Speakeasy

Speakeasy

A worker-placement and card-management game about building a Prohibition-era business network, keeping venues operational and finishing with the most money.

Speakeasy supports 1–4 players; community best: 3 players; playing time: 50–180 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Your Capos choose who to visit, but Operations cards determine how much a visit can accomplish. Upgrading production, deliveries and sales can make a business more profitable, while growing Infamy also improves prices and unlocks benefits.

An impressive building is useful only while it can operate. Police make unprotected venues inactive, and incoming Mobsters threaten ownership during scheduled Mob Wars. Family Members protect against police; defending against Mobsters instead uses strength and the applicable modifiers.

Money has two jobs: cash supports expansion, while the safe records much of your goal income. Spending from the safe costs twice as much, so an apparent lead can be expensive to convert into another investment. The official solo opponent Jo uses a tailored action deck rather than imitating every player expense.

Core rules & scoring

  1. The base game supports 1–4 players. Multiplayer uses a setup round, eleven player rounds across four Acts in a 4/3/3/1 pattern, then final scoring. Lucky Luciano phases follow Acts 1–3.

  2. On each turn you may use one Helper card, then must place a Capo at an available Person of Interest and resolve its location actions, then draw an Operations card. A person normally accepts one Capo per Act; the Restaurant has no Capo limit.

  3. Operations cards played to your board replace the previous card of that type, give the printed benefit, then resolve their action except during setup. Their Leverage becomes active immediately. Operations and Strength levels increase Infamy and are capped at five, with extra card costs at specified high levels.

  4. A building operates if no Cop is in its district or it is protected by a Family Member. A non-operating building cannot produce, receive or sell barrels and normally does not count for zone payouts or scoring; only explicitly marked goals and crates provide exceptions.

  5. Produce barrels with an Operating Stills, transport them through a Garage action, and sell from Operating Speakeasies, Nightclubs or Casinos. Stills, Fleet and Party levels limit the relevant capacity; Infamy and venue type determine the sales price.

  6. Opening buildings and upgrading your own venues expand your network. Players may take over eligible Mobster Speakeasies, but cannot take over those of their own Associate. Successful attacks require strength strictly greater than defense; players do not attack one another’s buildings.

  7. In each Mob War resolve districts in ascending order. For each threatened building, meet or exceed the Mobster’s Mob War strength to defend, using permitted Goons or a paid Associate. Family Members do not add defense strength. Failed defenses remove the building and its protecting Family Member.

  8. After Mob War and police arrivals, determine district control using protection and Operating-building hierarchy, not building count. Zone payout rankings include Mobsters; tied positions receive the lowest payout among those positions. Cooking Books claims eligible empty goal spaces and pays money into your safe.

  9. Cash can be spent normally; spending one dollar from safe funds costs two safe dollars. At final scoring, add cash and safe money at face value, Protected-building awards and unique-bottle Helper awards. Most money wins; multiplayer ties compare Protected buildings, all buildings, placed Books, then Family Members.

  10. Official solo uses Jo and the two-player framework with its own setup and action/district decks. Jo does not use trucks, Operations cards or a safe, and ignores specified costs and bonuses. His buildings still need to operate; he pays for Mob War defense and loses a building if unable to pay at least $1. Win by finishing with strictly more money than Jo.

Rules & gameplay questions

Can I move a barrel from my Stills to a venue in the same district for free whenever I want?

No. You still need the appropriate Garage action, or obtain a barrel through a Rum-runner ambush. During a Garage action, delivery within the truck’s current district costs zero movement.

Does a Cop remove a barrel already at my unprotected building?

No. The barrel stays, but that building cannot receive deliveries or sell until it operates again, for example after a Family Member protects it.

Can a Restaurant visit trigger casino income more than once in an Act?

Yes. The check occurs at the end of each player round with a Restaurant visit and turn-order adjustment, not just at the end of the Act. Casinos need to be Operating, not necessarily Protected.

Can I place multiple Books in one goal area?

Yes, on different eligible empty goal spaces, but you cannot claim both spaces of the same goal objective. Requirements such as minimum Strength are checked without spending that Strength.

Does Jo follow the player limit of buying two barrels from a Rum-runner?

No. The official solo FAQ lets Jo take up to his Fleet level, limited by Operating destinations. He takes from his Stills first, then obtains the remainder from one Rum-runner; this is a solo exception, not a multiplayer benefit.

Rules & introduction sources
Edition
Current publisher-linked Speakeasy base rules v19c (2026), official solo rules v11c, and official FAQ revised April 2026. Multiplayer and Jo exceptions are distinguished. Excludes old prototype/Kickstarter draft rules, optional player powers, public-goal additions and other Upgrade Kit/expansion modules.
Introduction source
BoardGameGeek

WANGO editorial

Speakeasy · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#212
Complexity Weight4.44 / 5
Best player count (community)3
Player range1–4
Playing time (minutes)50–180
Core mechanismsArea Majority / Influence · Hand Management · Pick-up and Deliver · Worker Placement
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2025
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Speakeasy, and can I play online?

Speakeasy supports 1–4 players; community best: 3 players; playing time: 50–180 minutes. A WANGO browser trial has not been confirmed.

How complex is Speakeasy, and which mechanisms does it use?

Weight: 4.44 / 5. Mechanisms: Area Majority / Influence · Hand Management · Pick-up and Deliver · Worker Placement. Chinese publication: Unconfirmed.

Where can I learn Speakeasy?

No rule guide, strategy article or WANGO trial has been confirmed for this record.