Speakeasy will transport you to the roaring 1920s during the era of Prohibition. Manhattan was under the firm control of Lucky Luciano, a prominent mobster. To strengthen his grip on the territory, he implemented a well-structured system. He divided Manhattan into different districts, each assigned to a specific mobster responsible for handling their "business" operations.
In this worker-placement and card-management game, you take on the role of one of those mobsters, managing and operating your very own speakeasy empire in Manhattan. To do so, you'll need to use all your cunning and resources to stay ahead of the competition. As you improve your operation, become more infamous, and upgrade to more lavish speakeasies and even casinos, you'll attract the attention of the outside mafia and the police. You need to use your leverage to keep your business running and receive your share from Lucky Luciano.
You need to hire goons to help you take over Manhattan during this exciting and dangerous time. You can associate with outside mobsters — and even attack and rob rum runners to gain valuable resources to gain an edge over your rivals. You need to manage your cards carefully, placing your workers strategically to deliver illicit liquor and reach Manhattan's goals to earn income. You will cook your books to fill your safes with free tax money by achieving some goals.
The ultimate goal is simple: accumulate the most money and become the most successful mobster in the city. Do you have what it takes to rise to the top of the speakeasy scene and take over Manhattan during Prohibition? It's time to grab your fedora and find out in Speakeasy.
- Meaty, deep gameplay with multiple viable play paths
- Strong card-driven action economy and variability between games
- High component quality and durable pieces
- Rich 1920s/mafia theme with thematic artwork in cards and tokens
- Good potential for replayability and varied game arcs
- Very long setup/teach and long playtime (around 4 hours with 11 turns)
- Front-loaded, complex teaching that is hard for new players
- Risk of pseudo-knockout for new players, which can sour a session
- High price point (£150+) with questionable perceived value for some players
- Table space requirements and heavy downtime between turns (snaking order)
- Map and artwork are perceived as dull/muted, not visually striking
- Mafia/mafia empire building, prohibition era
- 1920s Manhattan during Prohibition
- economic/territory-building with crime–era flavor
- Lisboa
- Vinhos
- Kanban (KBAN)
- The Gallerist
- On Mars
- Weather Machine
- Inventions
- Escape Plan
- Lands of Evershade
- Hijgemony
Mechanics (from transcript analysis)
- Area Control — control districts to gain money and victory points via zoning and book objectives
- card management — cards provide top and bottom effects, shield concepts, and bonus actions when played
- resource/infamy track — track progression (infamy) unlocks bonuses; mercenary/goon economy impacts strength
- set collection — collect books and objective tiles to gain points and fulfill criteria
- set collection / books — collect books and objective tiles to gain points and fulfill criteria
- Track advancement — track progression (infamy) unlocks bonuses; mercenary/goon economy impacts strength
- Turn order manipulation — snaking turn order and location-based bonuses influence timing and leverage
- Turn Order: Variable — snaking turn order and location-based bonuses influence timing and leverage
- worker placement — players place workers to gather resources, control districts, and trigger actions
Video topics + discussion points
Quotes (from this video)
- Pseudo Knockout is not fun.
- First impressions are literally first impressions.
- This is a Lerta big strategy game.
- Five out of ten for me on first impressions.
- It's a long freaking game.
- The front-loaded teach.
References (from this video)
- strong thematic integration that aligns with the Prohibition-era setting
- deep planning with meaningful turn-by-turn decisions and player interaction
- varied objective structure and central-board dynamics that reward foresight
- accessible entry point for heavy Euro players once the rules click
- high learning curve that can be burdensome for new players
- game length can be long and board congestion can occur at higher player counts
- luck factor in mob wars can influence outcomes
- replayability may not feel as expansive as top-tier heavy games for some players
- bootlegging, speakeasies, mobsters, and police pressure
- Manhattan Island, 1920s, Prohibition era
- thematic Euro with strong integration of theme into mechanics
- The Gallerist
- Escape Plan
- Terramystica
- Agricola
- Lisboa
- Venus
- Aunt Mars
Mechanics (from transcript analysis)
- area majority — building placement across zones and districts influences scoring and strategic control of the board.
- area majority / zoning — building placement across zones and districts influences scoring and strategic control of the board.
- Compound Scoring — players pursue randomized and some fixed objectives, with a 'cook the books' mechanic allowing placement of multiple completed objectives.
- helper cards — drafted from a market; provide free abilities and contribute to end-of-game money via icon collection, adding a secondary strategic layer.
