Buy Blood Feud In New York Board GameBlood Feud In New York Board Game Product Description:
- On a very large map of New York, including all the suburbs in Queens and Brooklyn, players build up their gangs of thugs, goons and hitmen.
- Move these around the city in limos, speedboats and helicopters, attack your enemies, and take control of boroughs to earn income and hire more gangsters.
- Kill your enemy's Boss and you control their gang.
- Buy police protection and move around safely.
- Put a man in each borough and your get income, but they are vulnerable to attack.
Product Description
On a very large map of New York, including all the suburbs in Queens and Brooklyn, players build up their gangs of thugs, goons and hitmen. Move these around the city in limos, speedboats and helicopters, attack your enemies, and take control of boroughs to earn income and hire more gangsters. Kill your enemy's Boss and you control their gang. Buy police protection and move around safely. When your gang congregates in one borough, they are safe, but you earn no money. Put a man in each borough and your get income, but they are vulnerable to attack. There are 300 plastic figures for the different characters, buildings and vehicles. The helicopters are very good. The rotors spin when you blow on them. The game has detailed rules with tables for combat but also a set of clear diagrams. You could start playing in a few minutes.
Customer Reviews
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8 of 8 people found the following review helpful.
Turf wars
By Peter Ingemi
This game would more properly be called TURF WARS. A map of NYC is devied up into territories from the Bronx to Queens to the Island. Each player attempt to expand his control building up illegal activities and building his base while keeping tabs against other mobs trying to muscle in.The game can be won via cash or via knocking off the other player BOSS. As they are eliminated their key family members defect to you expanding your base.This is a real "guns vs. butter" game. If you don't build up your financial strength you can't get the thugs , hit men and specialists to defend your spots, let alone afford the bribes needed to make New York's finest look the other way, however the number of said thugs, hit men and specialists availabled are limited so if you wait you might not be able to bring in the muscle you need until it is too late.The game is a lot of fun however however in the multi player game it all comes down to who strikes first and can they succeed. With more than three players the board fills up fast and when you strike you better beware of people hitting your exposed flank, via speedboats, limos or choppers flying in guys to do the hit.This game is worth your money, it is not the best of the Eagle Games line but it is better than most of what you will find out there.
2 of 2 people found the following review helpful.
One of the best Risk variants ever made!
By Baron Von Cool
Blood Feud In New York is one of the best Risk type board games I've played. Why? Because no amount of "turtling" (hiding behind a defensive wall of units) can prevent a determined enemy from getting behind your lines, whether by speedboat, limo, or helicopter. This makes the action extremely fluid and it is never the same game twice, despite predetermined starting locations (The Bronx, Manhattan, Queens, Staten Island and New Jersey). Players roll a d10 to see who goes first and the winner gets to pick their starting location; the other players (in descending order based on their dice roll) are then forced to pick from the less-desirable starting points.The only flaws with this, as in any Risk-type game, are 1) whoever gets stuck in the middle (Queens) is probably in for a world of hurt being sandwiched between enemies with far more defensible starting locations; and 2) the play time can easily spiral upwards of 5-6 hours+, especially with experienced gamers. We've had to end a few games early because we ran out of time to finish and couldn't leave it laying out for cats and kids to knock over.UNITS: You start off with a handful of family members, two henchmen, and your boss, all in one neighborhood (space/territory) within your starting location. Aside from the location's starting square, other spaces on the map begin the game empty, allowing you to spread out quickly and relatively unopposed. These starting units are competent fighters and your boss serves as a mobile spawn point for your new troops but you can't buy replacements or new ones (except for henchmen). You need to spread your boss and family members out (not be in the same neighborhood) in order to maximize your income. If each one is not in a separate neighborhood at the end of your turn, they don't count toward the income multiplier and your turn's profits go way down which means you can't buy as much cool stuff on your next turn. Just don't neglect to protect your family members and boss at all times. While bosses can be killed outright in combat, family members lost in combat can be "kidnapped" instead of killed by the winning enemy at his discretion to serve as hostages (such as don't move into my territory or I'll kill him) or to simply be ransomed back to you at any point (if you are wiling to pay the enemy's price, that is). You'll need money to hire "muscle" (thugs, henchmen, hit men) to protect your irreplaceable units as well as to control your neighborhoods and invade those of your enemies. There are a limited number of hit men, henchmen and thugs that can be bought from a common pool shared by all players; once they run out, new ones can only be hired if existing ones are killed and thus returned to the pool. One effective strategy to limit your opponents' ability to attack or defend is to buy up all the available thugs (the cheapest unit), thus forcing your enemies to pay through the nose to hire far fewer and more expensive henchmen and hit men instead.COMBAT: Conflict is resolved by rolling a number of d10s (ten-sided dice), one for each of the units involved. The attacker rolls first, then the defender (who chooses his casualties). The boss has the best attack value (1-6), the family members the next best (1-5), followed