# Ca$h 'n Gun$: Yakuzas ## General Info - **Year Published**: 2007 - **BGG Rating**: 6.5 - **BGG Rank**: — - **Players**: 6-9 (Best with: 9) - **Duration**: 45 min - **Weight**: 1.54 / 5 - **Designers**: Ludovic Maublanc - **Artists**: Gérard Mathieu - **Publishers**: Repos Production, Heidelberger Spieleverlag - **Categories**: Bluffing, Card Game, Expansion for Base-game, Fighting, Humor, Mafia, Negotiation, Party Game - **Mechanics**: Player Elimination, Simultaneous Action Selection, Variable Player Powers ## Verdict If you already enjoy the madness of Ca$h 'n Gun$ and want more people to split the loot (or take a shot!), this expansion is a perfect fit to increase the fun and chaos.More players, more troubleNew weapons and powersIncreases overall madnessKeeps the original vibePlayer eliminationCan get chaoticGroup dependentFOR GENRE FANS ## Description Hey everyone! Ready to amp up the chaos and dirty money? Ca$h 'n Gun$: Yakuzas is the expansion that arrives to supercharge the base game, bringing more people to the table and more trouble to sort out. Now you can invite two more friends to this whole madness, totaling 9 players all vying for the cash. But that's not all! The Yakuza sent some new goodies to spice things up: new weapons like Tantos, Shuriken, and the powerful Shotgun, ready to make some noise. Plus, there are new cards with special powers that can turn the game upside down and object cards that add that extra flavor to negotiations (or the lack thereof!). If you dig the vibe of Ca$h 'n Gun$, where the tension is palpable and each round is a new chance to walk away rich or get shot, this expansion is for you. It keeps the essence of the original game: the simultaneous action selection that creates moments of pure guesswork and suspicion, player elimination that makes the competition fiercer, and variable powers that give each Yakuza at the table a unique touch. It's guaranteed fun for those who love to bluff, negotiate (or threaten!), and watch the circus go up in flames. Get ready for more laughs, more shouts, and, who knows, maybe more money in your pocket. Just don't say we didn't warn you when the Shotgun fires in your direction! ## How to Play Game Objective In Ca$h 'n Gun$: Yakuzas, you and your team must be the gang with the most money at the end of the 8th Round to win the game. The game is an expansion for Cash'n Guns and introduces new characters, foam weapons (Tantos, Shurikens, and Shotgun), Object cards, and a team-based rules system for up to 9 players. Setup Gather the Money bills from the base game CASH'N GUNS and the YAKUZAS expansion, shuffle them, and divide them on the table into 8 face-down piles with 8 bills in each. Place the 3 Gang Cards on the table. They show the Characters of each Gang, the order in which players should sit around the table, and the reward for eliminating all members of each Gang. They also function as a Stock for the money earned by each gang during the game (stack the money bills next to their respective cards). The visible face of the Gang Cards (to be open on the table) depends on the number of players: 6 Players: 1 Yakuza gang ("Purple", with 2 players) and 2 Gangster gangs ("Yellow" and "Red", with 2 players each). 7 Players: 1 Yakuza gang ("Purple", with 3 players) and 2 Gangster gangs ("Yellow" and "Red", with 2 players each). 8 Players: 1 Yakuza gang ("Purple", with 2 players) and 2 Gangster gangs ("Yellow" and "Red", with 3 players each). 9 Players: 1 Yakuza gang ("Purple", with 3 players) and 2 Gangster gangs ("Yellow" and "Red", with 3 players each). Each Gangster player receives their Character, their Pistol, and their Deck of 8 Cards, in the same way as in the base game. Each Yakuza player receives their Character, 1 Tanto, 1 Shuriken, and their Deck of 8 Cards. Gangster gangs receive Super Power cards, and Yakuza gangs receive Super Kiai cards. Each 2-player gang receives three random cards, while 3-player gangs receive two. Before starting the game, players from each gang must secretly meet to choose and divide their Super Power or Super Kiai cards. Each player can only keep 1 card (any remaining cards must be removed from the game, without anyone else seeing them). This is also the time for gangs to define their strategies, passwords, and whatever else they imagine using during the game. Finally, players from different gangs must sit around the table, alternating as follows (from left to right): 6 Players: 1st Yakuza, 1st "Yellow" Gangster, 1st "Red" Gangster, 2nd Yakuza, 2nd "Yellow" Gangster, 2nd "Red" Gangster. 7 Players: 1st Yakuza, 1st "Yellow" Gangster, 2nd Yakuza, 1st "Red" Gangster, 3rd Yakuza, 2nd "Yellow" Gangster, 2nd "Red" Gangster. 