GAME OF CHASE
A street-hustle board game for 2 to 14 players. Three teams, six dice, one million dollars on the line. Rebuild the community or take everything.
- 2–14 players
- Ages 12+
- 5 games in 1
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From $34
Welcome to Gangsta Island
A game about the inner city: the people who rebuild it, the ones who hustle it, and the ones who take from everyone.
Catch and take the bad hustlers’ money. They win by pooling $2,000,000 to rebuild the city.
Move first and hustle up one million dollars before anyone stops them.
Move last, hunt players and take their life cards. They win by eliminating everyone else.
- 1. Bad Hustlers move first
- 2. Good Guys move second
- 3. Ugly Takers move last
It plays like the block looks
The Game of Chase is an action board game that portrays real life in the inner city: robbery, killings, bullies and the everyday trials of the street. It is a multiplayer game of up to 14 players, made for adults and kids 12 or older.
You start with three life cards and six dice. Tip-toe through the neighbourhood or hightail it with your freedom, funds and life cards on the line. Lose all three life cards and you are out, unless you buy one back at the Cryo Gene Clinic.
Cards, calls and time limits
The small rules that decide who leaves the table rich and who leaves in handcuffs.
Choosing players
Shuffle the player cards and pass them out randomly or in order, or trade.
Two ways to play
Each player gets 30 seconds with the sand glass to complete a single roll. The player after the shooter signals when time is up. If time expires, the shooter stays put and loses the turn. The same 30-second limit applies while getting your hustle on.
Bond out card
Protects the money you have in the ATM. One-time use, up to three at $10,000 each. You must land on Bail Bonds or the Lawyers Office to buy them, one at a time or all three at once.
Beneficiary card
Own up to three at $50,000 each, one-time use. Protects ATM funds and lets a player inherit their money at the start of a new life. Buy them from Bittersweet Life / Mutual Beneficiaries.
Bank run
Call it out loud before a player rolls the dice when you make an ATM deposit. It alerts the table that the chase is on.
My money
Call it when a player cheats: calling Bank Run then doing other transactions, when someone is snitched on during their hustle (rolling 1-1-1-2-6-6), or when a bad transaction slips by. Call it after the turn, keep the profits, take that player’s money except ATM funds and walk them to jail.
Roll, move, hustle
Six dice, one direction, thirty seconds to decide.
Movements
Only go in one direction, no back and forth on a single roll, unless you run into dead-end streets. Map the route before you get the dice: once your piece is down, you are stuck there. Preferred time limit is 30 seconds after your roll.
Corners
All corners can be advanced on straight-forward or diagonally. As long as the spaces touch, a player can skip the corner spaces to reach a desired spot.
Getting your hustle on
Land on a community entry spot and roll all six dice. The minimum score is three of a kind: three 6s pay $6,000, four 6s $60,000, five 6s $600,000. Three doubles pays $50,000. Lakefront Condos double the money, Da Carter triples it.
Nothing on this board is safe
Money changes hands every roll. So do life cards.
Take a person
Land on a spot another player already occupies and that is a TAKE. A Good Guy who takes a Bad Hustla gets their funds except ATM money. Land on a bad guy or a vulnerable Taker and collect $50,000.
Struggle
When a Taker takes you, you lose a life card and your cash except ATM funds. Roll three of a kind from six dice to win it back. Only Bully D. Williams, 5-Fingers and Mrs. Sexy can be struggled against, never Crooked Cop or Lama.
Stacking bonuses
When players share a spot after a take, a third player landing there earns $200,000, the fourth $300,000, and $100,000 for every extra player. Ugly Takers can never stack, and landing on a stack takes everyone on it.
Three ways off the board
Land wrong and you sit a turn, lose a life card, or worse.
Jail
ATM funds are released to you on the way in, so leave with everything you carry. Pull a jail card before your next roll. A Bond Out card protects your ATM money, one time use, up to three at $10,000 each.
Hospital
Lose a life card to a vulnerable Ugly Taker and you wake up in hospital. When your turn comes, pull a hospital card and follow it.
Cemetery
Three ways in: Lama killed you, you lost a struggle, or you are out of life cards. You lose money and ATM funds too, unless a Beneficiary card covers them.
ATM
Funds are 100% safe once deposited, unless you lose a life card. Go to jail and every ATM fund is released back to you. Keep your cash in the envelope provided.
Armored truck money bag
Roll 1-2-3-4-5-6 on a natural roll and the ATMBF pays you. It collects $1,000 every time the dice return to the first shooter, and holds the money for cards, lawyer fees and Lama’s kills.
Lottery and snitch hotline
Roll six of a kind and win the $5,000,000 lottery, except Lama. Roll 1-1-1-2-6-6 and someone snitched: straight to jail, and whoever calls MY MONEY takes your cash.
The basics
Everything you need to know before the first roll.
Three life cards
Lose all three and you are eliminated. Extra lives can be bought for $250,000 at the clinic.
Six dice
Roll as many as you need. Pairs, trips and straights all change what happens next.
Jail, hospital, cemetery
Three ways out of the street. Land wrong and you sit a turn, or worse.
ATM and bank runs
Hit the ATM for cash, or catch a falling armoured truck money bag for the big score.
Watch a game play out
See the board, the dice and the trash talk before you buy. Plus the songs and skits from Gangsta Island.
Ready for game night?
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