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GTM #178 - Sons of Anarchy: Men of Mayhem Board Game
by Jane Trudeau-Smith and Philip Smith

We are changing our format on the Table for Two Show for Season 2. We will no longer be ranking games on a 1-to-5 scale, but just explaining how the games play for each of the areas below. With that in mind, we are writing this review in our new format.  Stay tuned for Season 2 of the Table for Two Show, coming at the end of November 2014.

Sons of Anarchy: Men of Mayhem is a 3 to 4 player game. Normally we would not review this game because it is not a 2-player game; HOWEVER, WE LOVE SONS OF ANARCHY and just HAD to play! So, we invited our friends Tony and Pam over for game night, so we could play this game and review it. Thank you to Tony and Pam, who have not yet watched SOA, but are thinking about it! Here is the funny part: after we played the game and they went home, we (Phil and Jane) discussed it, and really feel we could play this game with just the two of us. Even though it would probably play faster, we think it would play equally well. Likewise, if you only have two people, try giving it a shot!

Was this game easy to learn?

This game took a few minutes to run through the rulebook, and we referred back to it a few times during game play, as new things came up for us to do. For example, when we finally had a “Throw Down” we referred to the book just to make sure we were fighting correctly. It only took a few of these gang fights to figure out exactly what to do, and it was easy to remember for the rest of the game. We really feel that once you start playing, the mechanics and order of play flow well. What is also nice is that every player receives a player blind card to hide his or her gang’s money, guns, and contraband. It also lists the turn order and basic rules on it, helping everyone to learn the game first time around, and not forget any of their actions.

How was the manufacturing?

This game is crafted very well. The site tiles and playing pieces are very sturdy, everything punched out nicely, and the pieces will last. There are many little dollars to punch out though; so, the first time you play be prepared to punch! It is apparently a well-known fact that many of the first printings of the games were missing a “Black Market” card, which shows you how much you get for selling your contraband during the game. It was missing from our game, too. However, it was no inconvenience for two reasons: It is easy to see in the rule book, and if you go to their website at www.gf9.com you can download and print it. It is not a problem at all.

How did it play?

We LOVED this game! As a matter of fact, it is one of our favorites now that we have played it for this GTM review. Jane’s only complaint was there were not enough pictures of Jax in the game – LOL! It was fun with our friends to play, but again we are going to play with just the two of us, because we really liked it! So… Let’s go over how this game is played.

First, there are two ways to play: "High Octane," or "Unleaded." Even though "Unleaded" is geared toward new players, we chose to play the "High Octane" option. This gives each player different starting assets, in lieu of everyone starting out the same. It also gives your gang special privileges or actions you may perform during the Order Phase, explained below. Each player rolls a die and highest gets to pick which biker club they would like to be: Samcro, Mayans, One Niners, or Lin Syndicate. Once your club is chosen you get the player card for that club, the club blind (to hide your assets behind), and your starting assets which consist of money, guns, contraband, heat, members, and prospects. With the "High Octane" option, every gang’s starting assets are different.

The goal of the game is to finish with the most money! Unfortunately, neither Phil nor Jane won, but congratulations to Tony for finishing with the most cash! (He bragged throughout the game that his blind was too small to hide his pile of money! ha ha)

The game board consists of five "starting sites" which are different places you can go (e.g. The Gun Factory, The Emergency Room, etc.) There are 20 other sites that are used in the game, but only six are randomly chosen and put face down on the table to form the play area. We liked this aspect, because each time you play the game it will have different sites to visit and "exploit." There are also Anarchy cards turned up during the course of play which cause the game to change by providing Obstacles, Hassles, Opportunities, and Last Calls. There are 36 of these cards, but only 15 are used during game play. You shuffle and keep 15 of these cards to form the draw pile.  Last, there is a "Reaper Patch" – the player who chose last in the club selection receives it first. This patch can change hands when someone wins a fight with someone who has it, or if a site allows you to claim it. Having it is cool because whoever has it always wins a tie! (even at the end of the game)

Turn Order consists of:

1.) Everyone receives “order” tokens. On your player card, it shows how many you receive, plus you get one for each member you have.  Prospects are part of the club but they are not yet members, so you want to “patch them up” into real members, allowing you to claim more orders.

2.) New cards are revealed.  The first two site cards are turned over and are now in play.  Then, you turn over Anarchy cards (1 in the first round, 2 in the second, and 3 for all remaining rounds). Play these Anarchy cards immediately.

3.) Starting with the person holding the patch, and then going to the left of him/her, you play an order as long as you have one to play, otherwise it passes to the next person to the left that does. When you play an order you can:

  • Ride (move any number of your members and prospects to one site of choice)
  • Exploit a site your members are on, as long as you are the only club on it. "Exploit" means you can do the action that the site allows, which is shown on the site card. Examples are collecting money, trading goods (guns/contraband) for money, buying guns/contraband, and other cool things like that. During an exploit, at some sites you may use another order token to “boost” that exploit, which will get you additions items, money, etc. based on the boosted feature of that card.
  • If there are two gangs on one site you can also call for a Throw Down:  TIME TO FIGHT! Each of the gangs can choose to bring in reinforcements, pull guns, and roll a die to fight. The person with the most points will win. If guns are used in the fight, any opposing members or prospects (one per gun) go to the Emergency Room after the fight, where they will either die or recover.
  • You can also use an order to recruit a new prospect into your gang, but you are limited to five at one time.
  • You can patch in – change a prospect to a fully fledged member. For this you have to an order, but also spend 1 cash and sell 1 gun.  Members are granted more orders at the beginning of a round, and count for 2 points in a fight, compared to a prospect which only gives you 1 point.
  • You can also spend an order and do absolutely nothing – "sit tight" – and watch everyone else do their thing.
  • Once everyone has finished his or her orders, you can sell any contraband on the black market.  Each player chooses how much contraband to sell and holds it their fist.  Everyone reveals at the same time, and based on how many are being sold, the “Black Market” card tells you how much money you will receive.  The more contraband offered, the less it is worth.
  • If there are any Last Call cards revealed in Step 2, they are now played.
  • Last, you "clean up" for the next round: Clear all order tokens on the play area, take back your members and prospects, and discard the Anarchy cards in play.  If there is anyone in the Emergency Room, the player rolls for their person: 1-3 they die, 4-6 they live.

The next round begins, and you play until you turn over the last three Anarchy cards, indicating the last round is about to begin. Once that round is played, everyone counts their cash and whoever has the most cash wins!

How was the timing of the game?

The four of us took close to two hours to play, but keep in mind we were also reading the rules for the first time. The manufacturer says it would take about 90-minutes, which is probably closer if you know what you are doing. This is a great time frame for us, when we want to play something we like but don’t have a lot of time to do so.

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