It's been prohibition in New York City. Rival gangs of mobsters use their influence to bribe politicians, run casinos, bootleg liquor, and gain the favour of corrupt policeman. In Capo dei Capi players compete to see who will be the boss of bosses.
Capo dei Capi requires players to push their luck each turn as they make tactical area control decisions. It is designed to be a quick filler game (10-15 minutes) that still demands a certain level of skill and decision-making. Yet because dice rolls are random players must be prepared change and adapt their plans at the drop of a die.
The object of Capo dei Capi is to gain victory points by controlling various areas of gangster activities: bribing police, influence the judges, running protection services, owning jazz clubs, operating illegal gambling houses, and a distillery. Players also compete for influence over by Mayor by "extorting" him to gain power and/or points.
Game Set-up: At the start of the game, 6 Area Cards and 1 Mayor Card are placed in a row between the two players. The 6 Area cards (representing areas players compete over) each have a unique die image, showing either a black die with the values of 1, 2, or 3 or a white die showing the same values. The Mayor card has a gray die image with the number 4. At the end of the row of cards are the various supplies used in the game: Face-up Influence Tokens (valued 1, 2, 3), Face-down Bribe Tokens (valued 1, 2, 3), Value Cubes (worth 1 victory point), and Mayor Chips. The starting player takes the two dice (black and white) and 4 Mayor Chips, while the other player begins with 5 Mayor Chips.
Taking Turns: Players take turns rolling the dice. They can continue their turn until either stopping voluntarily (usually making some positive gains) or busting (and losing gains made on the turn). Depending upon the dice roll, a player will take one of 5 actions:
* Influence: move an influence token from the supply next to one of the Area cards
* Bribe: move a bribe token next to an Area card
* Extort: raise the Extortion Level on the Mayor Card
* Invest: move a Value cube onto an Area card (thereby increasing its worth)
* Special actions: some combination of the above or related action
The basic goal of a turn is to move the tokens that are placed next to Area cards from the supply onto the Area cards (and on your own side of the card).
As a player continues his turn, he increases his chance of busting. There are three ways to bust: (1) If you roll doubles twice during your turn, (2) If you have to place a second token next to a card (a maximum of one can be placed per turn), (3) If you raise the extortion level too high.
Most of the game's strategy involves the use of "Mayor Chips" because they allow you to break some of the rules of the game. For example, by paying 1 Mayor Chip, you can move a token next to a card onto the card, thereby opening a space for a token to be placed there. For 1 chip, you can also "backstab" and negate the opponent's roll and force them to re-roll. For 2 Mayor Chips, you can re-roll your own dice after they show you busted. Mayor Chips, however, are limited, though you can get more by Extorting the Mayor.
Game End: At the end of the game, the player who has the highest total value of tokens on their side of an Area card wins the card (worth 1 point) and all the value cubes on it. The player with the most points wins.