Speakeasy
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
In Speakeasy, players take on the roles of mobster bosses managing speakeasy businesses in Manhattan during the Prohibition Era of the 1920s. Players must use cunning and resources to expand their operations, upgrade to lavish Nightclubs and Casinos, and manage their cards and Capos to deliver illicit liquor and cook the books. The ultimate goal is to accumulate the most money and become the most successful mobster in the city.
Core Mechanisms: Worker placement, card management, area control, and goal-driven objectives.
1. Game Components
| Component | Quantity/Description |
|---|---|
| Main board | 1 (Double-sided) |
| City Docks board | 1 |
| Player Aids | 4 |
| Operations boards | 4 |
| Safe screens | 4 |
| Infamy markers | 4 (1 in each player color) |
| Capos | 16 (4 in each player color) |
| Family Members | 48 (12 in each player color) |
| Books | 40 (10 in each player color) |
| Trucks | 8 (2 in each player color) |
| Associate markers | 4 (1 in each player color) |
| Cops | 16 |
| Cop District tiles | 16 |
| Stills | 4 (1 in each player color) |
| Mobster tiles | 20 in 4 decks (6XA, 4XB, 4XC, and 6XD) |
| Player Speakeasies | 32 (8 in each player color) |
| Mobster District tiles | 16 |
| Mobster Strength tiles | 20 |
| Nightclubs | 12 (3 in each player color) |
| Zone Goal tiles | 9 |
| Casinos | 12 (3 in each player color) |
| Central Park Goal tiles | 21 (7 each of A, B, and C) |
| Goons | 24 |
| Barrels | 40 |
| Crate tiles | 18 |
| Rum-runner Ships | 4 |
| Port tiles | 7 |
| Leverage tokens | 20 |
| City tiles | 54 |
| Turn Order markers | 4 (1 in each player color) |
| Party Operations cards | 12 |
| VIP Room Operations cards | 12 |
| Fleet Operations cards | 12 |
| Stills Operations cards | 12 |
| Helper cards | 21 |
| Blocked District markers | 5 (Solo and 2-player only) |
| Mobster board | 1 |
| Mobster Speakeasies | 24 |
| Mobster Zone Control markers | 3 |
| Player Zone Control markers | 12 (3 in each player color) |
| Operations and Strength markers | 4 Operations and 1 Strength markers per player |
2. Game Setup
- Main Board: Place the main board in the middle of the table with the side for your player count (1/2 or 3/4).
- Mobsters: Place the Mobster board next to the main board. Separate Mobster tiles by letter. Shuffle Mobster District tiles face down. Take the 6 Mobster tiles (4 in a 2-player game) for Setup (letter A). For each, reveal a Mobster District tile and place the related Mobster on the Mobster board. Place Mobster Strength tiles matching the Mobster's strength in the indicated districts. Place Mobster Speakeasies next to each building space in those districts.
- Cops: Shuffle Cop District tiles face down and reveal 4 of them. Place a Cop in the indicated district. Reveal another 4 Cop District tiles and place them face down on the Cop spaces in the indicated districts on the main board. Make 2 stacks of 4 with the remaining tiles.
- City Tiles: Mix City tiles face down. For each building space on the main board, place a random City tile face up. Place 3 tiles face up on the rightmost column of the City tile display. Make 3 face down piles with the remaining tiles on the leftmost column.
- Zone Goal Tiles: Shuffle Zone Goal tiles face down. Place the top tile face up in Downtown. Reveal tiles until you find one with a different number for Midtown, and another with a different number for Uptown.
- Central Park Goal Tiles: Separate Central Park Goal tiles into 3 stacks (A, B, C) and shuffle each. Place tiles in Central Park following the specific number rules for each stack.
- Operations and Helper Cards: Separate Operations cards into four decks (VIP Room, Party, Stills, Fleet). Shuffle each and deal one card from each deck to each player. Place the decks face up. Shuffle Helper cards and place the top three face up in a display.
- City Docks Board: Place the City Docks board to the left of the main board. Place 5 barrels on each Rum-runner Ship. Shuffle Crate tiles and place one face up on each Ship. Shuffle Port tiles face down and reveal one for each Ship to determine its placement.
