Nothing Personal

2013 · Négociation

Nothing Personal

Players compete to become the new mob boss over five rounds (years) by accumulating the most respect among the family. On each turn, players play influence cards to recruit and control gangsters, assign them to positions, and promote them up the chain of power. Each gangster and position grants specific abilities that modify actions, negotiations, blackmail, or bribery. Gameplay centers on tactical card play, bargaining with other players, and timing promotions to maximize respect gain while undermining rivals.

Joueurs
3–5 idéal à 5
Temps de jeu
120 min
Âge
8+
Complexité
2,8 / 5
4,4 sur Ludoyaà partir de 30,00 €MafiaLancer de désGestion de la mainMajorité / Influence de zone

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18
Parties enregistrées
43
Joueurs
2h 34m
Partie moyenne
8
Dans des collections
2
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4,4/10

sur 6 avis Ludoya

  • zaph0,9

    Great bits, and seemed like an interesting concept. However, as a game it just falls flat. At its core there's a clever area control mechanic, but the heavy negotiation and "take that" mechanic makes it completely arbitrary. The winner is just the player that plays the meta game the best. Which can be fine on it's own, but ruins a game like this.

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