Il Capo: The Rules of Engagement
I. The Objective
Navigate the treacherous streets of Valient City, recruit a lethal crew, and amass enough wealth and power to survive the gauntlet. The game ends when a player reaches the Mansion and whacks out Boss Vincenzo “The Vise” Moretti and becomes Il Capo. Or, in the event you are the only human player left, the game is over and Vincenzo “The Vise” Moretti will recruit you as his consigliere.
The Final Gauntlet Requirements
To win the game and challenge Vincenzo “The Vise” Moretti, a player must meet these three conditions before entering the Mansion grounds:
- The Infrastructure: You must have developed at least one Skyscraper. This signifies you are a Player in Valient City and have paid your dues to Marcello “The Architect” Valli. There is one space on the board where Marcello Valli can be found, and a hit attempted on him (follow the directions on the board). If Marcello has been killed, all taxes and dues related to bribing him are waived. Whacking Marcello Valli will also result in collection of a $500,000 bounty for the shooter.
- The Gauntlet (Surviving the War Zone: Your car must successfully navigate the Dead Man’s Row section of the map. This section is packed with hazards, ambushes, and money pits the Moretti’s have put in place to protect their Estate.
- THE MORETTI SHOWDOWN – The Final Space on the Board
- The Buy-Off: Pay $1,000,000 to grease the palms of the Moretti guards and infiltrate the Mansion.
- The Hit: Spin the wheel. Add your Spin Total to the number of Crewmembers in your car.
- 10 or Higher: You successfully whack Boss Moretti. Welcome to the throne, IL CAPO.
- 9 or Lower: The hit fails. Boss Moretti returns fire!
- The Aftermath: Moretti targets your crew from lowest rank to highest. Spin for each member (including yourself). If you survive the hail of bullets, flee the scene and regroup at the Hospital with your surviving crew members.
II. Starting the Game
- The Bank: One player is designated as the “Underboss” (Banker/Controller). The Underboss is responsible for handing out and receiving cash for the bank. The Underboss is also responsible for handling distribution and removal of all pegs and cards. Finally, The underboss is responsible for all movement (spins) for all NPCs including any shots they may take at players.
- Starting Capital: Each player begins with a set amount of cash ($150,000) to recruit their initial crew or save for Syndicate taxes.
- The Movement: On your turn, spin the 1–10 spinner.
- The Navigation: If you reach an intersection:
- Players choose their own path at multi-turn junctions.
- TheNPC threats (Cops/Moretti’s) are slaves to the spinner’s L/R result. The L (Left) or R (Right) result on the spinner determines their mandatory direction. The board is designed that there are no true intersections. So, for example, you might reach a point on the board where there is only a left turn or straight. In this case, an R on the spinner means straight
- Starting Positions: Human Players and NPC’s
- All Players start at the beginning in the bottom right corner where it says start.
- The 2 police cars will start by patrolling the residential neighborhood and their starting positions are marked on the map in the Blue Squares.
- The Riciglianos and Beefy Rico Moretti also have starting positions marked off in Red Squares near the top of the board in the City areas
III. The Syndicate Phase (The Hunt)
After every player has moved, the Underboss spins for the NPC Threats. These units move automatically based on the spinner:
- The Cops (2 Units): If a Cop lands on your space or if you land on a space occupied by a cop, you are busted. Move your lowest level Crew Member piece to Jail.
- They will be released from Jail after three full rounds of turns are played. They will sit on the Out of Jail space outside the Jailhouse until someone lands in front of them where they have the choice to pick him up at his designated cost or take a shot at him to whack him out and collect the $250,000 Bounty from the bank.
- Crew members just released from prison are not armed and will NOT return fire in this instance.
- Crew Members released from prison stay there until they are killed or picked up.
- If there is more than one crew member on the out of jail space at the same time and you land there, you may only choose one to interact with (Kill or pick up)
- If you are alone, you will go to prison and skip 3 turns. Upon your release you will resume play from the out of jail space outside the jailhouse.