- Supply: Make a supply of barrels, Cops, money, Leverage tokens, and Goons next to the board.
- Player Setup: Each player chooses a color and takes an Operations board, Safe screen, and Player tray containing their chosen color components. Place 1 Operations marker on the level 1 space of each Operations Level track and the Strength marker on the level 1 space of the Strength level track. Place Capos, Stills, Speakeasies, Nightclubs, and Casinos in the appropriate spaces. Place the Goon on the $0 Goon space. Place the Associate marker on the Associate space. Place one Truck next to the Operations board and the other under the Fleet operations. Stand the Safe screen up. Place $15 in front of you and $30 behind your Safe screen. Place 1 Zone Control marker on the bottom-most space of each Zone Control track. Place the Infamy marker on the 5 space of the Infamy track. Place one Family Member to the left of the level 8 space and another to the left of level 14 space on the Infamy track.
- Setup Round (1920): The last player who had an "illegal drink" is the starting player and places their Turn Order marker on the leftmost space on the top row of the Turn Order track. In clockwise order, each other player places their marker on the leftmost empty space. In reverse turn order, each player chooses their Stills or one of their Speakeasies to open. Pay the cost ($3, $5, or $8) using the $15 placed in front of them. Place the building on an empty building space. Gain the City tile on that space. Gain the benefit shown on the Operations board below the space of the building. Play an Operations card from your hand to the matching slot and immediately gain the benefit shown in the icon above the dashed line.
3. Game Flow
The game is divided into 4 ACTS, each made up of phases. The total rounds played equals the number of years Prohibition lasted (13 years, from 1920 to 1933), including the Setup Round, 11 player rounds, and the Final Scoring Round.
ACT Structure:
1. Return Capos (ACTS 2/3/4): At the start of ACT 2 (1925), return 3 Capos and send 1 to the game box. At the start of ACT 3 (1928), return 3 Capos. At the start of ACT 4 (1931), return 1 Capo and send 2 to the game box. On each ACT you keep playing until no more Capos are left in your Operations board.
2. Player Rounds (4/3/3/1 rounds in ACTS 1/2/3/4): In turn order, each player takes one turn. On your turn:
* You may gain the benefit indicated on the lower half of one Helper card in front of you; and then place it behind your Safe screen.
* You MUST send one of your Capos to "talk" to a Person of Interest at one of the eight locations (Docks, City Hall, Restaurant, Commission, Contractor and City Planning offices, Garage, or Park). Place the Capo on a Person of Interest without a Capo on it and perform the actions of that person. Each person "talks" with only one Capo during each ACT. Exception: There is no limit to the number of Capos that may be sent to the Restaurant.
* Draw the top card from any of the four Operations decks. (There isn't a hand limit).
3. Lucky Luciano Phase (ACTS 1/2/3):
* Mob War: Shuffle the stack of Mobster tiles for this ACT. Repeat steps equal to the number of face down Mobster District tiles in districts on the Main board (3/3/4 for ACTS 1/2/3). Place the topmost Mobster tile on the related district of the Mobster board. Swap the Mobster District tile with a Mobster Strength tile. Place a Mobster Speakeasy next to each empty building space in the district. Defend your buildings against the Mob War strength.
* Cops Patrol Manhattan: Replace each Cop District tile on the board with a Cop. If you are on ACTs 1 and 2, take one of the stacks of four Cop District tiles from the Time track, reveal them and place them face down in the indicated districts.
* Payout Zone Control: Check who controls each district in order of district number. The player with the best building with a Family Member next to it controls the district. Otherwise, if there is neither a Cop nor a Family Member, the player with the best building controls it. Each player who controls the district moves their Zone Control marker up one space. Receive money from the supply to your safe based on your position on its Zone Control track.
4. Final Scoring Round (1933): Only in ACT 4.
4. Player Actions
- Play One Operations Card: Play an Operations card from your hand to the designated area of your Operations board. Discard any existing card in that area. Gain the benefit indicated in the top left corner of the card. Perform the action of the card (VIP Room: Get Protection, Party: Sell barrels, Stills: Produce barrels, Fleet: Pick up and deliver barrels).
