Famiglia - General game info
Famiglia
2 players
AuthorFriedemann Friese (friedemann)
IllustratorsFréderic Bertrand
Lars-Arne 'Maura' Kalusky
Published by2F-Spiele
Rio Grande Games
Online since 2011-06-12
Developed byEspen Lunde (EzeBig)
Boardgamegeek81453
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Note: This online implementation uses slightly changed rules!
Famiglia - Rules
Famiglia - Rules

pdf Original english rules

A game for 2 gangsters Famiglia from Friedemann Friese.

Game components

La Famiglia La Famiglia
The Mercenaries The Mercenaries
The Brutes The Brutes
The Accountants The Accountants
60 cards
4 Families of 15 cards each
1 card 4 value 4
2 cards 3 3 value 3
3 cards 2 2 2 value 2
4 cards 1 1 1 1 value 1
5 cards 0 0 0 0 0 value 0

Card design

Andrej IljinFront side Value 1

Family symbol The Brutes

Special ability Special ability

1 Victory point
Neutral back sideNeutral
back side
Back side player 1Back side
player 1
Back side player 2Back side
player 2

Story

The players control two rival gangs and try to recruit additional gang members from the four families (La Famiglia, The Accountants, The Brutes, The Mercenaries) on the Street. The player who uses the special abilities of the different families better than his opponent, will get the most influential gang and win the game.

Idea of the game

The players collect gangsters, with the goal of collecting the higher-valued gangsters. With the exception of the smallest gangsters (the “0” cards), a player normally needs two identical gangsters (same family, same value), to be able to take a gangster with the next higher value of the same family into his hand. When he does this, he places one of the smaller gangsters from his hand into his play area (the area near him on the table). To get the higher gangsters in a faster way, the player may use the special abilities of the different families, but at the cost of placing more gangsters in his play area. By doing so, however, a player may reduce his options and so must carefully plan these actions so that he can end the game with the most influential gang.

Preparation

Each player takes a starting set of 4 cards as his starting hand. Each set contains four value 0 cards with backs unique to each set and different from the backs of the other cards in the game. Each player needs some space in front of himself for his play area. Shuffle the remaining 52 cards and place them face down on the table as a draw stack. Leave some space next to the draw stack to form a discard pile. Randomly choose a starting player. Finally, take the topmost 6 cards of the draw stack and place them face-up in a row to form a display (called “The Street”).

Example:
Jesus Ixtab Albert Alden Ricardo Clementi Chuck Star Mischa Kalinin Antonio Bolanzo

Playing the game

The players take their turns one after the other. During his turn a player plays the following actions in the order described. He can use the different special abilities of each of the families once per turn

1. If there is no value 0 in the Street at the beginning of his turn, the player can choose to discard any one of the face-up cards on the Street. Based on the value of the card he just discarded, the player draws cards from the draw stack to add to the Street. The number of cards drawn is equal to the value of the card discarded. He can continue to do this until there is at least one value 0 card on the street.

Example: Andrea discards a 2 from the Street and draws two new cards. She places these cards on the Street.

Jesus Ixtab Albert Alden Ricardo Clementi Chuck Star Mischa Kalininold card Antonio Bolanzo Martin Hillnew card Boris Pawlownew card

2. The player can play one card from the Accountants Accountants (value 1 to 4) from his hand face-up in his play area. This allows him to exchange 1-4 (the value of the card played) cards from his hand with cards in his play area (but not the played Accountant card).

3. The player can play one card from the Brutes Brutes (value 1 to 4) from his hand face-up in his play area. This allows him to take one card of the Street (in the next action) for less than normal. The value of the card taken is reduced by up to the value of the Brute card, but not below value 0

4. Afterwards the player can take one card from the Street into his hand or can pass. There are two different possibilities:

a) He can always take one value 0 card (possibly reduced to value 0 by a Brute during action 3).

b) If he wants to take a card with value 1-4, he needs 2 identical cards from the same family with the next lower value. He places both cards onto the table and takes the card from the Street into his hand. Then he places one of the two played cards into his play area and takes the other card back into his hand. If the player has only a single card of the value needed, he can use a Mercenary Mercenary card of the same value as the second card

Example: there is an Accountant 3 in the Street. Anna plays her two Accountant 2 cards to take that card in her hand. Afterwards she places an Accountant 2 in her play area and takes the other Accountant 2 back in her hand.

Street Hand Play area
before Albert Alden Frank Lehmann Matthew Brosius
after Albert Alden Frank Lehmann Matthew Brosius

If the player does not take a card during action 4, he passes. Afterwards, the other player takes his turn.

Important: if there are no cards in the Street at any time during the game, immediately draw 6 new cards from the draw pile, placing them face-up in the Street. When the draw stack is exhausted the first time, shuffle the discard pile and place it face-down as a new draw stack. From this moment on the action 1 changes as follows:

If there is no value 0 card in the Street at the beginning of the turn, the player can only choose to place new cards into the display once (as there are no value 0 left in the draw stack). Instead of placing the discarded card into the discard pile, it is placed face down at the bottom of the draw stack and then he draws a matching number of new cards and places them in the Street.

