#039; wins the game.&lt;/div&gt;</summary>
		<author><name>Lokhir</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=13702</id>
		<title>Gamehelpgangsta</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=13702"/>
		<updated>2022-06-23T19:14:05Z</updated>

		<summary type="html">&lt;p&gt;Lokhir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Gangsta!&#039;&#039;&#039;, players personify the character of a Boss who is determined to expand their influence at the expense of their rival factions. Players will be required to recruit a number of gangsters in order to perform the most profitable heists available. At the end of the game, the player with the most Influence wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player randomly receives a Boss Card and the indicated number of $.&lt;br /&gt;
* Set up a river of 5 available heists from the first chapter (Genesis).&lt;br /&gt;
* Set up a river of 5 available gangsters.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.&lt;br /&gt;
&lt;br /&gt;
At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately&lt;br /&gt;
&lt;br /&gt;
== Gang mobilization ==&lt;br /&gt;
&lt;br /&gt;
If a gangster previously took part in a heist they are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039;, if not they are &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During this phase a player can pay 1$ to change a gangster from &#039;&#039;engaged&#039;&#039; to &#039;&#039;available&#039;&#039;, this can be performed for free once per &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039; gangster with the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill&lt;br /&gt;
&lt;br /&gt;
=== synchronization ===&lt;br /&gt;
&lt;br /&gt;
If all the of gangsters of a player are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039; the gang is deemed &#039;&#039;&#039;&#039;&#039;synchronized&#039;&#039;&#039;&#039;&#039; and they all become available.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
&lt;br /&gt;
A player can recruit a gangster by paying the cost of that gangster to the bank.&lt;br /&gt;
&lt;br /&gt;
=== Perform a Heist ===&lt;br /&gt;
&lt;br /&gt;
In order to perform a heist, a player must engage enough gangsters to have all the skills required by the Heist Card. Heists can only be performed by Available gangsters.&lt;br /&gt;
&lt;br /&gt;
The player first selects the heist then starts engaging gangsters taking part in the heist. A gangster can on be selected if he has at least one skill still needed to perform the heist.&lt;br /&gt;
&lt;br /&gt;
Once all the skills needed for the heist are met, all the gangsters are &#039;&#039;engaged&#039;&#039; and the player collects &#039;&#039;&#039;Influence&#039;&#039;&#039;, &#039;&#039;&#039;Money&#039;&#039;&#039; as well as any additional rewards from the heist.&lt;br /&gt;
&lt;br /&gt;
==== Cooperative heists ====&lt;br /&gt;
&lt;br /&gt;
When selecting the team performing the heist once the first gangster has been selected following the usual rule, the remaining gangsters can be picked from any player gang. Each player who has at least one gangster participating in the heist will gain the cooperative reward (including the initiator).&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
A player can decide to pass his/her turn. By doing so, the player receives an income equivalent to the number of gangsters possessing the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill.&lt;br /&gt;
&lt;br /&gt;
=== Snitch ===&lt;br /&gt;
&lt;br /&gt;
When a &#039;&#039;&#039;snitch&#039;&#039;&#039; card is revealed (during chapter 2 &amp;amp; 3) each player must immediately pay 1$ per &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill on the card. They can reduce this cost by 1$ per Informant skill in their gang.&lt;br /&gt;
&lt;br /&gt;
If they do not have enough money to pay they must discard one gangster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Boss can never, under any circumstance be discarded&#039;&#039;&#039;, if he is the only eligible gangster then nothing happens.&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
&lt;br /&gt;
The game is divided in three chapters&lt;br /&gt;
* &#039;&#039;&#039;Genesis&#039;&#039;&#039; is the first chapter&lt;br /&gt;
* &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;4th&#039;&#039;&#039; gangster&lt;br /&gt;