- Beefy Rico (The Black Limo): Rico is looking for his cut. If he lands on you, you must Pay the Tax ($250,000) or Take a Beating. You choose which. Unless you do not have the money in which case, you take the beating.
- The Beating: Spin the wheel. Spin a 5 or less and you will be transported to the Hospital where you will spend 3 turns healing.
- The Ricigliano Brothers (The White Limo): These two are out for blood. If they land on you, they attempt to Whack your crew.
- The player must win a split-combat roll. You must beat Bobby (Intelligence/Charisma) AND Vinnie (Strength).
- The Penalty: Win both and you roll free. Lose the first spin (6 or lower) and lose your weakest Crew Member. Lose the 2nd (6 or lower) and lose your top Crew Member. Run out of Crew Members and the Riciglianos are taking a shot directly at you. If they spin a 9 or 10 your game is over.
IV. Combat & Whacking
Landing on the same space as another player or a Moretti unit initiates a confrontation:
1. Player vs. Player:
- You may target the opponent’s lowest-ranking crew member.
- The Execution: Spin the wheel. If the number is higher than that character’s Execution Difficulty, they are removed from the game.
- Return Fire: If you miss, the defender immediately gets a chance to return fire using the same mechanic.
- The Stand-Off: If both players survive, they remain on the same square. On the defender’s next turn, they can choose to flee (take their move) or stay and continue the shootout. There is no limit to how many turns players can use in this manner. Should they choose, they can continue this battle until only one man remains. In this instance the action on the space landed on is only played once (the time the player lands on that space).
- Any time a player successfully whacks a Crew Member, they receive a $250,000 bounty from the bank.
- Your personal Execution Difficulty is 9, meaning in order for a player to be whacked out of the game completely by another player, they must spin a 9 or 10.
- If a player successfully whacks another human player (spinning a 9 or 10 against a lone player), they receive a $500,000 bounty
2. Player vs. The Morettis:
- If you land on Beefy Rico or the Ricigliano Brothers, you can take a shot at them.
- The Bounty: If you spin higher than their Execution Difficulty, they are removed from the board, and you collect a $500,000 Bounty from the bank. For the Ricigliano Brothers you will need to win the spin twice in a row. They are a unit so you MUST win BOTH spins. If you miss, you will suffer the consequences of their return fire. (Follow the rules as laid out for them earlier)
3. Permanent Removal: Once a Crew Member is successfully Whacked, their card is removed from the player’s hand and placed in the Graveyard (a discard pile away from the recruitment deck). They are out of the game for good. They cannot be recruited again by any player.
4. Clarification on order of action:
- The Player or NPC who’s turn it is is always the first to act. For example if You land on a spot occupied by Beefy Rico Moretti, you shoot first. If Rico lands on a spot occupied by you, he acts first.
5. Skill Modifiers in Combat
- Offensive Skills: If a player uses an offensive skill (like Firpo’s +2 Brute Force), it applies only to the initial shot.
- Defensive Skills: If a defender uses a skill to survive (like Vinnie’s -2 Human Shield), the attacker’s turn ends if the modified spin fails. The defender then takes their Return Fire shot using standard rules.
V. The Crew (The Personnel Pool)
As you move, you land on spaces to recruit your team:
Each Crew Member in your car will offer you protection. In the event of an attempted hit on you, your members will take the bullet for you starting with the weakest (Lowest Execution Difficulty Score) and working the way up to the strongest (Highest Execution Difficulty Score).
- Tier 1 (Heavies): Harder to hit (Difficulty 7–9), but expensive.
- Tier 2 (Fixers): Balanced protection (Difficulty 5–6).
- Tier 3 (Grunts): Cheap meat shields to soak up bullets from the Riciglianos (Difficulty 1–4).
When you pick up a crew member during the game you will receive a peg in your car. Cars hold 6 pegs total, so you are limited to 5 crew members plus yourself in the car.