8 Players: 1st Yakuza, 1st "Yellow" Gangster, 1st "Red" Gangster, 2nd "Yellow" Gangster, 2nd Yakuza, 2nd "Red" Gangster, 3rd "Yellow" Gangster, 3rd "Red" Gangster. 9 Players: 1st Yakuza, 1st "Yellow" Gangster, 1st "Red" Gangster, 2nd Yakuza, 2nd "Yellow" Gangster, 2nd "Red" Gangster, 3rd Yakuza, 3rd "Yellow" Gangster, 3rd "Red" Gangster. If playing with the Objects variant: Both Object decks (Gangster and Yakuza) will be used. During Setup (after characters are defined), give 3 Object cards to each 2-player gang, and/or 4 Object cards to each 3-player gang. Each gang meets separately to decide which Object each player will keep (only 1 per player). Any remaining cards are removed from the game, without rival gangs seeing them. Game Flow The game is played in 8 Rounds. A Godfather must be elected to coordinate the game and ensure all steps are followed. Each Round is divided into 8 Phases: Phase 1 - Reveal the 8 Money Bills At the beginning of each round, one of the piles of 8 Money bills is opened in the center of the table (face up). Bills not distributed in previous rounds remain on the table, adding to the Money of the newly opened pile. The Godfather loudly announces the sum of the Money to be shared in the current round. Phase 2 – Players choose one of their cards Each player secretly chooses one of the cards from their Character's Deck and places it face down on the table (each card can only be used once, then discarded). Phase 3 - Players point their Weapons The Godfather counts to 3 aloud, and at 3, players must simultaneously point their weapons at another player (if a player points after the other players, they lose their card). A player cannot point their weapon at another member of their own gang (not even to explode a grenade!). Yakuzas must use their Tantos, which are melee weapons and can only be pointed at a player sitting next to them (to the left or to the right). Phase 4 - You Lost!, Banzai!: The chance to withdraw The Godfather counts to 3 aloud again, and at 3, each player can choose one of the following actions: Withdraw from the share, dropping their weapon and laying down their character, who has hidden behind a box (if a player lays down their character after the others, they cannot withdraw from the share). Do not give up the share, keeping their weapon pointed (cannot change target) and shouting "YOU LOST! YOU LOST! YOU LOST!" or, in the case of Yakuzas, "BANZAAAAAAIIII!!!!". Gangsters who withdrew discard the card they played (without showing it to others) and take a Cowardice token. Gangsters who were pointing at a player who withdrew place their weapons on the table and discard the card they played. Yakuzas who withdrew do the same, but receive an Honor marker, with the Finger side facing up, instead of the fear token. A Yakuza who abandons a share and already has an Honor marker must flip it to the band-aid side. Their code of honor obliges them to cut off one of their fingers, and they receive a Wound (the flipped marker now functions as a common Wound marker). When a player withdraws from the Share, they must place the received marker on their prone character. This will facilitate the use of Tantos and other objects. If a Gangster being threatened by a Yakuza withdraws from the share, the Yakuza does not discard their card! The Tanto is a difficult weapon to master, and they now point their Tanto at the first player (who is still in the share) sitting after the Gangster who withdrew (who could even be another Yakuza). Phase 5 - "Bang! Bang! Bang!" Players who remain in the share and played a "Bang! Bang! Bang!" card reveal it, their targets fall, receive a Wound, and discard their cards. If two players used "Bang! Bang! Bang!" on each other, both are hit. Like Gangsters, a Yakuza dies upon receiving their 3rd Wound. Phase 5b - Shuriken! A Yakuza player who has played a Shuriken card reveals it, even if the opponent they were pointing their Tanto at withdrew from the share. They must drop their Tanto (it was just a bluff), pick up their Shuriken, step back 1 meter (1 large step), and throw it at a Gangster Character (at the character marker, not the player!) of their choice, provided that: The Gangster remains in the share (character standing). The Gangster is not sitting next to them, unless the only Gangsters still standing are next to them (in this case, they can throw at one of them). If only other Yakuzas remain standing when throwing the Shuriken, the card must be returned to the player's hand. They must discard a "Cling Cling Cling" card in its place. The Shuriken will fail if it does not hit any of the standing characters, or if it hits one of the characters