GF9’s Sons of Anarchy: Men of Mayhem boardgame and its expansions, Grim Bastards and Calaveras, are out of print and no longer available from Gale Force Nine.


When Push Comes To Blood… Do You Have What It Takes To Pull The Trigger?

"On the fringe, blood and bullets are the rule of law and if you’re a man with convictions, violence is inevitable.”
–John Teller, Founding Member SAMCRO



The Sons of Anarchy: Men of Mayhem – Calaveras Club Expansion is now available!  A Club Expansion for the game, The Calaveras contains everything you need to play as a new club in the game or add a fifth (or sixth) player to your dirty dealings!

The Calaveras have two special rules that represent their ruthless style: Shoot First… Shoot Often...


The Calaveras will do whatever it takes to be the last club standing, with no respect for the law or their rivals.  The Calaveras will make sure their message is heard loud and clear when they ambush other clubs.  When the Calaveras Issue a Throw Down Order, they may spend an additional Order to prevent all Clubs involved to Call for Backup! 


The Calaveras also have little regard for their Prospects, letting them Take the Fall instead of a more valuable Member.  Of course the Prospect thinks he’s doing right by the club, but in the end, he’s just a fool.



The Calaveras Club Expansion contains everything you need to add another player to your games of Sons of Anarchy: Men of Mayhem; a Clubhouse Card, a Player Blind, a full set of Dudes, a Club Dice, Tokens, a 5 – 6 player Black Market card, and rules for 5 - 6 player games.


The Sons of Anarchy: Men of Mayhem – Grim Bastards Club Expansion!  A Club Expansion for the game, The Grim Bastards contains everything you need to play as a new club in the game or add a fifth player to your dirty dealings!


The Grim Bastards have two special rules that play into their strength: Loyalty, for a Price.

The Bastards play all the angles, even when a Member Takes the Fall, the Club can leverage its connections for some additional Cash.  Every time the Member Takes the Fall, the Bastards player may sell up to two Contraband for six Cash!  Though it costs a Member, the Bastards can always move Contraband for top dollar, even as their rivals flood the market!

In a Pile-Up, where more than two clubs are in a Throwdown, it’s normally every one for themselves, but the Grim Bastards know how to play the angles.  The Bastards can ally with a rival in the Pile-Up, and instead of rolling their own dice; they allow their temporary ally to add their Throwdown Bonus to the ally’s roll.  Afterwards, regardless of the outcome, the Bastards retreat to their Clubhouse.  The Bastards can use this rule to sell their aid to the highest bidder, extorting Cash, Guns and Contraband from their rivals.  Of course, the loser of such a bidding war just might decide to turn all of their guns on the Bastards in the ensuing Pile-Ups, but there are always new Prospects to fill the Bastards ranks.




The Grim Bastards Club Expansion contains everything you need to add another player to your games of Sons of Anarchy: Men of Mayhem; a Clubhouse Card, a Player Blind, a full set of Dudes, a Club Dice, Tokens, a 5 – 6 player Black Market card, and rules for 5 - 6 player games.


Many players were treated to a preview of the Grim Bastards when we included a preview of their Clubhouse Card in the first print run of Sons of Anarchy: Men of Mayhem!

Some of the first printing copies of Sons of Anarchy: Men of Mayhem are missing a handy reference card that shows the amount of Cash you collect when Trafficking Contraband during the Black Market phase of the game.  The payout levels for a 4 Player game can be found on page 9 of the rulebook.

Players can download a PDF of the Black Market Reference from the How To Play section of the website.


PDF Icon  Click Here to Download the Black Market Reference Card for Sons of Anarchy: Men of Mayhem (315 KB)


The PDF is designed to be folded with 3 Player payouts on one side and 4 Player payouts on the other, you may also stand the folded PDF up as a table tent during your games for easy reference!


We will also include this reference card in the forthcoming club expansions, Sons of Anarchy: Men of Mayhem – Grim Bastards and Sons of Anarchy: Men of Mayhem – Calaveras riding out later this year.


Strategically order your club members to occupy key locations and exploit profitable opportunities.

Deal with rivals: bribe, threaten and bargain with the other clubs. When words fail, violence is inevitable.

Throw down with your rivals to wreck their plans or settle a score.

The law is always watching. Keep the heat off your back, keep your illicit activities quiet and keep your members out of jail.

When push comes to blood, do you have what it takes to pull the trigger?


In Sons of Anarchy: Men of Mayhem, players control rival Clubs, competing to be the most successful outlaw club. Each turn, players choose what Sites of interest to fight for and what territories to yield.


