Lucky Luciano Phase
The end of Acts 1–3 in Speakeasy: the Mob War, Cops patrolling Manhattan, district control and the Lucky Luciano payout to your safe.
At the end of Acts 1, 2 and 3 (not Act 4) three steps happen in order: Mob War, Cops Patrol Manhattan, Payout Zone Control.
Mob War
Shuffle, without looking, the Mobster deck of the Act: B after Act 1, C after Act 2, D after Act 3. Then deal with every district holding a face-down Mobster District tile — 3 / 3 / 4 districts after Acts 1 / 2 / 3 (2 / 2 / 3 with two players or solo) — one district at a time, lowest number first:
- Put the top Mobster tile, City side up, on that district of the Mobster board.
- Swap the Mobster District tile for a Mobster Strength tile equal to the Mobster’s strength (brown box); box the district tile.
- Put a Mobster Speakeasy beside every empty building space of the district.
- The Mobster attacks every player building in the district (see below).
When all districts are done, box the unused Mobster tiles of that deck.
Mob War strength
A Mobster attacks at its strength (brown box) + its Mob War modifier (red box). Birdie Brown, strength 6 and +1, attacks at 7. The newcomers get stronger each Act: 6–8 after Act 1, 8–10 after Act 2, 10–12 after Act 3.
Defending a building
In turn order, each player with buildings in the district decides, building by building, whether to defend. Your building defence = your Strength level + 1 per Goon you return + your Associate’s strength if you pay their fee (plus Crate and Associate bonuses). These extras count for that one building only. You need to equal or beat the Mob War strength.
- A defended building stays.
- A building you do not (or cannot) defend leaves the game, with any Family Member protecting it; its barrel (for the Stills, the barrels on your Stills area) returns to the supply, and a Mobster Speakeasy takes the space.
If the Mobster placed no Speakeasy at all in the district (no empty space, every building defended), the Mobster tile leaves the game and its Strength tile is flipped face down. Mobsters already on the board from earlier Acts stay there, even if they lose all their Speakeasies, and never attack again.
Prepare the next Mob War
After Act 1, turn the stack of 3 Mobster District tiles on the Time track face up and put each, face down, on the gun space of its district; after Act 2, do the same with the stack of 4 (2 and 3 with two players). You always know where the next Mob War will be.
Cops Patrol Manhattan
1. Replace every Cop District tile on the board with a Cop; box the tiles.
2. After Acts 1 and 2, reveal one stack of four Cop District tiles from the Time track and put each face down on its district: these Cops arrive next time.
A Cop arriving next to your building with a barrel does not remove the barrel; the building simply stops operating until protected.
Payout Zone Control
Put all Zone Control markers (players’ and Mobsters’) at the bottom of their tracks. Then, district by district in number order, find who controls it:
- The player with the best building that has a Family Member beside it controls it (ties: all tied players).
- Otherwise, if the district has no Cop and no Family Member, the player with the best building controls it (ties: all tied).
- Otherwise, if no player has an Operating building there and there are Mobster Speakeasies, the Mobsters control it (Cops do not affect Mobster Speakeasies).
- Otherwise nobody controls it.
Hierarchy: Family Member present > Operating Casino > Operating Nightclub > Operating Speakeasy > Operating Stills > Mobster Speakeasy. The number of buildings does not matter — only each player’s best Operating building. Each controller moves their marker up one space on that Zone’s track.
Lucky Luciano payout
For each Zone, players are paid to their safe from the payout chart beside its track: highest marker first place, next second, and so on. The Mobster marker takes part in the ranking but is not paid. Tied players all get the lowest payout of the positions they share. A player who controls no district in a Zone gets nothing there.
Quick count: your position = the number of markers (including the Mobsters’ and your own) on your space and above it.
The charts differ by Zone; the rulebook’s 3/4-player examples show $25 / $15 / $10 / $5 / $0 for Midtown and $45 / $35 / $25 / $20 / $15 for Uptown. Read Downtown’s and the 1/2-player side’s values from your board.