Full manual text

1
LEARNING THE GAME

Speakeasy is a game about the Prohibition Era, when it was legal to consume alcohol but illegal to produce, transport, and/or sell it. This ban resulted in the establishing of
speakeasies, so named because patrons had to speak easy (i.e., quietly) to evade the authorities. The game is played over 4 eras, covering the period 1920 to 1933. Charles
Luciano, more commonly known as Lucky Luciano, was considered the father of the Mafia, and he convinced his fellow crime bosses to operate under a non-aggression pact
(aka the Commission). He divided Manhattan into different districts, each assigned to a specific mobster responsible for handling their operations. These mobsters refrained from
attacking each other and even cooperated when needed. This agreement ensured a relatively peaceful coexistence, allowing them to focus on expanding their operations without the
fear of internal conflicts. The mobsters heavily guarded their areas to maintain order and prevent newcomers from encroaching on their territories. Lucky ensured that each mobster
received a share of the overall revenue based on their performance and the efficiency of their operations.

While there is no player vs. player aggression in this game, there will be a multitude of competing gangsters who will try to muscle into the city and establish their own
speakeasies. You can attack and take over their operations, and they’ll also regularly try to attack you if they can in an attempt to push you out of the way.
Actions ....................................................................... 5
Ambushing Rum-Runners ................................10, 14
Associate Marker....................................................... 7
Associating with a Mobster ..................................2, 7
Attack Strength ........................................................14
Attacking Rum-Runners .........................................14
Barrel Delivery ........................................................11
Barrels, Picking Up .................................................11
Blocked Districts .....................................................11
Blocked-off Locations............................................... 8
Body Token ............................................................... 2
Bonuses on Range ...................................................11
Book Scoring ...........................................................13
Books, Gaining ..................................................10, 13
Bottles on Helper Cards ............................................ 6
Building a Speakeasy ................................................ 8
Building Bonuses ...................................................... 8
Building Discounts.................................................... 8
Building Protection .................................................10
Building Spaces......................................................... 8
Building Upgrades..................................................... 8
Building Your Still .................................................... 8
Building, Operating................................................... 9
Buildings, Non-Operating......................................... 9
Buildings, One-Way.................................................. 8
Buying from Rum-Runners ....................................11
Capo Placement ......................................................... 3
Capos......................................................................2, 3
Card Play.................................................................... 5
Cards ......................................................................4, 5
Cash on hand.............................................................. 2
Casino $5/3 Benefit.............................................9, 12
Casinos.................................................................9, 12
Central Park .......................................................11, 13
Changing Turn Order ..............................................12
City Tile Limit ........................................................... 6
City Tiles...................................................6, 8, 10, 13
City Tiles, Resolving................................................. 6
Cooking the Books ..................................................13
Cops............................................................................ 2
Cops in District.......................................................... 9
Crate Tiles................................................................14
Crate Tiles, Ongoing Benefit..................................14
Defense Strength .....................................................14
Deliver Action .....................................................5, 11
Discarding Cards ....................................................... 4
Discarding City Tiles ................................................ 6
Discounts when Building.......................................... 8
Discounts When Upgrading...................................... 9
Districts ...................................................................... 2
Districts, Blocked ....................................................11
Docks.......................................................................... 2
Docks Board .............................................................. 2
Docks Location........................................................14
Docks, Family Members.........................................10
Dotted Line ................................................................ 3
End of Round....................................................... 9, 12
Eras............................................................................. 3
Family Member, Gaining ....................................... 10
Family Members .............................................4, 9, 10
Family Members, Returning from Docks.............. 14
Fleet Cards................................................................. 5
Fleet Track .................................................................4
Get Protection................................................5, 10, 12
Golden Rule............................................................... 9
Goons ................................................................. 2, 4, 6
Green Fleet Cards...................................................... 5
Green Fleet Track......................................................4
Helper Card ............................................................... 3
Helper Cards.............................................................. 6
Hexagonal Associate Marker ................................... 7
Hire Free Goon.......................................................... 6
Hiring Goons ............................................................. 6
Infamy Track ............................................................. 4
Laundered Money, Spending ................................... 2
Leverage .................................................................. 10
Leverage Cost.......................................................... 12
Leverage, Gaining .............................................10, 13
Limit on City Tiles.................................................... 6
Locations.................................................................... 2
Locations, Blocked.................................................... 8
Lucky Luciano Phase................................................ 3
Making Money .......................................................... 2
Mob War................................................................ 3, 8
Mob War, Lucky Luciano Phase.............................. 3
Mobster ...................................................................... 2
Mobster Board....................................................... 2, 7
Mobster Reward ........................................................ 7
Mobster Speakeasies......................................... 2, 3, 8
Mobsters .................................................................... 2
Money ........................................................................ 2
Money at Start ........................................................... 2
Moving Rum-Runners ......................................11, 14
Moving Trucks ........................................................ 11
New Cops .............................................................. 2, 9
Nightclubs.................................................................. 9
Non-Operating Buildings ......................................... 9
Ongoing Benefit of Crate Tiles .............................. 14
Operating Buildings ............................................9, 10
Operating Still ......................................................... 11
Operations Cards....................................................... 4
Operations Tracks ..................................................... 4
Orange Stills Cards ................................................... 5
Orange Stills Track .............................................4, 11
Park ..........................................................................13
Party Cards ................................................................ 5
Party Track ................................................................4
Pay for Mobster Help................................................ 7
Permanent Leverage................................................ 10
Picking Up Barrels .................................................. 11
Placing a Capo........................................................... 3
Playing Cards ............................................................ 5
Produce Action................................................ 4, 5, 11
Protecting Buildings ............................................... 10
Protection......................................................... 5, 9, 10
Purple Party Cards .....................................................5
Purple Party Track .....................................................4
Range ..........................................................................4
Range Bonuses........................................................ 11
Range of Trucks...................................................... 11
Red VIP Cards ...........................................................5
Red VIP Room Track ................................................4
Resolving City Tiles ..................................................6
Restaurant............................................................ 3, 12
Returning Family Members ................................... 14
Rum-Runner Movement................................... 11, 14
Rum-Runner, Buying from .................................... 11
Rum-Runners ................................................ 2, 11, 14
Safe .............................................................................2
Second Truck .......................................................... 11
Sell Action....................................................... 4, 5, 12
Semi-Permanent Leverage ..................................... 10
Speakeasies, Building ................................................8
Speakeasies, Upgrading.............................................9
Spending Money from Safe.......................................2
Starting Money...........................................................2
Steps to Making Money.............................................2
Still..............................................................................4
Still and Production ................................................ 11
Still, Building .............................................................8
Still, Protect it.............................................................8
Stills Area ................................................................ 11
Stills Cards .................................................................5
Stills Track ..........................................................4, 11
Strength.......................................................................8
Strength from Goons..................................................6
Strength Track ............................................................4
Taking Over Speakeasy .............................................8
Temporary Leverage............................................... 10
Tracks .........................................................................4
Truck Movement..................................................... 11
Truck Range ............................................................ 11
Truck Range Bonuses............................................. 11
Truck, Second ......................................................... 11
Trucks .................................................................. 4, 11
Turn Order Track .................................................... 10
Turn Order, Changing............................................. 12
Upgrading Discount...................................................9
Upgrading Speakeasies......................................... 8, 9
Using Family Members to Attack Ships ...............14
VIP Cards ...................................................................5
VIP Room...................................................................4
VIP Room Track ........................................................4
Worker Placement Spaces.........................................3
Yellow Strength Track...............................................4
Zones...........................................................................2