next to the thrower, and must be discarded without any effect. If the Shuriken accidentally touches another Yakuza's Character, they also receive a Wound. If more than one Shuriken is thrown in the same round, the Yakuzas must define the order in which each will throw. A player wounded by a Shuriken can still be wounded again during the current round (see "Phase 6"), but cannot use the card they played. Phase 6 - Reveal remaining cards Players who remained standing and have not yet shot show their cards. Resolve Gangster cards first, but remember that the effects of all cards are simultaneous. Therefore, a Yakuza hit by a "Bang!" can still use their Tanto, and if two players hit each other, both are wounded and out of the share. "Clic Clic Clic" and "Cling Cling Cling" cards have no effect. It was just a bluff. "Bang!" and "Tanto" cards hit the players they were pointed at. Victims receive 1 Wound marker (or more, if hit by several of these cards at the same time) and lay down their characters, being out of the share. Remember that the Tanto can only threaten a player next to them, and when that player abandons the share (in "Phase 4") the Tanto threatens the player next to them (and so on). Therefore: the "Tanto" card can hit another Yakuza, if the Gangsters between them have abandoned the share. the "Tanto" card can hit the Yakuza who played it, if they are the only character remaining standing after "Phase 4". All used cards are discarded at the end of Phase 6. Phase 7 - Share the Loot The loot must be divided equally among the players whose characters are still standing (everyone must receive exactly the same amount of money). It is not allowed to "exchange bills" or "make change", only the bills open in the center of the table can be divided (the highest value ones must be divided first). Bills that could not be divided remain on the table, adding to the bills that will be opened in the next round. The money earned is not kept individually, it belongs to the gang. The portion of the loot that each player receives must be placed under their respective Gang card. Therefore, the more players from the same gang participating in a share, the more money that gang will receive. Intermission - Gang Meeting At the end of the 4th Round of the game (i.e., after sharing the 4th Pile of Money), the game is interrupted for 5 minutes so that each gang can meet and plan their strategies for the final 4 rounds. Actions and How to Play Refer to the manual for details on this section. End of Game and Scoring The game ends at the end of the 8th Round, after sharing the 8th Pile of Money. Each Gang counts its money, deducting: $5,000 for each Cowardice token possessed by its still-living members. $20,000 for each dead member of 2-Character Gangs. $30,000 for each dead member of 3-Character Gangs. The Gang with the most money will be the winner. In case of a tie, the smallest Gang wins (the one with fewer characters at the beginning of the game). If the tie persists, the one with the most Wounds wins (only those of still-living members are summed). If it is still tied, the gangs share the victory. The game can end before the 8th round, if only one gang has members still alive (thus being the winner), or if no player remains alive (with no winners in this game). Tips for Winning Refer to the manual for details on this section. ## FAQ ### Do I need the base game Ca$h 'n Gun$ to play with this expansion? Absolutely! Ca$h 'n Gun$: Yakuzas is an expansion and requires the base game Ca$h 'n Gun$ to function. ### How many players can I play with now? The expansion allows you to play with up to 9 players, significantly increasing the potential for mayhem and negotiation! ### Does the game become more complex with these new cards and weapons? The complexity doesn't increase drastically, but the new weapon and power options bring more variety and surprises, making the game more dynamic. ### How long does a game last with this expansion? The game time remains around 45 minutes, even with more players, as the core mechanics are quite agile. ### Is there a lot of language dependency on the cards? No, the cards and rules do not have significant language dependency, making it easier to play among friends. ### Does this expansion add a lot of fighting and player elimination? Yes, player elimination is a core mechanic of Ca$h 'n Gun$, and this expansion maintains and even intensifies it with more confrontation options. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 26.95 (https://boardgameprices.com/item/go?source=A&storeitemid=147745&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/1272/cah-n-gun-yakuzas?utm_source=boardgamesbot.com