Loader image
Loader image
Back to Top

Blog

Nerdarchy > Uncategorized  > Cross-Family Politics: Running Allies, Betrayals, and Blood Oaths

Cross-Family Politics: Running Allies, Betrayals, and Blood Oaths

The Price of Progress in Aether Skies

In Zoo Mafia, bullets and backroom deals go paw in paw. Crews don’t exist in a vacuum; they’re part of a living, snarling underworld where rival families share turf, trade favors, and occasionally bury the hatchet—usually in someone’s back.

If you want your campaigns to feel alive, you’ve got to lean into cross-family politics: alliances that can make or break jobs, betrayals that hit harder than any tommy gun, and oaths that bind animals tighter than chains. Last week we dived into Law Enforcement.

Here’s how to bring the drama of the mob world into your games.


The Zoo Is Too Small for Everyone to Play Nice

Whether your campaign is set in a single zoo enclosure or sprawling Zoo City, there’s one constant: space is limited. Turf overlaps. Contraband routes cross. Sooner or later, families bump up against each other.

As a GM (Zoo Keeper), ask:

  • What’s the resource they’re fighting over? Peanut rum, moonshine stills, black-market feathers?

  • Which bosses can coexist, and which are locked in a simmering cold war?

  • Do the players want to climb into the boss’s chair—or just stay alive while the giants clash?


Allies of Convenience

Mob families make alliances for one reason: survival. Even predators who’d gladly tear each other apart know they can’t fight the keepers, rival gangs, and each other all at once.

Ways to Play Alliances at the Table:

  • Fragile Trust: A gorilla bruiser fights side by side with the crew—for now. A single slip, and the fists fly inward.

  • Shared Jobs: A heist too big for one crew brings another to the table. Success means spoils—and bitter arguments about the cut.

  • Enemy of My Enemy: The crew gets dragged into a turf war they never asked for.

Player Tip: Don’t just shake hands—decide what leverage you’re giving away when you agree to work with another family.


The Art of Betrayal

The only thing stronger than an alliance in Zoo Mafia is a betrayal. It’s the blood in the water that makes every session feel dangerous.

GM Moves for Betrayals:

  • An ally calls the keepers mid-job, forcing the crew to improvise.

  • A promised cache of weapons turns out to be a trap.

  • A “brother” who swore loyalty sells the crew out for a better deal.

Player Moves for Betrayals:

  • Cross the double-crosser first.

  • Stage a fake betrayal to test loyalty.

  • Betray a boss to climb the ladder—but make sure you can live with the consequences.


Blood Oaths and Binding Promises

Not every deal ends in treachery. Sometimes the underworld clings to a code. A blood oath—whether sealed in a ritual, a secret handshake, or a literal scar—can bind characters together more powerfully than family ties.

How to Use Oaths in Play:

  • Raise the Stakes: If the giraffe grifter swears loyalty, breaking that oath should have teeth—mechanical penalties, reputation loss, or narrative fallout.

  • Complicate Jobs: Oaths force characters to juggle loyalty with survival. Do you protect your oath-brother or grab the loot?

  • Create Drama: Oaths give betrayals more weight. It’s not just business—it’s personal.


Balancing the Web

As a GM, think of the zoo’s mob families as a living ecosystem. When the players ally with one, another gets jealous. When they betray one, another sees opportunity. When they swear loyalty, every choice carries weight.

As a player, remember: you’re not just climbing for riches—you’re playing a dangerous game of survival where everyone wants the throne.


Final Word

Cross-family politics are where Zoo Mafia becomes more than shootouts and smuggling runs. They’re where stories deepen: alliances turn fragile, betrayals cut deep, and blood oaths keep crews awake at night. If you are a fan of Zoo Mafia and want to be notified when we go live on Kickstarter make sure you head over to the follow page to get notified. If you want to be on the newsletter to get all the details as we release them you can sign up here.

Every whispered deal and every broken promise is a chance to make your campaign unforgettable. After all, in the zoo underworld, you don’t just fight to survive—you fight to belong.

Thanks for reading. Until Next Time, Stay Nerdy!!

Share
Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

No Comments

Leave a Reply