Negotiate, threaten and ally with rival Clubs when it serves your needs, but be wary of the inevitable knife in the back. The Club with the most cash at the end wins.

The game includes:
4 Clubhouse Cards
4 Player Blinds
26 Site Tiles
36 Anarchy Cards
4 Hardcore Anarchy Cards
1 Reaper Patch
4 Dice

Suitable for 3-4 players and takes 90 minutes to play.

The Clubs
In Sons of Anarchy: Men of Mayhem, you control an outlaw club, directing its various criminal activities in your bid to control the town of Charming and raise the most cash.  Each player has a unique club to lead in the game. Sons of Anarchy: Men of Mayhem supports two styles of play; Unleaded games, where every club has the same starting resources and no special rules, or High Octane games, where each club has different starting resources and unique special rules that reflect each group’s particular brand of mayhem.

The Sons of Anarchy Motorcycle Club, Redwood Original specialize in the buying and selling of illegal weapons.  At the start of the game, SAMCRO will have more guns than any other club, potentially making any confrontation with the club a deadly one.  When opportunities arise to sell guns, SAMCRO will always be able to make a little extra cash on deal but each game offers a unique mix of locations and opportunities, so SAMCRO must make sure they make the most of what is available.  SAMCRO is also in an excellent position to make extra cash by selling gun to other players in tight spots.
The One Niners are based in the nearby city of Oakland and make their money by moving contraband across the state.  This dangerous group is quick to respond to a threat, the One Niners can Call for Backup during a Throwdown with a rival club without having to spend a valuable Order Token.  With constant threat of larger numbers, facing the One Niners is a dangerous proposition for any club.  The One Niners will make their cash during the competitive Trafficking phase, moving contraband even when they are feeling Heat from law enforcement.

The Mayans Motorcycle Club looks to make their cash through various illicit activities; illegal guns, contraband, and other shady dealings are all on the table.  The Mayans start the game with the largest number of dudes in their club.  They also have a special rule which allows them to start a Throwdown without spending an Order Token. Combined, this makes the Mayans a wrecking ball, crashing through town, taking control of key locations and forcing rival clubs to retreat.

The Lin are an organized crime syndicate who mask their many illegal activities through various legitimate fronts and businesses.  Highly organized and flush with cash, the Lin make sure their enterprises don’t attract the attention of law enforcement with well-placed bribes.  With more starting cash than rival clubs, the Lin are sure to make the most of every opportunity that presents itself during the game.  The Syndicate can also earn extra cash at the start of each turn of the game if they can ensure that they make the first move and dictate the flow of events.
Dudes & Throwdowns

Your club in Sons of Anarchy: Men of Mayhem is made up of two different types of Dudes: Members and Prospects. Members enforce your will as club president while Prospects are the youngbloods that grow your club. Knowing each Dude’s role in your club is vital to success.

Members are represented as dudes on bikes. Members carry your word to the rest of the club and oversee your various enterprises; as such each active Member in your club will generate an Order Token. While anyone can talk trash to other clubs, it’s your Members who have the authority to start something; a club cannot start a Throwdown without a Member present at the Site. Members know how to handle themselves in a fight, so they’ll contribute greater bonuses in Throwdowns than eager Prospects. Of course, all of this responsibility in the club also draws the unwanted attention of the law, if your club gains too much Heat, one your Members will have to Take the Fall. Only Members can Take the Fall for your club, if your have no Members in your club when you have to Talk the Fall then your days as club president come to an end and you are out of the game.

Prospects are dudes on foot. Prospects are new recruits to your club. Prospects grow your club and give you additional manpower to hold onto important Sites. During your turn, you can spend an Order Token to Recruit a new Prospect, taking a Prospect from your Recruit Poll and placing it on your Clubhouse Card. You may also spend an Order Token to Patch In a Prospect, discard 1 Cash and 1 Gun and replace a Prospect with a Member from your Recruit Pool. At the end of a Throwdown, you’ll get to choose which of your Dudes in the Fight head to the Emergency Room, so have a few expendable Prospects around to protect your more valuable Members is always a good idea!

Rival clubs clash over a Site in Throwdowns. Only a club with a Member present may Throw Down with another club. After you spend an Order Token and declare your intent, the mayhem begins. Before the Throwdown, each club involved has an opportunity to spend Order Tokens and Call for Backup, for each Order Token spent, a player may move Dudes from another Site to the Site of the Throwdown. After the clubs have gathered, each player may decide if they will Pull Guns in the fight, turning a harmless brawl into a deadly affair. Players may secretly add Guns from their concealed stockpile and commit them to the fight, each Gun used in a Throwdown guarantees a rival’s trip to the Emergency Room. Guns also draw Heat; law enforcement is quick to respond to calls of “shots fired”.

