UNOFFICIAL REWRITE OF THE DILLINGER RULES
by
Alan R. Arvold
Back in early October of 2002, the long awaited game of
DILLINGER was finally released. After running the play-test
circuit for almost ten years, the game had finally reached its
final rough form. However most game companies that it was
presented to rejected it, and the one that did accept it later
dropped it before it could be published. The game was finally
published by the game designer's own company, BSO Games. Almost
immediately after its publication, the rules questions began to
come in and after about a month of answering them, the designer
ceased doing so (he had to get on to his next game design). This
left it up to us players to come up with our own answers. One
player posted a list of the rules questions and their answers. I
took those questions and answers and made them into an unofficial
errata list, which I posted, and have periodically updated from
time to time when new questions have arisen. However, other
players and myself have realized that this is, at best, a short
term solution.
The main problem is that the game was published while still in
its play-test form, without the usual development that a game
company would give it. This is especially evident in the rules
where as one play-tester puts it, they become "increasingly
muddled" the more you read through them. There are instances
where some rules are assumed or implied but are not written out.
There are other instances where there are rules that are written
but not spelled out in detail. There are rules that are so
vaguely written that they inspire several different
interpretations, thus causing more confusion. And there are even
a couple of rules contradictions that I have found.
The long term solution to this problem is a total rules
rewrite. Over the holiday season, I took it upon myself to do
just that. I have attempted to put the rules into a more logical
form and arrangement. All the errata, both official and
unofficial, have been worked into this rewrite. I have done this,
not to upstage the designer, but to improve on the game that he
has created. I have also done this because I believe that
DILLINGER has the capacity to be a good tournament game, but to
achieve this, needs a clearer and more comprehensive set of
rules.
This rewrite was done by carefully reading through the
existing set of rules that comes with the game, looking for the
previously above mentioned problems. Since the designer was no
longer answering questions, I had to go to other gamers and
play-testers for possible answers. In most cases, we were able to
agree on certain interpretations. In cases where there was not
total agreement, I used the interpretation that was agreed upon
by the majority. In all cases, we are trying to find the
interpretations that we think the designer intended. If we failed
in certain points, it is because the designer was silent about
the matter.
There were two minor changes I made in the rules, purely for
tournament play purposes. First, I restricted the times that card
trading is done and put a time limit on such activity. This was
done to preclude the gamesmanship tactic of dragging out the
negotiations over a card trade deal, with the purpose of eating
up time, in a timed tournament event. The second change was in
restricting the award of Notoriety Points for Kidnappings to the
Public Enemy only. The owning player does not get any Notoriety
Points for it. This was a difficult point as in the existing
rules for it says at one place that both the Public Enemy and the
owning player each get the same amount of Notoriety Points for
the Kidnapping and in another place just say that the Public
Enemy gets them. This has led to the gamesmanship tactic of
unscrupulous players using one interpretation when they have had
Public Enemies who have committed Kidnappings, in order to
increase their point totals, and using the other interpretation
when their Public Enemies have not committed any Kidnappings, in
order to reduce the point totals of other players who have Public
Enemies who did. Such a tactic can mean the difference between
winning and losing when the Victory Point totals at the end of
the game are very close.
I also made some minor additions in the game. The most
important was in establishing Victory Point tie-breaking
conditions which are important in tournaments as there can only
be one winner. I also expanded the Sequence of Play to make it
more understandable.
In this article I have included the rules, the Accessory Card
listings, the Who's Who Public Enemy listing, and minor errata
for the playing cards and the Player's Aid Card. Some of the
historical notes in the rules and Public Enemy bios have also
been expanded to include additional information I have come up
with by looking at historical sources beyond those listed in the
game's bibliography.
Lastly, I must say that this project DOES NOT have the
designer's sanction and thus the rules in their entirety must be
considered to be UNOFFICIAL.
It is my hope that these rewritten rules make the game of
DILLINGER easier to understand and play and that because of this,
draws more new players to the game and gives it the success that
it deserves.
DILLINGER
The Midwest Crime Wave;
1931-34
1. INTRODUCTION
Dillinger is a card game for 3-6 player that allows you to
recreate the Crime Wave that struck the American Midwest during
the Great Depression from 1931 to 1934. This was an era during
which the "Public Enemies" seemed to be several (big) steps ahead
of law enforcement, a fact reflected in the play of the game. The
crime wave -- and especially, the exploits of America's most
infamous bank robber, John Herbert Dillinger -- fascinated the
public and, conversely, led to the adoption of new anti-crime
laws (The Federal Crime Bills of 1934) and the emergence of the
Federal Bureau of Investigation and its now notorious director,
J. Edgar Hoover.
2. COMPONENTS
2.1 THE PLAYING CARDS
All of the cards in the game are mounted on 14 cardstock sheets
to be cut out and assembled in three different decks. These are
the Public Enemy deck, the Mouthpiece deck, and the Accessory
Cards deck.
2.11 The Public Enemy Deck: These 20 cards (also known as PE
Cards) are the most infamous Bank Robbers and Hit-Men of the era.
These are your basic "men" with which you play with in the game.
2.12 The Mouthpiece Deck: These 6 cards are some the more
prominent criminal defense lawyers of the era. These are used by
the Public Enemies for a variety of purposes, mostly having to do
with getting out of jail or getting acquitted at trials.
2.13 The Accessory Cards Deck: These 84 cards represent a wide
variety of people, incidents, and "accessories" used by the
player when he is either playing a Public Enemy or a Law
Enforcement agency. Some cards are used by the Public Enemies,
some by Law Enforcement, and the rest by both. There are also two
additional blank Accessory Cards for players to either make
replacements for missing cards or to create some variant cards of
their own.
2.2 THE LOCATION CARDS
These six cards (also called Play Mats) are the main playing
boards on which each player plays his cards on. These cards
contain boxes pertaining to such criminal activities and
locations such as Casing the Bank, Robbing the Bank, On the Lam,
Kidnapping, Collecting Ransoms, and In Jail.
2.3 THE COUNTER SHEET
This single sheet, which must be mounted on cardboard and cut
out, contains informational counters which are placed on the
Public Enemy cards. These consist of Bank Cased, Bank Robbed,
Kidnapper, and Notoriety counters. The Notoriety counters come in
denominations of 1, 5, and 10 Notoriety Points.
2.4 PLAY MONEY
These twelve sheets contain $528,000 in play money which must be
cut out. This play money comes in $1,000, $5,000, and $10,000
denominations.
2.5 PLAYER AID CARD
This single card contains all of the tables and charts needed to
resolve certain events in the game as well as the detailed
breakdown of a Player Turn.
2.6 RULES
Two groups of pages, one group containing the rules, the other
containing notes on the playing cards and historical information.
2.7 DICE
This game requires the use of two six-sided dice. Players can get
these at any local game or hobby store.
3. TERMINOLOGY
The following are terms and abbreviations that you will see
throughout the rules. These are explained so as to better
understand their meaning in the game. These are not rules per
say, just a helpful introductive guide.
Catch Range: This is a range of dice roll results used to express
how effective the various Law Enforcement agencies are in
apprehending or killing the Public Enemies. This range includes a
breakdown of which results are captures and which ones are kills.
Also known as "Catch Rating".
DR: An abbreviation for die or dice roll. These are further
expressed in two forms:
1d6: A roll of one six-sided die, the result being anywhere from
1 to 6.
2d12: A roll of two six-sided dice, the result being anywhere
from 2 to 12.
DRM: An abbreviation for die/dice roll modifier. These are
adjustments made to the result of a die/dice roll to get a final
result. Note that the final result can not be higher than 6 or
12, or lower than 1 or 2 for a die/dice roll.
Hit Range: This is a range of die roll results used to express
how effective certain designated Public Enemies (known as
Hit-Men) are in killing other Public Enemies. Also known as "Hit
Rating".
In Hand: A term referring to cards in a player's hand. These
cards can either be un-played ones that are unknown to the other
players or played ones that are retained by the player due to
special rules pertaining to the card in question.
In Play: A term referring to cards that have been played by the
player in the game. These cards are usually placed on the
Location Card or played in response to another player's action.
Note that this term also applies to retained cards when they are
played before they are placed back in a player's hand.
Kill Range: This is a range of die roll results used to express
how effective a Public Enemy is in stopping from being caught or
killed by Law Enforcement agencies or killed by a Hit-Man, by
eliminating them. Also known as "Kill Rating".
Luck Range: This is a range of die roll results used to express
how effective a Public Enemy is in avoiding certain events in the
game. Also known as "Luck Rating".
Mouthpiece: A nickname for Lawyers during the time period of the
game.
NP: An abbreviation for the term Notoriety Point. This is a
numerical rendering of a Public Enemy's reputation.
PE: An abbreviation for the term Public Enemy. This abbreviation
is also used to designated their cards (i.e. PE Cards).
SA: An Abbreviation for the term Special Agent. This abbreviation
is also used to designate their cards (i.e. SA Cards).
VP: An abbreviation for Victory Point.
4. PREPARING FOR PLAY
4.1 THE CARDS
Shuffle all three decks. Place the Mouthpiece (Lawyers) Deck off
to the side. Deal the following number and type of cards to each
player:
For 5 or 6 Players: 2 Public Enemy Cards and 5 Accessory Cards.
For 3 or 4 Players: 2 Public Enemy Cards and 6 Accessory Cards.
This is the player's hand at the start of the game. Players may
look at their cards as they are dealt to them but may not show
them to other players at this time. The remaining cards in the
three decks are placed face down in the middle of the playing
area.
4.2 MONEY
One player is appointed as the "Banker", to handle the collection
and payout of all money to and from the Bank. Each player is
given $5,000 at this time.
4.3 ACTIVATING PUBLIC ENEMIES
Each player places his Location Card in front of him. Each player
then activates one or both of his Public Enemies cards by placing
them in either the "Casing Bank" or "On the Lam" Box on their
respective Location Cards. Players may now show their cards to
other players and perform pre-game trading (see 6.5. Trading
Cards). Players may now assign any Accessory Cards to their
Public Enemies that are on the Location Card that they wish.
4.4 DETERMINE WHO GOES FIRST
Each player rolls one die. The player with the highest die roll
goes first, with any ties for the highest die roll being
re-rolled until the player going first is determined. Play then
proceeds from player to player in a clockwise manner around the
table for the rest of the game.
5. GAME OBJECTIVE
The object of the game is to win by accumulating the most Victory
Points. VPs are earned from the Notoriety Points that a player's
Public Enemies and the player himself earn during the course of
the game and from the amount of money he has at the end of the
game.
6. COURSE OF PLAY
6.1 GENERAL
During each Player Turn, a player will first draw one or more
cards to fill his hand to the minimum play capacity. If
necessary, he will discard one or more cards in order to
facilitate the drawing of cards. The player will then undertake
two actions; one Public Enemy Action, and one Law Enforcement
Action. Players earn Money by having their Public Enemies rob
banks, kidnap people, and/or undertake contracts to "Hit" other
players' Public Enemies. Players gain Notoriety, in the form of
Notoriety Points, for a host of nefarious undertakings by their
PEs. They may also earn NPs as Law Enforcement by killing or
capturing PEs as well as convicting them in Trials. Players use
NP markers to keep track of NPs earned.
6.2 THE SEQUENCE OF PLAY
The game is played in successive Player Turns, with play going
clockwise around the table from player to player, until the game
ends. When it is his player turn, a player undertakes the Player
Turn sequence listed below, in the order given. When he finishes
the next player takes his turn.
The Player Turn
A. The Card Draw Phase
A.1 Card Discard: If the player at this time has a maximum hand
of eight cards, he must discard one or more of them to the
Discard Pile.
A.2 Card Draw: The player must draw one or more cards at this
time. To satisfy this requirement, he must choose one of the
following options:
* Draw one Public Enemy Card from the Public Enemy Deck.
* Draw one Mouthpiece (Lawyer) Card from the Mouthpiece Deck and
place the lawyer on permanent Retainer.
* Draw one Accessory Card for the Accessory Card Deck if he has
four or more cards in his hand.
* Draw enough Accessory Cards from the Accessory Card Deck to
fill his hand to five cards if he has three or less cards in
his hand.
A.3 Card Trading: The player may trade/sell any Accessory Cards
that he wishes to other players at this time.
B. The Crime Wave Phase
The Player may undertake two Actions, one from each of the
following two categories.
B.1 The Public Enemy Action
Player may perform one of the following options:
* Place a new PE into Play from his Hand by playing the PE card
in either the Casing Bank or On the Lam Box on his Location
Card.
* Case the Bank: Move a PE Card to the Casing Bank Box.
* Rob the Bank: Move a PE Card to the Robbing Bank Box and check
to see if Robbery is successful. May attempt to
Rob Bank for PE Cards still in the box due to
previous unsuccessful attempts.
* Go On the Lam: Move a PE Card to the On the Lam Box. Check for
results of any previous Actions if applicable.
* Kidnap a Victim: Move a PE Card to and place a Victim Card in
the Kidnap Box.
