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Game Objective
In Batman: Gotham City Underworld, you are an aspiring supervillain trying to dominate districts of Gotham City while escaping Batman. The objective is to be the first to reach 10 influence points by controlling villains and districts. Beware: if your influence or health points reach zero, you will be sent to Arkham Asylum and lose the game!
Preparation (Setup)
- Each player receives:
- 1 Arkham Asylum card (health points)
- 1 Gotham City card (influence)
- Clips to mark starting points
- Separate districts and villain cards according to the number of players:
- Villains: 1 set more than players (e.g., 3 players = 4 sets)
- Districts: 1 less than players (e.g., 6 players = 5 districts)
- Shuffle the Batman, Joker, and chosen villain cards, distributing them face down (there may be different quantities per player).
- Return unused components to the box.
- Place the districts and the Bat-Signal in plain sight of everyone, with the Bat-Signal in front of the dealer.
Game Flow
There are no fixed turns! Everyone plays simultaneously:
- Card trades: Announce how many cards you want to trade (e.g., "Two, two, two!") and find someone who wants to trade the same amount. Trades are secret and must involve the same number of cards.
- District domination: When a player forms 5 cards of the same villain, they can discreetly take a district. From then on, anyone can take districts (even without 5 identical cards).
- End of round: When all districts are taken, reveal cards and resolve superpower, Bat-Signal, and scoring effects.
Actions and How to Play
Card Trades
Negotiate freely with other players, always trading the same number of cards. Example: If you announce "Three," you must receive and give 3 cards.
Villain Superpowers
- Harley Quinn: With the Joker's district or a Joker card in hand, opponents lose 1 influence.
- Penguin: +1 influence (max. 2 total points).
- Two-Face: Flip a coin: Heads = +1 health; Scratched Head = +1 influence.
- Catwoman: Immune to hero/villain penalties.
- Poison Ivy: +1 health point.
- Mr. Freeze: Keeps the district for an extra round.
- Riddler: Activates the power of the 6th card in hand (if any).
- Bane: Opponents lose 1 health.
- Joker/Batman: Lose 1 health or influence (see manual).
Bat-Signal
When the last district is taken, the player to the right of whoever has the Bat-Signal chooses to lose 1 health or influence. The Bat-Signal passes to the left whenever possible.
End of Game and Scoring
The game ends when:
- A player reaches 10 influence points (victory).
- Someone reaches zero influence: the player with the most influence wins.
- Someone reaches zero health: the player with the most influence wins.
Ties are decided by health points or the Two-Face coin.
Scoring Table
- 5 identical cards + district: +1 influence (except Joker's district).
- 5 identical cards without district: 0.
- Different cards + district: 0.
- Different cards without district: -1 influence.
- Harley Quinn + Joker's district: scores normally.
Tips for Winning
- Focus on gathering 5 cards of the same villain quickly to take a district first.
- Pay attention to the Bat-Signal — passing it to the left avoids penalties.
- Use superpowers strategically: Penguin and Harley Quinn are great for gaining influence.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules