Operations Board and Common Actions
Your Operations board part by part, the four Operations tracks, Strength and Infamy, how Operations cards work, building groups and discounts, and the common actions: produce, sell, hire Goons, gain Family Members.
Your Operations board

- Operations card slots — one slot each for VIP Room, Party, Stills and Fleet cards; a card sits here until replaced
- VIP Room track
— how many Family Members your VIP area can hold - Party track
— how many barrels one Sell action sells - Stills track
— how many barrels one Produce action makes - Fleet track
— your Trucks’ range; the second Truck waits under it until level 3 - VIP area — Family Members waiting to protect buildings or attack ships
- Strength track
— the base of every attack and defence - Goon spaces — each shows its hiring price, $0 to $5; your first Goon starts on the $0 space
- Associate space — your Associate marker waits here; your Associate’s tile lies here while they work for you
- City tile spaces — four spaces for City tiles you have collected
- Books space — Books ready to be cooked (no limit)
- Speakeasies and Stills — three groups of three, with the opening benefit printed under each space and the group cost below
- Nightclubs and Casinos — $12 and $17 (plus a discarded card), with the benefit under each Nightclub
Your Safe screen stands beside the board: cash in front, safe money behind it (Cash and the safe).
Operations levels
Each of the four Operations tracks runs from level 1 to 5. The value printed under the marker is what you use:
| Track | Gives you | Level 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|
| Family Member spaces in your VIP area | 1 | 2 | 2 | 3 | 4 | |
| barrels per Sell action | 2 | 2 | 3 | 3 | 4 | |
| barrels per Produce action | 1 | 2 | 2 | 3 | 4 | |
| range of each Truck | 1 | 2 | 3 | 4 | 5 |
The second Truck becomes usable once your Fleet marker reaches level 3. The VIP, Party and Stills values are read from the printed Operations board; check them against your own board.
Raising a level (
or
): move the marker one space right and raise your Infamy by the same amount. Reaching level 5 also costs one Operations card discarded from your hand. Nothing goes past 5.
Discard to raise again (
): wherever this icon appears you may discard any Operations card (any type) to raise the track shown by 1 more. If that takes it to 5, you still pay the extra card for level 5.
Strength
Your Strength level (1–5) is the base of every attack and defence. Raising it works like an Operations level, except that level 4 costs one discarded Operations card and level 5 costs two. Each step also raises your Infamy.
Infamy
Your Infamy marker always equals the sum of your four Operations levels plus your Strength (everyone starts at 5). It matters in three ways:
- Barrel prices. The Infamy track shows barrel prices at intervals; you sell at the highest price space you have reached (Sell barrels).
- Rewards. Reaching certain spaces gives you something at once: a Family Member (the two you placed beside spaces 8 and 14), a Helper card, an Operations card.
- Infamy goals. Spaces 10, 15 and 22 open Cooked Book goals worth $10, $15 and $20.
Operations cards

There are four decks of 12:
VIP Room (red),
Party (purple),
Stills (orange) and
Fleet (green). Each card shows:
- Benefit (top left, above the dashed line) — gained when you play the card;
- Action (below the dashed line) — always the deck’s action: VIP Room = Get Protection, Party = Sell barrels, Stills = Produce barrels, Fleet = Pick up and deliver;
- Leverage (top right) — counts towards Get Protection for as long as the card stays on your board.
Every card is listed on Cards & Components.
Play an Operations card
(any type) or
(that type only):
- If the slot for that type already holds a card, put the old card face up at the bottom of its deck.
- Slide the new card into the slot. (Barrels on your old Stills card move to the new one.)
- Gain its benefit.
- Perform its action.
In the Setup Round you gain only the benefit, not the action. The Leverage of a card counts from the moment it is in the slot.
Discard an Operations card
Discards always come from your hand, face up to the bottom of their deck. Cards in your board slots cannot be discarded, only replaced.
Take an Operations card
draws the top card of any deck;
draw from that deck.
gives an Operations card and a Helper card.
Common actions
These actions appear at the locations, on Operations cards, City tiles and Helper cards.
Produce barrels
Only with an Operating Stills on the main board. Put as many barrels as your Stills track shows onto the Stills area of your Operations board (no Stills card needed). From there, a Truck must carry them to your other buildings.
Sell barrels
Sell barrels standing next to your Operating buildings, up to your Party track value. Find the highest barrel-price space your Infamy marker has reached: at a Speakeasy you get the lower of its two prices, at a Nightclub or Casino the higher one. Barrels go back to the supply, the money is cash. Stills never sell.
Hire Goons
Hire as many Goons as you like: for each, pay the price of the cheapest empty Goon space on your board and put a Goon there.
puts one Goon on the cheapest empty space for free.
Gain a Family Member
Place the new Family Member at once, either:
- in your VIP area, if it has room (your VIP Room track is the limit), or
- at the Docks on any empty space of the main board, taking the benefit printed at the end of that row. When you do, you may also shift your other Family Members already at the Docks to other empty spaces (no benefit for those).
Family Members in the VIP area are sent out with Get Protection; those at the Docks power ship ambushes.
Building groups and discounts
Your eight Speakeasies and your Stills sit in three groups of three on your board: three $3 Speakeasies on the left, two $5 Speakeasies plus the $5 Stills in the middle, three $8 Speakeasies on the right. Each space shows the benefit you gain when you open that building:
| Group | Cost | Benefits under the three spaces |
|---|---|---|
| Left | $3 each | |
| Middle | $5 each | |
| Right | $8 each | two Family Members · two Books · |
| Nightclubs | $12 each | Produce · |
| Casinos | $17 + 1 card | no benefit |
These benefits are read from the printed Operations board; check them against your own board.
Once all three buildings of a group have left your board, every later upgrade of a Speakeasy to a Nightclub or Casino costs less by that group’s value ($3, $5 or $8 — the rightmost cleared group counts). The discount never applies to opening or taking over.