* &#039;&#039;&#039;Domination&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;7th&#039;&#039;&#039; gangster&lt;br /&gt;
&lt;br /&gt;
=== Genesis ===&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Genesis&#039;&#039;&#039; chapter an additional income is awarded to players called &#039;&#039;opportunity income&#039;&#039;.&lt;br /&gt;
Each player adds the amount of skills within their gang&lt;br /&gt;
* The player with the most skills receives nothing&lt;br /&gt;
* The players with fewer skills receive the difference in money&lt;br /&gt;
&lt;br /&gt;
=== Gang Wars ===&lt;br /&gt;
&lt;br /&gt;
There are 3 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; chapter each player adds up the amount of &#039;&#039;&#039;Mercenary&#039;&#039;&#039; (grey) skill in their gang.&lt;br /&gt;
* The player with the most &#039;&#039;Mercenaries&#039;&#039; doesn&#039;t lost any gangster&lt;br /&gt;
* Every other player (everyone in case of a tie) must discard 1 gangster&lt;br /&gt;
&lt;br /&gt;
In a 2 player game, if one player has &#039;&#039;&#039;double&#039;&#039;&#039; the amount of &#039;&#039;Mercenary&#039;&#039; (grey) skill or more, they will choose which gangster is discarded.&lt;br /&gt;
&lt;br /&gt;
=== Domination ===&lt;br /&gt;
&lt;br /&gt;
There are 5 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, 3, 4, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game end when a player recruits their 9th gangster, or when the 3rd Snitch is revealed during the Domination Chapter.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each player will add the &#039;&#039;Influence&#039;&#039; they have gained&lt;br /&gt;
&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; on your gangsters&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; from heists you have performed&lt;br /&gt;
* The wealthiest player wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
* The player with the most gangsters wins 2 &#039;&#039;Influence&#039;&#039;(1 if tied)&lt;br /&gt;
&lt;br /&gt;
The player with the most &#039;&#039;Influence&#039;&#039; wins the game,&lt;/div&gt;</summary>
		<author><name>Lokhir</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=13677</id>
		<title>Gamehelpgangsta</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=13677"/>
		<updated>2022-06-22T13:45:08Z</updated>

		<summary type="html">&lt;p&gt;Lokhir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Gangsta!&#039;&#039;&#039;, players personify the character of a Boss who is determined to expand their influence at the expense of their rival factions. Players will be required to recruit a number of gangsters in order to perform the most profitable heists available. At the end of the game, the player with the most Influence wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player randomly receives a Boss Card and the indicated number of $.&lt;br /&gt;
* Set up a river of 5 available heists from the first chapter (Genesis).&lt;br /&gt;
* Set up a river of 5 available gangsters.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.&lt;br /&gt;
&lt;br /&gt;
At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately&lt;br /&gt;
&lt;br /&gt;
== Gang mobilization ==&lt;br /&gt;
&lt;br /&gt;
If a gangster previously took part in a heist they are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039;, if not they are &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During this phase a player can pay 1$ to change a gangster from &#039;&#039;engaged&#039;&#039; to &#039;&#039;available&#039;&#039;, this can be performed for free once per &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039; gangster with the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill&lt;br /&gt;
&lt;br /&gt;
=== synchronization ===&lt;br /&gt;
&lt;br /&gt;
If all the of gangsters of a player are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039; the gang is deemed &#039;&#039;&#039;&#039;&#039;synchronized&#039;&#039;&#039;&#039;&#039; and they all become available.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
&lt;br /&gt;
A player can recruit a gangster by paying the cost of that gangster to the bank.&lt;br /&gt;
&lt;br /&gt;
=== Perform a Heist ===&lt;br /&gt;
&lt;br /&gt;
In order to perform a heist, a player must engage enough gangsters to have all the skills required by the Heist Card. Heists can only be performed by Available gangsters.&lt;br /&gt;
&lt;br /&gt;