- mobster and police tension — mob wars and police presence threaten buildings and require protective actions to maintain functionality.
- Objective-based scoring — players pursue randomized and some fixed objectives, with a 'cook the books' mechanic allowing placement of multiple completed objectives.
- park action — an action where bumping another player's worker grants you the action they occupied, plus a minor reward, increasing interaction and efficiency planning.
- set collection — collect icon sets from helper cards to boost end-of-game money, providing a secondary objective track.
- set collection and money flow — collect icon sets from helper cards to boost end-of-game money, providing a secondary objective track.
- worker placement — players send family members to perform actions on the board; a central mechanic that drives infrastructure and resource generation.
Video topics + discussion points
Quotes (from this video)
- Speak Easy is a thematic Euro game by Vitala that portrays Manhattan Island in the 1920s during the era of prohibition
- Thematic integration is topnotch here. I think the mechanisms themselves are tried and true.
- I give it an 8.4 out of 10.
- The turn-by-turn decisions are pretty tough, especially at higher player counts.
- There is an element of gambling and luck factor.
References (from this video)
- Strong thematic integration between underworld setting and core mechanics
- Rich inter-player interaction through mob wars and district fights
- Tight, purposeful action economy with meaningful choices each turn
- Impressive table presence and component quality (including expansions and custom bits in play)
- Expansions add nuanced variability without breaking core flow
- Setup and teaching can be lengthy for new players
- Table space heavy; not ideal for small surfaces
- Risk of misreading protection costs and per-card leverage rules during play
- Expansion content can feel optional or potentially disruptive if overused
- gangster families vying for influence, protection rackets, and illegal speakeasies
- Prohibition-era Manhattan, 1920s
- high-interaction, underworld ambience with territory battles and boss fights
- Gallerist
- Lisboa
- Vinhos
- Great Library
- Escape Plan
Mechanics (from transcript analysis)
- combat / mobster fights — Fights with mobsters (rum runners and police) in districts determine control and payouts.
- deck-building / tableau building — Cards are added to a personal tableau to grant abilities, bonuses, and endgame scoring opportunities.
- end game bonuses — Public goals and endgame bonuses shape final scoring beyond base cash and assets.
- endgame scoring with public goals — Public goals and endgame bonuses shape final scoring beyond base cash and assets.
- resource/cash modulation — Money is managed with a cash pool and behind-the-screen cash, affecting purchasing power and exchange rates.
- tableau building — Cards are added to a personal tableau to grant abilities, bonuses, and endgame scoring opportunities.
- Turn order manipulation — Turn order changes via capos and action timing, influencing pricing and availability on spots.
- Turn Order: Variable — Turn order changes via capos and action timing, influencing pricing and availability on spots.
- worker placement — Players place workers to perform actions across the board, including building and upgrading structures.
Video topics + discussion points
Quotes (from this video)
- This game is deceptively hard. I've been wrecked by the solo bot. So has John and I.
- This turn-order mechanism is one of my all-time favorite mechanisms in board games.
- This is the most approachable of his heavy games, while still offering deep strategic options.
- I really loved the table fill and the synergy between tiles, buildings, and mob battles.
- The production quality and expansions add a lot of value without complicating the core experience.
References (from this video)
- Friendly big-box Euro with approachable learning curve
- Thematic production chain and atmosphere (art, theme, production flow)
- Low direct player conflict, focus on optimization and pacing
- Strong solo play potential and accessibility for heavier games
- Abundant play space and replayability given many spots and options
- Limited direct interaction between players; potential lack of tension for some players
- Theme may not be as thematic as expected for die-hard mobster games
- Some players may prefer tighter worker placement; difficulty to accommodate all play styles
- mobsters and speakeasies in Prohibition-era New York
- Prohibition era New York
- production-chain driven, non-confrontational with minimal direct inter-player conflict
- The Gallerist
- Conbon EV
Mechanics (from transcript analysis)
- Area Control — control districts and compete for spaces and resources
- engine building — build stills, speak easys, nightclubs, casinos; produce and deliver resources
- Production chain / engine building — build stills, speak easys, nightclubs, casinos; produce and deliver resources
- Resource management — manage money, pieces, and cards to optimize production; limited direct conflict
- Resource management / optimization — manage money, pieces, and cards to optimize production; limited direct conflict
- worker placement — placement-based actions with many spots; generally not tight or brutal
Video topics + discussion points
Quotes (from this video)
- Speak Easy is great. It gets my highest recommendation.
- For me, that honor still goes to Conbon EV, and I'll explain why in just a little bit.
