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Brotherhood

Postal rules from Shadows of Amber

Brotherhood is Games Designers Workshop's simulation of American Organized Crime a relatively simple game that fits very well to postal play, as all moves are simultaneous. The game is unfortunately out of print at the moment.

1 The Object of the Game

Brotherhood lasts 12 turns (each representing a month of real time), in which each Godfather creates revenue opportunities, fights battles, buys political influence, and generally tries to survive. At the end of the 12 turns, the richest survivor is the winner.

2 The City

The City in which the action takes place comprises of 6 or more areas (depending on the number of players) in which the various godfathers can set up in business. Each area has a specific set of costs and rewards associated with it, and these are given in the tables at the end of the rules.

3 Gangsters

Each Godfather has only a limited number of hoods that they can employ during the game. Once these hoods are killed they cannot be replaced. There are two types of hoods which are:
3.1 Thugs (T) - Each Godfather has twelve (12) thugs. They are general purpose type hoods and cost $2,000 each month they are used.
3.2 Hitmen (H) - Each Godfather has two (2) hitmen. They are expert killers and require payment of $4,000 each time they are used.
3.3 The Godfather (G) - Each Godfather represents the player. He has no effect real on the game, except that from turn 5 onwards he must be placed in the City, and may be killed.

4 Revenue (R)

Each family has twelve (12) operations which they can try and set up in the various City areas. During each revenue phase the operations will provide fresh income for the Godfather.

5 Political Influence (PI)

Each family has twelve (12) Political Influence markers that it can place in any area on the board. These strengthen and protect a families operations in the area.

The Sequence of Play

6 The Game Start

Each Godfather begins the game with $20,000. He has no Revenue or PI placed on the board. For the first 4 turns, all Godfathers are out of town, trying to reach a peaceful agreement in Chicago. From turn 5 onwards they have a special affect on the game (see the relevant section).

7 The Transfer Phase

Any Godfather may transfer ownership of any Money, Revenue or Political Influence he has to another player. If revenue or PI is transferred, then the recipient must replace the tokens with appropriate ones from his own stock. Godfathers may not gain new R or PI tokens in this manner.

8 Placement Phase

Each Godfather places and pays for any Thugs, Hitmen, Revenue and Political Influence counters in areas of the city. Godfathers may also voluntarily close down any Revenue or PI they own, in this phase.

9 Event Phase

One event card is drawn for every 5 players or part thereof. Each event card affects a random area in the city, and the effects are always unpleasant. The results can vary from having thugs, hitmen or eeven Godfathers sent to jail, to reducing the revenue from that area or even having Revenue or Political Influence closed down.

9.1 Jail

Thugs and Hitmen in jail cannot be used until their bail is paid. This is equal to, and in addition to their normal wages. A Godfather's bail is set at $10,000 and must be paid as soon as the money is available. All bail is paid in the placement phase.

10 Use of Political Influence

PI can be used for 3 things...
One PI can close down one Revenue in that area.
One PI can arrest one Thug (but not Hitmen or Godfathers) in that area.
One PI can neutralize (prevent from taking any action) one PI belonging to another Godfather in that area.
Two PI can close down one PI belonging to another Godfather in that area.
If two or more families have PI in the same area then the family with the most PI get to uses all their PI first, then the second highest and so on. It is possible for the player with the lowest PI in an area to be the only one to use his, because those with more PI have neutralized each others PI.

11 Mob Action Phase

If all else fails resort to violence. If two or more families have thugs or hitmen in the same area then they will fight it out.
Each Thug kills on a 1-2 on a D6.
Each Hitman kills on a 1-5 on a D6.
Godfathers are unarmed and can only be killed.
Casualties are first Thugs and then Hitmen. Only when all thugs and hitmen belonging to a Godfather in the area are killed can the Godfather himself be shot. This is automatic once he is not defended.

If there is more than one family represented in the area then each player should decide at whom his forces will fire, otherwise this is determined randomly. All combat is simultaneous.

12 Extended Combat Phase

Normally only one round of combat is fought, but only under certain circumstances. Extended combat continues in a number of simultaneous rounds until there is only one force represented in the area or the surviving Godfathers come to a deal. Extended combat will occur if...

Two or more sides agree to fight extended combat. Any forces that do not wish extended combat opt out at this stage and merely sit on the sidelines, watching the battle. They cannot be shot at, nor shoot.
There are any unprotected Revenue counters belonging to a 3rd Godfather in the area (see Spoils of Combat below).
A Godfather has been killed (by either side) and neither force can agree how to split the spoils.

Spoils of Combat

A protected Revenue is one where the Godfather has at least one thug or hitman in the area protecting them. A single surviving hood is sufficient to protect all Revenue in that area.

If, after combat, the Revenue in the area is unprotected then it may be taken over by any Godfather with hoods present in the area. Each surviving hood in the area may take over 1 Revenue. As a family can have no more than 12 Revenue in the city this may not be possible.

Killing a Godfather

This is partially what the game is about. If a Godfather is killed then the family that killed him gain control of all his surviving Thugs, Hitmen, Revenue and PI. This then allows them to exceed the normal limit of 12 Revenue or PI in the city, as they have the assets of 2 (or more) families. They do not gain control of any money the deceased player had amassed.

