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[[Category:Card games]]
== Theme ==


In Gangsta!, 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.
== Setup ==
* Each player randomly receives a Boss Card and the indicated number of $.
* Set up a river of 5 available heists from the first chapter (Genesis).
* Set up a river of 5 available gangsters.
== Gameplay ==
Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.
At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately
== Gang mobilization ==
If a gangster previously took part in a heist they are ''''engaged'''', if not they are ''''available''''
During this phase a player can pay 1$ to change a gangster from ''engaged'' to ''available'', this can be performed for free once per ''''available'''' gangster with the '''Leader''' skill
=== synchronization ===
If all the of gangsters of a player are ''''engaged'''' the gang is deemed ''''synchronized'''' and they all become available.
== Actions ==
=== Recruit ===
A player can recruit a gangster by paying the cost of that gangster to the bank.
=== Perform a Heist ===
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.
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.
==== Cooperative heists ====
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).
=== Pass ===
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 '''Leader''' skill.
== Chapters ==
The game is divided in three chapters
* '''Genesis''' is the first chapter
* '''Gang Wars''' starts when one player recruits their '''4th''' gangster
* '''Domination''' starts when one player recruits their '''7th''' gangster
=== Genesis ===
At the end of the '''Genesis''' chapter an additional income is awarded to players called ''opportunity income''.
Each player adds the amount of skills within their gang
* The player with the most skills receives nothing
* The players with fewer skills receive the difference in money
=== Gang Wars ===
There are 3 snitches in the ''Gang Wars'' heist deck, rated 2, 3, and 4 '''Informant''' skill
At the end of the '''Gang Wars''' chapter each player adds up the maount of '''Mercenary'''(grey) skill in their gang.
* The player with the most ''Mercenaries'' doesn't lost any gangster
* Every other player (everyone in case of a tie) must discard 1 gangster
In a 2 player game, if one player has '''Double''' the amount of ''Mercenary'' skill, they will choose which gangster is discarded.
=== Domination ===
There are 5 snitches in the ''Gang Wars'' heist deck, rated 3, 3, 3, 4, and 4 '''Informant''' skill
== End Game ==
The game end when a player recruits their 9th gangster, or when the 3rd Snitch is revealed during the Domination Chapter.
== Scoring ==
Each player will add the ''Influence'' they have gained
* The sum of ''Influence'' on your gangsters
* The sum of ''Influence'' from heists you have performed performed
* The wealthiest player wins 2 ''Influence'' (1 if tied)
* The player with the most gangsters wins 2 ''Influence''(1 if tied)
The player with the most ''Influence'' wins the game,

Revision as of 19:11, 8 June 2022

Theme

In Gangsta!, 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.

Setup

  • Each player randomly receives a Boss Card and the indicated number of $.
  • Set up a river of 5 available heists from the first chapter (Genesis).
  • Set up a river of 5 available gangsters.

Gameplay

Players take turn Mobilizing their gang before performing one of the three Actions allowed, recruiting a gangster, performing a heist, or passing.

At the end of each player turn the river is replenished, and if a snitch is revealed its effect is resolved immediately

Gang mobilization

If a gangster previously took part in a heist they are 'engaged', if not they are 'available'

During this phase a player can pay 1$ to change a gangster from engaged to available, this can be performed for free once per 'available' gangster with the Leader skill

synchronization

If all the of gangsters of a player are 'engaged' the gang is deemed 'synchronized' and they all become available.

Actions

Recruit

A player can recruit a gangster by paying the cost of that gangster to the bank.

Perform a Heist

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.

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.

Cooperative heists

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).

Pass

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 Leader skill.

Chapters

The game is divided in three chapters

  • Genesis is the first chapter
  • Gang Wars starts when one player recruits their 4th gangster
  • Domination starts when one player recruits their 7th gangster

Genesis

At the end of the Genesis chapter an additional income is awarded to players called opportunity income. Each player adds the amount of skills within their gang

  • The player with the most skills receives nothing
  • The players with fewer skills receive the difference in money

Gang Wars

There are 3 snitches in the Gang Wars heist deck, rated 2, 3, and 4 Informant skill

At the end of the Gang Wars chapter each player adds up the maount of Mercenary(grey) skill in their gang.

  • The player with the most Mercenaries doesn't lost any gangster
  • Every other player (everyone in case of a tie) must discard 1 gangster

In a 2 player game, if one player has Double the amount of Mercenary skill, they will choose which gangster is discarded.

Domination

There are 5 snitches in the Gang Wars heist deck, rated 3, 3, 3, 4, and 4 Informant skill

End Game

The game end when a player recruits their 9th gangster, or when the 3rd Snitch is revealed during the Domination Chapter.

Scoring

Each player will add the Influence they have gained

  • The sum of Influence on your gangsters
  • The sum of Influence from heists you have performed performed
  • The wealthiest player wins 2 Influence (1 if tied)
  • The player with the most gangsters wins 2 Influence(1 if tied)

The player with the most Influence wins the game,