The player first selects the heist then starts engaging gangsters taking part in the heist. A gangster can on be selected if he has at least one skill still needed to perform the heist.&lt;br /&gt;
&lt;br /&gt;
Once all the skills needed for the heist are met, all the gangsters are &#039;&#039;engaged&#039;&#039; and the player collects &#039;&#039;&#039;Influence&#039;&#039;&#039;, &#039;&#039;&#039;Money&#039;&#039;&#039; as well as any additional rewards from the heist.&lt;br /&gt;
&lt;br /&gt;
==== Cooperative heists ====&lt;br /&gt;
&lt;br /&gt;
When selecting the team performing the heist once the first gangster has been selected following the usual rule, the remaining gangsters can be picked from any player gang. Each player who has at least one gangster participating in the heist will gain the cooperative reward (including the initiator).&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
A player can decide to pass his/her turn. By doing so, the player receives an income equivalent to the number of gangsters possessing the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill.&lt;br /&gt;
&lt;br /&gt;
=== Snitch ===&lt;br /&gt;
&lt;br /&gt;
When a &#039;&#039;&#039;snitch&#039;&#039;&#039; card is revealed (during chapter 2 &amp;amp; 3) each player must immediately pay 1$ per &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill on the card. They can reduce this cost by 1$ per Informant skill in their gang.&lt;br /&gt;
&lt;br /&gt;
If they do not have enough money to pay they must discard one gangster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Boss can never, under any circumstance be discarded&#039;&#039;&#039;, if he is the only eligible gangster then nothing happens.&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
&lt;br /&gt;
The game is divided in three chapters&lt;br /&gt;
* &#039;&#039;&#039;Genesis&#039;&#039;&#039; is the first chapter&lt;br /&gt;
* &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;4th&#039;&#039;&#039; gangster&lt;br /&gt;
* &#039;&#039;&#039;Domination&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;7th&#039;&#039;&#039; gangster&lt;br /&gt;
&lt;br /&gt;
=== Genesis ===&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Genesis&#039;&#039;&#039; chapter an additional income is awarded to players called &#039;&#039;opportunity income&#039;&#039;.&lt;br /&gt;
Each player adds the amount of skills within their gang&lt;br /&gt;
* The player with the most skills receives nothing&lt;br /&gt;
* The players with fewer skills receive the difference in money&lt;br /&gt;
&lt;br /&gt;
=== Gang Wars ===&lt;br /&gt;
&lt;br /&gt;
There are 3 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; chapter each player adds up the amount of &#039;&#039;&#039;Mercenary&#039;&#039;&#039; (grey) skill in their gang.&lt;br /&gt;
* The player with the most &#039;&#039;Mercenaries&#039;&#039; doesn&#039;t lost any gangster&lt;br /&gt;
* Every other player (everyone in case of a tie) must discard 1 gangster&lt;br /&gt;
&lt;br /&gt;
In a 2 player game, if one player has &#039;&#039;&#039;double&#039;&#039;&#039; the amount of &#039;&#039;Mercenary&#039;&#039; (grey) skill or more, they will choose which gangster is discarded.&lt;br /&gt;
&lt;br /&gt;
=== Domination ===&lt;br /&gt;
&lt;br /&gt;
There are 5 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, 3, 4, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game end when a player recruits their 9th gangster, or when the 3rd Snitch is revealed during the Domination Chapter.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each player will add the &#039;&#039;Influence&#039;&#039; they have gained&lt;br /&gt;
&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; on your gangsters&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; from heists you have performed performed&lt;br /&gt;
* The wealthiest player wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
* The player with the most gangsters wins 2 &#039;&#039;Influence&#039;&#039;(1 if tied)&lt;br /&gt;
&lt;br /&gt;
The player with the most &#039;&#039;Influence&#039;&#039; wins the game,&lt;/div&gt;</summary>
		<author><name>Lokhir</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=13575</id>
		<title>Gamehelpgangsta</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpgangsta&amp;diff=13575"/>
		<updated>2022-06-13T19:27:51Z</updated>

