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Cosa Nostra

Liczba graczy: 2 - 4
Czas gry: 30 - 45 minut
Wiek od: 10 lat
Wydanie oryginalne: Too Bad Games
Set in post-World War II Sicily, Cosa Nostra places players in control of rival mafia families seeking to expand their influence across the island’s nine provinces. In a land marked by instability and poverty, the families exploit protection rackets and political weakness to tighten their grip on local territories. Players act as consigliere-like leaders who must negotiate, maneuver, and... czytaj dalej
Set in post-World War II Sicily, Cosa Nostra places players in control of rival mafia families seeking to expand their influence across the island’s nine provinces. In a land marked by instability and poverty, the families exploit protection rackets and political weakness to tighten their grip on local territories. Players act as consigliere-like leaders who must negotiate, maneuver, and outwit competing factions in order to dominate Sicily.

The game is a negotiation-driven area majority game in which players race to reach 40 victory points. On each turn, a player must either “Pay” or “Collect.” Paying involves placing coins on province cards to gain resources and movement points that allow Capos and Soldiers to travel between adjacent provinces. Collecting removes a province card from the display, awards the coins accumulated on it, and triggers scoring for the two provinces shown on that card. Players earn victory points and resources by having the greatest influence in a province, with Capos, Soldiers, and Houses each contributing different amounts of influence. Ties can be resolved through player negotiation — or by refusing to make a deal, leaving everyone empty-handed.

Resources gained from provinces can be spent on a variety of optional actions, such as recruiting Soldiers, constructing Houses, drawing Contraband, Meeting, or Ally cards, and activating special abilities. Contraband cards provide reusable actions and economic tricks, Meeting cards reward players based on their influence in specific provinces, and Ally cards grant persistent powers that can alter movement, scoring, or negotiation dynamics. Some allies even manipulate the police presence or allow players to control opponents’ units.

Throughout the game, players are encouraged to strike deals and trade resources, money, and cards at any time. Managing cash flow, positioning forces efficiently, and anticipating when provinces will score are all essential to maintaining control. The game ends immediately when a player reaches or exceeds 40 victory points.
Reklama
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