- Increase an Operations Level: Move the appropriate Operations marker one space to the right. You may only increase an Operations level to level 5 if you discard an Operations card. Each time you increase an Operations level, also increase your Infamy by the same amount.
- Increase your Strength Level: Move your Strength marker one space to the right. You may only increase your Strength level to 4 if you also discard any Operations card. You may only increase your Strength level to 5 if you also discard any two Operations cards. Each time you increase your Strength level, also increase your Infamy by the same amount.
- Discard any Operations Card to Increase an Operations Level Once More: Discard any one Operations card to increase the indicated Operations level by 1.
- Discard One Operations Card: Discard an Operations card from your hand. Place it face up at the bottom of the appropriate Operations deck.
- Take an Operations Card: Draw the top card from any Operations deck.
- Produce Barrels: You must have an Operating Stills on the main board. Place the number of barrels indicated below your Stills Operations marker onto your Stills area.
- Sell Barrels: Sell a number of barrels that are next to your Operating buildings up to the limit indicated below your Party Operations marker. The amount depends on your Infamy marker position and the type of building.
- Hire One or More Goons: Pay the cost shown in the cheapest empty Goon space on your Operations board ($0 to $5) and place a Goon from the supply onto that space.
- Gain One Family Member: Place a Family Member in your VIP area or send them to the Docks.
- Gain One Book: Place a Book from your supply onto the Books space of your Operations board.
- Increase Any One Of Your Operations Or Strength Levels by 1: Choose any one of your Operations levels or your Strength level and increase it by 1.
- Gain One Helper Card: Take one Helper card from the display and place it face up next to your Operations board. Refill the display.
- Open a Speakeasy Or Stills Or Take Over a Mobster Speakeasy: Up to 2 times, pay the cost of the chosen Speakeasy ($3, $5, or $8) or Stills ($5) and place it on an empty building space. Move the City tile to your Operations board. Gain the benefit of the building.
(2 later sections are omitted here; see the Chinese page for the rest.)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
# Speakeasy Rules ## Game Overview Speakeasy is a strategy game centered on worker placement, set collection, and engine building. Players take on the role of Speakeasy owners during Prohibition, earning money and prestige by recruiting staff, mixing cocktails, and entertaining guests, ultimately aiming to score the most points at the end of the game. ## Core Mechanisms - **Worker placement**: Each round, dispatch your staff to different locations to perform actions - **Set collection**: Collect specific combinations of cards or resources to complete recipes - **Engine building**: Upgrade your Speakeasy facilities to make subsequent actions more efficient ## Setup 1. Place the board in the center of the table 2. Each player takes their starting funds and initial staff markers 3. Shuffle the cards and arrange the decks as specified by the rules 4. Reveal the public objective cards 5. Each player receives one private objective card ## Gameplay The game is played over several rounds, each consisting of the following phases: ### Round Structure 1. **Action Phase**: Players take turns dispatching staff to perform actions 2. **Scoring Phase**: Resolve income and objective progress for this round 3. **Next Round Preparation**: Replenish staff, refresh the market ### Available Actions in the Action Phase - **Recruit Staff**: Spend money to increase your number of staff - **Procure Ingredients**: Purchase resources needed for mixing cocktails - **Mix Cocktails**: Spend resources to complete recipe cards and earn points - **Entertain Guests**: Play guest cards to gain immediate rewards - **Upgrade Facilities**: Improve the Speakeasy and unlock new abilities - **Gather Intel**: Draw cards to replenish your hand ## Scoring Phase At the end of each round: - Earn income based on your Speakeasy level - Resolve progress on completed public objectives - Check whether private objective conditions have been met ## End of the Game When the end condition is met (e.g., the round limit is reached or a player triggers a specific condition), the game ends. Conduct final scoring: 1. Calculate all points collected 2. Resolve unfinished private objectives 3. Resolve public objectives 4. The player with the highest total score wins ## Key Rules & FAQ ### Frequently Asked Questions **Q: Can employees be reused?** A: Yes, but all dispatched employees must be recalled at the start of each round. **Q: Can resources be traded?** A: No, all trades must be conducted through designated actions on the board. **Q: What happens in a tie?** A: In a tie, compare prestige points; the player with higher prestige wins. If still tied, the victory is shared.