* Attempt to Collect Ransom: Move a PE Card along with a Victim
Card to the Collecting Ransom Box
and resolve Ransom Collection
Attempt. May attempt to collect
Ransom for cards in still in the box
due to previous unsuccessful
attempts.
* Attempt a Contract Hit: Play a Contract Hit Accessory Card and
then place or move a Hit-Man PE Card on
top of an opponent's PE Card that is in
the On the Lam or Casing Bank Boxes on
his Location Card and resolve the Hit
Attempt.
* Attempt a Jail Escape: Attempt an Escape Attempt for a PE Card
in the In Jail Box.
* Attempt a Bail-Out Attempt: Attempt to Bail Out Attempt for a
PE Card in the In Jail Box.
* Pass: Do not place or move any PE Cards from their current
locations. Note that in some boxes certain events must
still be checked even if no PE Action is taken.
B.2 The Law Enforcement Action
Player may perform one of the following options:
* Stop a Bank Robbery: Use Local Police against an opponent's PE
Card in a Robbing Bank Box.
* Raid a Public Enemy: Attempt a Raid against an opponent's PE
Card in an On the Lam or Collecting
Ransom Box with Local Police, a Special
State Police Accessory Card, or a Special
Agent Accessory Card.
* Conduct a Trial: Conduct a Trial of any one PE Card (your own
or an opponent's) in an In Jail Box.
* Do a Spending Spree: Play a Spending Spree Accessory Card on an
opponent's PE card in an On the Lam Box.
* Pass: Take no Law Enforcement Action.
The above sequence is repeated by each player, clockwise around
the table, until the end of the game.
6.3 CARD DRAW
6.31 General: When drawing cards from the decks, the top most
card or cards are drawn. (Exception: When drawing from the
Mouthpiece Deck, any card may be drawn from the deck.) A player
may only draw from one of the decks during the Card Draw Phase,
if he draws a PE or a Mouthpiece Card, he can not draw an
Accessory Card and vice versa.
6.32 PE Cards: When a player draws a new PE Card, he may either
put it in his hand or place it on the On the Lam Box on his
Location Card. Placing a PE Card in the On the Lam Box from the
draw is not an Action. However, putting a PE Card into Play in
the game out of your Hand is an Action. A player may not have
more than two PE Cards at any one time, regardless of whether
they are in Play or in his Hand or both. This is true even if
both PE Cards are in the In Jail Box.
6.33 Maximum Hand: A player may not have more than eight (8)
cards of any type in his Hand. A player with a maximum Hand may
not draw any new cards in the Card Draw Phase unless he first
Discards one or more cards from his Hand. PE Cards in Play and
any Accessory Cards assigned to them do not count against the
eight card maximum. Retained Mouthpiece (Lawyer) Cards, retained
State Police Accessory Cards, retained Special Agent Accessory
Cards, and any Accessory Cards assigned to them do count against
the eight card maximum.
6.4 DISCARDING
There are only two situations where a player may discard:
1. When they have the maximum hand of eight cards at the
beginning of the Card Draw Phase.
2. When discarding a PE Card which can be done at any time.
6.41 Discarding during Card Draw Phase: During the Card Draw
Phase a player may always discard as many Accessory Cards in his
Hand as he desires. These can include retained State Police and
Special Agent Cards, and any cards assigned to them. A player may
not discard a retained Mouthpiece (Lawyer) Card. He then draws to
fill his hand as specified in the sequence of play.
6.42 PE Cards: A Player may always discard a PE Card at any time
during a his turn, even one that he has just drawn from the PE
Deck. This does not count as an Action. However a PE Card
discarded after being drawn does not entitle a player to another
draw from the PE Deck that Player Turn.
6.43 Discard Pile: All discarded cards are put into the Discard
Pile where they remain for the rest of the game. They are not
brought back into the game by any means.
6.5 TRADING CARDS
6.51 General: A player may trade/sell any Accessory Cards that he
wishes to with/to another player during the Card Trade part of
the Card Draw Phase. He may trade for other Accessory Cards or
sell for money, on whatever terms he and the other player agree
to. He may trade/sell with multiple players if so desired. During
the trade/sell session of a particular player's turn, the other
players may only trade/sell to that player. Only Accessory Cards
may be sold or traded. PE and Mouthpiece (Lawyer) Cards may not
be traded or sold. It is suggested that these barter sessions be
kept to a time limit of one minute. If the player makes an offer
and all other players pass on it, or the one minute time limit
has been reached, then the session is over. Any deals that in the
process of negotiation when the one minute time limit ends are
terminated.
6.52 Pre-Game Trading: After activating PEs in the pre-game set
up, all players may now freely trade and/or sell cards using the
above rules. They may trade/sell with any other player during
this time. It is suggested that this initial barter session be
kept to a time limit of three minutes.
6.6 LENGTH OF GAME
6.61 General: There are not any "Game Turns" in this game. Play
continues until the last card from the Accessory Deck has been
drawn. At that time each player gets one more Player Turn,
starting with the player who drew the last card. Players may
ignore the Card Draw Phase if they can not legally draw a card or
all decks are empty. After the last player has undertaken his
turn, the game is over and Victory is determined.
6.62 The Full Game: In the Full Game all Accessory Cards are
used, along with all PE and Mouthpiece Cards. This game takes
about three hours to complete, a little longer if this is the
first time through.
6.63 Quicker Games: For those who want to play a faster game,
there are the Short and Medium Games, where certain Accessory
Cards are left out of the game in order to speed up play.
However, the rules/mechanics pertaining to these left out
Accessory Cards are not used in the game. These cards will be
noted in their appropriate rules sections. All PE Cards are used
in both games though they may not all get drawn during the course
of the game.
6.631 Short Game: In this game only 46 Accessory Cards are used
in the game. Remove all Accessory Cards marked with two asterisks
(**) to the right of the card name of each card. Also do not use
Mouthpiece (Lawyer) Cards in this game. This game lasts about 90
minutes.
6.632 Medium Game: In this game only 63 Accessory Cards are used
in the game. Remove all Accessory Cards marked with one asterisk
(*) to the left of the card name of each card. (Note that these
cards will also have two asterisks to the right of the card name
which means that they will not be used in either game.)
Mouthpiece (Lawyer) Cards are used in this game. This game lasts
about two hours.
7. COPS AND ROBBERS
7.1 THE PUBLIC ENEMIES
All Public Enemy Cards have the robber's picture and name on them
and a list of Ratings pertaining to certain functions which they
may do. All Ratings, except the Rob Rating, use a single die roll
whose result must fall within the printed range for success. The
Rob Rating uses a two dice roll. Note that these die/dice rolls
may have their results adjusted due to the play or presence of
applicable Accessory Cards.
7.11 Ratings:
Rob Rating (2d12): A numerical rating of the PE's ability to
succeed in robbing a bank. Obviously, the wider the range, the
better the PE is at robbing.
Example: Bonnie & Clyde go to rob a bank. Their Rob range is
9-12, they will succeed in robbing the bank if their final
adjusted Rob DR result is a '9-12', and any other result means
that they fail.
Bonnie
(Parker) and Clyde (Barrow) may of been famous, but they
were
infamously inept at their chosen profession. Their fame was
a result of
Style over Substance. Most of their income-producing
robberies
were of small stores, banks, and gas stations, never
getting
more than $2,000 in a single haul and frequently much
less than that.
Kill Rating (1d6): A numerical rating of the PE's ability to stop
Law Enforcement officials and Hit-Men from catching or killing
him, usually by eliminating them first
Luck Rating (1d6): A "saving die roll" used by the PE to cancel
successful capture or kill attempts by Law Enforcement officials
and Hit-Men. Also used to avoid being killed in a Jail Riot.
Escape Rating (1d6): A numerical rating of the PE's ability to
get out of Jail during a Jailbreak.
Some Public Enemies (Hit-Men) have the following rating.
Hit Rating (1d6): A numerical rating of the PE's ability to kill
another PE through the use of the Contract Hit Accessory Card.
Think of it as a specialized Kill Rating.
7.12 PE Cards in Play: PE cards that are in Play are either
placed, or moved from box to box, on the Location Card. In most
cases they perform an Action depending on the box they end up in.
There are some Actions where a PE does not have to be moved out
of the box that it starts the Player Turn in, in order to perform
them. There are other Actions where a PE Card may be
automatically moved to another box at the end of an Action. More
than one PE Card may occupy the same box on the Location Card at
the same time.
7.13 Attachments: PE cards that are In Play may have certain
Accessory Cards assigned to them. These are the Tommy Gun, the
Herman "Baron" Lamm, and the Getaway Car Accessory Cards. These
cards give DRMs to certain functions or abilities of the PE Card.
A player may play these cards at any time during his or another
player's turn. They may even be played at the same time that the
PE Card they are assigned to is played. When played they are
placed underneath the PE Card on the Location Card. These cards
stay, and move with, the PE Card when it is moved to a new box on
the card. A PE Card may only have one of each type of these
Accessory Cards assigned to them. When a PE Card is moved to the
In Jail Box, sent to Prison upon capture, or killed, any
Accessory Cards assigned to that PE are placed in the Discard
Pile and are out of the game.
7.14 The Barkers, the Barrows, and the Kelly's PE Cards: These
three PE Cards each contain more than one person: Ma Barker and
her boys (Dock and Fred), Bonnie & Clyde, and Machinegun Kelly
and his wife Kathryn. These cards are treated as if they are one
person, what happens to one happens to all. However, Gun Molls
Accessory Cards may not be played or used against these three PE
Cards. (The women on them will not allow it.)
7.2 THE LOCAL POLICE
A player, when it is his turn, may wish to represent the Local
Police and try to capture/kill a PE during a Bank Robbery, a
Ransom Collection, or in a Raid. There are no Accessory Cards
representing the Local Police. Instead the player simply
announces that he is the Local Police when taking an action
against a PE. He does this by using the Local Police Catch Table
on the Player Aid Card. Certain Accessory Cards may be played by
the player to adjust the Police DR results as part of the Law
Enforcement Action. However these cards, including the Tommy Gun
Card, are placed in the Discard Pile after they are used once by
the Local Police.
7.3 THE STATE POLICE
During the
era, the various states set up special police task
forces with
the purpose of hunting down and either capturing or
eliminating
the bank robbers that were rampaging through their
areas. The
two Special State Police cards in the game are
representative of these various state police task forces.
7.31 General: The two Special State Police Accessory Cards each
have the picture and name of the State Police official or
organization, plus the Catch Rating and any DRMs as applicable.
These cards may only be used in a Raid against a PE. They may not
be used against a PE in the Robbing Bank Box.
7.32 State Police Cards in Play: Special State Police Cards are
held in Hand until they are used. To use, merely play the card in
place of using the Local Police in a Raid. After the Raid is
resolved, the Special State Police Card is returned the owning
player's hand. However, if the Special State Police Card is
eliminated (killed) in the Raid, then it is placed in the Discard
Pile. Special State Police Cards are retained in one's Hand until
they are either Killed or Discarded. They do count against the
maximum Hand of eight cards.
7.33 Attachments: A Special State Police Card may only have one
type of Accessory Card attached to it, that being the Tommy Gun
Accessory Card. It remains with the retained Special State Police
Card until the that card is either killed or discarded. When
either of these events occur, the assigned Tommy Gun is placed in
the Discard Pile. Only one Tommy Gun Card may be assigned to a
Special State Police Card.
7.4 THE SPECIAL AGENTS OF THE B.I.
These are
the Special Agents of the Bureau of Investigation,
better
known as "The Feds" or as "G-Men". For most of the period
covered by
the game, the only crimes that the BI was authorized
to handle
were anything that crossed state lines, which pretty
much every
bank robber did at one or more times. Even more
important
is to remember (J. Edgar Hoover rarely did) that the
bureau's
agents were not law enforcement; they were investigators
for the
Justice Department. Special Agents were not very
effective
initially; they were not even authorized to carry
firearms
(though many did for purposes of self-defense). All this
changed
with the passing of the Federal Crime Bill of 1934, a
direct
reaction to the infamous Kansas City Massacre, in which
several law enforcement officers were killed.
7.41 General: The four Special Agent Accessory Cards each have
the picture and name of the Special Agent, plus two series of
Catch Ratings (one Pre-Crime Bill and one Post-Crime Bill) and
any DRMs as applicable. These cards may only be use in a Raid
against a PE. They may not be used against PEs in the Robbing
Bank Box.
7.42 The Federal Crime Bill: The Special Agent Cards are rather
limited in what they are capable of doing at the beginning of the
game. All of this changes when the Federal Crime Bill takes
effect. The Federal Crime Bill takes effect one full "round"
after the first Special Agent is killed in the game. A "round" is
defined as up to once around the table with each player taking
his turn, starting with the player in whose turn the Special
Agent was killed. When play gets to player who killed the Special
Agent, the Federal Crime Bill takes effect at the beginning of
his turn.
Ray
Caffrey, the agent gunned down at the Kansas City Massacre,
was not the
first agent of the bureau to be killed in the line of
duty; that
dubious distinction went to Special Agent Edwin
Shanahan,
who was murdered while trying to arrest a car thief (a
major
occupation of agents at the time). Hoover, rightfully
incensed by
Shanahan's death, sat, waiting like a spider, for the
next such incident to occur so he could capitalize on it.