---

2
Game Boards
The city is a map of Manhattan divided into 3 zones, downtown, midtown, and uptown. These zones are further
divided into a total of 16 Districts, 6 in downtown, 6 in midtown, and 4 in uptown. Each District contains 2 (sometimes
3) Building Locations, some with red rival Mobster Speakeasies already embedded in them. New rival Mobsters are
expected to set up in other Districts marked with a Body Token . On a separate note, there are Cops who already
monitor some of the Districts in the city, and More Cops are expected later on in an effort to crack down on crime.

The Docks Board is associated with the Docks Location in the upper left corner of the game board and the 4 Rum-
Runners that are circulating around the city. Note that the left 2 columns refer to the Docks in Downtown, the middle 2
columns, the Midtown Docks, and the right 2 columns refer to the Docks in Uptown. The Mobster Board identifies the
competing gangsters who are vying to build their own Speakeasies in the city. A Mobster on the Mobster Board in
District Space X owns the red Speakeasies in District X on the game board. You’ll have the opportunity to associate
yourself with some of these Mobsters over the course of the game, and, by doing so, you can pay for their services
when you need help in a fight. There are also Goons in the game, essentially guns for hire, which are there when you
need some additional thugs to assist in a fight.

Overview
Speakeasy is a worker placement game, and all the people and places shown at the top of the board are the worker
placement spaces. Our Capos (“ca (like cat) – poes (like toes)”, i.e., chieftains) are our Workers. Before you place
them, your Capos occupy the large chairs on your player board.

We the players represent Crime Bosses who are working with Lucky Luciano (LOO-chee-AW-no). There are other
competing Mobsters on the Mobster Board who are intruding into our territory by erecting their own red Speakeasies.

This game is all about Money, and the player with the most Money at the end of the game will win. Your Money takes
2 forms: You have Cash on hand, which sits in front of you, and you also have unlaundered Money locked away in
your Safe, kept secret from other players. If you’re ever short on Cash on hand, you can always tap the money in
your Safe, but because it has to be laundered, you have to spend money from your Safe on a 2-to-1 basis. For example,
if you need 5 extra dollars of spending money, you have to remove $10 from your Safe. If you needed $17 in Cash on
hand, you’d have to spend $34 from your Safe. Each player starts the game with 4 Capos, $15 of Cash, $30 of
unlaundered funds in their Safe, and a hand of 4 different colored Cards.

4 Steps to Making Money
One of the ways to make Money in this game is to do these 4 things: First, Construct Buildings where you’ll sell
your liquor: namely, Speakeasies, which can later be upgraded to Nightclubs or Casinos. Refer to the Buildings on
the player board. The more you do that, the more pleased Lucky will be when it comes to rewarding you at the end of
the era. Two, you have to Produce Barrels of hooch, with your one and only Still or distillery. Refer to the orange
Stills Track. Third, you have to Transport the booze by Truck from your Still to your various Buildings. Refer to
the green Fleet Track. And finally, fourth, you have to Sell the alcohol to paying customers in your Speakeasies,
Nightclubs, and the high rollers in your Casinos. Refer to the purple Party Track.