How to Play Speakeasy (Plain-Language Version)
One-sentence summary: You play as mob bosses during Prohibition, fighting for territory in Manhattan, opening Speakeasies, producing moonshine, and selling liquor for money. After 13 years, whoever has the most money wins.
I. Objective: Whoever Has the Most Money at the End Wins
Your final money consists of four parts:
- Cash in hand — spendable at any time, the most flexible.
- Money in the safe — to spend it, you must withdraw at 2:1 (to spend 1, you must take 2 out of the safe), so it is "heavier" but better for hoarding big sums.
- Liquor-selling income from each "operating" building.
- Helper card income — counted once for each distinct bottle you own; duplicates of the same bottle count only once.
In case of a tie, compare in this order: who has more protected buildings → who has more buildings in total (protected or not) → who has placed more books on the board → who has more family members in total (board + dock + operations board combined) → if still tied, play another game.
II. Game Length and Structure
The game lasts 13 rounds, divided into 4 Acts:
| Act | Years | Player Rounds per Act |
|---|---|---|
| Act 1 | 1920–1924 | 4 rounds |
| Act 2 | 1925–1927 | 3 rounds |
| Act 3 | 1928–1930 | 3 rounds |
| Act 4 | 1931–1933 | 1 round |
Each Act proceeds in this order:
- Return Capos (begins in Acts 2, 3, and 4)
- Player Rounds
- Lucky Luciano Phase (at the end of Acts 1, 2, and 3): mob shootout → police patrol → distribute money by territory
- End-of-game scoring (only at the end of Act 4)
Your Capos get fewer and fewer — this is crucial:
- Start of Act 1: all 4 Capos are available to dispatch.
- Act 2 (1925): retrieve 3 from the board; the other 1 goes straight back into the box.
- Act 3 (1928): retrieve 3 from the board.
- Act 4 (1931): retrieve only 1; the other 2 go back into the box.
Each Act continues until all your Capos are used up. In other words, the later the game goes, the more valuable each action becomes.
III. Opening Setup Round (1920)
… (condensed here; full text on the cunleme Chinese page)
## Key Rules & FAQ ### Frequently Asked Questions **How many nightclubs and casinos can be in the same district?** Each district can have at most **1** nightclub and **1** casino.
Conclusion: The rules impose a hard cap on the number of Nightclubs and Casinos in the same Zone (district area) — each player may have at most 1 Nightclub and 1 Casino in each Zone.
Details and Conditions:
-
Zones refer to the three major areas: Downtown, Midtown, and Uptown. The cap is counted per these three Zones, not per district (district number).
-
The cap is "per player individually": The rulebook states that "you" may have at most 1 Nightclub and 1 Casino in each Zone. Therefore, different players may each own their own Nightclub in the same Zone, or even in the same district (the Uptown area control example in the rules shows Yellow and Blue each having 1 operating Nightclub in the same district, with both tied as best building).
-
How the restriction applies when opening:
- Opening a Nightclub/Casino: You must choose an empty building slot in a Zone where you do not yet have a building of that type.
- Upgrading a Speakeasy to a Nightclub/Casino: You must choose a Speakeasy in a Zone where you do not yet have a building of the upgrade target type to replace.
- When seizing a Mobster Speakeasy and replacing it with your Nightclub/Casino, the same process as above applies, and this restriction likewise applies. -
Meaning of the cap: Within the same Zone, you may have at most "1 Nightclub + 1 Casino"; and this 1 Nightclub and 1 Casino may be placed in the same district within that Zone, or in different districts — the Zone Goals in the rules list both "1 Nightclub and 1 Casino in the same district" and "1 Nightclub and 1 Casino in different districts" as goal types, indicating that both placements are permitted.
-
One note: A Nightclub/Casino may be opened in a district that has a Cop, but in that case the building does not count as "operating" until you protect it with a Family Member. This does not change the quantity cap — it only affects whether the building is operating.
… (condensed here; full text on the cunleme Chinese page)
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.