7.421 Pre-Crime Bill SA Cards in Play: The Special Agent's
Pre-Crime Bill Catch Rating is used in Raids. (They do not kill
PEs with this rating, only capture.) They may not have Tommy Gun
Accessory Cards assigned to them nor may they use them. After
they are used in a Raid, they are shuffled back into the
Accessory Card Deck for later selection, unless they are killed
in which case they are placed in the Discard Pile.
7.422 Post-Crime Bill SA Cards in Play: The Special Agent's
Post-Crime Bill Catch Rating is used in Raids. (They may kill or
capture PEs with this rating, depending on the adjusted DR
result.) They may have Tommy Gun Accessory Cards assigned to them
and may use them. After they are used in a Raid, they are picked
up and retained in the owning player's Hand, along with the
assigned Tommy Gun Accessory Card, if any. If they are killed,
they are placed in the Discard Pile, but any assigned Tommy Gun
Card may be retained by the owning player in his hand for later
use.
The primary
results of the Kansas City Massacre (June 17, 1933)
were
twofold. The first was five dead people; one Special Agent
(Ray
Caffrey), two local detectives, one chief of local police,
and the
criminal Frank "Jelly" Nash. The second, some months
later, was
the passing of the Federal Crime Bill. In addition to
giving the
newly named FBI far greater powers in investigation,
it made
them law enforcement agents and allowed them to legally
carry
weapons. The Federal Crime Bill of 1934 was the major
milestone in Law Enforcement in the USA at the time.
7.43 Attachments: A Special Agent Card may only have one type of
Accessory Card attached to it, that being the Tommy Gun Accessory
Card. Only one Tommy Gun Card may be assigned (attached) to a
Special Agent Card.
7.5 MOUTHPIECES (LAWYERS)
The Lawyers
presented on these cards are but a sampling of the
more
prominent criminal defense attorneys during the time period
of the
game. Some like Sam Leibowitz were quite successful in
their
cases, others like Robert Azur were not but nevertheless
got much
publicity for representing some of the worst criminals
of their
time. And then there were some like Louis Picquett, not
the
straightest ruler in the drawer, who frequently crossed the
line
between the legal and the illegal in order to help out their
clients.
7.51 General: The six Mouthpiece (Lawyer) Cards each have the
picture and the name of the lawyer, plus the costs for both their
one-time use and for being on retainer. They also have listed
their DRMs for Trial Outcomes and Bail Applications. In the case
of Louis Picquett, there is also listed the DRM for Escape
Attempts.
7.52 Uses: A Lawyer Card may be used for the following purposes:
* To effect the outcome of a Trial. (The Trial DR result is
adjusted by the lawyer's Trial DRM.)
* To effect the outcome of a Bail Application. (The Bail
Application DR result is adjusted by the lawyer's Bail DRM.)
* In the case of Louis Picquett, to effect the outcome of an
Escape Attempt. (A PE's Escape Attempt DR result is adjusted by
the lawyer's Escape DRM.)
7.53 Mouthpiece Cards in Play: The Play of a Mouthpiece Card
varies as to whether it is for Single Use only or as being on
Retainer for a particular player.
7.531 Single Use: Whenever a player wants to use a Lawyer for a
one-time job, the player simply picks one of the available
Lawyers from the Mouthpiece Deck. He may choose any Lawyer in the
deck, not just the one on top. This can be done at anytime during
the game, during a player's own turn or during an opponent's
turn, when he needs to use a Lawyer. The player pays the One-Time
Use Fee to the Banker and then uses the lawyer for whatever job
he wanted him to do. Upon completion of the job, the Lawyer Card
is returned to the Mouthpiece Deck and is available for further
use by any player. A player may make a one-time use of a Lawyer
even if he has another Lawyer on Retainer. Single use Lawyer
Cards do not count against the eight card maximum Hand limit.
7.532 Retainer: A player may choose a Lawyer Card and keep it for
the duration of the game on Retainer. He does this during the
Card Draw Phase of his player turn. The player chooses any
available Lawyer Card in the Mouthpiece Deck, pays the listed
Retainer Fee on the card to the banker, and places the Lawyer
Card in his Hand. This Lawyer Card is now his to use (at no
further fee) for the rest of the game and is not available to any
other player. When he uses the Lawyer Card, he merely plays it
and then places it back in his Hand when he is done. A Player may
only have one Lawyer on Retainer during a game. A Lawyer Card on
Retainer does count towards the eight card maximum Hand limit.
8. PUBLIC ENEMY ACTIONS
8.1 GENERAL
During the Public Enemy part of the Crime Wave Phase, a player
may take one Action. He may take this Action with only one PE
Card, even if both are in Play. An Action taken with one PE Card
in Play does not effect the other PE Card in Play, even if they
both occupy the same Box on the Location Card.
8.11 Money: During the course of play a player will earn money
based on the Actions taken by his PEs. All money goes to the
Player who may use it as he sees fit. This is regardless of which
PE earned which money. The player retains the money even if his
PE is killed, is In Jail, or sent to Prison.
8.12 Notoriety Points: During the course of play a PE will earn
(and sometimes lose) Notoriety Points (NPs) as a result of Public
Enemy actions. Notoriety Points are kept track of through the use
of Notoriety Point markers. All NPs earned by a PE are kept on
the PE Card while that PE is in the game. A list of NPs earned or
lost for each Public Enemy Action is listed in the following
rules and in the Notoriety Points Chart on the Player's Aid Card.
8.13 Exclusions: Placing a PE Card into Play (4.3) was already
covered earlier in the rules. Attempting the Escape from Jail
(10.3) and Bail-Out Attempts from Jail (10.2) will be covered
later in the rules. Thus they are not presented here.
8.2 CASING THE BANK
As an Action a player may move a PE Card to the Casing Bank Box
on the Location Card. Upon moving there, a Case Bank marker is
placed on the PE card. If on a later turn the PE Card is moved
directly to the Robbing Bank box from the Casing Bank Box, that
PE will have a +1 DRM to his Bank Rob DR. A PE in the Casing Bank
Box is not subject to any Law Enforcement Action by an opposing
player. They may however by subject to a Contract Hit attempt by
an opposing player. A PE may stay in the Casing Bank Box for as
many turns as the owning player pleases, but does not earn any
further DRMs beyond the initial +1 to any future Bank Rob DRs. A
PE may be moved to other boxes on the Location Card besides the
Robbing Bank Box. However in doing so the Case Bank marker is
removed from the PE Card and the +1 DRM is lost should the PE
later move to Robbing Bank Box. Of course if the PE is moved back
to the Casing Bank Box first before moving on the Robbing Bank
Box then the Casing Bank marker would be placed back on the card.
8.3 ROBBING THE BANK
8.31 General: As an Action a player attempt to Rob a Bank. To do
this the player must move the PE Card to the Robbing Bank Box.
The player then makes a two dice roll (2d12). If the adjusted
result is within the PE's Rob Range, the Robbery is successful
and the PE earns 1 NP. Place a "Bank Robbed" marker on the PE
Card as a reminder, as he must wait until his owning player's
next turn to complete the Bank Robbery sequence. On his next
turn, the player must move that PE Card to the On the Lam Box and
check to see how much money he receives for the previously
successful robbery. No other PE Action may be performed. During
the interim the PE Card may be subject to Local Police Law
Enforcement Actions by opposing players but may not be Raided.
8.32 Robbery Attempt DRMs: There are two DRMs that may be applied
to the Robbery Attempt DR results:
* Bank Cased Marker: If the PE Card has a Band Cased marker on it
due to having moved from the Casing Bank Box to the Robbing
Bank Box, the player adds plus one (+1) to the dice roll
result. Remove the Bank Cased marker from the PE Card after the
dice roll.
* Herman "Baron" Lamm Accessory Card: If the PE Card has the
Herman "Baron" Lamm Accessory Card assigned to it, the player
adds plus one (+1) to the dice roll result.
These DRMs are cumulative.
8.33 The Take: After the player has moved the PE Card to the On
the Lam Box, he determines how much money he receives for the
Robbery. To do this he rolls two dice (2d12) and consults the
Bank Robbery Take Table on the Player Aid Card. The money amount
besides the listed DR result is how much money the Player
receives. There are no DRMs for this dice roll.
There is a
wide variance in the monetary amounts of the Take:
this
corresponds with the historical results of such activity,
and the
fact that the robbers rarely knew what a bank had. Even
when they
did, there were a variety of unknown factors that could
come into
play during the robbery which could preclude them from
getting all that they possibly could.
8.34 Media Hype: A player may play a Media Hype Accessory Card
before making his PE's Robbery Attempt DR. This card doubles the
number of NPs that the PE earns until the player's next turn.
This includes NPs earned for the Robbery itself and any NPs
earned for successfully fending off Local Police Actions against
him in the interim. If the PE earns no NPs during this time, the
PE loses 1 NP instead. This is taken from the NPs on his card.
(Ignore this loss if the PE has no NPs to lose.) The effects of
this card remain in effect until either the beginning of the
player's next turn or until the PE has been captured or killed by
Local Police in the interim.
8.35 Unsuccessful Robbery: If the Bank Robbery Attempt is
unsuccessful, the Bank Robbery sequence ends at that point and
the player's PE Action is over for that turn. A Bank Robbed
marker is not placed on the PE Card and any Bank Cased marker is
removed from the card, if it hadn't been already. The PE Card
remains on the Robbing Bank Box until the owning player's next
turn and is subject to Local Police Law Enforcement Actions by
opposing players in the interim but may not be Raided. On the
owning player's next turn he may move the PE Card to another box
on the Location Card, do nothing with the PE Card because he
wants to perform his PE Action with another played PE, or have
that PE attempt another Bank Robbery. If another Bank Robbery is
attempted by this same PE, he will not receive a Bank Cased DRM
on his Robbery Attempt DR because it was already used in the
previous unsuccessful attempt.
8.36 Extended Stays: A PE Card may stay on the Robbing Bank Box
for as many turns as the owning player desires providing that the
PE Card does nothing or all of its Bank Robbery attempts are
unsuccessful. However, the PE Card will always be subject to
Local Police Law Enforcement Actions by opposing players as long
as it stays there.
8.4 GOING ON THE LAM
The term
"On the Lam" was a period phrase which meant "on the
run"
or "in hiding". There is a good indication that the term was
derived
from the father of modern bank robbing, Herman "Baron"
Lamm, for whom a card is included in this game.
As a PE Action, a player may move or place a PE card to the On
the Lam Box on his Location Card. There will also be other PE
Actions where this will be a mandatory move that is part of or at
the end of the particular Action sequence. While in the On the
Lam Box, a PE Card is subject to Raids by the Local Police, State
Police, and Special Agents of other players as their Law
Enforcement Actions. It is also subject to Contract Hits by other
players as their PE Actions. A PE Card may remain on the On the
Lam Box for as many turns as the owning player desires, in
essence doing nothing, but will remain subject to Raids and
Contract Hits for as long as he is there.
8.5 KIDNAP A VICTIM
Kidnapping,
although potentially quite rewarding (financially),
was often a
crime of last resort. This was because the success
rate was
very low, especially after the infamous Lindbergh
Kidnapping
which happened early in this period, because Federal
authorities
took a keen interest in kidnapping cases as it was a
Federal
crime. We have limited the kidnapping possibilities to
the three major cases of the era.
8.51 The Snatch: As an Action a PE may Kidnap a Victim. To do
this the PE Card is moved to the Kidnap Box on the Location Card.
A Victim Accessory Card is then played and placed underneath the
PE Card in the Kidnap Box. A Kidnap marker is then placed on the
PE Card and remains with that PE for the remainder of the game.
8.52 Notoriety: The PE which attempts a Kidnapping immediately
earns a number of NPs equal to a die roll (1d6). (Example: A die
roll of three equals 3 NPs.) The appropriate number of Notoriety
markers are placed on the PE Card. The PE keeps these NPs even if
the Kidnapping ultimately becomes unsuccessful.
8.53 Safe Haven: A PE Card in the Kidnap Box may not be subjected
to Law Enforcement Raids by other players nor to a Contract Hit
by a Hitman PE. In other words, the Kidnap Box acts as a sort of
safe haven for the PE as long as he stays there with his Victim.
Of course that PE can not perform any other PE Action while he is
there.
8.54 Extended Stay: A PE Card may remain in the Kidnap Box with
it's Victim for as many turns as the owning player desires.
However, for every turn beyond the initial one that the PE and
Victim Cards remain there, the player must check to see if the
Victim has escaped. This is done by making a die roll (1d6) at
the beginning of his PE Action of the Crime Wave Phase. A DR
result of 4-6 means that the Victim has escaped. The Victim Card
is immediately placed in the Discard Pile and the Kidnapping is
unsuccessful. The PE Card is then immediately moved to the On the
Lam Box. This does not constitute an Action and the player may
still perform his PE Action for that turn, either with the PE
Card just moved to the On the Lam Box or with another PE Card in
his Hand or in Play. A DR result of 1-3 means that the Victim has
not escaped and both cards may remain in the box for another
turn. This procedure is done only if the player wishes to keep
both cards in the box for that turn.