3 of the 4 types of cards in the game match 3 of these 4 actions: Orange Production, Green Transport, and Purple Sell.
The 4
th
type of card is Red Protection. You start the game with 1 of each of these types of cards.

---

3
Game Play
You play the game over 4 Eras or Acts. In Act 1, 1921, you’ll place 4 of your Capos. Refer to the area in the top
right of the game board. After that, there’ll be a Lucky Luciano Phase where adversaries will fight you for territory
by conducting Mob Wars, Cops will patrol, and Lucky will divvy out money to his best bosses. In Era 2 (1925), you’ll
place 3 Capos, followed by another Lucky Luciano Phase. That repeats in Act 3 (1928). In Era 4 (1931), you’ll place
only 1 Capo, then proceed immediately to End Game Scoring (there is no Lucky Luciano Phase after Era 4). The
competing gangsters who want their piece of the pie will grow stronger over time. As soon as these Mobsters enter a
District and build their red Speakeasies, you can rest assured there won’t be a future Mob War there.

Every Era breaks down into multiple steps (refer to the Player Turns section of the Player Aid).
1. You can play 1 and only 1 Helper Card (which is like an Executive Action) if you have one.
2. You then place 1 Capo, and perform the appropriate actions.
3. You’ll then draw any 1 card from the faceup display, either a Red, Purple, Orange, or Green card.
Once all players have placed all their Capos for the current Era, there’s the Lucky Luciano Phase (following Eras 1-
3), which I’ll discuss in detail later on. Provide a quick summary as to how Lucky’s Payouts will work.

Worker Placement Locations
As for the Worker Placement Spaces, we have on the far left, the Docks, then City Hall, the Restaurant, the
Commission, the Contractor’s Office, the City Planner, the Garage, and the Park. You don’t have to know the
names, but it doesn’t hurt. In each of these Locations, there are multiple people you can visit. When placing a Capo,
you must place it on a person that doesn’t have a Capo on it. (You can visit a Location with multiple people to talk to as
long as the person you choose doesn’t have a Capo placed there.)

Before I dive into the nitty-gritty, a couple of notes. Take a look at the Contractor’s Office (the 5
th
Location). There
are 2 worker placement spaces (persons) there. If you go to the woman on the left, you’ll gain a Book. If you go to the
man on the right, you’ll gain a Helper Card. And, then, regardless of whether you placed your Capo on the woman or
the man, you’ll always perform the bottom action.

The reverse is true in the City Planer immediately to the right of the Contractor’s Office. When you meet with either
that man or woman, you’ll first do the single main action on the top. Then, if you placed on the man, you’ll play any
type of card, but, if you placed on the woman, you’ll specifically play a purple card, then advance on any Operations
Track of your choice. The dotted line means you can do those actions in either order. Every action is optional, but
you’ll want to do as much as you can to get the most out of your Capos.

The Restaurant is special. Any number of Capos from any number of players can be placed there. And the actions in
the red tinted box are mandatory, not optional. Below that, you can perform any 2 different actions from those listed.

1-2 Player Side of Game Board

Docks City Hall Restaurant Commission Contractor City Planner Garage Park

---

4
Operations Tracks
There are 5 Operations Tracks on your player board that control various aspects of your game, each with 5 “Levels,”
of 1-5. Level values vary by Track. During the game, you’ll have opportunities to advance on a Track of your choice.

The orange Stills Track determines how many Barrels of booze your one and only Still can Produce in any one
action. At the start of the game, you can Produce 1 Barrel of Booze. When you advance this marker to level 2 and
later to level 3, you can Produce 2 Barrels. At level 4, you can Produce 3 Barrels. And when you advance from level 4
to 5, you can Produce the maximum number of 4 Barrels.

The green Fleet Track governs the range of your Delivery Trucks. You start with a Range of 2.
Then, at level 2, your Range becomes 3. Upon reaching level 3, you can gain access to your 2
nd
truck at which point,
each truck will have a Range of 3. At level 4, the Range increases to 4.

The purple Party Track tells you the rate at which you can Sell your Barrels of whiskey.
Initially, you can Sell 2 Barrels in 1 sale action, but at higher levels, that can grow to 3 or 4 Barrels per sale.

I’ll talk about Family Members later on, but there are 4 “ring” spaces for them in the central VIP Room. And by
Family Members, I’m not talking about Uncle Jim. Rather, this is (in Brando voice) “a loyal member of the family.”
The level of the red VIP Room Track indicates how many Family Members can occupy the ring spaces in the VIP
Room at any one time, be it, 1, 2, 2, 3, or 4. The VIP Room is where Family Members hang out before they’re directed
to go out and protect your Buildings on the game board.

Note that all 4 Tracks at the top require you to discard a card from your hand in order to advance from step 4 to step 5.
I’ll talk more about cards later, but for now, know that the 4 types of Operations Cards in the game correspond to
the 4 Tracks on your player board. There’s no hand limit and it’s important to have cards in hand to discard as needed.

Finally, the yellow Strength Track at the bottom dictates your Strength, how much muscle you can bring to a fight.
You start at Strength 1, then if you advance, Strength 2, and so forth. To advance from level 3 to level 4, you must
again discard a card from your hand. And to advance from level 4 to level 5, you must discard 2 cards from your
hand. When discarding a card, you always discard it to the bottom of the appropriate deck.