		<summary type="html">&lt;p&gt;Lokhir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Gangsta!&#039;&#039;&#039;, players personify the character of a Boss who is determined to expand their influence at the expense of their rival factions. Players will be required to recruit a number of gangsters in order to perform the most profitable heists available. At the end of the game, the player with the most Influence wins.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player randomly receives a Boss Card and the indicated number of $.&lt;br /&gt;
* Set up a river of 5 available heists from the first chapter (Genesis).&lt;br /&gt;
* Set up a river of 5 available gangsters.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.&lt;br /&gt;
&lt;br /&gt;
At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately&lt;br /&gt;
&lt;br /&gt;
== Gang mobilization ==&lt;br /&gt;
&lt;br /&gt;
If a gangster previously took part in a heist they are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039;, if not they are &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During this phase a player can pay 1$ to change a gangster from &#039;&#039;engaged&#039;&#039; to &#039;&#039;available&#039;&#039;, this can be performed for free once per &#039;&#039;&#039;&#039;&#039;available&#039;&#039;&#039;&#039;&#039; gangster with the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill&lt;br /&gt;
&lt;br /&gt;
=== synchronization ===&lt;br /&gt;
&lt;br /&gt;
If all the of gangsters of a player are &#039;&#039;&#039;&#039;&#039;engaged&#039;&#039;&#039;&#039;&#039; the gang is deemed &#039;&#039;&#039;&#039;&#039;synchronized&#039;&#039;&#039;&#039;&#039; and they all become available.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
&lt;br /&gt;
A player can recruit a gangster by paying the cost of that gangster to the bank.&lt;br /&gt;
&lt;br /&gt;
=== Perform a Heist ===&lt;br /&gt;
&lt;br /&gt;
In order to perform a heist, a player must engage enough gangsters to have all the skills required by the Heist Card. Heists can only be performed by Available gangsters.&lt;br /&gt;
&lt;br /&gt;
The player first selects the heist then starts engaging gangsters taking part in the heist. A gangster can on be selected if he has at least one skill still needed to perform the heist.&lt;br /&gt;
&lt;br /&gt;
Once all the skills needed for the heist are met, all the gangsters are &#039;&#039;engaged&#039;&#039; and the player collects &#039;&#039;&#039;Influence&#039;&#039;&#039;, &#039;&#039;&#039;Money&#039;&#039;&#039; as well as any additional rewards from the heist.&lt;br /&gt;
&lt;br /&gt;
==== Cooperative heists ====&lt;br /&gt;
&lt;br /&gt;
When selecting the team performing the heist once the first gangster has been selected following the usual rule, the remaining gangsters can be picked from any player gang. Each player who has at least one gangster participating in the heist will gain the cooperative reward (including the initiator).&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
&lt;br /&gt;
A player can decide to pass his/her turn. By doing so, the player receives an income equivalent to the number of gangsters possessing the &#039;&#039;&#039;Leader&#039;&#039;&#039; (yellow) skill.&lt;br /&gt;
&lt;br /&gt;
=== Snitch ===&lt;br /&gt;
&lt;br /&gt;
When a &#039;&#039;&#039;snitch&#039;&#039;&#039; card is revealed (during chapter 2 &amp;amp; 3) each player must immediately pay 1$ per &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill on the card. They can reduce this cost by 1$ per Informant skill in their gang.&lt;br /&gt;
&lt;br /&gt;
If they do not have enough money to pay they must discard one gangster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Boss can never, under any circumstance be discarded&#039;&#039;&#039;, if he is the only eligible gangster then nothing happens.&lt;br /&gt;
&lt;br /&gt;
== Chapters ==&lt;br /&gt;
&lt;br /&gt;
The game is divided in three chapters&lt;br /&gt;
* &#039;&#039;&#039;Genesis&#039;&#039;&#039; is the first chapter&lt;br /&gt;
* &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;4th&#039;&#039;&#039; gangster&lt;br /&gt;
* &#039;&#039;&#039;Domination&#039;&#039;&#039; starts when one player recruits their &#039;&#039;&#039;7th&#039;&#039;&#039; gangster&lt;br /&gt;
&lt;br /&gt;
=== Genesis ===&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Genesis&#039;&#039;&#039; chapter an additional income is awarded to players called &#039;&#039;opportunity income&#039;&#039;.&lt;br /&gt;
Each player adds the amount of skills within their gang&lt;br /&gt;
