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Bruno Cathala:

Serge Laget:


éditing
Jeux Descartes
design
Bruno CATHALA
graphic design
Cyril St-BLANCAT
number of players
2
time
from 20 to40 mn
age
untill 10 years old
in the market
and of sptember 2002


Presentation:

This game joins the new Jeux Descartes "Games for 2" serie.

CHICAGO, the 1930's. The local Godfather is preparing to retire and pass his empire onto his son… but which one? Fate has given The Godfather 2 twin sons, Tony & Tino, whom he loves equally - However, The Godfather knows that the syndicate can only be ruled by one man, so he has to make a difficult choice. He decides to have a contest between the twins to see which one is best qualified to take over. The Godfather, having grown weary of the usual killing and maiming, decides to make it a contest of his son's racketeering skills. It is decided that the testing ground will be a neighborhood in the city that The Godfather wants to control. Each of the sons will be given an identical "Crew" of henchmen, informants and resources to see which son can develop the biggest rackets and run the neighborhood. The son that succeeds in amassing the largest amount of money when the neighborhood is totally under control will have the honor of becoming the new Godfather.

Game's mechanisms:

- Board represents a neighborhood in Chicago, with 6 vertical and 6 horizontal streets

- by controlling the rackett of a street, you will get from 10 000 to 50 000 $

- Each street's intersection denotes a "Corner". These corners are the key to running rackets as they influence both a vertical and a horizontal street.

- On these corners, players will place members of their crew (with a force from 0 to 3 points), trying to get the majority

- As soon as the 6 corners of a street are fullfilled, the player which has the majority wins the money dedicated to this street

- But you can't do what you want: you have to respect some specific rules coming from the godfather... you can also try to get around the rules by skillfully playing specific cards... and never forget that the POLICE can be closer than you thought !!

- In this game, each player get's exactly the same crew tokens and action cards.. it's only the order he chooses to play them which will give him the final victory

Like War & Sheep (Molly & Lore in german) or Drake & Drake, this game has been illustrated by Cyril St-Blancat, who achieved the challenge to illustrate simultaneously 3 games, with 3 differents styles !!

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Game's history

After having presented Drake & Drake to jeux descartes, the challenge was to be able to propose other games like this first one, fitting with the new game serie they wanted to create. Well... first i love challenges, and secondly, when there is such an opportunity , i think you don't have to wait..

Using hardly my last neurone, i suddenly had a mathematic mechanism idea just before sleeping... a matrice in which each line and column could give a specific amount of victory points to the player with the majority.

Next day, the first prototype, without any background, only "numeric" was made. This first work immediatly convicted me that i was on the way. Looking for a background, i first used cliparts representing antiquity: Rome (ah.. i love Rome womens)... There, senators had to use their influence to get the best government places. All was coorect, but just before to be sent to the editor, a friend told me that he thought this background was to close to "Cesar & Cleopâtre", which is MY reference concerning 2 players games

I had to find an other background, in emergency, ang 1930's gangsters appeared like an evidence. I have to recognize that this new bacground fits better with the mechanisms than the initial one, and it has been the opportunity to add the informants with a zero value, but which allows to recycle your best tokens if you play them on the good way

Variant for Strateges:

Recently, i've had a variant for the ones who are affraid by all that can look like "luck"

just wait some more days before testing it....


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