During much of the game, you won’t have enough Strength to accomplish what you need to do so you’ll need to
Hire Goons, which when discarded, will provide you with 1 additional Strength per Goon. You can also come to
some agreement with the competing Mobsters on the Mobster Board; you can pay them to have some of their
linebackers help you out when you’re in a tight spot. There’s no love lost among these gangsters so you can use one
Mobster’s help to deal some punishment to another Mobster.

Any time you advance on an Operations Track, you must simultaneously advance on the Infamy Track.
At Infamy Levels 8 and 14, you gain a Family Member. At Levels 11, 17, and 20, you gain an Op and a Helper
Card. At Level 18, you add $15 to your Safe, and, at Level 25, the top of the track, you add $20 to your Safe.

Your position on the Infamy Track (right side of the main game board) is essentially the sum of your positions on the
other 5 Tracks. Since each Track is at Level 1 at the beginning of the game, your initial position on the Infamy Track
is 5. Your Level on the Infamy Track can always be calculated as the sum of these 5 Tracks on your player board.
Note that if you advance to level 5 on the Green Fleet Track, your Range remains at 4, but the only way you can reach
the maximum level of 25 on the Infamy Track is to get all of your other Tracks (including the Fleet Track) to level 5.

---

5
Actions
Let’s now go over the icons in the Icon Reference in your player aid.

Columns 2-3
There’s a certain amount of card play in the game. Sometimes you’ll be playing cards to take actions, and other times
you may be required to discard cards in order to take another action. The icons that display a plus sign mean you
should draw 1 card from the deck specified. If you ever see the first icon, you can choose which deck to draw from.

There is no limit to the number of cards you can hold in your hand.

Row 1, Column 4 (Restaurant, page 19)
A negative sign indicates that you must discard any one card from your hand, regardless of type.

Columns 2-3 (Docks, City Hall, Restaurant, City Planner, and Garage) Rulebook Page 12
The 5 lines in the upper right corner indicate that you can play a card from your hand for its actions in the top left
corner. In the case of the first icon, you can choose any one card to play. In the case of the other 4 icons, you can only
play a card of the type shown. If you don’t have one of those types of cards, you have to forfeit that particular
action. When you’re playing an Operations Card into a slot on your player board, you must first discard any previous
card that might be there, then insert the newly played card into the slot. Usually, a card pairs an upper bonus with a
lower action. The lower action on Red VIP Cards is always Get Protection, the lower action on Purple Party Cards
is Sell, the lower action on Orange Stills Cards is Produce, and the lower action on Green Fleet Cards is Deliver (in
one case, with a +2 Range bonus).

Row 6 (Commission, City Planner, Garage, and Cards) Rulebook Page 12
These icons direct you to advance a step on any one of your 5 Tracks or on one specific Track. The “Discard Any 1
Op Card to Increase 1 More Step on a specific track” icon means just that. You can discard any card from your hand,
and then advance 1 additional step on the Track shown. But if that 2
nd
Track advance requires that you discard 1 or 2
cards, you still have to discard them as well. So if you’re on step 4 of the Red VIP Room Track, and you see this icon,
you actually need at least 2 cards in hand in order to get that 2
nd
advance to step 5.

---

6
Row 3, Column 4 (Commission and Contractor) Rulebook pages 8, 14
Helper Cards provide you with a one-time executive action that you can perform for free at the very start of each turn,
and they also include some end game cash you can possibly gain. Once you’ve used a Helper Card, you place it in your
safe to indicate that it cannot be used again.

When you see the icon above, you choose one of the 3 Helper Cards on display. At the end of the game, you
examine all of the Helper Cards you own, whether or not you actually played them. Every Helper Card you own has a
bottle shown in the bottom left corner. You can choose any number of Helper Cards in your possession as long as no
two of those cards depict the same kind of bottle. Then, you gain the cash displayed in the bottom left corner of those
cards. There are 9 different types of bottles, so you have the potential to gain money from a maximum of 9 different
Helper Cards.

Row 2, Column 1 (City Hall and Commission) Rulebook Page 13
Goons are guns for hire. When you’re attacking or defending, you can gain 1 additional Strength for each Goon you
discard. You start the game with 1 Goon, and you can have as many as 6 Goons. Your 2
nd
Goon will cost $1, your
3
rd
Goon will cost $2, your 4
th
Goon, $3, and so forth. When you see the icon above, you can hire as many Goons as
you can afford, up to your 6 Goon limit.

Row 3, Column 1 (Docks) Rulebook Page 18
This icon lets you hire 1 Goon for free, whether it’s your first Goon or your 6
th
Goon. You only have room on your
player board for a maximum of 6 Goons, so if you already have 6, you cannot hire one for free.

Row 4, Column 4 (Park) Rulebook Page 14
You gain City Tiles (but do not resolve their benefits) when you build in a new Location. Should you ever end your
turn with more than 4 City Tiles on your player board, you must discard the excess City Tiles faceup to the middle
columns of the City Tile display at the bottom of the game board. When doing so, you can discard a City Tile into an
empty space or on top of an existing tile.

With this action, you can also gain a City Tile directly from the display. You can either choose one of the 3 City Tiles
from the rightmost column or you can choose one of the top City Tiles from the middle column discard spaces.
Should you choose one from the right column, you immediately draw a new City Tile from the bag to fill the
empty space.

Row 5, Column 4 (Restaurant, Page 19)
This action lets you resolve up to 2 of your City Tiles on your player board. Gain the benefit of each City Tile you
want to play, then discard them to the middle columns of the City Tile display at the bottom of the game board. When
doing so, you can discard a City Tile into an empty space or on top of an existing tile.