8.55 Voluntary Termination: A Player may voluntarily terminate
the Kidnapping during any turn. Just have the PE perform another
Action other than Attempt to Collect Ransom which will move him
out of the Kidnap Box. The Victim Card is immediately placed in
the Discard Pile and the Kidnapping is unsuccessful. The PE still
retains the NPs that he earned for the Kidnapping Attempt and
also retains the Kidnap marker on his card.
8.6 ATTEMPT TO COLLECT RANSOM
8.61 Collecting Ransom: As an Action a PE may attempt to collect
Ransom. To do so the PE and Victim Cards are moved from the
Kidnap Box to the Collecting Ransom box. The Player then makes a
die roll (1d6) and consults the possible results below:
* If the DR result is 1 or 2, he may collect the Ransom.
* If the DR result is 3, 4, or 5, no Ransom has been paid and the
player must try again on his next turn.
* If the DR result is 6, no Ransom has been paid and the Victim
has died.
8.62 Collecting Ransom: If the PE has succeeded in collecting the
Ransom, the player receives it as follows. The initial Ransom is
always $100,000. However the money must be "fenced" (laundered)
as Ransom money is almost always "marked" or has had the serial
numbers recorded by the authorities. To "fence" the money, make a
die roll (1d6), take the result and multiply it by $10,000, then
subtract this amount from the $100,000 to get the final amount
that the player receives for the Ransom from the Bank. (Example:
A DR result of four, multiplied by $10,000, equals $40,000.
Subtracting this amount from $100,000 leaves $60,000 which is
what the Player actually receives.) The Victim Card is then
placed in the Discard Pile and the PE Card must be moved to the
On the Lam Box on the owning player's next turn.
Unlike
money stolen from a bank, which could be freely spent
anywhere,
ransom money was always marked or recorded and a robber
that spent
it would have the authorities closing in on him in
short
order. Thus they would have the money laundered or fenced
through the
syndicate or local politicians, usually for pennies
on the
dollar, to get what spending money they could out of the
ransom.
8.63 Ransom not Collected: If no Ransom was collected, the player
must wait until his next turn and then roll again. He can not
take any other Action until the Ransom collection is resolved.
The PE and Victim Cards remain in the Collecting Ransom Box. Note
that it is quite possible that this procedure may consume several
of the player's turns before resolution.
8.64 Victim Dies: If the result includes that the Victim dies,
the Victim Card is immediately placed in the Discard Pile. The
Kidnapping is unsuccessful and the PE Card is immediately moved
to the On the Lam Box. The amount of NPs that the PE earned for
the Kidnap Attempt are doubled. (Example: If a PE earned 3 NPs
for the Kidnap Attempt, then he earns 3 more for a total of 6 if
the Victim dies.) These extra NPs are placed on his PE card.
8.65 Vulnerability: The PE Card while in the Collecting Ransom
Box is subject to Law Enforcement Raids by opposing players
during the interim between the owning player's turns. The PE Card
is not subject to Contract Hits though. If the PE is killed or
captured during the interim and the Ransom has not been
collected, the Kidnapping is unsuccessful and the Victim Card is
placed into the Discard Pile.
8.7 CONTRACT HITS
Organized
Crime often viewed the escapades of the Bank Robbers as
potentially
damaging to their "businesses", especially if they
were
operating in their territories. Several mobsters hired
gunmen to get rid of the problem by means of eradication.
8.71 General: As an Action a player may attempt a Contract Hit on
an opposing player's PE. To do so he plays a Contract For Hit
Accessory Card and then moves or places one of his Hit-Man PE
Cards on the opposing PE Card. The opposing PE Card must be in
either the Casing Bank or On the Lam Boxes on his respective
Location Card. The player makes a die roll (1d6) and compares the
adjusted DR result to the Hit Range on his Hit-Man PE Card. If
the result is within his Hit Range, he has scored a Hit on the
opposing PE. The owning player of the opposing PE may then try to
cancel the Hit by either rolling against his Kill Rating to kill
the Hit-Man or by rolling against his Luck Rating to get away. If
the Hit-Man survives the Return Fire, he is then immediately
returned to the On the Lam Box on his own Location Card. The
player then collects his money for the Hit.
8.72 Hit Resolution: If a Hit is scored, the opposing PE Card is
killed (unless cancelled) and placed in the Discard Pile. If a
Hit is not scored or is cancelled, the opposing PE remains where
he is.
8.73 Opposing Player's Response: The opposing player may try to
cancel the Hit in one of two ways:
* He may make a die roll (1d6) against his affected PE's Kill
Rating. If the adjusted DR result is within the Kill Range, the
Hit-Man PE is killed instead and the Hit is cancelled. Place
the killed Hit-Man PE Card in the Discard Pile.
* He may make a die roll (1d6) against his affected PE's Luck
Rating. If the adjusted DR result is within the Luck Range, the
hit is cancelled but nothing happens to the Hit-Man PE.
The opposing player may only use one of the above options.
Regardless of which one he chooses, a failed DR means that the
Hit is successful and his PE is killed.
8.74 Return Fire: If the Hit is not scored, the opposing player
may still Return Fire with his affected PE. As listed above he
makes a die roll against his affected PE's Kill Rating. A
successful adjusted DR result kills the Hit-Man PE. An
unsuccessful DR means that the Hit-Man PE survives. The Hit-Man
PE does not get Return Fire against the effected PE.
8.75 Accessory Cards: The only Accessory Card that may be used to
effect the Hit-Man PE's Hit DR and the Target PE's Return Fire
Kill DR is the Tommy Gun Accessory Card which is usually assigned
to the PEs. It will give a plus one (+1) to each DR result. Both
players may play the Jammed Tommy Gun Accessory Card before their
opponents respective DRs to cancel out the Tommy Gun DRMs.
8.76 Contract Fee: A player earns money, sometimes a lot of it,
for attempting and then for successfully completing a Contract
Hit.
* For simply attempting the Hit, the player receives $5,000.
(Think of it as an advance on the contract.)
* If the Hit is successful, the player rolls one die (1d6) and
multiplies the DR result by the number of Notoriety Points the
targeted PE had on his card. Multiply this result by $1,000 and
this final result is the amount of money the player receives
for the successful Hit. (Example: George Birdwell had 13 NPs on
his Card when he was killed by a Hit-Man. The Hit-Man PE's
owning player rolls the die and gets a four. 4 x 13 = 52. The
owning player receives $52,000.) This money is in addition to
the $5,000 the player receives for the Hit Attempt.
Note that if the Hit-Man PE does not survive the Return Fire, the
owning player will only receive the $5,000 for the Hit Attempt.
8.77 Notoriety Points: No NPs are awarded for Contract Hits
successful or not. Neither are they awarded for successful Return
Fires.
8.8 PASS
A player may choose to Pass instead of performing any Public
Enemy Actions. In this case the PE Cards are left where they are
and are not moved. This includes PE Cards that are still In Hand.
A player may not choose a Pass option if he has a PE in a Box
where a mandatory Action is required as part of a procedure
(Robbing Bank and Collecting Ransom Boxes). Also in some cases
certain checks must be made even if the PE does nothing (Kidnap
Box).
9. LAW ENFORCEMENT ACTIONS
9.1 GENERAL
During the Law Enforcement part of the Crime Wave Phase a player
may take one Action. He may take this Action against only one PE
Card of an opposing player. An Action taken against one PE Card
does not effect the other PE Card, should the opposing player
have it in play, even if they occupy the same box on the Location
Card.
9.11 Money: A player does not earn any money for any Law
Enforcement Actions he may do in any capacity.
9.12 Notoriety Points: A player may earn Notoriety Points (NPs)
for successfully capturing or killing an opposing PE in a Law
Enforcement Action. He may also sometimes lose NPs for failing to
do the same. An opposing PE may earn NPs for killing an SA or
State Police Card, or by avoiding capture. A player keeps the NP
markers that he has earned in the Player's Accumulated Notoriety
Points Box on the Location Card. An opposing PE keeps his earned
NP markers on his card. A list of NPs earned or lost for Law
Enforcement Actions is listed in the following rules and in the
Notoriety Point Chart on the Player's Aid Card.
9.13 Timing of Card Play: When a player is taking an Law
Enforcement Action against an opposing PE, the Law Enforcement
player plays all Accessory Cards he wishes to use in the Action
first, then the PE player plays all Accessory Cards he wishes to
use second, then the DR is made. Neither player may play an
Accessory Card after the DR to alter the result. Note that some
Accessory Cards will prevent one player from playing some or all
of his cards or may cancel the Action all together.
9.14 Exclusions: Conducting a Trial (10.4) will be covered later
in the rules. Thus it is not covered here.
9.2 STOP A BANK ROBBERY
9.21 General: As an Action a player may attempt to stop a Bank
Robbery. He must do this as the Local Police as they are the only
Law Enforcement officials that may do so. To undertake the Local
Police Action, the player announces that he is doing so, plays
any Accessory Cards that he wishes to use, allows the PE player
to play any Accessory Cards he wishes to use, then makes a dice
roll (2d12), and compares the adjusted DR result to the listed
results on the Local Police Catch Table on the Player's Aid Card.
The possible range of results are as follows:
* If the adjusted DR is 2-7, there is No Result.
* If the adjusted DR is 8 or 9, the PE has been captured. Place
the PE Card in the Jail Box on his own Location Card.
* If the adjusted DR is 10-12, the PE has been killed. Place the
PE Card in the Discard Pile.
9.22 Accessory Cards Usable by Local Police: A player may use the
following Accessory Cards to modify the Catch DR result:
* Engine Trouble - Adds one (+1) to Police Catch DR.
* Police Roadblock - Adds two (+2) to Police Catch DR.
* Tommy Gun - Adds one (+1) to Police Catch DR.
A player may play one of each type of card to modify one Catch
DR, after which they are discarded to the Discard Pile. These
DRMs are cumulative.
9.221 Bank Holiday Accessory Card: In lieu of taking a Local
Police Action, a Law Enforcement player may play a Bank Holiday
Accessory Card instead. This must be played (out of turn so to
speak) after the PE player moves his PE Card to the Robbing Bank
Box but before he makes a Robbery Attempt DR. It may not be
played after the PE has made his Robbery attempt DR. The PE's
Bank Robbery attempt is cancelled for that turn. The PE remains
in the Robbing Bank Box, subject to any Local Police Actions by
other players, and may attempt to rob the Bank again on his next
turn (but without any Cased Bank DRM). Any player may play this
card. When the course of play comes around to the player who
played the Bank Holiday Card, he is considered to have already
performed his Law Enforcement Action for that turn.
9.23 Accessory Cards Usable by PEs against Local Police: The
opposing PE player may use the following Accessory Cards to
modify the Catch DR result:
* Mechanic - Negates the Engine Trouble Card.
* Planned Escape Route - Negates the Police Roadblock Card.
* Jammed Tommy Gun - Negates the Tommy Gun Card.
* Getaway Car - Subtracts one (-1) from the Police Catch DR.
* Police Stupidity - Subtracts two (-2) from the Police Catch DR.
A player may play one of each type of card to modify one Catch
DR, after which they are discarded to the Discard Pile, except
the Getaway Car Card is stays attached to the PE. These DRMs are
cumulative.
9.231 Hostages Accessory Card: A PE player may play a Hostages
Accessory Card the instant that the Police player says that he is
undertaking a Local Police Law Enforcement Action against his PE
in the Robbing Bank Box. He does this before the Police Catch DR.
If the Police player rolls a natural odd number when making his
Catch DR, he loses two (-2) Notoriety Points (the Police have
shot a hostage). This does not affect the adjusted DR result
against the PE. Police player may elect to forfeit his Law
Enforcement Action this turn to avoid this. If the Hostages
Accessory Card has been played and the Police player elects to
forfeit his Action, both players may retrieve their played
Accessory Cards for later use, except for the Hostages Card which
must be discarded.
9.24 Public Enemy Reaction to Being Killed or Captured: If the PE
has been either killed or captured by the Local Police, before
the result is carried out, the PE player may now attempt to void
the result by either:
* Making a DR against his Kill Rating.
* Making a DR against his Luck Rating.
If he is using his Kill Rating, the PE player rolls the die (1d6)
and if the adjusted DR result is within his Kill Range, the PE
has bested the Local Police in a shoot-out and has negated the
kill or capture result against him. A PE player may play or use a
Tommy Gun Card to modify the Kill DR by plus one (+1) but the Law
Enforcement player may play a Jammed Tommy Gun Card to negate it
prior to the die roll. When using his Luck Rating, the PE player
rolls the die (1d6) and if the DR result is within his Luck
Range, the PE has just managed to avoid being killed or captured.
There are no modifiers to the Luck DR.
