Brotherhood is Games Designers Workshop's simulation of American Organized Crime. It's a relatively simple game that fits very well to postal play, as all moves are simultaneous. The game is unfortunately out of print at the moment.
These postal rules originally appeared in Shadows of Amber.
Brotherhood lasts 12 turns (each representing a month of real time), in which each Godfather creates revenue opportunities, fights battles, buys political influence, and generally tries to survive. At the end of the 12 turns, the richest survivor is the winner.
The City in which the action takes place comprises 6 or more areas (depending on the number of players) in which the various godfathers can set up in business. Each area has a specific set of costs and rewards associated with it, and these are given in the tables at the end of the rules.
Each Godfather has only a limited number of hoods that they can employ during the game. Once these hoods are killed they cannot be replaced. There are two types of hoods which are:
Each family has twelve (12) operations which they can try and set up in the various City areas. During each revenue phase the operations will provide fresh income for the Godfather.
Each family has twelve (12) Political Influence markers that it can place in any area on the board. These strengthen and protect a families operations in the area.
Each Godfather begins the game with $20,000. He has no Revenue or PI placed on the board. For the first 4 turns, all Godfathers are out of town, trying to reach a peaceful agreement in Chicago. From turn 5 onwards they have a special affect on the game (see the relevant section).
Any Godfather may transfer ownership of any Money, Revenue or Political Influence he has to another player. If revenue or PI is transferred, then the recipient must replace the tokens with appropriate ones from his own stock. Godfathers may not gain new R or PI tokens in this manner.
Each Godfather places and pays for any Thugs, Hitmen, Revenue and Political Influence counters in areas of the city. Godfathers may also voluntarily close down any Revenue or PI they own, in this phase.
One event card is drawn for every 5 players or part thereof. Each event card affects a random area in the city, and the effects are always unpleasant. The results can vary from having thugs, hitmen or even Godfathers sent to jail, to reducing the revenue from that area or even having Revenue or Political Influence closed down.
Thugs and Hitmen in jail cannot be used until their bail is paid. This is equal to, and in addition to their normal wages. A Godfather's bail is set at $10,000 and must be paid as soon as the money is available. All bail is paid in the placement phase.
PI can be used for 3 things...
If two or more families have PI in the same area then the family with the most PI get to uses all their PI first, then the second highest and so on. It is possible for the player with the lowest PI in an area to be the only one to use his, because those with more PI have neutralized each others PI.
If all else fails resort to violence. If two or more families have thugs or hitmen in the same area then they will fight it out.
Casualties are first Thugs and then Hitmen. Only when all thugs and hitmen belonging to a Godfather in the area are killed can the Godfather himself be shot. This is automatic once he is not defended.
If there is more than one family represented in the area then each player should decide at whom his forces will fire, otherwise this is determined randomly. All combat is simultaneous.
Normally only one round of combat is fought, but only under certain circumstances. Extended combat continues in a number of simultaneous rounds until there is only one force represented in the area or the surviving Godfathers come to a deal. Extended combat will occur if...
A protected Revenue is one where the Godfather has at least one thug or hitman in the area protecting them. A single surviving hood is sufficient to protect all Revenue in that area.
If, after combat, the Revenue in the area is unprotected then it may be taken over by any Godfather with hoods present in the area. Each surviving hood in the area may take over 1 Revenue. As a family can have no more than 12 Revenue in the city this may not be possible.
This is partially what the game is about. If a Godfather is killed then the family that killed him gain control of all his surviving Thugs, Hitmen, Revenue and PI. This then allows them to exceed the normal limit of 12 Revenue or PI in the city, as they have the assets of 2 (or more) families. They do not gain control of any money the deceased player had amassed.
Each Godfather collects income from any revenue markers he has in the city. Each area (see the table) has basic income it will provide. If the Godfather is the only player with Revenue and Political Influence in the area then, as he has sole control of the area, all income from it is doubled. If the number of revenue markers in the area exceeds the saturation level of the area then all income from it is halved.
A Godfather will always get a minimum of $2,000 income, even if he has no revenue in the city.
In turn 5 the Godfathers return to the city, having failed to reach a peaceful agreement in Chicago. Each turn, from now on, they must be placed in an area in the City (presumably with Thugs and or Hitmen to protect them). Once they turn up, a couple of minor rules come into play.
Due to the presence and loyalty inspired by the Godfather, one Thug will operate for free. Obviously this only applies if you have a surviving thug. If he is arrested he must be bailed for the normal $2,000, but still requires no wages.
The Godfather may hire hoods from out of town. These cost $5,000 for a Thug and $10,000 for a Hitman. If any deaths occur, then out of town employees will always be the first to be shot.
Players are encouraged to make deals with each other. They can involve cash payments; promises to stay out of certain areas; Transfer, lend or rent Influence or Operations; or in fact anything the players can agree on. No one is obliged to keep any agreement made, except those made during combat involving the takeover of contested assets, which takes place immediately.
Orders should contain at least the following...
Ideally players should also provide names for each of their hoods, and also a brief description of any of the operations they set up. This helps flesh out the game and provide for a more interesting report.
Area | Revenue Cost | Monthly Income | PI Cost | Saturation Level |
---|---|---|---|---|
Riversnobs | $10,000 | $5,000 | $11,000 | 3 |
Status Quo | $8,000 | $4,000 | $9,000 | 3 |
Whitewash | $6,000 | $3,000 | $7,000 | 4 |
Bunkerville | $4,000 | $2,000 | $5,000 | 5 |
Sewertown | $2,000 | $1,000 | $3,000 | 8 |
Lakedump | $2,000 | $1,000 | $3,000 | 7 |
Additional areas should be added if there are more than 5 players, starting with the cheaper areas.
Player A already has 2R in Status Quo. In the Placement phase he puts 5T, 1R and 1PI in the same area.