---

7
Bottom Row (Commission, Page 17)
By Associating with a Mobster, you’ll gain an additional source of Strength beyond what you have from your
Strength Track and any Goons on your player board as long as you’re willing to pay them.

So let’s say you want to associate with Abner Zwillman from the Mobster Board in space 3 (he
provides Strength 5 at a cost of $6). (If you’re currently associated with another Mobster,
return that Mobster Tile from your player board to the Mobster Board on the space
corresponding to your Associate Marker’s current position). Move your Associate Marker
to District 3 (the District the Mobster occupies). If you’re going to associate with this Mobster,
he or she is not going to want you attacking her/his Speakeasies. So the purpose of your
Associate Marker is to remind you that that Mobster’s Speakeasies are off limits to you.

Flip the Mobster Tile over, place it on your player board (yellow-side-up), and anytime you
need additional Strength, you can pay the amount shown in the red box ($6 in this example) for the extra Strength in
the yellow box (5 Strength in this example).

Finally, you gain the Mobster’s immediate reward (shown in the bottom right), if it has one;
sometimes the Mobster provides you with an ongoing benefit. (Abner’s bonus above is that he
provides you with a $1 discount when using him to take over another Mobster’s Speakeasy).

You can later associate with a new Mobster if you want to in which case the new one replaces
your old one (you return the old Mobster Tile to the Mobster Board, and you move your
Associate Marker to the new Mobster’s District).

Each attacking Mobster during the Mob Wars in the Lucky Luciano Phase adds their red-box +
modifier when determining their Strength. Defending players must equal or exceed that Strength
in order to survive the attack as you’ll see when I cover the Lucky Luciano Phase. In the example above and to the
right, Abner Swillman’s Strength during a Mob War would be 7, but all other times during the game, his Strength
would be 5.

---

8
Building Speakeasies and Your Still
Page 3, Column 1 (Contractor, page 14)
This icon lets you construct either a Speakeasy of your choice or your Still, if you haven’t already built it. Each
Speakeasy and your Still depict a different bonus below them so you choose which particular Building you want to
erect and therefore which bonus you want to gain.

The 1
st
group of Speakeasies cost $3 to build, the 2
nd
group along with your Still costs $5, and a Speakeasy from the
3
rd
group costs $8.

You don’t have to build the Speakeasies in any particular order, but it may behoove you to build them in groups of 3.
By doing so, you’ll generate a discount of $3, $5, or $8 later on should you want to upgrade that Speakeasy to a
Nightclub or a Casino. The discounts are not cumulative. So if you’ve build 2 full groups of Speakeasies, your
upgrade discount is the larger of the 2 or 3 numbers. You cannot upgrade a Nightclub to a Casino.

Once you’ve chosen the Building you want to construct, you have to decide where you want to build it. Of course, you
can’t build it on a Location that’s blocked off. As you’ll soon find out, you do want to consider whether the District
you want to build in is patrolled by a cop , has a cop who’s on his way , or has a rival Mobster coming in next
round.

The Building Spaces themselves are marked with City Tiles. If there’s no red Mobster Speakeasy next to the Building
Space, you simply take the City Tile and place it on your player board, then place your Building, and, after placing
it, gain the Building Bonus shown on your player board under the space where the Building was.

You can kill 2 birds with 1 stone by taking over an existing red Mobster Speakeasy (as long as you aren’t associated
with that particular Mobster) . (By taking over a red Mobster Speakeasy, you can be sure another rival Mobster will not
try to steal that location away from you in the future.) To take over a red Mobster Speakeasy, you just have to have an
amount of Strength that exceeds the Strength of the Mobster as denoted on the brown Strength Tile in the District.

At the start of the game, you only have 2 Strength, 1 from your Strength Track and 1 from your single Goon. But if you
had a total of 3 Goons, you’d have enough to bump out a Speakeasy with a Strength of 3. Another source of Strength is
an association you might have with another Mobster. Of course, that is Strength that you have to pay for, so you’ll need
to have the necessary money to engage their help. Once you’ve taken over, return the red Speakeasy to the supply, and
replace it with your Speakeasy or Still, taking the City Tile as usual.

You’ll want to consider taking over Speakeasies with weak Mobsters instead of opening new Speakeasies in
empty spaces because the empty spaces will be targeted by a Mob War later in the game while the red Speakeasy
spaces won’t be. If you take over a red Mobster Speakeasy, any other red Mobster Speakeasies in that District remain
there and will have to be taken over by you or another player during another Speakeasy Build Action.
You cannot take over another player’s Building.

Buildings follow a one-way direction from your player board to the game board. If your Buildings are ever destroyed in a Mob
War during the Lucky Luciano Phase, they will leave the game. So guard your single Still because if you ever lose it, your sole
source of spirits will be the Rum-Runners, and their barrels don’t come cheap. There’s a game variant you can play that lets a
player rebuild his Still if it’s ever destroyed in a Mob War—see page 21 in the rulebook.

---

9
Operating Buildings Rulebook Page 7
A building in the game is Operating if either (or both) of the following is true:
• There is no Cop in the same District as the Building. (Cop Tokens are not Cops.)
• The Building is protected by a Family Member.

