SECRET ACTION PHASE: FIRST GAME ROLE DEFINITIONS: GAMEPLAY INTRO: EXAMPLE MODERATION: THE FIRST NEGOTIATION: CARD MIX:

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2 When Don Corleone s family was threatened, he didn t immediately go to the mattresses like his hot -headed son advised. Instead, he called a meeting and attempted to negotiate a peace between the families. One that would see an end to the bloodshed. Unfortunately, not all who ve come to the table have good intentions. Cops, liars, and usurpers are seated all around you, smiling in your face while looking to undermine you as soon as your back is turned. In the end, only one side can prevail. Will there be peace, or will it all come crumbling down? GAMEPLAY INTRO: The Godfather: An Offer You Can t Refuse is a moderated, deductive and deceptive party game designed for 5 or more players. In the game, you ll be given a role that places you on one of two teams. You ll either be a member of the Mafia, with a goal of negotiating peace between the families and removing all the traitors from your ranks, or you ll be one of the cops and traitors secretly working to frame or eliminate mafiosos and cause as much chaos and distrust as possible. Players win as a team. The Mafia wins when all traitors are removed. The traitors win when they equal or outnumber remaining Mafia players. Even if you ve been removed from play, you still win with your team. There may even be occasions where your heroic sacrifice makes the difference. Just remember, the Godfather always takes care of the family. First Game Roles CARD MIX: If you are inexperienced in this type of game, it is recommended you use the following Role cards: 1 Consigliere card 1 Don Corleone card 1 Cop card (5-8 players) 2 Cop cards (9-11 players) 3 Cop cards (12-15 players) 4 Cop cards (16-20 players) Mafioso cards equal to the number of remaining players You will also need one Moderator who will run the game. This player is in charge of moving the game through its phases and keeping track of any special roles that may need their own private phase during gameplay. The Moderator is impartial and should give no clues or help to either side during gameplay. FIRST GAME ROLE DEFINITIONS: Consigliere (Family) The Consigliere may point at a player during the Secret Action phase. The Moderator will silently alert them if that player is in the family or a traitor. Don Corleone (Family) An Offer You Can t Refuse. Once per game during the Secret Action phase, Don Corleone may point at one player. The Moderator will place the Horse s Head in front of that player. During the next Negotiation phase, if a traitor is not voted out of the game, that player dies. Cop (Traitor) During each Secret Action phase, Cops work with their team to arrest one player. Mafioso (Family) Mafiosos are in the family. It is their goal to identify and vote out members of the traitor team. They have no special action during the Secret Action phase. Once you are familiar with the game, you may balance and adjust as you see fit. See Notes on Advanced Cards & Tokens for descriptions of roles you may want to add. SETUP: 1. Each player is dealt a Role card that will let them know which team they belong to and what special actions (if any) they can perform. These cards are private information and may never be shown to anyone. Mafia players do not know who is on their team, and traitors should try and do their best to avoid revealing that they are working against the family. The game takes place over a series of rounds, each containing a Negotiation phase and Secret Action phase. Players will debate during the Negotiation phase and keep their eyes closed unless instructed otherwise during the Secret Action phase. 2. The game begins with a Secret Action phase. During this phase, the Moderator will ask all players to close their eyes. Once this is complete, the traitors will be instructed to open their eyes so that they may identify each other to help know who they ll be working with to undermine the family during negotiations. After the traitors have seen each other, the Moderator will instruct all players to close their eyes then open them, so everyone sees each other for the first time. Now the fun begins! Deal each player 1 facedown Role card. [7 Player Example] The Moderator should then place corresponding oversized Role cards face-up in the center of the table to help all players remember which roles are in the game. NEGOTIATION PHASE TIPS: The goal of the Negotiation phase is to eliminate one player from the game. The Mafia will be attempting to find traitors. The traitors will be doing their best to shed suspicion and frame members of the Mafia to take the fall. All non-eliminated players take part in this phase. During this phase, players discuss who to vote out of the game. You may claim roles, offer deals, and outright lie as you see fit, but you may never publicly reveal your Role card. The Negotiation phase ends when a majority vote has been reached. At that time, the selected player is out of the game, and play moves into the Secret Action phase. If you are playing with any optional items (see Notes on Advanced Cards & Tokens), voting on items takes place before the elimination vote. SECRET ACTION PHASE: This phase begins with the Moderator instructing all players to close their eyes. Once all players have done this, the Moderator instructs the traitor team to open their eyes and silently point at who they d like to arrest (remove from the game). This decision must be unanimous. Once the traitor team has made their selection, the Moderator instructs them to close their eyes again and then moves on to the players with special Role cards (e.g., the Consigliere). EXAMPLE MODERATION: Traitors, open your eyes. Traitors, identify your target. Traitors, close your eyes. Consigliere, open your eyes. Consigliere, identify your target. Consigliere, close your eyes. THE FIRST NEGOTIATION: The first round should be used for introducing each of the players by going around the circle and having each player say something about themselves. This can be as simple as, My name is Bob, and I m in the family, or something more thematic such as, I m Bob, and my pops was a trigger man. I m in the family, straight from the old country, and I ll kill a rat. Players should never claim to be traitors and will likely want to keep any secret role they possess secret, as it will make them a target. That said, you may say anything you like as long as you don t physically reveal your card. After introductions are made, the Moderator describes how to accuse someone of being against the family and how to vote to put a hit on them.

