Turf War: Prohibition Raid
2026
Published by (Self-Published)
Set in Prohibition-era America, players take on the role of rival crime bosses battling for control of major U.S. cities. Players expand their reach by deploying mobsters, seizing opportunities, and undermining rivals through direct conflict and clever plays. Each player fights to acquire as much money as possible. Money is earned by controlling cities. Control is volatile as cities can change hands every few minutes. Each turn, players recruit new mobsters to help seize territories, and use those mobsters to 'take-out' their opponents. Once things get too hot, they can lay low to get new resources, and then wait for another moment to strike. Once the pool of money has runs out, the player with the most is deemed the Supreme Mob Boss. This is a face-paced, king of the hill, territory control board game. The game is centred around a few core principles: No turtling - a big gripe I have with territory control is a slow build up and then sudden chaos. You play for an hour to have 10 minutes of fighting. These games should have constant conflict. No dice - it is quite frustrating to get to the final moment of a game, and then dice let you down. We wanted to focus on strategising, instead of luck. Multiple roads to victory - there is no one best strategy where players are reliant on getting the best cards to achieve success. Identify weaknesses and time your aggression to be victorious. All these principles focus the game towards having a great flow, good fun, and constantly evolving gameplay that shifts every turn. —description from the designer
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Game data sourced from BoardGameGeek, used under their API terms.
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