Have more points than anyone else at the end of the seventh night.
Deck
Five districts, ten thugs per gang and a deck of 24 tricks
Players
2 to 6 players
The city has five districts: the Docks, the Market, the Casino, the Station and the Square. At the start of each night, four of them get a random value from 1 to 6. The Casino is different: it is worth a surprise from 0 to 10 that nobody knows until the reveal.
Whoever wins the Market draws a trick from the deck on top of its points (you can hold up to three).
All at once and in secret, you split your ten thugs between the districts however you like: all in one, one in each, anything in between. Once everyone has confirmed, the districts are revealed one by one.
In each district, whoever has the most thugs wins and scores what it is worth that night. That player becomes its owner and stays so until someone else wins it.
Ties are won by the district's owner, if they are among the tied players. If not, nobody scores.
From the second night on, whoever is in last place gets two extra thugs that night (twelve instead of ten), and a sole leader gets one fewer: the police are on their tail.
On the seventh and last night, every district is worth double.
Every player starts with one trick and gains another each time they take the Market. Each night you may play one, in secret, along with your plan; it is revealed with everything else.
Backup: three extra thugs tonight. Switchblade: your thugs in one district count double. Informant: you win ties in one district, even if you are not the owner. Bribe: choose a district and a rival, and half of their thugs there (rounded down) switch to your side. Raid: nobody wins that district tonight. Double or nothing: win that district and you score double; lose it and you lose 3 points.
Reveal order in each district: raid first, then bribe, then switchblade, and finally tie-breaks (informant before owner).
After the seventh night the player with the most points wins. On a tie, whoever controls more districts wins; if still tied, whoever kept fewer unused tricks.
With ten thugs and five districts, trying to win everything wins nothing: two thugs in each place lose to anyone who put three. Pick two or three districts a night and win them properly.
The most valuable district is the one everyone wants, which is why it is usually a bloodbath. Winning a 3 and a 4 cheaply is worth as much as fighting everyone over the 6.
After each reveal you see everyone's full plan. Watch who goes all-in on one district, who always defends their own and who goes after the leader: people repeat themselves.
A district nobody visited last night is tempting... for everyone else too.
If you own a district you win its ties: sometimes it is enough to put just as many as whoever you think will show up.
The last night is worth double: saving a strong trick (Switchblade, Bribe, Double or nothing) for it can turn the game around.
The Raid is the trailing player's trick: drop it on the district the leader is about to win.
Leading has a price (one thug fewer each night). Sometimes it pays not to pull away too early.
The district's owner wins if they are among the tied players (or whoever plays an Informant there). Otherwise nobody scores.
No. You can leave some unplaced, but it achieves nothing: normally you place them all.
Between 0 and 10, at random, and nobody knows until the reveal. It is the gamble of the night.
Seven nights. Since everyone plans at the same time, about five to eight minutes.
It was invented for House Of Decks, based on the Colonel Blotto problem from game theory, with tricks, district owners and catch-up backup so games stay alive until the end.
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