13 Revenue Phase

Each Godfather collects income from any revenue markers he has in the city. Each area ( see the table ) has basic income it will provide. If the Godfather is the only player with Revenue and Political Influence in the area then, as he has sole control of the area, all income from it is doubled. If the number of revenue markers in the area exceeds the saturation level of the area then all income from it is halved.

A Godfather will always get a minimum of $2,000 income, even if he has no revenue in the city.

Turn 5 and Onwards

In turn 5 the Godfathers return to the city, having failed to reach a peaceful agreement in Chicago. Each turn, from now on, they must be placed in an area in the City (presumably with Thugs and or Hitmen to protect them). Once they turn up, a couple of minor rules come into play.

14 Free Thug

Due to the presence and loyalty inspired by the Godfather, one Thug will operate for free. Obviously this only applies if you have a surviving thug. If he is arrested he must be bailed for the normal $2,000, but still requires no wages.

15 Out of Town Employees

The Godfather may hire hoods from out of town. These cost $5,000 for a Thug and $10,000 for a Hitman. If any deaths occur, then out of town employees will always be the first to be shot.

Deals

Players are encouraged to make deals with each other. They can involve cash payments; Promises to stay out of certain areas; Transfer, lend or rent Influence or Operations; or in fact anything the players can agree on. No one is obliged to keep any agreement made, except those made during combat involving the takeover of contested assets, which takes place immediately.

Orders

Orders should contain at least the following...
The number of Hoods, Influence and Revenue placed in each turn. The uses to which any PI should be put.
Conditions under which extended combat will take place, and any possible deals that would be acceptable as an alternative. (The default is to avoid extended combat).
The location of the Godfather after turn 4. Failure to order the Godfather means that he (and the free thug, if any) are placed in a random area.

It would be appreciated if you could provide names for each of your hoods, and also a brief description of any of the operations you set up. This would help flesh out the game and provide for a more interesting report.

Area Revenue Cost Monthly Income PI Cost Saturation Level
Riversnobs $10,000 $5,000 $11,000 3
Status Quo 8,000 $4,000 9,000 3
Whitewash 6,000 $3,000 7,000 4
Bunkerville 4,000 $2,000 5,000 5
Sewertown 2,000 $1,000 3,000 8
Lakedump 2,000 $1,000 3,000 7

Additional areas should be added if there are more than 5 players, starting with the cheaper areas.

Income is doubled if the Godfather has sole control of an area.

Income is halved if the number of revenue operations exceeds the saturation level.

A Quick Example

Player A already has 2R in Status Quo. In the Placement phase he puts 5T, 1R and 1PI in the same area.
Player B wishes to invade Status Quo so places 5T and 2H in the area.
No events affect the area so it's straight on to PI. Player A uses his new PI to arrest 1 of player B's thugs.
Combat follows. Player A kills 2 of player B's thugs. Player B kills 4 of player A's thugs. Because player A has 1 remaining thug, his operations are protected, so there is no cause for Extended Combat. Player A gets away with it, and combat stops there. Now suppose player C had got wind of what was happening, perhaps being in league with player B. If he had placed 1R in Status Quo, but not protected it with any thugs. Then, there would be an unprotected revenue in the area and Extended Combat is compulsory, unless the players come to a deal. Player B refuses to deal, and kills the remaining thug, but looses another thug himself.
Player B can now take over any 3 revenue in the area, as he has 1T and 2H remaining. The PI remains in player A's control.

Event Cards

1. Petty police investigation. Roll die for each thug counter and revenue counter in the area. A roll of 1 means it is arrested and closed down.

2. Drug shipment intercepted. No money from revenue counters in this area next turn.

3. Senatorial bribe exposed. Ignore effec of PI this turn in this area.

4. FBI special task force sweeps area. Roll die once for each hitman counter. On a roll of 1,2 or 3 it is arrested.

5. Minor police harrassment. Roll die for each thug in the area. A roll of 1 or 2 means it is arrested.

6. Sporadic police raids. Roll die for each revenue counter. A roll of 1 or 2 means it is closed down.

7. Push against mob violence. All thugs arrested.

8. Intensive dragnet of known hoods. Roll the die once for each thug. A roll of 3,4,5 or 6 means the thug has been arrested.

9. Big cleanup on prostitution. Cut all revenues from this area in half next turn.

10. Crackdown on gambling. Roll die for each revenue counter. A roll of 1, 2 or 3 closes it down.

11. Influx of plainclothesmen dampens hoods' spirits No mob action phase in this area this turn.

12. Internal Affairs probes police corruption. Roll the die once for each political influence counter in this area. On a roll of 1,2 or 3 it is removed.

13. Over-zealous cops arrest any Godfather counters here. Bail is $10,000. No allocations may be made until Godfather is out of jail.

14. Outcry against political corruption. Remove all PI counters from this area. Ignore this card if the area is controlled by a single player.

15. Mob's ledger books impounded. Remove all Revenue counters from this area.

16. 2 (different) cards (1-15) affect this area.