9.25 Notoriety Points: The Law Enforcement player earns 1 NP if
the PE goes to the In Jail Box. He earns 1/2 of the PE's total
amount of NPs on his PE Card (fractions rounded up) if the PE is
killed. (Those NPs are not subtracted from the PE's total who
still keeps all of his NPs.) The PE earns 2 NPs if he negates a
kill or capture result against him by a successful DR against his
Kill Rating. He earns 1 NP if he negates a kill or capture result
against him by a successful DR against his Luck Rating. If a PE
is killed, his owner subtracts one (-1) NP from the total NPs on
his card (after the Law Enforcement player receives half of that
total in separate NPs) and then takes the remainder and places it
in his Accumulated Notoriety Points Box on his Location Card.
(The public had a short memory of a PE's accomplishments after he
was killed.)
9.26 An Example of Robbery and Subsequent Law Enforcement
Reactions:
Baby Face Nelson, armed with a Tommy Gun, hits the Security
National Bank & Trust, in Sioux Falls, South Dakota. (The player
has moved Nelson, with his attached Tommy Gun Card, from the
Casing Bank Box to the Robbing Bank Box.) Nelson's Rob Range is
'8-12'. Since he has cased the bank, he adds one (+1) to his Rob
DR. He rolls a '7', which is adjusted to '8', so Nelson has
successfully robbed the bank, earning 1 NP which is placed on his
PE Card.
There are three other players. For Player A's Law Enforcement
Action (as play goes around the table), he assumes the role of
the Local Police, playing a Roadblock Card to aid in his efforts.
Nelson doesn't react to this, so Player A rolls the dice, gets a
'6', adds the +2 for the Roadblock, and finds that he has
possibly captured Baby Face. However, Nelson does not accept this
and rolls against his Kill Rating, to which he adds +1 for his
Tommy Gun. He rolls a '2', which is adjusted to '3', so Nelson
has shot his way out of the Roadblock, earning Nelson 2 NPs which
is placed on his PE Card.
Player B for his Law Enforcement Action, also takes the guise of
the Local Police, playing an Engine Trouble Card to add one (+1)
to his Catch DR. Nelson, though, now plays a Mechanic Card, thus
negating the Engine Trouble Card. Player B's Catch DR result is
'6', which is No Result, so Nelson has gotten away again.
Player C, having watched Nelson shoot up the police two player
back, and not having any cards to support his Local Police,
decides to use his Law Enforcement Action to do something else,
ignoring Nelson.
Ole Lester has escaped, roaring down the state highway in his
Packard. In his Player's next turn, for his PE Action, Nelson is
moved to the On the Lam Box and stops to see how much money he
got from the bank. He rolls an '8', which on the Bank Robbery
Take Table is $8,000, which goes to his owning player, plus the 3
NPs that he earned during the course of the Robbery.
9.3 RAID A PUBLIC ENEMY
9.31 General: As an Action, a player may Raid a PE Card of an
opposing player, that is either in the On the Lam or Collecting
Ransom Boxes. He does this through the use of the Local Police
(using the Local Police Catch Table) or through the play of
either a Special State Police or Special Agent Card. To undertake
the Raid, the player announces the Raid and the targeted PE. He
may not combine the use of the State Police and the Special Agent
Cards together nor may he combine either one of those cards with
the use of the Local Police.
9.32 Local Police: When using the Local Police, the Law
Enforcement player uses the Local Police Catch Table just as in
stopping a Bank Robbery. As before, the Law Enforcement player
plays any Accessory Cards he wishes to use, and after the PE
player plays Accessory Cards he wishes to use, makes the Catch
dice roll (2d12) and compares the adjusted DR result to the Local
Police Catch Table. However there are certain negative DRMs that
apply when using the Local Police to conduct a Raid. They are as
follows:
* When Raiding a PE in the On the Lam Box, subtract one (-1) from
the Catch DR.
* When Raiding a PE on the Collecting Ransom Box, subtract two
(-2) from the Catch DR.
These DRMs do not apply when using Special State Police or
Special Agent Cards. These DRMs are cumulative with other DRMs.
9.33 State Police: When using the State Police the Law
Enforcement player plays the Special State Police card, along
with any Accessory Cards he wishes to use with it, and then after
the PE player plays any Accessory Cards he wishes to use, makes
the Catch DR and compares the adjusted DR result to the
Catch/Kill DR Ranges on the Special State Police Card. Any DR
result that is not a Catch or a Kill is considered to be a No
Result. After play is done the Law Enforcement player retains the
Special State Police Card, and any Accessory Cards assigned to
it, in his hand, unless the PE obtained a Kill result against it
in the Return Fire, in which case they are discarded into the
Discard Pile. Note that the Special State Police Card Captain
Matt Leach has a -2 DRM to his Catch DR result when used against
the PE John Dillinger.
9.34 Special Agents of the BI: When using Special Agent Accessory
Cards, the Law Enforcement player plays one of them, along with
any Accessory Cards he wishes to use with it, and after the PE
player plays any Accessory Card he wishes to use, makes the Catch
DR and compares the adjusted DR result to the Catch and Kill DR
Ranges on the Special Agent Card. Any DR result that is not a
Capture or a Kill is considered to be a No Result. Note that the
Special Agent Cards have two sets of DR Ranges, one set for
Pre-Federal Crime Bill and one set for Post-Federal Crime Bill.
The primary differences are as follows:
* All successful pre-Crime Bill Catch DRs are considered to be
Captures.
* Special Agents may not use Tommy Gun Accessory Cards before the
Federal Crime Bill is in effect.
* See the rules on Special Agent Cards (7.4) on what happens to
them after they are used.
9.34 Accessory Cards Usable by Law Enforcement in Raids: The
following Accessory Cards may be used by the Law Enforcement
player when conducting a Raid:
* Stool Pigeon - Adds one (+1) to the Catch DR result.
* Gun Moll - Adds one (+1) to the Catch DR result.
* Tommy Gun - Adds one (+1) to the Catch DR result.
* Anne Sage: The Lady in Red - Prevents the PE player from
playing any Accessory Cards to
modify the Catch DR except the
Jammed Tommy Gun Card.
* J. Edgar Hoover - Gives Law Enforcement player 2 extra NPs if
Raid is successful (PE captured or killed).
Law Enforcement player loses 3 NPs if Raid is
unsuccessful (No Result or PE escapes).
Usable only with Special Agent Cards.
The player may only play one of each type of card to modify the
Catch DR. The DRMs are cumulative.
9.35 Accessory Cards Usable by PEs to Counter Raids: The
following Accessory Cards may be used by the PE player in Raids:
* Local Corruption - Subtracts one (-1) from the Catch DR result.
* Insider Information - Subtracts one (-1) from the Catch DR
result for each $2,000 paid by target PE
player to the Bank.
* Jammed Tommy Gun - Negates the Tommy Gun Card.
* Police Stupidity - Subtracts two (-2) from the Catch DR result.
Playable only against Local Police.
* Plastic Surgery - Cancels the Raid if PE player pays $10,000 to
the Bank. Both players retrieve their played
Accessory Cards except this one which must be
discarded.
The player may only play one of each type of card to modify the
Catch DR result. The DRMs are cumulative.
9.36 Public Enemy Reaction to Being Captured or Killed: The
procedure here is the same as that described in rule 9.24. The
only exception is that the Law Enforcement player may also play a
Tear Gas Accessory Card to modify the PE's Kill DR result by
minus one (-1) prior to the die roll.
9.37 Notoriety Points: The number of NPs earned by both sides are
the same as those listed in rule 9.25 with the following
exception. When the PE player negates a kill or capture result by
a successful DR against his Kill Rating, his PE earns 2 NPs if
the Law Enforcement player acted as Local Police and he earns 3
NPs if the Law Enforcement player played a Special State Police
or Special Agent Card.
9.38 An Example of Raids and PE Reactions to Them:
Verne Miller has just been moved back, along with his attached
Tommy Gun Card, to the On The Lam Box on his owner's Location
Card after successfully completing another Contract Hit on an
opposing PE. He has 20 NPs on his PE Card. After collecting his
Hit money, he settles down and awaits for the inevitable
reactions of the other players.
There are four other players. Player A plays a Special Agent Card
(H. E. Hollis) with a Stool Pigeon Card to give him a +1 to his
Catch DR. Since the Federal Crime Bill is not in effect yet, all
the Special Agent can do is capture Miller. Player A makes his
dice roll and the result is 6 which is modified to 7. Checking
the Catch Range on the SA Card he finds that Hollis has captured
Miller. Ole Verne will not go easy though, so he attempts to void
the result by rolling against his Kill Rating. His player rolls a
4 which is modified to 5 due to his Tommy gun Card and succeeds
in killing Hollis, thus voiding the result. The SA and Stool
Pigeon Cards are discarded into the Discard Pile. Verne gets 3
NPs placed on his PE Card and awaits the next attempt.
Player B decides to use the Local Police and plays a Tommy Gun
Card and a Gun Moll (Mary Kinder) Card, which when added to his
minus one (-1) modifier to Raiding the On the Lam Box, modifies
his dice roll by a total of plus one (+1). However Verne's player
plays a Police Stupidity Card to nullify the combined DRM of the
Player B's played Accessory Cards, thus making the total DRM as
minus one (-1). Player B makes the dice roll and gets a 7 which
is modified to 6. This is a No Result so Verne is still free. The
three played Accessory Cards are thus discarded into the Discard
Pile.
Player C also uses the Local Police, playing a Tommy Gun Card and
a Stool Pigeon Card to help him out. Verne's player plays a
Plastic Surgery Card and pays $10,000 to the Bank. The Raid is
cancelled, so Player C retrieves his played Accessory Cards and
places them back in his Hand. The Plastic Surgery Card is
discarded.
Player D plays a Special State Police (The Dillinger Squad) Card
along with the Anne Sage Accessory Card. Verne's player can not
play any card in his defense now except a Jammed Tommy Gun Card
and he can not even do that as Player D does not have a Tommy Gun
attached to the State Police Card. Player D rolls the dice and
comes up with a DR result of 11, a Kill. Verne fires back using
his Kill rating again but this time can not use his attached
Tommy Gun Card. His player rolls a 4, a miss. Ole Verne has been
killed and player D collects 12 NPs for killing him (1/2 of the
total number of NPs (23) on Verne's card, rounded up). He
retrieves his State Police Card and places it back in his hand.
The Anne Sage Card, the Verne Miller PE Card, and the Tommy Gun
Card that was attached to it, are all discarded.
Verne's owning player now laments his loss. However he still has
most of the money that Verne has earned for him in the game and
also gets 22 of the NPs that were on Verne's PE Card. Also at the
beginning of his player turn the Federal Crime Bill goes into
effect (Hollis was the first SA killed in the game) and since he
does have an SA Card (Sam Cowley), he plans to get some revenge
on Player D by raiding one of his PEs.
9.4 DOING A SPENDING SPREE
As an Action, a player may play a Spending Spree Accessory Card
on an opposing PE Card in the On the Lam Box. He then rolls the
dice (2d12) and multiplies the DR result by $1,000. The result
amount is what the PE owning player must pay to the Bank. (His PE
has blown it having a good time.) There are no DRMs to the Dice
Roll. If the player plays a Gun Moll Card along with the Spending
Spree Card, he multiplies the DR result by $2,000. (Remember that
Gun Moll Cards can not be used against the PEs Bonnie & Clyde,
George "Machine Gun" and Kathryn Kelly, and the Barkers.) If the
PE player does not have enough Money to pay the total amount, he
pays all that he has to the Bank and the excess is ignored. There
is no defense against this card. It, and any played Gun Moll
Card, is discarded after use.
9.5 PASS
A player may choose to Pass instead of performing any Law
Enforcement Action for this turn. In this case his turn ends and
play proceeds to the next player.
10. JAIL AND TRIAL
10.1 CAPTURED
10.11 In Jail: Public Enemies who are captured by Local Police or
State Police Law Enforcement Agents have their PE Cards
immediately moved to the In Jail Box on their respective Location
Cards. While there the PE may try to Bail Out, Escape, or be
placed on Trial.
10.12 Prison: Public Enemies who are captured by Special Agents
of the BI or have a Kidnap Marker on their PE Card when captured
by any Law Enforcement Agency are placed in Prison. This means
that they are out of the game and are treated the same as it they
hve been killed. A PE that has been convicted in a Trial is also
placed in Prison.
Criminals
that were arrested by Federal officials were placed in
Federal
holding facilities which were usually more secure than
local jails
or state prisons during the time period of the game.
In
addition, Federal authorities usually took jurisdiction over
any
criminal that was involved in a Kidnapping no matter who
arrested them.
10.2 BAIL
10.21 General: As a PE Action for that turn, a player may attempt
to Bail Out one of his PEs from Jail. To do this the player
announces the attempt and makes a die roll (1d6). If the adjusted
DR result is a '6' or higher, the PE is Bailed Out of Jail. That
PE Card is then immediately moved to the On the Lam Box on his
Location Card. If the adjusted DR result is '5' or less, there is
no effect or result.
The
assumption here is that the PE is not going to willingly show
up for Trial, historically they never did.
10.22 Adjustments to the Bail Out DR: The following DRMs may be
applied to the Bail Out DR result.
