Famiglia Rulebook
Famiglia Rulebook
Game components
• 60 cards: 4 families of 15 cards each; there are 5 cards with value 0, 4 with 1, 3 with 2, 2 with 3, and 1 with 4;
(this includes two starting sets of 4 cards each with one value 0 from each family with backs unique to each set)
• rules sheet
Card design Front side Neutral back side Back side player 1 Back side player 2
Value
Special
Family symbol
abilities
Victory points
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.
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”).
Discard pile
The Street
2. The player can play one card from the 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) - see also “Special Abilities of the Families”.
3. The player can play one card from the 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
the value of the Brute card, but not below value 0 - see also “Special Abilities of the Families”.
4. Afterwards the player can take one card from the Street into his hand or can pass. If the player added new cards to
the Street at the beginning of his turn, he can only take one of these new cards! 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 card of the same value as the second card - (see also “Special Abilities of the Families”).
Example:
After Anna added new cards to the Street during her 1st action, there is now an “Accountant 3” in the Street. Anna plays
her two “Accountant 2” cards to take that card into her hand. Afterwards she places an “Accountant 2” in her play area
and takes the other “Accountant 2” back into her hand.
If the player does not take a card during action 4, he “passes”. Afterwards, the other player takes his turn.
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.
Example:
Anna has a “Mercenary 2” and a “Brute 3” in her play 0 0
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 ID NO
041175
0
Boris
Pawl
ow
The 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 the value of the played Brute (not
below 0, however). Then in action 4 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.
The Mercenaries
The Mercenaries take over any job as wild cards (of any lower value) and can be played as matching cards for all four
families. 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 of the four colors. 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 anyone 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 of
the four colors) 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).
La Famiglia
The cards of this family give higher victory points to their owner. They do not have other special abilities.