Locations and Actions
The eight Speakeasy locations — Contractor Office, City Planning Office, Garage, City Hall, Commission, Docks, Restaurant and Park — with every Person of Interest's actions, in the rulebook's teaching order.
How locations work
Each location has one to three Persons of Interest (fewer in a 2-player game, see the table). Your Capo talks to one free person, and you then perform:
- the location action in the big framed box — everyone who visits gets it; and
- the personal actions printed in that person’s column, above or below the box.
Resolve everything from top to bottom; within one row the order is up to you. Everything is optional except the discard and the turn-order change at the Restaurant. A dotted line between icons means you do both; a slash means one or the other.
| Location | Persons (3–4 players) | Persons (2 players) | Main purpose |
|---|---|---|---|
| Contractor Office | 3 | 2 | open Speakeasies and the Stills |
| City Planning Office | 3 | 2 | open or upgrade to Nightclubs and Casinos |
| Garage | 2 | 2 | move barrels with your Trucks |
| City Hall | 2 | 2 | protect your buildings |
| Commission | 3 | 2 | take an Associate |
| Docks | 2 | 1 | ambush a Rum-runner |
| Restaurant | any number | any number | turn order, City tiles, cook Books |
| Park | 3 | 2 | steal a spot that is taken |
The descriptions below follow the person columns as printed on the board (left to right) and the publisher’s player aid.
Contractor Office
Personal actions (top): left
gain a Book · middle
raise Strength or any Operations level by 1 · right
gain a Helper card (take one from the display, which refills at once; Helper cards can never be discarded).
Location action — up to twice, in any mix: open a Speakeasy or the Stills, or take over a Mobster Speakeasy with one. Each time, first pay the building’s cost from your board ($3, $5 or $8 for a Speakeasy, $5 for the Stills).
Open a building
- Put the building on an empty building space anywhere in Manhattan (no player building on it and no Mobster Speakeasy beside it; a City tile may lie there).
- Take the space’s City tile onto your board.
- Gain the benefit printed under the space the building came from (Building groups).
Take over a Mobster Speakeasy
Your attack strength = your Strength level + 1 per Goon you return + your Associate’s strength if you pay their fee. The Mobster Speakeasy defends with the Mobster Strength tile in its district. You need more; otherwise you cannot try.
- Replace the Mobster Speakeasy (back to the supply) with your building.
- Take the City tile, if any.
- Gain the benefit under the building’s space on your board.
You may not take over in your own Associate’s district — other players’ Associates are fair game.
City tile limit
At the end of any turn in which you hold more than four City tiles on your board, discard down to four: put the extras face up on the three spaces of the middle column of the City tile display, spreading them evenly and filling empty spaces first. They can be taken from there.
City Planning Office
You may have at most one Nightclub and one Casino in each Zone.
Location action (top) — up to twice, in any mix, paying $12 for a Nightclub, or $17 and one Operations card from your hand for a Casino:
- Open a Nightclub or Casino on an empty building space in a Zone where you do not have one of that type yet; take the City tile and gain the benefit under its space.
- Upgrade one of your Speakeasies to a Nightclub or Casino (same Zone limit): the Speakeasy leaves the game, the new building takes its place (a protecting Family Member stays), and you gain the benefit under the new building’s space. If you have cleared a building group, the cost drops by $3, $5 or $8 (Building groups).
- Take over a Mobster Speakeasy as at the Contractor Office, placing a Nightclub or Casino.
Then the personal actions (below): left
play one Operations card · middle
raise Strength or any Operations level by 1 · right
play a Party card.
City tiles: the same limit applies at the end of your turn.
Garage
Location action (top):
raise Strength or any Operations level by 1.
Personal actions (below): left
play a Fleet card — its Pick up and deliver gets +2 range for each Truck (
) · right
Pick up and deliver barrels.
Pick up and deliver barrels
- You start with one Truck; the second joins once your Fleet track is at level 3 or more.
- A Truck enters the map in any district for free and then stays on the map.
- Each Truck has movement equal to its range: your Fleet level, +2 from the Fleet card that gives it, +2 for the left Garage person, plus Crate bonuses. Moving into an orthogonally adjacent district costs 1. Trucks cannot cross Central Park: districts 13 and 15 do not connect to 14 and 16. They may drive through blocked districts. Moving one Truck fully before the other is recommended.