by hit men (1-4), henchmen (1-3), and thugs 1-2). Attacking hit men always get to shoot first in combat and whichever units they kill don't get to return fire, making them one of the most lethal, frightening units in the game.MOVEMENT AND VEHICLES: Hit men and henchmen both get to move up to two spaces (neighborhoods) per turn. Thugs, your boss and family members can only move one space. Unit movement can be radically improved by deploying them inside vehicles (limos, speedboats or helicopters). This allows you to pull drive-by shootings and other lightning raids behind enemy lines or to quickly fortify weak spots. Vehicles ignore enemy ground troops for movement purposes but are blocked by matching enemy vehicles. As an example, helicopters can hold up to three units and ignore land, water and enemies (except rival helicopters); they can move up to nine spaces but must have a friendly space to land (either one of yours or one of the three neutral airports scattered across the map). That means any units dropped off by them are on their own. Something else to keep in mind is that vehicles without any units in their space to defend them can be stolen by your enemies and used against you!STATIC DEFENSES AND INCOME: Another layer of protection for your budding criminal empire is gained by bribing the cops (creating "corrupt precincts") that cost money for your enemies to travel through; if they don't have the funds, they can't move through and probably can't attack you that turn). So income is also very important; you need to spend it to hire muscle, build illicit businesses (these increase your revenue multiplier), build penthouses (to serve as static spawn points, fortresses, and another boost to your income multiplier), to create corrupt precincts (to inconvenience and/or stall your enemies), and to purchase vehicles (to make your troops more mobile and to spring surprise attacks). But, you should hold some money back each round to pay off hostile corrupt precincts to let you through to strike at your enemies. Running a crime family is expensive and challenging!HOW TO WIN: Money and mobility rules, and these are tied to your boss and family members. You absolutely must protect these units at all costs because each one is multiplier for your income. You also want to build as many illicit businesses as you can as quickly as you can, as these too add to your income (as do penthouses, to a lesser extent). The boss is a mobile spawn point and the penthouse a static one (and you lose if your boss dies), so always protect them like crazy and place them strategically. Mobility is another key strategy. You need expendable units (henchmen, hit men) that can move two spaces to be effective, but you also need vehicles. Vehicles are awesome and let you hit hard and fast behind enemy lines. The flip-side of that is corrupt precincts; you want to place those to stymie enemies from advancing into your territory. You also want to buy up all the Thugs (cheapest, slowest, crappiest units) because cannon fodder is always nice, but also to prevent your opponents from buying them. If you can do that, they will be forced to buy the more expensive units and will have less troops on the ground to withstand your attacks. Perfecting a mix of this money and mobility strategy is crucial to understanding and winning the game.GAME TIME, SET-UP AND RULES: Average game time is 4-6 hours depending on the number of players. Set-up is pretty quick since you begin with all your units in just one space (unlike most Risk variants) and branch out into surrounding spaces from there. As for complexity, I'd say the rules are more complicated than Risk 2210 A.D. but less complicated and more straightforward than Axis & Allies 1942.QUALITY: The quality of the minis and other bits is outstanding. For example, the helicopters really have propeller blades that spin! The boss, family members and three different types of muscle minis each have their own fun, cartoonishly brutal look to them. The family members are all slick, sunglass-wearing creeps with briefcases, the boss is a fat old bald guy who looks like the Kingpin from Marvel Comics, the hit men are gold and wield silencers, the henchmen wield shotguns and are silver, and the thugs are ugly, knife-wielding goons and copper-colored. The color scheme reminds you of their value, both in dollars and in combat effectiveness. The illicit businesses and penthouses look like real buildings and you can even land your helicopter on the penthouse roof! The corrupt precincts are police badges with daggers through them. The money looks like real play money, with ugly mafia goon faces instead of dead presidents.BOARD AND OTHER BITS: The box includes a sturdy fold-out board map of New York broken up into conquerable neighborhoods (spaces/territories), rulebook, durable quick set-up "cheat sheet" (with movement examples), five red and five black 10-sided dice, plus each player gets a durable double-sided cardstock mat; the mats have cheat sheets listing turn action order, costs to buy stuff, etc. on one side and a handy cross-referencing income chart on the reverse. Not being an east coast guy or ever having been to New York City, I learned a lot about the area's geography from studying the map. Boroughs and neighborhoods I'd only ever heard of from movies and TV were suddenly put into context.FINAL VERDICT + SIMILAR GAMES YOU SHOULD BUY: Risk-type board games are one of my favorites and I've played a lot of them. Blood Feud In New York is easily one of the best ever made. Tons of fun, it ranks right up there with Axis & Allies 1942, Risk 2210 A.D. and Samurai Swords: A Game of High Adventure (aka Shogun). My only complaint is the amateurishness of the box and rule book art which might have contributed to Blood Feud not being a better seller for Eagle Games. It was originally released in 2005, and is unfortunately long out of print. It certainly doesn't deserve to be. If you love Risk-type games as much as I do and enjoy the modern mafia theme, then you'll get many years of enjoyment out of Blood Feud. I still play it after five years and it's just as much fun now as it was then.
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