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Gangsters, Gun Molls and G-MenGame design byPublished by Magic and Tactics Unlimited Components:- 16-page A5 rule book, 40 character cards, 90 action cards, 1 A4 sheet of (63) loot markers, 1 A5 jail card. |
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Where FAMILY BUSINESS recreates in an abstract way the struggle of the bootlegging and vice gangs of New York and Chicago during the 20's, Gangsters, Gun Molls and G-Men(3G's) does the same for the desperate bank robbers of the Depression hit Mid-west America of the 1930's. One to five players take the role of gangs as they try to stay one jump ahead of the law while amassing enough money to retire into obscurity ie win the game. You start with a gang of two from an initial deal of 5, who may be leaders, gun molls or gangsters. Each has three different traits of cunning, charm and combat and also a code letter signifying to which historical gang the character belonged. This is important as if all your gang members have the same code they have a certain symbiosis and work well together, gaining bonuses on their traits and lowering the conditions for your victory.
Next why not try and pull off a bank robbery or kidnapping if you feel your gang is hard enough? These are action hold cards which you play now, which require you to total one or more of your gangs traits and then roll equal to or less than these values on a number of dice. Obviously the more dice you need to roll, the harder the job, but the resulting reward in loot markers is correspondingly greater, but a failure results in a 1-in-6 chance of a gang member getting killed. After the jobs phase, discard your hold cards to 5, then check to see if you have enough money to win or play proceeds to the next player. One thing to keep in mind playing 3G's is that the composition of your gang will be quite prone to change as play progresses and events take their toll, which can throw a player used to FAMILY, where keeping you gang members is of prime concern. I was also a little miffed in that I was supposed to cut out the loot markers from the sheet they had provided, but after photocopying the sheet I still managed to cock this up, and ended up using some blank playing cards from work to make the loot markers. There were no dice supplied either, I suspect that the publishers thought that anyone buying the game has probably got a bucket load already. The artwork is pretty dire too, lets hope you are too busy dodging the FBI to worry about that. First published in LiES 50, November 1996. Back to Main, where you can e-mail me. Copyright 2001/2002 John Cudmore. | |