* Graft: For each $5,000 you spend (pay to the Bank) you may add
one (+1) to the Bail Out DR result.
* Lawyer: Use a Lawyer's Bail Rating, from either one that is on
Retainer or one as a One Time Use, to adjust the Bail
Out DR result.
* The "Mother's Love" Exception: Ma Barker, bless her heart, had
that rare and rather exceptional
ability to talk the authorities
into letting her lovely brood
out of jail. Therefore, if the
Barker PE Card is in the In Jail
Box, Ma may plead their cause
and add two (+2) to the Bail Out
DR result.
Players may combine the DRMs from Graft with those of either from
a Lawyer's Bail Rating or from the Mother's Love Exception in the
case of the Barker PE Card. However, when Bailing Out the
Barkers, the player may not combine the DRMs from a Lawyer's Bail
Rating with the DRM from the Mother's Love Exception, only one or
the other may be used.
10.23 Notoriety Points: No NPs are earned for Bailing Out of
Jail.
10.3 ESCAPE
10.31 General: As a PE Action for that turn, a player may have
one of his PEs in the In Jail Box attempt an Escape. To do this
the player announces the attempt and makes a die roll (1d6). He
compares the adjusted DR result to the PE's Escape Rating on his
PE Card.
* It the DR result is within the Escape Range, he has escaped
from Jail and his PE card is immediately moved to the On the
Lam Box on his Location Card.
* If the DR result is not within the Escape Range, the escape
attempt has failed and the PE Card remains in the In Jail Box.
10.32 Picquett on the Job: Among his many nefarious talents,
Louis Picquett was one lawyer who could help you escape from
jail. If a player makes a One Time use of Picquett, or has him on
Retainer, that player adds two (+2) to the Escape DR result.
10.33 Jail Riot: During an Escape attempt, before the die roll is
made, any player may play a Jail Riot Accessory Card. This card
may be played out of turn if played by another player. The owning
player whose PE is attempting to escape must immediately make a
die roll against his PE's Luck Rating, before proceeding with the
resolution of the escape attempt.
* If the DR result is not within his Luck Range, he has been
killed during the escape and his PE Card is removed from the
game.
* If the DR result is within his Luck Range, the riot has hidden
his escape attempt and so he adds one (+1) to his Escape DR
result.
10.34 Notoriety Points: A PE earns 2 NPs if he escapes from Jail.
These are placed on his PE Card. If a PE is killed during an
escape attempt, one NP is subtracted from his total NPs on his PE
Card and the rest are then given to his owning player. No other
player may earn NPs for a PE killed in a Jail Riot.
10.4 TRIAL
10.41 General: As a Law Enforcement Action, a player may put any
PE, his own or another player's, that is in an In Jail Box, on
"Trial". To do so he announces the Trial, indicates the PE that
he is putting on Trial, and then announces whether he is going to
use a Lawyer to help the PE on trial. If he does he may play a
Mouthpiece (Lawyer) Card, either one that he has on Retainer or
make a One time use of a Lawyer from the Mouthpiece Deck. If he
does not play a Mouthpiece Card, and the PE belongs to another
player, then that owning may play a Mouthpiece Card for his PE.
These are the only two players who may play a Mouthpiece Card.
Whichever player has played a Mouthpiece Card is the one who
conducts the Trial. If no Mouthpiece Card is played by either
player, the player who announced the Trial is the one who
conducts it.
10.42 Conducting the Trial: The player who is conducting the
Trial now makes a die roll (1d6), adding the Lawyer's Trial
Rating DRM, if any has been played, to the DR result.
* If the adjusted DR result is 5 or less, the PE is Convicted and
sent to Prison (10.12). He is now out of the game.
* If the adjusted DR result is 6 or more, the PE is Acquitted and
released from Jail.
If the PE is Acquitted, his PE Card is immediately placed in the
Hand of the player who conducted the Trial. The PE Card is not
placed in any of the boxes on the Location Card. If that player
already has two PE Cards in his Hand and/or in Play, then the
Acquitted PE Card is shuffled back into the PE Card Deck. Of
course the player may discard another PE Card (if available) from
his Hand if he wants to keep the Acquitted PE.
10.43 Notoriety Points: If a player Convicts another player's PE
in a Trial, he earns 2 NPs. If he Acquits another player's PE, he
does not receive any NPs, though he does get the PE Card. A
player receives no NPs for Convicting or Acquitting his own PE. A
PE earns 2 NPs if he is Acquitted and those NPs are placed on his
card. A PE's Notoriety Points stay with the PE Card when that
card goes to a player Hand or is shuffled back into the PE Card
Deck. A PE who is convicted has all of his NPs given to his
owning player.
Trial is
the only way to gain control of a PE, especially another
player's,
without having to draw his PE Card from the PE Card
Deck. It is
also a nasty way of getting rid of a PE by "tanking"
the trial.
11. PUBLIC ENEMY #1
11.1 GENERAL
Each time a PE is killed in the game, play momentarily stops
while the players determine which active PE has the most
Notoriety Points on his PE Card. The PE whose has the most NPs
becomes Public Enemy #1. If two or more PEs tie for the most NPs
then there is no Public Enemy #1 at that time.
11.11 Active PEs: An active PE is defined as a played PE Card
that is in any Box on the Location Card. This includes PEs that
are in the In Jail Box. (Yes, even a PE in Jail may earn the
Public Enemy #1 designation.)
11.12 At Game Start: There is no Public Enemy #1 at the beginning
of the game and the first one is not determined until the first
PE is killed.
11.13 In Prison: A PE which has been Convicted and sent to Prison
or Captured and sent to Prison (due to a Kidnapping marker on its
PE Card or capture by a BI Special Agent) does not trigger a
Public Enemy #1 determination, even though he is out of the game
just like a PE that has been killed.
11.14 Multiple Designations: A PE may become Public Enemy #1 more
than once in the game, regardless of whether it comes from
consecutive or separate determinations. (In the case of
consecutive determinations, he is merely holding on to his title
against all other competitors.)
11.15 Loss of Designation: A PE loses the Public Enemy #1
designation if in a determination he is found not to have the
most NPs on his PE Card. A PE also loses his designation when he
is sent to Prison. If that happens, then there is no Public Enemy
#1 in the game until the next Public Enemy #1 determination is
triggered.
11.2 NOTORIETY POINTS
A PE which becomes Public Enemy #1 earns 1 NP which is placed on
his PE Card. He earns 1 NP for each time he earns or retains the
Public Enemy #1 designation. He does not lose any NPs if he loses
the Public Enemy #1 designation. In the case of ties during the
Public Enemy #1 determination, no NPs are awarded to any player
as there is no Public Enemy #1.
11.3 PUBLIC ENEMY #1 MARKER
There is no Public Enemy #1 marker as the title does not entitle
the PE to anything beyond the 1 NP earned and the possible use as
a tie breaker (13.22) at the game's end. However players at their
option may craft their own counter to use in their private games.
The term
'Public Enemy' appears to have first come into use in
1930 to
describe Manny Weiss, a "B-List" New York bootlegger.
After that,
several states started putting out their own Public
Enemy lists
for within their respective areas. However, Hoover
saw its
publicity value and, as was his wont, adopted the phrase
as his own
and made it an FBI trademark. It's use in the Bill
Wellman/James
Cagney movie of the same name also gave it a big PR
boost. The
"10 Most Wanted" list didn't pop up until the early
1950's, by
the way, when J. Edgar used it to his PR advantage by
elevating those about to be captured to #1 status.
12. ACCESSORY CARDS REFERENCE LIST
The following section lists all of the Accessory Cards with much
more detailed information for each card than is possible in the
previous rules. Also included will be the number of each type of
card in the Accessory Deck and the number of each type that are
not used in the Short and Medium length games.
Bank Holiday [1]: It's Depression Time and FDR, in order to
protect bank reserves, has declared a "Bank Holiday". All banks
are closed so that Federal inspectors can check their finances
before allowing them to reopen. The PE, however, has not been
reading the newspapers and is unaware that his target bank is not
open for business. The robbery attempt does not take place and
the player's PE Action is over for that turn. This card must be
the first Accessory Card played before the Bank Robbery attempt
dice roll and may be played by any player, out of turn if need
be. When the player who played this card turn comes up, he is
considered to have performed his Law Enforcement Action for that
turn. Discard after use. This card is not used in the Short Game.
Contract for Hit [4]: This card enables a player's Hit-Man PE to
attempt a Hit on another player's Public Enemy Card in either the
On the Lam or the Casing Bank Boxes. This is a PE Action. See the
Hit rules for
the details. Discard after play. None of these
cards are
not used in the Short Game and two are not used in the
Medium Game.
Historical
Note: The five PEs that are designated as Hit-Men were
chosen
because they were all, at one time or other, implicated in
the Kansas
City (Union Station) Massacre. Of them all, only Verne
Miller was a true Hit-Man.
Engine Trouble [6]: Looks like nobody checked the oil in the
engine before starting off for the robbery. Now the car sputters
to a stop and we haven't even gotten a block away from the bank
after the robbery. Played by Local Police against a PE in the
Robbing Bank Box. Adds one (+1) to the Catch DR result. Negated
by play of the
"Mechanic" Card. Discard after play. Two of these
cards are
not used in the Short Game and one is not used in the
Medium Game.
Getaway Car [1]: The bad guys often had better cars than the
police. This card represents that. The car pictured here, the
1932 Ford Victoria V-8, was a particular favorite of Dillinger's
who was so enamored of its speed (81 mph) that he supposedly
wrote to Henry Ford, suggesting that Ford use his endorsement;
"Drive a Ford and watch the other cars fall behind you. I can
make any other car take a Ford's dust." (Some sources say that
this letter is a forgery.) Dillinger later switched to an Essex
Terraplane, which had a slightly higher speed (85 mph) and a
faster pick-up from 0-60. (He bought the first model on the
showroom floor at the 1934 St. Louis auto show.) This card is
attached to a PE at any time during the player's turn; it is not
an Action to do so. It gives a minus one (-1) DRM to any Police
Catch DR result while the PE is in the Robbing Bank Box. It stays
with the PE until he is killed or captured, at which time it is
discarded. This card is not used in the Short Game.
Gun Molls [3]: Most of the robbers traveled with "female
companions" during their careers. This card is played as part of
a Law Enforcement Action against a PE, either as part of a Raid
or a Spending Spree. When played as part of a Raid, the card
assumes that
the police have caught the PE and his moll in
flagrante delicto, his attention diverted. Add one (+1) to the
Police Catch DR result. When played with a Spending Spree card,
the card assumes that the moll is the one spending all the money.
Double the amount of money the PE must pay the Bank. Only one
Moll may be played on a PE at a time, no menage a trois. The Gun
Moll may not be used against the Barkers, the Kelly's, or the
Bonnie & Clyde
PE Cards. Discard after play. The Mary Kinder Gun
Moll card is not used in the Short Game.
Historical
Note: Billy Frechette was the most famous of all of
John
Dillinger's girlfriends. Mary Kinder was Harry Pierpont's
girlfriend. Beulah Baird Ash was Pretty Boy Floyd's mistress.
Herman "Baron" Lamm [1]: Lamm was reputedly a German WWI ace
pilot (although more current sources say that he was a German
Army deserter who immigrated to the United States just before the
start of WWI) who moved to Utah after the war and invented the
"modern" bank robbery ... casing the bank, timing the robbery,
planning escape routes, etc.. He was very successful up until
1930 when he was killed in a shoot-out during a bank robbery.
This card is attached to one PE at any time during a player's
turn, it is not an Action to do so. This card assumes that the PE
has learned his craft from Baron Lamm himself and is somewhat
more proficient than his peers at bank robberies. It adds one
(+1) to every one of the PE's Rob DR results. It stays with the
PE until he is killed or captured, at which time it is discarded.
This card is not used in the Short Game.
Hostages [5]: Many bank robbers had the habit of placing citizens
along the sides/running boards of or even inside their escape
cars. This hindered the police from shooting at them as they
might accidentally hit a hostage (though some did try, much to
the regret of many a dead hostage). After they had gotten safely
away from the police, the bank robber would usually let their
hostages go unharmed. This card represents this criminal
practice. The card may be played by a PE in the Robbing Bank Box
when another player uses the Local Police against him. If the
Local Police, when making their Catch DR, roll an unadjusted odd
number when resolving the Catch, the Law Enforcement player loses
2 NPs from his personal total (he has killed a civilian in the
process). If he has none to lose or only 1 NP, then he loses
nothing or 1 NP. The Police player may choose to abandon his Law
Enforcement Action for that turn when this card is played. The
Hostage Card has no effect on the outcome of the Catch DR result.
Discard after
play. Three of these cards are not used in the
Short Game and two are not used in the Medium Game.
Insider Information [2]: This card covers the underworld
"connections" that many of the Public Enemies had. This card is
played to counter a Raid. When played, for every $2,000 the PE
player pays to the Bank, the Law Enforcement player subtracts one
(-1) from the Catch DR result. There is no maximum on spending
money here, save what the PE player has to spend. Discard after
use.