* The player with the most skills receives nothing&lt;br /&gt;
* The players with fewer skills receive the difference in money&lt;br /&gt;
&lt;br /&gt;
=== Gang Wars ===&lt;br /&gt;
&lt;br /&gt;
There are 3 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
At the end of the &#039;&#039;&#039;Gang Wars&#039;&#039;&#039; chapter each player adds up the amount of &#039;&#039;&#039;Mercenary&#039;&#039;&#039; (grey) skill in their gang.&lt;br /&gt;
* The player with the most &#039;&#039;Mercenaries&#039;&#039; doesn&#039;t lost any gangster&lt;br /&gt;
* Every other player (everyone in case of a tie) must discard 1 gangster&lt;br /&gt;
&lt;br /&gt;
In a 2 player game, if one player has &#039;&#039;&#039;double&#039;&#039;&#039; the amount of &#039;&#039;Mercenary&#039;&#039; (grey) skill, they will choose which gangster is discarded.&lt;br /&gt;
&lt;br /&gt;
=== Domination ===&lt;br /&gt;
&lt;br /&gt;
There are 5 snitches in the &#039;&#039;Gang Wars&#039;&#039; heist deck, rated 2, 3, 3, 4, and 4 &#039;&#039;&#039;Informant&#039;&#039;&#039; (green) skill&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game end when a player recruits their 9th gangster, or when the 3rd Snitch is revealed during the Domination Chapter.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each player will add the &#039;&#039;Influence&#039;&#039; they have gained&lt;br /&gt;
&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; on your gangsters&lt;br /&gt;
* The sum of &#039;&#039;Influence&#039;&#039; from heists you have performed performed&lt;br /&gt;
* The wealthiest player wins 2 &#039;&#039;Influence&#039;&#039; (1 if tied)&lt;br /&gt;
* The player with the most gangsters wins 2 &#039;&#039;Influence&#039;&#039;(1 if tied)&lt;br /&gt;
&lt;br /&gt;
The player with the most &#039;&#039;Influence&#039;&#039; wins the game,&lt;/div&gt;</summary>
		<author><name>Lokhir</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Tips_gangsta&amp;diff=13552</id>
		<title>Tips gangsta</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Tips_gangsta&amp;diff=13552"/>
		<updated>2022-06-10T22:24:11Z</updated>

		<summary type="html">&lt;p&gt;Lokhir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chapter I ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s best to &#039;&#039;&#039;diversify&#039;&#039;&#039; with your starting skills and to try to get a bit of everything. It&#039;s not needed to have more than two times the same skill, not at this stage of the game at least. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t underestimate the crucial importance of having gangsters with the &#039;&#039;&#039;skill leader&#039;&#039;&#039; in your team. The more leaders you have, the more your gang mobility improves. &lt;br /&gt;
&lt;br /&gt;
Try to get &#039;&#039;&#039;at least one informant skill&#039;&#039;&#039; in your team before Chapter II starts. Snitches can be so painful...&lt;br /&gt;
&lt;br /&gt;
== Chapter II ==&lt;br /&gt;
&lt;br /&gt;
Now that the snitches are threatening, make sure you get constantly &#039;&#039;&#039;enough cash&#039;&#039;&#039; to counter them, especially if you have few informants. And don&#039;t forget to take into account that, on rare occasions, snitches are revealed in a row...&lt;br /&gt;
&lt;br /&gt;
Prepare for the upcoming &#039;&#039;&#039;gang war&#039;&#039;&#039;,... or not. Especially for 3-4 players setup, it&#039;s not that easy to win it, because a tie isn&#039;t enough to prevail. If you plan to win, then don&#039;t be shy with the mercenaries. If not, then recruiting smaller gangsters with one skill may be a good move. Just consider them as meat. And they will still provide you with an additional skill while waiting for their fate.&lt;br /&gt;
&lt;br /&gt;
Since there are a lot more interactions than in Chapter I, don&#039;t forget to have a careful look at your opponents gangsters status. Available gangsters make very suitable targets for &#039;&#039;&#039;cooperative heists&#039;&#039;&#039; and it will bring mayhem in your opponents strategies.&lt;br /&gt;
&lt;br /&gt;
== Chapter III ==&lt;br /&gt;
&lt;br /&gt;
Try to be as incisive as you can. You never know how long this Chapter will go on, so the best is to &#039;&#039;&#039;maximize&#039;&#039;&#039; each action.&lt;/div&gt;</summary>
		<author><name>Lokhir</name></author>
	</entry>
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