Ludexv2026.11.01-65114139SpeakeasyOfficial rulebook ↗

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Teach the Game

A table-side script for teaching Speakeasy: how you win, the boards, a turn, the Acts, how the game ends, every way to make money and what each piece is for.

This guide follows the English rulebook v19c (2026), the solo rules v11c and the publisher’s April 2026 FAQ.

How you win

It is 1920 and Prohibition has just begun. You are a mob boss in Lucky Luciano’s Manhattan: open speakeasies, distil and smuggle liquor, sell it, keep the Cops paid off and survive the Mob Wars. Thirteen years later Prohibition ends — and the boss with the most money wins. About 45 minutes per player.

The boards

The rulebook setup spread with its numbered markers

The rulebook’s own setup markers point at each part:

  1. Mobster board — Mobsters waiting to be hired as Associates
  2. Mobster supply — Mobster Speakeasies and Strength tiles
  3. Mobster decks — B, C and D Mobsters for the three Mob Wars
  4. Mobster tiles — the A Mobsters already in Manhattan
  5. Mobster Strength tiles — the defence of the Mobster Speakeasies in that district
  6. Mobster Speakeasies — take them over to build there
  7. Mob War markers — red tiles: where the next Mobsters arrive
  8. Time track — future Mob War tiles, so you can plan ahead
  9. Zone Control tracks — one per Zone, with the Luciano payout beside it
  10. Cops — districts where unprotected buildings stop working
  11. Cops to come — face-down Cop tiles arriving at the end of the Act
  12. Cop stacks — the Cops of later Acts on the Time track
  13. Building spaces — each with a City tile you collect when you build there
  14. City tile display — City tiles to take
  15. Zone goals — one per Zone, worth $20 to cook a Book on
  16. Central Park goals — five goals, $10 each
  17. Operations decks — VIP Room, Party, Stills and Fleet
  18. Helper cards — the display of three
  19. City Docks board — the four Rum-runner Ships with their prices and defence
  20. Barrels on the Ships — buy them at a port or steal them
  21. Crate tiles — the loot for robbing a Ship
  22. Ports — where the Ships moor
  23. Supply — barrels, Cops, money, Leverage tokens and Goons

Along the top of the main board are the eight locations with their Persons of Interest; on its right the Infamy track (Infamy) and Turn Order track (Turn order).

Your Operations board holds your four Operations tracks and Strength, your buildings, Goons, Books, City tiles and the slots for one card of each Operations type.

A turn

  1. Optionally use one Helper card, then put it in your safe.
  2. Send a Capo to a free Person of Interest at one of the eight locations and do that person’s actions top to bottom (Locations).
  3. Draw an Operations card.

What the locations are for, in one line each: Contractor Office — open Speakeasies and the Stills; City Planning Office — Nightclubs and Casinos; Garage — trucks deliver barrels; City Hall — protect buildings; Commission — hire an Associate; Docks — rob a Ship; Restaurant — change turn order, play City tiles, cook Books; Park — steal someone’s spot.

The Acts

ActCapos to placeAfter the Act
14Luciano Phase: Mob War (B Mobsters), Cops, payout
2 (1925)3Luciano Phase (C Mobsters)
3 (1928)3Luciano Phase (D Mobsters)
4 (1931)1Final Scoring

See Act structure and Lucky Luciano Phase.

How the game ends

After the single round of Act 4, count your money: cash + safe + Protected buildings (Protected Speakeasy: $10 at the end $10, Protected Nightclub: $15 at the end $15, Protected Stills: $20 at the end $20, Protected Casino: $20 at the end $20) + one Helper card per different bottle. Most money wins; ties go to most Protected buildings (Final Scoring).

Ways to score

SourceHow and whenGoes to
Sell barrels Barrel salesSell barrels at Operating buildings; price by Infamy, higher at Nightclubs and Casinoscash
Crate tilesWin a Rum-runner ambush; up to about $25 eachcash
Casino skim$3 per Operating Casino ($5 with two) whenever turn order changescash
Family Members hired$1 when someone uses yours in an ambushcash
Cook up to 3 Books Cooked Books$10–$20 per goal at the Restaurantsafe
Luciano payoutZone rank after Acts 1–3safe
Protected buildings$10 / $15 / $20 / $20 at the endscore
Helper cardseach different bottle at the endscore
[Stretch] Public Goals$10 per goal met at the end (Stretch Goals)score
LossesBuildings lost in Mob Wars, money laundered 2:1 from the safe, unprotected buildings at the end—

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Cash (money in your pocket) Cashpay for everything at face valuebarrel sales, Crates, Casino skimspend 1:1
Safe moneythe bulk of your scoreCooked Books, Luciano payout, starting $30spend at 2:1 (laundering)
Caposyour actions4 / 3 / 3 / 1 per Actone per turn at a Person of Interest
Operations cardsbenefits, Leverage and the four key actionsdraw one every turn, locations, tilesplay into a slot; discard to raise levels, at the Restaurant, for Casinos
Gain 1 Family Member Family Membersprotection and ship attackslocations, Infamy, building benefits, cardsVIP area → protect a building; Docks → ambush
Gain a Leverage token Leveragepays for protectionOperations cards in slots, tokens4/3/2/1 per Family Member by turn-order column
Barrelsthe productStills, buying or robbing ShipsTruck them to Operating buildings, then sell
Truckscarry barrels1 at start, 2nd at Fleet 3move up to range, 2 barrels each
Strength Strength, Goons, Associatewin fightstracks, hiring, Commissionadd up for attack (must beat) and defence (must match)
Gain 1 Book Booksturn goals into safe moneylocations, building benefits, tilescook at the Restaurant
Infamy Infamybarrel price and rewardsraising any trackautomatic
Helper cardsone-off boosts and end-game moneylocations, Infamyuse one per turn, then safe
City tilesextra actionsbuilding on a space, display, Parkplay two at the Restaurant
Crate tilescash now, a bonus foreverambushing Shipsautomatic

Teaching tips

Rehearse an Operating building

Put a Cop beside a building with no Family Member protecting it. Ask whether it can receive or sell a barrel. It cannot: the building is non-Operating. Now protect it with a Family Member and check again. It is Operating even though the Cop remains.

Before choosing an action that needs a building, point to the Cop and protection in that district. Owning the building alone is not enough.

Rules

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