Jail Riot [2]: Jail riots were rather common during this time,
given the horrendous living conditions in them, especially at the
local and state level. Some prisoners would use the riots as a
chance to escape. During an Escape attempt, before the Escape DR
is made, any player may play this card. This card may be played
out of turn. The PE that is attempting to escape must first make
a die roll (1d6) against his Luck Rating. If the DR result is
outside of this Luck Range, he has been killed during the escape.
If the DR result is within his Luck Range, the riot hides his
escape, so the PE player adds one (+1) to the Escape attempt DR
result.
Discard after use. One of these cards is not used in
either the Short or the Medium Game.
Jammed Tommy Gun [4]: Someone forgot to oil his machine gun
before the robbery. Now the damn thing won't work. This card may
be played against any player using a Tommy Gun Card as part of a
Catch or Kill DR. It negates the DRM from the Tommy Gun Card for
that DR.
Discard after use. Two of these cards are not used in
the Short Game and one is not used in the Medium Game.
J. Edgar Hoover [1]: This card represents the head of the Bureau
of Investigation, as well as Spin Doctor and Media Hound
extraordinaire, being present at an actual Raid. (Historically he
did this at the arrest of Alvin Karpis.) It is played with a
Special Agent Card in a Raid. Discard after use.
* If the Raid succeeds, and the PE is captured or killed, then
Hoover's presence earns the Law Enforcement player an
additional 2 NPs.
* If the Raid fails, meaning No Result or the PE gets away by a
successful roll against his Kill or Luck Rating, then Hoover,
as usual, blames the agent. The Law Enforcement player loses 3
NPs from his personal total. (Or 2, 1, or 0 if that is all the
player has to begin with.)
This card is not used in either the Short or the Medium Game.
Kidnap Victims [3]: There is a separate card for each named
target. This card is played along with the PE Card in order to
put the Kidnapping into action. After the Kidnapping is over, the
Victim Card is
discarded. Mary McElroy is not used in either the
Short or the Medium Game.
Historical
Note: Hamm (by Alvin Karpis and the Barkers) and
Urschel (by
Machine Gun Kelly and his wife, the extremely
beautiful
and ambitiously unscrupulous Kathryn) were the two
"big"
kidnappings of the era. McElroy's got less publicity,
despite the
fact that she was kidnapped right out of her bathtub,
which
should of given it more media coverage. Ironically, McElroy
was an eyewitness at the Kansas City "Massacre".
Local Corruption [3]: It seems that just about everybody was on
the "take" back in those days. This card is played by a PE player
against a Raid. When played, one is subtracted (-1) from the
Catch DR
result for that Raid. Discard after use. One of these
cards is not used in either the Short or the Medium Game.
Mechanic [3]: Looks like someone did check the oil in the motor
after all. The getaway car works just fine. This card is played
by a PE player against a Law Enforcement Action against a Bank
Robbery. It cancels the effect of any Engine Trouble Card played
in that
action. Discard after use. One of these cards is not used
in either the Short or the Medium Game.
Media Hype [4]: Many of the PEs were entranced by what the
newspapers and radio did for their "images". Many of them reveled
in it (Dillinger and Bonnie & Clyde for example), others hated it
(like Pretty Boy Floyd). Perhaps the biggest, and most adept,
user of the media was J. Edgar Hoover. This card is played by the
PE player at the start of a Bank Robbery. It may not be used
during a Kidnapping or a Contract Hit. From the Robbery attempt
DR, up until the PE player's next turn, any NPs earned by that PE
are doubled.
Discard after use. Two of these cards are not used
in the Short Game and one is not used in the Medium Game.
Planned Escape Route [4]: Many robbers, using the Lamm System of
bank robbery, would plan escape routes which usually avoided the
more well traveled roads and streets where the Police would most
likely set up roadblocks to stop them. This card is played by the
PE player as a response to a Local Police play of the Roadblock
Card. When played it negates the DRM of the that card. Discard
after use. One
of these cards is not used in either the Short or
the Medium Game.
Plastic Surgery [2]: Several PEs tried to use Plastic Surgery to
alter their appearances and fingerprints. However plastic surgery
was in its infancy back in those days and was only marginally
effective. This card may be used to counter any Raid. When
played, it cancels the Raid against the PE. However it requires a
payment of $10,000 to the Bank when played. Discard after use.
Both of
these cards are not used in the Short Game and one is not
used in the Medium Game.
Police Stupidity [3]: This card is played by the PE player
against any Law Enforcement Action that uses the Local Police. It
subtracts two (-2) from any Catch DR result. Discard after use.
One of these cards is not used in either the Short or the Medium Game.
Historical
Note: The police in those days were really not as
stupid as
the card title or the card picture implies. It's just
that a
great many cops back then were not very proficient at
their jobs
(they would be considered unqualified by today's
standards)
and owed their getting or keeping their jobs to the
political favoritism of the times.
Roadblock [8]: Back in those days few cop cars had police radios
and many that did only had receivers. Thus it was a common
practice for cops when notified of a robbery in progress to set
up roadblocks at the most commonly used roads and streets out of
town to forestall any getaways. Worked pretty well against
unprofessional bank robbers but the professional ones almost
always had alternate routes staked out. This card is played as
part of a Law Enforcement Action against a PE in a Robbing Bank
Box. It adds two (+2) to the Police Catch DR result. Negated by
the play of the Planned Escape Route Card. Discard after use.
Three of
these cards are not used in the Short Game and two are
not used in the Medium Game.
Special Agents [4]: These are cards for Special Agents Cowley,
Hollis, Lackey, and Purvis, agents of the Bureau of
Investigation. Used only in Raids and are subject to the presence
or absence of the Federal Crime Bill. See the rules for extensive
specifics on
these cards. Special Agent Lackey is not used in the
Short Game.
Historical
Note: Purvis was the diminutive BI agent in charge of
the Midwest
division of the Bureau and was responsible for the
Little
Bohemia fiasco (where Dillinger's gang escaped despite
being
surrounded by a virtual army). Was a good friend of
Hoover's
and was considered by many in the Bureau to be his
protege.
However their friendship quickly turned bitter when the
media gave
Purvis all of the credit that Hoover wanted for
himself.
Forced to resign in 1935 and committed suicide in 1960.
Hollis
was a special agent in the Midwest Division and one of
Purvis's
assistants. Provided most of the bullets (14 out of 17)
that killed
Baby Face Nelson, but was also killed in that
gunfight. Cowley
was considered one of the best and most
experienced
agents in the Bureau at the time. Hoover assigned him
to Purvis
as his second in command after Little Bohemia. They
worked well
together, Purvis making the command decisions and
Cowley
handling the details. He ran the Special Squad that
(supposedly)
killed Dillinger. He was also killed by Baby Face in
the same
gunfight that killed Hollis. Lackey was the BI agent at
the Kansas
City Massacre who was the real "killer" in that
incident; see the Kansas City Massacre notes for details on that.
Special Informer: Anne Sage [1]: The infamous "Lady in Red", who
supposedly turned in Dillinger. This card is used as a special
Stool Pigeon Card in a Raid. When played the PE player may not
play or use any cards, except the Jammed Tommy Gun Card, to
cancel the Raid or to alter the Catch DR result. Discard after
use. This
card is not used in either the Short or the Medium
Game.
Historical
Note: Although Anna Sage did receive $5,000 for her
pains, she
was still deported back to Romania in 1936. Many
considered
this a shaft job by the government and the media
really
played it up as such. In truth, the power of the Bureau
was only just
beginning to grow back then and Hoover did not yet
have the
influence to bend other government agencies and
departments to his will.
Spending Spree [2]: A lot of PEs liked to go out and blow their
money on a good time, which fast depleted their funds, especially
if their girlfriends were with them. This card may be played as a
Law Enforcement Action against a PE Card in the On The Lam Box.
The PE player makes a dice roll (2d12) and multiplies the DR
result by $1,000. The end result is the amount of money that the
PE player must pay to the Bank for the good time his PE had. If
he has less money than the end result, then he pays all of his
money to the Bank. If a Gun Moll Card is played with this card,
double the end
result. Discard after use. Both of these cards are
not used in
the Short Game and one is not used in the Medium
Game.
Special State Police [2]: These cards for Captain Matt Leach and
the Dillinger Squad, are used only in Raids. They are not
effected by the DRMs that specifically effect Local Police in
Raids. They are retained in a player's Hand for further use,
unless they are killed, at which point they are discarded after
use. The Dillinger Exception: Captain Leach must subtract two
(-2) from any Catch DR result against the PE Dillinger.
Historical
Note: The diminutive Matt Leach, who led a special
task force
from the Indiana State Police, spent most of this time
period in a
compulsive, but futile, effort to catch Dillinger,
who often
goaded Leach with phone calls. The "elite" Dillinger
Squad, a
special task force from the Illinois State Police based
in Chicago,
had a reputation for sometimes killing the wrong
suspect.
However, they were fairly good at what they did, even if
they were somewhat careless.
Stool Pigeon [3]: These cards may be used by any Law Enforcement
agency to help out in a Raid. When played they add one (+1) to
the Catch DR
result. Discard after use. One of these cards is not
used in the Short Game.
Tear Gas [4]: These cards are used by Law Enforcement players in
a Raid as a response to the PE player using his Kill Rating to
void a successful capture or kill. When played they subtract one
(-1) from the PE's Kill DR result. They have no effect on a PE's
Luck DR
result. Discard after use. Two of these cards are not
used in the Short Game and one is not used in the Medium Game.
Tommy Gun [8]: During this time, the use of automatic weapons in
bank robberies started to become wide spread. The most favorite
weapons of choice were the .45 cal Thompson Sub-Machine Gun and
the .30 cal Browning Automatic Rifle. (The former was either
stolen from police stations or available through underworld
sources, the latter was usually stolen from the National Guard
Armories that were scattered across the country.) This card may
be used by either PEs or Law Enforcement Agencies. However,
Special Agents may not use this card until the Federal Crime Bill
takes effect.
* When used by a PE, the card is attached to that PE's card (at
any time during the PE player's turn) and stays with it until
that PE is killed or captured, at which point it is discarded.
When used it adds one (+1) to the PE's Kill DR result.
* When used by the Local Police, it is a one time use only, after
which it is discarded. When played it adds one (+1) to the
Police Catch DR results.
* When used by the Special State Police, or the BI Special Agents
after the Federal Crime Bill takes effect, the card is attached
to that agent card. If the State Police agent is killed, the
Tommy Gun Card is discarded. If the BI agent is killed, the
Tommy Gun card is retained in the Law Enforcement player's Hand
for possible later use. When played it adds one (+1) to the
Police Catch DR result.
Two of
these cards are not used in the Short Game and one is not
used in the Medium Game.
13. VICTORY
13.1 VICTORY POINTS
At the game's end, each player totals all the NPs that he has
accumulated. He then adds to that total any NPs that are on his
PE Cards that are still In Play at the game's end. The total NPs
are then converted to Victory Points at the rate of one NP for
one VP. He then totals up his money and then receives one VP for
each full $10,000 his has from this total (any fractions of
$10,000 are dropped) and adds them to his VP total. The final
amount is his total Victory Points for the game.
Example: At game's end Player A has 45 NPs in his Player's
Accumulated Notoriety Point Box in his Location Card. He also has
two PEs in Play, George Birdwell in the In Jail Box with 9 NPs on
his card, and James "Oklahoma Jack" Clark in the On the Lam Box
with 6 NPs on his card. All of these NPs add up to 60 which
convert to 60 VPs. Player A has $66,000 of cash. This gives him 6
more VPs for a grand total of 66 Victory Points for the game.
13.2 WINNING
13.21 Game Victory: The player that has the most Victory Points
at the end of the game is the winner.
13.22 Ties: If there is a tie for the most Victory Points, use
the following criteria for winner determination:
* The player with the most total NPs wins.
* If tied in NPs also, then the player with greatest amount of
money wins.
* If still tied after this, the player who has a PE who is Public
Enemy #1 is the winner.
* If still tied and neither player has Public Enemy #1 then roll
the die (1d6) to determine the Winner. Re-roll ties if
necessary.
Note that this method can also be used to break ties when
determining game placement in tournament situations.
Play Note:
Players will find that in most - but not all - games,
Notoriety
Points determine the winner. The lasting legacy of
these
desperadoes, villains, and occasional psychopaths, was
infamy, not fortune.
DESIGN AND PRODUCTION CREDITS
Game Design by: RICHARD H. BERG
Graphics by: Mike Lemick
Playtesters: Brad Andrews, Scott Baron, Alan Berg, Gene
Billingsly, Andy Daglish, Mark Edwards, David Fox,
Vicky Fox, Todd Goff, Gerry Haggerty, Mark Herman, Len Kelter,
John Lazauskas, Mark Mathews-Simmons, Jim Matt, Chris Mellor,
Fred Miller, Martin Newman, Pat Osika, Jack Polonka, Lance
Ribeiro, Dan Rogers, Aaron Siverman, Rich Simon, Gerald Steffler,
Britt Strickland, J. R. Tracy, Renaud Verlaque, Adon Watt,
Michael Weston, and the members of the Mid-Hudson Area Wargamers
Society.