3 ACCUSATION: ENDING THE GAME: [7 Player Example] COINS the Secret Action phase, the Enforcer remains in play throughout the next day before exiting the game. To accuse someone of being a traitor, point at them and say, for example, I accuse Bob. If another player seconds the accusation, Bob may defend himself, and then all active players vote: thumbs up to live, thumbs down to be eliminated. If you eliminate a player, his role will be revealed, and the Negotiation phase will end immediately. If the vote fails, negotiations continue. If more than half of the players votes are thumbs down, the target player is eliminated, and his Role card is revealed. That player may not speak at all once their card is revealed and should leave their place at the table. The Moderator should set a predetermined time limit on the length of each Negotiation phase (10 minutes is suggested, but you may alter this according to player count and play style), and if no one has been eliminated by then, the phase ends with no eliminations. Be sure to inform the table when time is almost up. SECRET ACTION PHASE: Unless a Secret Role in play specifically calls for its action to be used before the target is selected, each Secret Action phase begins with the traitors selecting their target. They must agree on the hit and are required to silently negotiate until all are pointing at the same victim. Next, the Moderator awakens the Consigliere and asks them to select a target. The Moderator indicates whether that player is in the family (thumbs up) or a traitor (thumbs down). EACH DAY MOVING FORWARD: At the start of each day, the Moderator should announce the player who was eliminated and show that player s card to all remaining players. That player may not speak at all once their card has been revealed. They should leave their seat at the table but still watch the game. Since they win with their team, their elimination isn t truly the end of their chances. If the family manages to eliminate all the traitors, the game is over and they ve won. If there are the same number or more traitors than members of the family at any time, the traitors win. The Moderator should announce when the game is over, and all players still in the game can then reveal their cards. As your group gains experience, certain patterns may emerge. The advanced cards and tokens will help make each game a unique experience; add them in slowly. You ll find they take experimentation, as a well-played Secret Action can have a large impact for one team. NOTES ON ADVANCED CARDS & TOKENS: The following section contains additional roles and items that can be added into the game as play groups gain more experience. At the beginning of each game involving additional content, the Moderator will need to alert the group as to what roles and items will be in use. TOKENS GAME EVOLUTION: Coins The coins are given to players removed from the game during the Secret Action phase. As their last action before being eliminated from the game, they may give that coin to the player to their direct left or right. That player now has the option to use a new Secret Action phase: Bribe. Bribe A player wishing to pay a Bribe indicates so by raising their hand during the Secret Action phase. The Moderator will acknowledge their request by tapping them on the shoulder. Once the player receives the tap from the Moderator, they will open their eyes and point at one eliminated player. That eliminated player may communicate a one-word note to the active player by using a scrap of paper. The Moderator should take the note from the eliminated player, give the note to the active player to read, then dispose of the note. Like Role cards, this information is the sole property of the active player, and it is up to them to choose when or how to share it. Traitors may use bribery as a bluff, and just like every aspect of this game, deceiving the group about what information you ve been given is a legal and valid strategy. C.) ROLES The Cop players have decided which player to eliminate. That player is given a Bribery coin by the Moderator and then must select which player to place it in front of. No discussion is allowed while this decision is being made. Accomplice (Family) Once per game, the Accomplice may place a gun in front of another player. That player now has the ability to eliminate one player without a vote. They just point the gun at them and announce, Bang, at any point during the Negotiation phase. Loyal Brute (Family) The Loyal Brute offers protection to one player in the form of the bulletproof vest. The vest protects that player from being targeted during the next Secret Action phase. The Loyal Brute may not protect the same person in back-to-back