Every great empire is born
from a single decision.
It's 1960. You start with $200,000, a world map, and ambition. What happens next — the labs, the routes, the bribes, the betrayals — that's on you, Chairman.
Build the Network
Plant laboratories across regions, open smuggling routes by land and sea, and turn a quiet corner of the map into the heart of your operation.
Run the Business
Production, demand, market control. Watch the margins, upgrade your empire, and keep the money flowing — every dollar in the ledger tells a story.
Command Your People
Choose your character — Mobster, and more — each with unique abilities. Dismantle labs without a trace, reveal coming storms, twist fate itself.
Survive the Heat
Events strike without warning. Authorities close in, rivals move on your turf, loyalty gets tested. Control isn't earned — it's taken.
The books never lie.
The people who keep them do.
Behind every empire sits a ledger. Every shipment, every bribe, every "consulting fee" — recorded in cold green phosphor. The feds would kill for this terminal. So would your rivals.
Eyes on the operation.
Hand-drawn, ink-stained, and entirely yours. Every screen in The Chairman looks like a page torn from a smuggler's sketchbook.




"Loyalty can be bought.
But betrayal is always paid for." — THE CHAIRMAN, 1963
RULE THE WORLD…
OR DIE TRYING.
POWER REVEALS WHO YOU ARE. FIND OUT.
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