RogerBW's Blog

Teaching Grifters 19 February 2017

Today I'll introduce Grifters. Anything in square brackets is to be thought about rather than read aloud.

In this handbuilding game you'll be a crime boss – just as in real life. You'll be recruiting criminals to your gang, using their special abilities, and committing crimes, all the while trying to end up with the most money.

You'll start with three Masterminds and three random other specialists in your hand, and three money ("Isk", nothing to do with Eve Online). The rest of the money is in the Coffers.

On your turn, you do three things. First you Advance Time, moving anyone from Night Three of your hideout to Refresh, 2 to 3, 1 to 2, leaving 1 empty. Those Refresh cards will come back into your hand, but not yet.

Then you play one or more specialists from your hand, into the Night One space that's now empty. You can either play just one, to get the ability on the card, or play several of them together to commit a crime (a Job). If it's a Job, you choose one of the crimes that's visible at the top of the stacks, and play specialists with that many of the different symbols between them (the ones on your Masterminds look different, but they still count as one each). You take the card, and get the Reward listed on it; at the end of the game, if you have multiple Job cards of the same colour, you get extra money. (But one of the specialists can swap one of your Job cards for one of someone else's.)

If you play just one specialist, follow the text on the card. When it says you "duplicate" someone else's ability, that just means that you can use the ability yourself, rather than doing it twice. So for example if you play the Fall Guy, you're copying the power of a card that stays in your hand, while keeping that card in your hand so that you can play it next time.

Finally, you take the cards from your refresh area back into your hand. You don't draw any new cards unless you've played a card that lets you do that.

If we run out of specialists to draw, we shuffle the discard pile and continue. The game ends when the Coffers are empty, all the Jobs have been done, or the discard pile and the draw pile are both empty; at that point we tot up the money, and any job bonuses, to see who's won. There's no limit on your hand size.

[Buy Grifters at Amazon] and help support the blog.

Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.

Search
Archive
Tags 1920s 1930s 1940s 1950s 1960s 1970s 1980s 1990s 2000s 2010s 3d printing action aeronautics aikakirja anecdote animation anime army astronomy audio tech base commerce battletech beer boardgaming bookmonth chain of command children chronicle church of no redeeming virtues cold war comedy computing contemporary cornish smuggler cosmic encounter coup cycling dead of winter doctor who documentary drama driving drone ecchi espionage essen 2015 essen 2016 essen 2017 existential risk falklands war fandom fantasy film firefly first world war flash point food garmin drive gazebo geodata gin gurps gurps 101 harpoon historical history horror hugo 2014 hugo 2015 hugo 2016 hugo 2017 hugo 2018 hugo-nebula reread in brief avoid instrumented life kickstarter learn to play leaving earth linux mecha museum mystery naval non-fiction one for the brow opera perl photography podcast politics powers prediction privacy project woolsack pyracantha quantum rail ranting raspberry pi reading reading boardgames social real life restaurant reviews romance rpg a day rpgs science fiction scythe second world war security shipwreck simutrans smartphone south atlantic war squaddies stationery steampunk stuarts suburbia superheroes suspense television the resistance thirsty meeples thriller tin soldier torg toys trailers travel vietnam war war wargaming weather wives and sweethearts writing about writing x-wing young adult
Special All book reviews, All film reviews
Produced by aikakirja v0.1