Secret Action phases. Coward (Family) The Coward may not be given the gun or bulletproof vest. If they receive either, they must give it to the player directly to their right or left. Enforcer (Family) If the Enforcer is targeted for elimination by the Cops during Hit Man (Traitor) Once per game during the Secret Action phase, the Hit Man may target a player. If that player is the Don, that player is eliminated. If that player is not the Don, the Hit Man is eliminated instead. Police Chief (Traitor) During the Secret Action phase, the Police Chief may point at a player. The Moderator will silently alert the Police Chief if that player is Don Corleone. Saboteur (Traitor) If voted out, the Saboteur immediately kills the player to their direct right or left. Inside Man (Traitor) If the Consigliere points at the Inside Man during the Secret Action phase, the Moderator will identify the Inside Man as being part of the family, even though the Inside Man is a traitor. QUICK-PLAY NO- MODERATOR VARIANT: Leave the Gun, Take the Cannoli (3-7 Players) By using just the Cop cards, Don Corleone card, and the Gun punchboard token, you can play a lightning fast game of psychological manipulation. Rules (3-6 Players) Shuffle enough Cop cards and the Don Corleone card so that each player will receive one Role card each. Once players check their roles, immediately begin a Secret Action phase. Everyone closes their eyes, and one player speaks aloud. Don Corleone, open your eyes. At this moment, Don Corleone secretly places the Gun token in front of one player. (Rotate the handle of the token if it makes less noise. Instruct your group about the spirit of the game if you find them listening too intently during this phase.)

4 After 10 seconds, the same player should speak again. Don Corleone, close your eyes. Then after a few seconds, Everyone open your eyes. There will now be a gun in front of one player. It is that player s job to discover who has framed them with the gun and kill them. The round ends when the player with the gun points the token at one other player and says, Bang. If they can correctly identify the Don, they and all Cop players win. If they are wrong, both the gun-wielding player and the target are eliminated. If this leaves one or fewer Cops left at the table, the Don has won. If there are two or more Cops left, another Secret Action phase begins, and the Don chooses a new player to give the gun to. [3 Player Quick-Play Example] Playing with 7 players At 7 players, the Don gets to enlist a Fall Guy before handing out the gun during the first Secret Action phase. The Fall Guy wins with the Don and loses if the Don is shot. In games with 7 players, all players must extend one fist toward the middle of the table. During the first Secret Action phase, the Don will tap one fist. That player will open their eyes, identify the Don, and acknowledge their new alliance. The game then plays out the same as it does with 3-6 players with the following exceptions. The Don may never give the Fall Guy the gun during the Secret Action phase, and the game ends immediately in a Cop victory if the Don is ever shot, even if the Fall Guy is still alive. After all, a Fall Guy s only good for one thing taking a bullet. As with the regular game, the Fall Guy can win in death if the Don survives till the end, as the Don will reward his family for his service. [7 Player Quick-Play Example] GAME CONTENTS: 1 Rulebook 26 Oversized Role cards 26 Role cards 12 Bribery coins 1 Gun token 1 Bulletproof Vest token 1 Horse s Head token 1 Moderator Reference card CREDITS: Art: Corbyn S. Kern Game Design: Nathan McNair and Nate Murray Editing: David Hedgecock, Jerry Bennington, Nathan McNair, Michael Benedetto, and Nate Murray Graphic Design: Samantha Barlin and Delaney Mamer Product Development: Jerry Bennington and Nate Murray Art Direction: Robbie Robbins C.) All players look at their Role cards then close their eyes. The Don takes a Secret Action phase to place the gun in front of one other player. Then the real fun begins! All players look at their Role cards then close their eyes, extending their fists toward the middle of the table. Before handing out the gun, the Don lightly taps the hand of a fellow player. They are now The Fall Guy and must ensure the Don survives to the end in order to win. They may even give their life to do so. Production Management: Kathy Cheong and Thomas Cho Play Testers: David Murray, Patrick Nickell, Jason McCracken, Ryan Browne, Jon Jesper, Amanda Schnitzius, Camie Mamer, and Walt Murray Special Thanks To: Ted Adams, Greg Goldstein, Chris Ryall, and Robbie Robbins TM & 2015 PARAMOUNT PICTURES ALL RIGHTS RESERVED.

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