Important Rule: A non-Operating Building is the same as a non-functional Building. If the Building is not Operating
(because, for example, there’s a Cop present in the District and you don’t have a Family Member there protecting the
Building), it cannot receive, produce, distribute, or sell barrels of liquor.
And it also does not count for Lucky Luciano payouts.

So think about whether a District either contains a Cop (a Cop is present in that District) or will contain a Cop in
the next Era (i.e., a Cop Token is present in that District). You may need to place a Family Member next to that
Building in a future turn to ensure it continues operating; this is accomplished in City Hall via the Get Protection
action and via the activation of Red VIP Room Cards.

Also, consider whether a Mobster is planning to invade that turf in the upcoming Lucky Luciano Phase (a body token
appears in that District). If it is, you’ll have to defend your Building in an upcoming Mob War. If you don’t
successfully defend your Building, you’ll lose that Building.

By the end of the game, every District on the game board will have a Cop. So every Building you construct will
eventually require a Family Member there to protect it; otherwise, it’s that Building doesn’t exist for all intents and
purposes.

If you’re permitted to build 2 Buildings, complete the first one before you proceed to the second one.

Page 3, Column 2 (City Planner, page 15)
You build (or upgrade to) Nightclubs and Casinos (optionally, building in Locations where you can defeat a rival
Speakeasy) the same way you build Speakeasies and your Still. The benefit of constructing Nightclubs and Casinos is
that they cater to a higher clientele and therefore, you can sell liquor to them at higher prices. There are a few key
differences, however:

• While you can build a Nightclub or Casino outright at a cost of $12 or $17, respectively, you can lower that cost by
upgrading a Speakeasy at a discount if you’ve built a group of 3 Speakeasies. At best, if you eliminated the 3
rightmost Speakeasies from your player board, the cost to upgrade a Speakeasy to a Nightclub or Casino would be
$4 or $9, respectively. (When you upgrade a Speakeasy, remove that Speakeasy from the game.)
Building a Nightclub provides you with a bonus while building a Casino does not.

• If you’re building a Casino, in addition to the cost, you must discard 1 card of any type from your hand.

• You are limited to 1 Nightclub and 1 Casino per zone; that is, one of each in Downtown, one of each in
Midtown, and one of each in Uptown. If you upgrade a protected Speakeasy, the new Building remains protected.

• At the end of each “round of player turns,” if the turn order has changed because at least 1 player visited the
Restaurant, players earn $5 per operating Casino (not necessarily protected) into their Cash on Hand ($3 per
Casino in a 3-4-player game).

---

10
Row 4, Column 1 (City Hall) Rulebook Page 13
When you gain a Family Member, take one from your supply and either place it in a chair in your central VIP
Room (as long as you don’t exceed the maximum number of Family Members there indicated by your Red VIP Room
Track) or into an empty space in the Docks, gaining the benefit shown to the right (gain a Book, gain a City Tile,
draw an Operations Card of any color, or hire a Goon for free). When you gain a City Tile, you can either choose one
of the 3 City Tiles from the rightmost column or you can choose one of the top City Tiles from the middle column
discard spaces. Should you choose one from the right column, you immediately draw a new City Tile from the bag to
fill the empty space.

The Docks are divided into 3 columns: the leftmost column represents Downtown, the middle column represents
Midtown, and the rightmost column represents Uptown. The location of your Family Members in the Docks will be
important should you decide to ambush a Rum-Runner.

When you place a Family Member in the Docks, you may then optionally (and immediately) move any other Family
Members in the Docks to a new location (without gaining the benefit). See page 13 in the rulebook.

Bottom Row (City Hall, page 17 and Park, page 20)
Leverage is important when you want to send a Family Member from your VIP Room to an unprotected Building,
which is what I’ll cover next.

Page 4, Column 1 (City Hall, page 17)
You can Get Protection by moving as many Family Members as you want from your VIP Room to unprotected
Buildings in the city. For each Family Member that you want to send out, you must have the amount of Leverage
displayed beneath your marker in the Turn Order Track.

You have 2 forms of Leverage: Temporary Leverage in the form of tokens, which you might have gained via the Gain
Leverage Token action; and Semi-Permanent Leverage, which comes from cards inserted into the 4 slots of your
player board. When using temporary Leverage, discard the used tokens to the supply. Semi-Permanent Leverage
from cards in your player board are not discarded, but the Leverage still must be “spent.”

Example: Blue has 3 Family Members on her player board, 1 Temporary Leverage, and 4 Permanent Leverage from the
cards in the upper slots for a total of 5 Leverage. According to the Turn Order Track, Blue must pay 2 Leverage per
Family Member they send out. Her 4 Permanent Leverage lets her send out 2 Family Members to protect Buildings.
She doesn’t have enough Leverage to send out her 3
rd
Family Member.

When you protect a Building with a Family Member, it guarantees that the Building will always be operating as
long as it’s not destroyed in a Mob War.

---

11
Page 4, Column 2 (Operations Cards) Rulebook Page 13
You can Produce barrels of liquor as long as you have an Operating Still on the game board. If you do, place a
number of barrels into your Stills Area (above your orange Stills Track) equal to the number you are allowed to
Produce per your Orange Stills Operations Track. Although the barrels are on your player board, they are assumed
to be located in the District containing your Still.