When you hire a crew member you will also receive their card which has their picture, their execution difficulty and a description of their skills. Each Crew Member has a unique special skill listed on their card, that you may use only once whenever you would like during the game.
Specialist Skills & The Moretti Guardrail Each Crew Member has a unique special skill listed on their card.
- Usage: Each skill may be used only once per game.
- The Moretti Guardrail: To maintain the balance of power in Valient City, Specialist Skills cannot be used against Moretti Family units (Beefy Rico, The Ricigliano Brothers, Marcello Valli, or Vincenzo Moretti).
- Special skills that result in movement on the board will result in that player being required to play the action of the space they land on.
VI. Safe Zones Ironically, the only Safe Zones in the game are places you don’t want to be: Prison or the Hospital.
- Prison: If the Cops bust you while you are alone, move to Jail. You are safe for 3 turns.
- Hospital: If you take a beating from Beefy Rico, move to the Hospital space. You are safe for 3 turns.
- Immunity: While in these zones, players cannot be whacked, targeted for shootouts, or taxed by NPCs. You are off the streets until your time is served.
Combat Quick-Reference Guide
NPC vs. Player
| Threat | If THEY land on YOU | If YOU land on THEM |
| Cops | Busted. Lowest Crew to Jail. If alone: You to Jail (Skip 3 turns). | Busted. Lowest Crew to Jail. If alone: You to Jail (Skip 3 turns). |
| Beefy Rico | Pay $250k OR Take a Beating (Spin 1-5 = Hospital for 3 turns). | Take a Shot. Beat his Difficulty = $500k Bounty. If you miss, he will put you in the hospital for 3 turns, so choose wisely. |
| The Ricigliano Brothers | The Meat Grinder. Fail 1st spin: Lose weak crew. Fail 2nd: Lose top crew. If alone, spin 9 or 10 and your game is over | Double Hit. Must win TWO spins in a row to get $500k Bounty. If you miss, they will return fire so choose wisely. |
PLAYER VS. PLAYER
| SITUATION: “WHAT HAPPENS IF…” | THE ACTION: “HERE IS WHAT YOU DO…” |
| You land on a space occupied by a player | The Ambush: The player who LANDS shoots first. You MUST target the opponent’s Lowest-Ranking crew member first. |
| The shooter MISSES | Return Fire: The defender immediately gets one shot back at the attacker’s lowest crew member. |
| A shot HITS a crew member | Whacked: Remove the crew member’s peg. Place the card in the Graveyard. The shooter collects a $250,000 Bounty. |
| Both survive the first exchange | The Stand-Off: Both cars stay put. On the Defender’s next turn, they choose to Flee (move normally) or Stay to continue the fight. |
| You choose to Stay & Fight | War of Attrition: If both players keep choosing to stay, the shootout continues turn-after-turn until only one is left standing. (Board space actions are not repeated). |
| A 3rd Player lands on the space | Crossfire: The new arrival shoots at BOTH players (one shot each). A miss results in Return Fire. The player landing on the space takes ALL of his shots before any return shots are fired. Return Fire Shots go in regular player turn order. |
| You are ALONE in the car | Final Stand: If you have no crew members left, you are the target. If an opponent spins a 9 or 10, you are whacked out of the game and the shooter receives $500,000 |
| A COP lands on the shootout space | Busted: The fight ends. Both players lose their lowest crew member to Jail. If alone, both players go to Jail. |
Notes:
A shot means you The Spin: Spin the wheel. To hit, you must achieve a number HIGHER than the target’s Execution Difficulty (ED).
If any of the Syndicate members are killed, they are out of the game completely. Their card is sent to the cemetery, and their car is removed from the board.
When a crew member is whacked, they are removed from the game completely. Their card goes to the cemetery, and their peg is removed from your car. They cannot be re-hired and reintroduced into the game.
Human players can only be targeted once all of their crew members are killed. If you are riding alone in your car YOU are now the target so if another player lands on you and spins a 9 or 10 you are whacked out of the game completely.