Clarification: if a player draws the last card from the draw stack while choosing action 1 and needs to draw more cards (and the draw stack was not previously exhausted), he shuffles the discard pile and draws the remaining cards from the new draw stack. If there is still no value 0 in the Street, the player can once more use this action. Afterwards action 1 ends.

Game end and scoring

After the draw stack is exhausted for the second time (when all cards are in the game), the current game turn is finished, giving the second player the last chance to act (equal number of turns for both players). If both players “pass” one after the other in their respective turns during action 4, the game ends prematurely.

Example: at the beginning of her turn, Anna wants to get new cards into the Street and places a 3 from the Street at the bottom of the draw stack. As there are now only three cards left in the draw stack, she places all remaining cards face-up in the street. As the discard pile had already been shuffled once to form a new draw stack, the game ends after this turn is over.

Both players count the victory points of all their cards (both hand cards and cards in their play areas). The player with the higher total of Victory Points wins the game. In case of a tie, the player with the single highest victory point card wins.

Special abilities of the families

The different families have special abilities. During his turn a player can play one card from each different family to use its special abilities.

Note: All gangsters with value 0 have no special abilities.

The The Accountants Accountants

The Accountants allow a player to exchange already played cards from his play area with cards from his hand. The player can play a single Accountant face up into his play area (Action 2). Then he takes a number of cards equal or less than the value of this card from his play area back into his hand. He must now place an equal number of cards from his hand into his play area. He cannot take back the just played Accountant.

Example: Anna has a Mercenary 2 and a Brute 3 in her play area. She places the Accountant 2 face up in her play area and takes the Mercenary 2 and Brute 3 back into her hand. She chooses the Brute 0 and Famiglia 1 from her hand and places them in the play area next to the Accountant 2.

Hand Play area
before Matthew Brosius Boris Pawlow Ricardo Clementi Jesus Ixtab Lew Frowlow
after Jesus Ixtab Lew Frowlow Matthew Brosius Boris Pawlow Ricardo Clementi

The The Brutes Brutes

The Brutes frighten the other cards in the Street and reduce their values. The player can play one Brute face up into his play area (action 3). He chooses a card from the Street and reduces the value of that card by up to the value of the played Brute (not below 0, however). Then in action 3 he can either take the card for free, if the new value is 0, or use a smaller pair of cards.

Example: there is a Mercenary 4 in the street. Anna has two Mercenary 1 cards in her hand and plays the Brute 2 face up into her play area to reduce the value of the Mercenary 4 to 2. Now she can use her pair of Mercenary 1 to take the Mercenary 4 into her hand. She places one Mercenary 1 in her play area and takes the other back into her hand.

Street Hand Play area
before Fats Monroe Carlos Chantico Chuck Star Mischa Kalinin
after Fats Monroe Carlos Chantico Chuck Star Mischa Kalinin

The The Mercenaries Mercenaries

The Mercenaries take over any job as wild cards (of any lower value) and can be played as matching cards for any family. If a player is taking a card from the Street (action 4), but does not have a pair of cards of the appropriate value, he can use a single Mercenary as the second matching card. E.g., a “Mercenary 3” can stand in as value 0, 1, and 2 (not 3 or 4) of any color. Then, the player can take back one of the used cards into his hand as usual, either the normal card or the Mercenary.

Clarification: a player cannot play two Mercenaries as wild cards to get any one card. He always needs one matching card of the right color.

Example: there is a Famiglia 3 in the street. Anna plays a Famiglia 2 and a Mercenary 3 (stands in as a value 0, 1, or 2 of any color) and takes the Famiglia 3 into her hand. Then she places the Famiglia 2 in her play area and takes the Mercenary 3 back in her hand (Instead she could have decided to take the Famiglia 2 into her hand and to place the Mercenary 3 into her play area).

Street Hand Play area
before Marco Medici Paolo Strozzi Jose Levante
after Marco Medici Jose Levante Paolo Strozzi
or Marco Medici Paolo Strozzi Jose Levante

La La Famiglia Famiglia

The cards of this family give higher victory points to their owner. They do not have other special abilities.

Alberto Negri
Ema Gelati Marco Medici
Paolo Strozzi Luca Pesto Lorenzo Gusto
Romeo Fiori Ricardo Clementi Antonio Bolanzo Liga Stradi
Enrico Bueno Andrea Roma Silvio Ferrari Mario Calzone Luigi Palermo

The The Mercenaries Mercenaries

Fats Monroe
Jose Levante Chong Xiong
Jesus Ixtab Michael Van Ryt Mitch Hassel
Jan Krusen Carlos Chantico Chuck Star Wong Yu
Rufus Kraken Butch Moore Pedro Ramirez Liu Huang Juan Almerio

The The Brutes Brutes

Yuri Nikitin
Wasilij Zwetkow Lew Frowlow
Wanja Rjabow Sergej Sorokin Mischa Kalinin
Alexej Kusmin Pjotr Orlow Andrej Iljin Dimitrij Smirnow
Iwan Chinsky Boris Pawlow Vladimir Petrow Mikhael Iwanow Igor Popow

The The Accountants Accountants

Max Brand
Paul Solko Albert Alden
Steve Damerst Frank Lehmann Matthew Brosius
Richard Coors James Nunn Jacob Rowan Peter McGatha
Eric Baker Hermann Miller Henry Meier Martin Hill Lincoln Smith
 
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