Page 4, Column 2 (Garage—either play Green Fleet Card with +2 Range or Deliver and Operations Cards, 1 with Deliver with +2 Range) Rulebook Page 16
Your Trucks are used to pick up and deliver barrels of hooch to your Operating Buildings so you can sell them.
You can either pick up barrels from your Operating Still or buy barrels directly from Rum-Runner Ships at port.
Each Truck may hold up to 2 barrels and may only deliver to an Operating Building that doesn’t have a barrel next
to it. You cannot deliver a barrel to your Still.

Moving your Trucks: You start the game with 1 Truck. As soon as your Green Fleet Operations Marker reaches
the 3
rd
level, your 2
nd
Truck becomes available for you to use.

Each Truck can first enter the map in any District without spending any movement. (Often, you’ll want to first
position your Truck in the District containing your Still so you can load barrels onto it.) Once a Truck has been placed
on the game board, you can then move it. Once placed, Trucks never leave the game board. If you have both Trucks
on the game board, you should fully complete the movement of one of your Trucks before moving the second one.

The Range of each Truck is equal to your Green Fleet Operations Level plus any bonuses you may have: For
example, you can gain +2 Range if you play the Fleet Operations Card that provides you with that benefit. You
can also gain another +2 Range if you placed your Capo onto the leftmost Person in the Garage. Therefore, it’s
possible you can move each of your Trucks up to 8 spaces at once (maximum Range of 4 plus two +2 Range Bonuses).

Each Truck spends 1 movement to move into any adjacent District (not diagonally, nor through Central Park,
meaning that Districts 13 and 15 are not connected with Districts 14 and 16). In a 2-player game, Trucks may move
into and out of blocked districts. Continue moving your Trucks until all movement for each Truck has been used or
when you no longer wish to move them.

Picking Up Barrels Rulebook Page 16
If, during your movement, your Truck is in the District containing your Operating Still, you may fill it with barrels
from your player board.

Buying Barrels from a Rum-Runner Ship Rulebook Page 16
If your Truck is in a District containing a Rum-Runner Ship at port, you may buy barrels directly from the Ship to
fill your Truck. To buy 1 barrel, pay the amount shown below the rightmost barrel on the corresponding Rum-
Runner Ship on the City Docks Board, and place it onto your Truck. If there are no barrels on the Ship, pay the amount
shown below the leftmost empty barrel space, and load the Truck with a barrel from the supply.

After buying barrels from a Rum-Runner Ship, move the Rum-Runner Ship clockwise to the next port.

After picking up or buying barrels, your Truck may then continue its movement.

---

12
Delivering Barrels Rulebook Page 16
If, during your movement, your Truck is in a District containing one of your Operating Speakeasies, Nightclubs, or
Casinos, you may remove a barrel from the Truck, and place it next to the Building. A Building may never have more
than 1 barrel next to it. You cannot deliver a barrel to a non-Operating Building. Once you’ve delivered a barrel,
you’ll later be able to sell it when you perform a Sell Action (see below).

Note: If you happen to have a Truck with a Barrel in a District, and you build a Speakeasy there, you cannot
automatically deliver the Barrel without taking an actual Deliver action.

Selling Barrels
Page 4, Column 1 (Operations Cards) Rulebook Page 13
When you Sell Barrels of liquor, you can sell as many as you are permitted to according to your Purple Party
Operations Track. To sell a barrel, choose an Operating Building with a barrel next to it. The amount of Cash on
hand that you earn is dictated by your position on the Infamy Track and whether your barrel is next to a Speakeasy
(lower value) or a Nightclub or Casino (higher value). After selling a barrel, return the barrel to the supply.

Changing Turn Order at the Restaurant
Row 5, Column 4 (Restaurant, page 19)
The Restaurant is special. Any number of players can place any number of Capos there. Whenever you send a
Capo to the Restaurant, you must perform the Change Turn Order action (in the red box). Unlike every other action in
the game, this action is mandatory. And you must also have an Operations Card (or possibly 2) in your hand that you
can discard in order to perform this action. If you don’t have the necessary Operations Card(s) in your hand, you can’t
send your Capo to the Restaurant.

First, you must Discard an Operations Card of any type from your hand. Then, you must move your Turn Order
Marker onto any empty space on the lower row of the Turn Order Track. The Leverage cost you pay to get Protection
immediately changes. If you choose a turn order position already occupied by another player, both of you will have
the same Leverage Cost until the end of the round (unless that other player also goes to the Restaurant).

If you choose the 2nd turn order space in a 2-player game (or the 3rd or 4th turn order space in a 3-4 player game), you
must discard a 2
nd
Operations Card from your hand. If you do not have a 2
nd
Operations Card to discard, you may
not choose that turn order space. (You may be forced to go to that space and discard 2 cards in a 2-player game.)

Whenever one or more players have gone to the Restaurant, whether the Turn Order actually changed or not, at
the end of the current player round (not at the end of the era, but after the turn of the player who was previously last
in turn order), you re-order the Turn Order Markers, if necessary, and each player will gain $5 Cash on hand for
each operating Casino (protected or not) that they have ($3 in a 3-4 player game). All Turn Order Tokens in the top
row have to slide left or right to make room for those in the bottom row to shift up (see page 8 in the rulebook for an
example).
For example, Blue is first in turn order, and Purple is second. Blue goes to the Restaurant and selects turn order position 2 (discarding 2
cards). Afterwards, Purple also goes to the Restaurant and must select turn order position 1 (discarding only 1 card). After Purple’s turn, the
turn order will change to Purple first, then Blue second. At that point, each player will gain $5 cash for each of their Casinos.