- Pick up during movement, in the Truck’s district, at no movement cost: from your Operating Stills (barrels on your Stills area), or by buying from a Rum-runner Ship docked there — pay the price shown under the rightmost barrel on that Ship (if it is empty, the price under its leftmost empty space, with a barrel from the supply). After you buy (at most two barrels), the Ship sails clockwise to the next free port.
- Deliver during movement, at no cost: put a barrel from the Truck next to one of your Operating Speakeasies, Nightclubs or Casinos in that district that has no barrel. One barrel per building, never to the Stills.
- A Truck holds two barrels and may end its move still loaded.
City Hall
Personal action of the left person (top):
gain a Family Member and
hire Goons.
Location action — Get Protection
:
- Send Family Members from your VIP area to your buildings anywhere in Manhattan, one per building, on the empty Protection space beside it.
- Each one costs Leverage according to your Turn Order column: 4 in the leftmost column, then 3, 2, 1.
- Your Leverage = the Leverage printed on the Operations cards in your board slots, plus any Leverage tokens you discard. The cards stay.
Personal action of the right person (below):
gain a Leverage token and
play a VIP Room card (whose action is Get Protection again).
Commission
Personal actions (top): left
gain a Helper card · middle
raise Strength or any Operations level by 1 · right
gain a Family Member.
Location action:
get an Associate, and
hire Goons.
Get an Associate
- If you already have one, return them City side up to their district on the Mobster board and take back your Associate marker.
- Choose any Mobster on the Mobster board and put your Associate marker in that Mobster’s district on the main board.
- Flip the tile to its Associate side onto your board. If its power is immediate, use it now (Mobster tiles).
Docks
Personal actions (top): left
play a Stills card and
hire a Goon for free · right
play a Stills card. (With two players only one person is available.)
Location action — Ambush a Rum-runner Ship:
- The Ship’s defence is the highest value on its Docks-board row not covered by a barrel.
- You need at least one of your Family Members in the Docks Zone (Downtown, Midtown or Uptown section of the Docks on the main board) matching the Zone where the Ship is moored.
- Attack strength = your Strength × the number of Family Members used from that Docks Zone. You may use other players’ Family Members there for $1 cash each to their owner — they cannot refuse — and they count like yours. Then add +1 per Goon returned. No Associates against ships.
- You need more than the Ship’s defence.
If you win:
- Gain the Crate tile’s cash (Crate tiles), then flip it and keep it: its back is a lasting bonus. Refill the Ship’s crate space from the face-up stack.
- Take the Ship’s rightmost barrel (or one from the supply if it is empty) and put it next to one of your Operating buildings without a barrel anywhere, or on your Stills area if your Stills is Operating; otherwise it goes back.
- Move one of your Family Members from that Docks Zone into your VIP area — if there is no room, it goes back to your supply (“fell into the river”).
- The Ship sails clockwise to the next free port.
Restaurant
Any number of Capos may come here.
Location action (top), compulsory:
discard an Operations card, then
put your Turn Order marker on any empty space of the lower row of the Turn Order track (your current column is allowed). The 3rd and 4th spaces (2nd in a 2-player game) cost one more discarded card. With no card to discard, you cannot come here. Your Leverage price for Get Protection changes at once. Turn order changes, and Casinos pay, at the end of the round (Turn order and Casino skim).
Then perform two different actions (below), in any order:
Play one Operations card.
Play up to two City tiles — see below.
Cook up to three Books — see Cooking the Books.
Play up to two City tiles
Use the action or bonus of up to two City tiles on your board (a tile gained during this action may be one of them). At the end of your turn, put each tile you played on the middle column of the City tile display, spread evenly, empty spaces first. All City tile faces are on Cards & Components.
Park
Location action (top) — Exchange Capos: swap your Capo with another player’s Capo already talking to someone at any other location. Their Capo moves to any free Park person and they choose one:
a Leverage token,
a City tile, or
a Book. You then perform the actions of the person your Capo now stands at.
Gain a City tile
Take any face-up City tile that is not covered by another one from the display. If it came from the right column, refill that space from one of the face-down piles; the middle column is never refilled.