Each player rolls a dice and adds their Throwdown Bonus to the result based on the number of Dudes and Guns committed to the fight, the player with the highest total wins! The losing club retreats from the Site, with the winner remaining as the sole occupant. If the club started the Throwdown on their turn, and the Site has not been Exploited, then the winner may spend an Order Token to Exploit the Site and reap its benefits!


The lure of easy money found in the Black Market is hard for a club to ignore; selling illicit goods is a sure-fire method of earning some much-needed Cash. At the end of every round, after clubs have spent all of their Order Tokens, each club has an opportunity to earn Cash in the Black Market. The scrutiny of law enforcement guarantees that trafficking Contraband is a dangerous game.
Each club tracks how much Heat they’ve gained on their Clubhouse Card, a club’s amount of Heat dictates how much Contraband they can move through the Black Market.  The more Heat a club has, the less Contraband they can move. To maximize gains in the Black Market, a club needs to manage their Heat effectively; every deal and action in Sons of Anarchy: Men of Mayhem has consequences. At the end of the Black Market phase, any club who trafficked Contraband will gain Heat, another factor to weigh against your club’s fortunes.
The Deal Goes Down

Each player secretly gathers Contraband, hidden behind their Player Blind, into their hand. At the same time, each club reveals the Contraband they are moving through the Black Market. The total amount of Contraband Trafficked in the phase determines the price per Contraband. The more Contraband sold, the less each individual piece of Contraband is worth as clubs flood the market. A successful club president must be able to gauge the resources and intent of each rival to maximize profits!  Trafficked Contraband is discarded and clubs collect their Cash, securing it behind their Player Blind.  Clubs must also check their Heat levels after Trafficking, if they have to much Heat, then a Club Member must Take the Fall.  With Contraband sold, Cash collected and Heat dealt, the Black Market is closed for the round.

PDF Icon  Click Here to Download the Black Market Reference Card for Sons of Anarchy: Men of Mayhem (315 KB)


Every tense round of Sons of Anarchy: Men of Mayhem kicks off a new twist courtesy of the Anarchy Deck. The Anarchy Deck contains immediate game-altering events, new rules for the game round, new temporary locations and strategy-disrupting round end effects. Dealing with the unexpected is a key component of your outlaw club’s victory.

The Anarchy Deck contains 40 cards, including 4 red-bordered Hardcore cards. For your first few games it may be best to remove the Hardcore cards until your tough enough to deal with the real punch these cards deliver. Shuffle the deck and count out 15 cards; this will be your Anarchy Deck for the game. As the game begins, trouble and opportunity escalate as you build your club and claim your turf. At the start of the first round, reveal 1 Anarchy Card, when the second round begins, reveal 2 Anarchy Cards, then on the third round and for the remainder of the game reveal 3 new Anarchy Cards at the beginning of each round. Anarchy Cards are discarded at the end of each round, so their effects are temporary but their impact can be long-lasting if a club can make the right moves.
There are 4 types of Anarchy Cards.

Obstacles take place as soon as they are revealed. These are immediate one-time events that your club will have to deal with. Obstacles can really hurt a club that doesn’t have a handle on their Heat or can shake up the game by altering the Sites your club occupies.

Hassles are new rules that affect the entire round. A Hassle can disrupt your club’s best-laid plans so be ready to adapt to these temporary twists. Hassles can cut off lucrative revenue streams, alter the presence of law enforcement or push your clubs into all-out war.

Opportunities are the most prevalent cards in the Anarchy Deck and introduce temporary Sites for clubs to seize. Opportunities are fleeting and a club needs to have the numbers and the orders to capitalize on them before their rivals or they need to be ready to deny another club a lucrative prize, with violence if necessary. Swap, Sell, Skim or Steal, take advantage of every Opportunity to profit.

A Last Call is resolved at the end of the game round, giving your club time to deal with the repercussions of these cards. A club needs to make sure their house is order to handle the hit a Last Call delivers.

Each game of Sons of Anarchy: Men of Mayhem will present you with new challenges courtesy of the Anarchy Deck. With only a handful of random cards used each game, no game will ever be the same. The club that dominates will be the one that can think fast, so remember Brains before Bullets.

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