---

13
Park Rulebook Page 20
If you choose to place your Capo in the Park, you immediately exchange your Capo’s position with another player’s
Capo (not your own) that is already talking with a person who is not at the Park. In this way, you can talk to a person
that another player chose to talk to before you. The other player gains one of the bottom benefits at the Park: Gain 1
Leverage, Gain 1 City Tile, or Gain 1 Book. When you gain a City Tile, you can either choose one of the 3 City Tiles
from the rightmost column or you can choose one of the top City Tiles from the middle column discard spaces. Should
you choose from right column, you immediately draw a new City Tile from the bag to refill the space.

After the other player takes their bonus, you perform the actions according to your Capo’s new Location/Person.

Cooking the Books
Row 5, Column 1 (Contractor, page 14 and Park, page 20)
There’s no limit to the number of Books you can store on your player board (to the right of the chairs).

Row 6, Column 1 (Restaurant, page 19)
Place up to 3 Books from your player board onto Cooked Book Spaces on the game board to get money into your safe,
and in some places, gaining immediate benefits. This may arguably the most important of the game because it
represents a source of much of your money.

For each Book:
1. Choose an empty Cooked Book space in any of the 5 Cooked Book areas on the game board: the Docks, under
City Hall, in Central Park, on the Infamy Track, or on Zone Goal Tiles.
2. You must show that you can fulfill the requirements of the chosen space.
3. Place a Book from your player board onto the chosen space.
4. Gain the benefit indicated on the space (if any).
5. Place the money indicated next to the space directly into your safe.

Docks: $15 per Book if you must own 1, 2, or 3 Crates.
City Hall: $20 per Book if you have Buildings protected by a Family Member in 3, 5, or 7 Districts.
Infamy Track: $10, $15, or $20 per Book for reaching Level 10, 15, or 20, respectively.
Park and Zone Goals (Downtown, Midtown, Uptown at bottom of game board): See Tile Reference Handout.

In a 3-4 player game, you may place multiple Books in the same section, but you may not place 2 Books
assigned to the exact same goal. For example, if you are the first player to Cook the Books, and you
have attacked 2 Rum-Runners, you may place a Book in the 1 Crate section and another Book in the 2
Crate section, but you may not place 2 Books in either of those two sections.

I’ve covered all but one of the actions and therefore what most of the Locations and People do.
Review each LOCATION other than the Docks.
But there is one other special Location I want to talk about—The Docks and the Attack a Rum-runner action.

---

14
Attacking a Rum-Runner
Page 2, Column 1 (Docks, page 18)
Choose 1 Rum-runner Ship to attack. You must have at least 1 Family Member in the Zone containing the Rum-
Runner. The Rum-Runner’s Defense Strength is the highest circled value (in the Gun row) not covered by a barrel
on that Ship on the City Docks Board.

To attack the Ship, your Attack Strength must exceed the Ship’s Defense Strength. If you cannot exceed it, you
may not attack that Ship.

Your Attack Strength is equal to your Strength multiplied by the number of your Family Members in the
matching Dock’s Zone. You may use any other players’ Family Members in the same Zone by paying each
player $1 per Family Member used (they add on to your Family Members where they’re multiplied by your Strength.
The opposing players cannot refuse the offer.

You may increase your Attack Strength by discarding Goons to the supply as usual.

All of the Mobsters have a financial stake in the Rum-runners and will not antagonize them. Therefore, you cannot pay
your Associate Mobster to increase your Attack Strength when attacking a Rum-Runner Ship.

1. Gain an amount of Cash according to the benefit shown on the bottom of the Crate Tile next to the Rum-Runner
on the Docks Board. Then, flip and place the Crate Tile in front of you. The Crate Tile shows an ongoing benefit
you now have for the rest of the game.
2. Take the top Crate Tile from the stack, and place it faceup on the newly empty Crate space.
3. Take the rightmost barrel from the Ship you attacked and directly place it next to one of your Operating
Buildings that does not already have a barrel next to it or in your Stills area on your player board if you have an
Operating Still. If you do not have either an Operating Building without a barrel next to it or an Operating Still, return
the barrel to the supply. If there are no barrels on the Ship, take a barrel from the supply instead.
4. Move one of your Family Members from the Docks Zone matching the Zone of the Rum-runner Ship you
attacked back to any empty space in your VIP Room. If this would exceed the limit shown by your VIP Room
Operations Track, you must instead return the Family Member to your supply.
5. Move the attacked Rum-runner Ship clockwise to the next empty port.

Attacking a Rum-runner (especially early in the game) can be a worthwhile venture if you can pull it off:
• You get a cash payout from the ship.
• You get a permanent ongoing ability.
• You get access to a $20 space for Cooking the Books.
• You get a free Produce+Delivery of a barrel of booze that you can later sell or use for a Cook Books $10 Central Park or $20 Zone space.
• You get a new family member returned to your player board (potentially readying you for another Rum-runner attack if you can place that
family member in the docks and relocate other family members there; or you can use the family member to protect a building).

Review the LUCKY LUCIANO PHASE (especially Mob Wars). Rulebook Page 9
Bldgs in Districts with a token will be attacked in Mob Wars in Eras 1/2/3 with Max Strength of 8/10/12.
Red Mobster Speakeasies will be built in empty Bldg spaces.
Review END GAME SCORING. Rulebook Page 20

---