1
Place chits on tracks
One at a time, place a chit into leftmost vacant space on any of the three tracks (Hunter Rose, Shock Fork, or Speed)
2
Activate icons
Activate the icon below where you placed chit AND every icon to its left, in any order (each action must be completed before starting another)
3
Activate kicker (if matching)
If chit matches color and icon of track, perform kicker action in any order with other actions (Hunter Rose: add aggression; Speed: add aggression; Shock Fork: draw chit and return unused chit to bag)
4
Upgrade track (if full)
If you placed 4th chit on a track, discard 1 chit from that row, choose any 2 upgrade chits and place them plus remaining 3 chits back in bag
5
End turn
After placing all 3 chits, leave all chits on board (only clear when track is full)Mob Planning Turn- **Roll 4 dice** Roll all 4 mob dice (you will allocate 3 and ignore the 4th)
6
Place dice on slots
One at a time, place a die on a die slot and activate it
7
Recruit
Any die can go here; draw 1 card and deploy 1 Captain and 4 Grunts to spaces where you have presence (if upgraded: also move 1 Captain 1 space and deploy more Grunts if Corruption tokens not covering icons)
8
Run the Racket
Any die can go here; activate all revealed icons in that row in any order (choose any side, add aggression, draw card, shield, upgrade)
9
Crimes
Place dice on 2 crime slots matching exact crime you want to commit (Patrol: move Captain up to 3 spaces; Extort: place Corruption token; Clean Up: degrade 1 Influence; Bribe: choose any side on another die and add aggression)
10
Complete 3 dice allocations
Repeat until 3 of your dice have been allocatedPolice Planning Turn- **Move first police car** Move one police car clockwise 1 or 2 vacant wedges around rondel (both start off board, entering top wedge on first turn)
11
Activate wedge icons
Activate all icons in that wedge in any order (Move 2, Deploy, Draw card, Add Aggression, Place Wagon token)
12
Arrest (optional)
If both police cars are in adjacent wedges after first car moves, arrest any piece on map in same space as your piece (cannot arrest last Captain of faction), place in vacant jail, deploy 1 Grunt, release any previously arrested piece from same faction
13
Move second police car
Move other police car 1 or 2 vacant wedges (can jump over other car's wedge), activate all icons in that wedge
14
Arrest again (optional)
If both police cars are adjacent after second car moves, can arrest again
15
Gain upgrade (when passing start line)
When police car passes start line, choose 1 upgrade token and put it in any vacant space on a wedgeArgent Planning Turn- **Flip action cards** Flip over 1 action card at a time from your deck
16
Banish card (once per turn)
After each flip, decide if you want to banish the card by placing it face-up over banish spot (skulls on banished card won't affect you, but you won't activate its ability)
17
Keep going or stop
Keep flipping cards or stop
18
If 4+ skulls showing
You bust; discard action cards until 3 or fewer skulls show, flip bonus tile face down (no free add aggression this turn)
19
If stop with 3 or fewer skulls
Keep bonus tile face up and get add aggression action
20
Activate face-up cards
Activate each face-up card not banished in any order (can place card over one of 4 board spaces to take board action instead: Move Argent 3, Punch once, Gain Upgrade card, Add Aggression)
21
Shuffle when deck empty
If you run out of cards, shuffle discard pile to make new deck (leave banished and played cards on board)Continue Planning Phase- **Take turns clockwise** Continue taking planning turns in clockwise order until a tower triggersWhen Tower Triggers- **Take counterweight** Player who triggered tower takes counterweight billboard and places it in front of them
22
Finish active turn
Active player completes their turn but cannot add more aggression to triggered tower
23
Complete round
If all players haven't had at least one planning turn since game start or last mayhem, continue turns clockwise until each player has had one planning turn this round
24
Disperse aggression
Lift triggered tower, each player reclaims aggression tokens and moves aggression marker to sum of those tokens
25
Discard for aggression
In turn order starting with player who triggered tower, each player may discard up to 2 cards and gain 1 aggression per card discarded
26
Argent cleanup
Argent collects all cards on their board and places them in discard pile
27
Start mayhem phase
Give start player token to player who triggered tower