WHO'S WHO IN THE CAST
Bailey, Harvey "Old Harve": A former con-man turned bank robber.
Was notable for big hauls in the 1920s which included $200,000
from the US Denver Mint in 1922 and over $1,000,000 from the
Lincoln National Bank in 1930. This earned him the underworld
title of "Dean of the American Bank Robbers". Preferred to work
with small handpicked teams during his heyday. In the 1930s
fortune turned against him and circumstances forced him to work
in bigger gangs for smaller hauls. Escaped from jail several
times. Wrongfully convicted for his alleged part in the Urschel
kidnapping. (He had no part on it.) Served time in several
prisons until finally paroled in 1965. Died of old age (he was
91) in 1979, a free man.
Barker, Kate (Ma), Fred, and Arthur (Dock): (We left out the
brothers Herman who was dead and Lloyd who was serving a 25 year
sentence.) This was certainly the most successful gang of the era
in terms of money taken in, between three and four million
dollars in a four year period from 1931 to 1935. Charming family
whose strange family values included bank robbery, murder,
kidnapping, grand theft, burglary, auto theft, and fencing stolen
property. The core of the gang was Fred and Dock Barker and Alvin
Karpis, with Ma along on the sidelines. Gang membership was
largely transitory with members coming and going as needed for
particular types of jobs. Such big names as Harvey Bailey, Thomas
Holden, Theodore "Hansom Jack" Klutas, Verne Miller, and Frank
Nash have been known to have passed through their ranks. The gang
disintegrated in early 1935 when Dock got arrested and a few
weeks later Ma and Fred were killed in an FBI shootout. Dock was
later killed in a failed breakout attempt from Alcatraz in 1939.
Contrary to
popular history, Ma Barker was never the leader of
the gang.
At best she was mere camouflage or cover to put up a
respectable
front for the various hideouts that the gang had over
the years.
The story of her gang leadership was a fiction
invented by
J. Edgar Hoover to justify her death in the FBI
shootout
where she and Fred died. (Her unarmed body was
originally
found in a closet, with three bullet holes in her,
with dozens
more in the closet walls and door. She obviously hid
there during the gun battle.)
Birdwell, George: Low-level robber who was originally a preacher
who had "lost his calling" and turned to crime to feed his family
in the dark days of the Depression. Teamed up with Pretty Boy
Floyd in 1931. They worked well together but personal differences
caused them to split up in early 1932. George then joined another
gang and was shortly thereafter killed in a bank robbery. Floyd
mourned his death.
Carroll, Tommy: Basic B-list bank robber. A former boxer who
turned to crime in the late 1920s. He either robbed banks alone
or moved from gang to gang looking for the one that he would fit
in with. He found it in 1933 when he joined Baby Face Nelson's
gang. In early 1934 he came into the second Dillinger gang
through the merger with Nelson's. Gunned down by police in a
shootout in Iowa in the middle of 1934.
Clark, James "Oklahoma Jack": Another B-List bank robber from the
1920s, he learned his craft from the master robber himself,
"Baron" Lamm. He was arrested at the same bank robbery where Lamm
was killed in 1930. Mistakenly convicted for the wrong robbery,
he was sentenced to life in prison. Was part of the mass breakout
from Michigan City Prison that led to the formation of the first
Dillinger gang. His membership in the gang was extremely
short-lived though. Three days after the breakout he was picked
up by the authorities while traveling to Chicago seeking medical
treatment for his stomach ulcers. Died in prison. Frequently
confused in crime histories with Russell Clark (who was also a
member of the Dillinger gang at that time) and Jim Clark (who was
a member of the Bob Brady gang).
Dillinger, John Herbert: The bank robber that set the tone for
the era. Incorrigible, charismatic, but not a killer. In many
ways a remarkable, if not admirable, person. There were actually
two Dillinger gangs; the first one lasted from the Michigan City
breakout in September 1933 to the mass arrests in Tucson in
January 1934, and second which lasted from the merger between the
remnants of Dillinger's first gang with Nelson's in February 1934
to the Little Bohemia battle in April 1934. Supposedly shot to
death in a Chicago ambush by the FBI in 1934.
Floyd, Charles Arthur "Pretty Boy": Floyd was mostly an Oklahoma
based bank robber with a "Robin Hood" reputation among the
general public as he would frequently destroy the mortgage
records of the banks he robbed. He also did some work for the Mob
in Kansas City. Killed several people in gunfights but was not a
hitman. Was wrongly implicated in the Kansas City Massacre and
went on the run. Occasionally robbed banks in the Midwest during
this time when he needed money. This included a bank in South
Bend, Indiana which he robbed with both Dillinger and Nelson, the
only time the Big Three were together on one job. Shot to death
by pursuing FBI agents in late 1934.
Hamilton, John "Red": A bank robber from the 1920s who supposedly
first schooled Dillinger and Peirpont while they were all in
prison, on the art of modern bank robbing. An integral member in
both Dillinger gangs, he was also the unluckiest as he was
wounded on four separate occasions. He died as a result of his
final wound in 1934, and his body was never found. The only man
to be declared Public Enemy #1 after he was dead.
Holden, Thomas: Another B-List bank robber from the 1920s, he
worked in several gangs during the era. These include Machine Gun
Kelly's and the Barkers. Was arrested in 1933 while playing golf.
Served 14 years and paroled in 1947. Was arrested again in 1951
for three murders, he died in prison in 1953.
Karpis, Alvin "Old Creepy": Canadian born, Alvin came to America
in the early 1920s and started his life in crime. Served time in
prison where he first met Dock Barker. After they both got out in
1931, they formed the Barker-Karpis gang. After the gang fell
apart in 1935, Alvin stayed on the run until he was caught in the
middle of 1936. Supposedly personally arrested by J. Edgar Hoover
himself, he was actually in custody when Hoover arrived on the
scene with the Press to make the arrest "official". He was the
last of the declared Public Enemy #1's of the era. Clever,
evasive, smart, but not called "Creepy" for nothing. (He had this
really weird look in his eyes when he stared at you.) Was
deported back to Canada after being released from Alcatraz in
1969, he later moved to Spain where he died in 1979.
Kelly, George "Machine Gun", and Kathryn: George Kelly (real name
was George Kelly Barnes) was a minor gangster in the Mob up until
the late 1920s when after serving a prison term, struck out on
his own as a bank robber in 1930. Worked with various other
robbers before forming his own gang in 1932. It was his wife
Kathryn though, who was responsible for his reputation through PR
and for his infamous nickname. George may have been lovable, but
he was also stupid and over time, became totally under Kathryn's
control. They master-minded the Urschel kidnapping. Contrary to
popular history, George and his wife were arrested by the Memphis
police, not the BI, in 1933. The Federal agents only arrive on
the scene moments after the arrest and took jurisdiction due to
the kidnapping charge. It was then that George called them G-Men
but more as a common nickname, not the surprised utterance that
is written in FBI history. (The term had been in use for several
years by then and was applied to anybody who worked for the
Federal government. Hoover just took the opportunity to make the
term exclusive to the FBI with a rewritten story on the arrest of
Kelly.) George died in prison in 1954. Kathryn was released in
1958, date of death unknown.
Mackley, Charles: A bank robber from the 1920 who met Dillinger
in prison in the early 1930s. Was part of the Michigan City
Prison breakout. Was a member of Dillinger's first gang. Caught
in the mass arrest of the gang in Tucson in early 1934. Convicted
of killing a sheriff. Died in a prison riot while attempting to
escape in mid 1934.
Miller, Verne: Verne was a World War I veteran and a former
sheriff before turning to crime in the early 1920s. He was
basically a hit-man for the Mob, but when strapped for cash would
freelance himself out as a bank robber. Worked with several
different gangs during the late 1920s and early 1930s. A really
nasty piece of work. He is the only person one can definitely say
was part of the Kansas City Massacre (although modern
revisionists now say that Solly Weissman and Maurice Denning were
the other two gunmen). Contrary to popular history, he was not
assassinated by the Mob for botching the job at Kansas City. (He
and his friends were to take Frank Nash to a secluded spot and
kill him.) Instead he was killed as a result of an altercation
with a mob boss which escalated into a gunfight which left Miller
and a bodyguard dead and another bodyguard seriously wounded.
Nash, Frank "Jelly": A bank robber from the 1920s and early 1930s
whose abilities with explosives put him in high demand with both
the Mob and various bank robbing gangs such as Harvey Bailey's,
Machine Gun Kelly's, and the Barkers. One of the better bank
robbers. A rather popular fellow whose arrest lit the fuse of the
Kansas City Massacre in 1933.
Nelson, George "Baby Face": Born Lester Gillis, he was probably
the most psychotic killer that the era produced. He was a member
of the street gangs during his youth, then graduated to working
for the Mob as an enforcer in Chicago (in Al Capone's gang no
less) and in California. In 1933 he struck out on his own as a
bank robber and formed his own gang which included John Chase,
Tommy Carroll, and Eddie Green. In early 1934 his gang merged
with the remnants of Dillinger's first gang to form the second
one. After the breakup of that gang as a result of the Little
Bohemia raid, Nelson was on the run, doing occasional bank jobs
with old associates. Died in a shootout with FBI agents, taking
two agents with him.
Parker, Bonnie and Barrow, Clyde: Bonnie and Clyde operated in
the Southwest, usually in Texas and Oklahoma, although they did
occasionally range north into the Midwest. Clyde was a petty
criminal who had been in and out of jail since his youth. He
first met Bonnie in 1930 but it was not until 1932, after his
parole from prison, that they teamed up to become the most
infamous gang of their time down in Texas. However they were also
very inept, never getting more than $2,000 in a single robbery.
Their lasting fame came from Bonnie's poetry of their story which
was published in the local papers and later from the marvelous,
but inaccurate, Arthur Penn film. The more professional bank
robbers of the era considered them to be amateur mad-dogs who
gave the art of bank robbing a bad name. Both were killed in a
well executed state police ambush in Texas in 1934.
Pierpont, Harry: Pierpont was yet another minor bank robber from
the 1920s who met Dillinger in prison. Master-minded the Michigan
City Prison breakout. Was considered to be the "brains" of the
first Dillinger gang as he planned almost all of their robberies.
But he also encouraged Dillinger's leadership in the gang and
deferred to his judgment in other matters. Arrested in Tucson in
early 1934, he was executed in the electric chair later that
year.
Richetti, Adam: An alcoholic gunman and bank robber, Adam started
out as a petty thief. In and out of jail since the late 1920s, he
teamed up with Pretty Boy Floyd in late 1932 and stayed with him
until he was captured in 1934. Wrongly convicted of the Kansas
City Massacre in which he had no part, he was sentenced to death.
He requested a retrial, got it, and was again convicted and
sentenced to death. He was executed in 1938.
Underhill, Wilbur: Better known as the "Tri-State Terror", Wilbur
was an impulsive compulsive bank robber who escaped from jail
several times. Was part of the Ford Bradshaw, Bob Brady, and Jim
Clark gang that terrorized Texas, Arkansas, and Oklahoma in 1933.
Was shot to ribbons in a fierce gun battle during his honeymoon
in late 1933, he died a few weeks later.
Van Meter, Homer: A petty thief in the 1920s, Homer met John
Dillinger in prison in the early 1930s. Was paroled about a month
before the Michigan City Prison Breakout. He was a member of both
Dillinger gangs, but acted more as an underworld contact in the
first one, it was not until the second one that he became an
active bank robber with the gang. Was not too bright. Gunned down
by police in 1934 about a month after Dillinger got his.
PUBLIC ENEMY AND ACCESSORY CARD ERRATA
1. The PE Card for Harvey "Old Harve" Bailey should have the word
"Hitman" at the bottom of the card, not "Public Enemy".
2. On the following types of Accessory Cards; Stool Pigeon, Gun
Moll, Police Stupidity, Local Corruption, and Getaway Car, the
term "Catch Rating" should be "Catch DR".
3. On the Herman "Baron" Lamm Accessory Card, the top line should
read "+1 to all Bank Robbery Attempt DRs".
4. On the Kidnap Victim Accessory Card for Charles Urschel, his
title should be Bank President, not Band President.
(Note: Charles Urschel was actually an Oklahoma oilman who
owned several banks.)
5. On the Bank Holiday Accessory Card, there should be two
asterisks (**) to the right of the card name.
PLAYER AID CARD ERRATA
1. On the Player Turn Chart, the Local Police Catch Table, and
the Notoriety Point Chart, the term 2d6 should be 2d12.
2. On the Notoriety Point Chart, in the Law Enforcement Action
section, the amount of NPs earned or lost for Hoover being
present with a Special Agent at an Unsuccessful Catch should
be -3, not -1.
3. On the Contract Hit Chart, the first bullet should read as
follows:
DR within Hit Range, Target Killed. Target may roll for Kill
(result will cancel Target's death if Hit-Man is killed) or
roll for Luck (result will cancel Target's death but Hit-Man
automatically survives).