- It's a surprisingly pleasant, easygoing kind of game.
- The friendliest big box Lerta game ever made.
References (from this video)
- Thorough rules explanation and setup guidance that clarifies a complex system
- Strong thematic cohesion with Prohibition-era criminal activity
- Multiple strategic vectors (mobsters, cops, routes, and buildings) that create depth
- Scales with player count due to act structure and district setup
- High learning curve for first-time players
- Numerous icons and special-case rules can be confusing without reference sheets
- Lengthy setup and board maintenance requirements can affect pacing
- Some minor production misprints noted in community discourse (e.g., shield icon)
- organized crime, bootlegging, mob families vying for control
- Prohibition-era Manhattan, starting in 1920 and spanning 13 years of Prohibition
- historical gangster-era storytelling with strategic building and criminal moxie
Mechanics (from transcript analysis)
- Area Control — Players vie for dominance over city districts via buildings, mobsters, and protection.
- area control / district control — Players vie for dominance over city districts via buildings, mobsters, and protection.
- Deck-building / card-driven actions — Players insert and play operation cards to trigger actions across locations.
- hand management — Manage money, leverage, crates, crates, and helper cards to optimize actions and payoffs.
- hand management & resource management — Manage money, leverage, crates, crates, and helper cards to optimize actions and payoffs.
- set collection / tile placement — Acquire city tiles and place buildings to gain immediate and end-game benefits while shaping the map.
Video topics + discussion points
Quotes (from this video)
- A game of Speak Easy is divided into four acts, each made up of four phases.
- The final step of phase three is the payouts for each zone.
- Cooking the books is a good way to earn money in the game.
- Casinos pay out at the end of each round in which at least one player visited the restaurant.
References (from this video)
- Deep, multi-path action economy around the four core actions
- Rich theme and striking art direction that fits the 1920s vibe
- High replay potential through varied strategies (produce, steal, smuggle, VIP protection)
- Non-trivial ruleset; may be heavy for new players
- Some players may find the thematic heaviness off-putting if they prefer lighter games
- bootlegging, speakeasies, mob dynamics
- 1920s Prohibition era; New York City; mob families running speakeasies
- theme-forward, action-oriented
- Blitzkrieg
- Too Many Bones
- Gloomhaven
Mechanics (from transcript analysis)
- card-driven augmentation — cards augment the base actions and may modify or enable secondary actions.
- resource/production chain — production of alcohol, transportation, and sales via various tokens and routes.
- worker placement — four core actions are driven by worker placement mechanics to execute different operations (production, movement, party sales, VIP protection).
Video topics + discussion points
Quotes (from this video)
- This is a living website, which one we really like about it.
- The list is a snapshot in time; it will morph over time as people rate more games.
- BG is this living website; the community can contribute their own photos, their own feelings about a game.
References (from this video)
- Deep strategic decision space with strong theme integration
- Engaging solo mode against a programmable opponent
- Rich action economy with tracks and modifiers
- Tension from cops, mob wars, and protection mechanics
- High complexity and lengthy setup
- Rule clarity can be challenging for new players
- Pacing can be slow during early learning
- Organized crime, speakeasies, mafia empires
- Prohibition era Manhattan
- Heavy thematic flavor; infamy tracks and risk management
Mechanics (from transcript analysis)
- Area Control — Control districts and manage protected vs non-protected buildings against cops and mob threats.
- area/territory control — Control districts and manage protected vs non-protected buildings against cops and mob threats.
- Movement and logistics — Fleet/truck movement to deliver barrels to various venues; delivery and sell actions drive income.
- Resource management — Manage cash, safe money, barrels; laundering money at 2:1, with separate on-hand cash.
- Set collection / engine building — Acquire helper cards and city tiles to unlock future actions and bonuses.
- worker placement — Capos trigger actions from different figures and then resolve bottom actions.
Video topics + discussion points
Quotes (from this video)
- "Speak Easy is the new heavyweight worker placement game from Vatal Lerta, one of my favorite designers."
- "This is a learning game. This is what learning games are all about."
- "We barely got a win against Joe on the easiest possible level."
- "Joe always has to cheat a lot here."
References (from this video)
- engaging social interaction
- strong group play potential
- clear thematic flavor
- potentially long setup
- not ideal for solo play
- social deduction, negotiation, party game dynamics
- Prohibition-era social scene centered around speakeasies
- n/a
Mechanics (from transcript analysis)
- hidden roles — players have concealed identities and agendas that influence interactions
- negotiation — players negotiate, trade, and influence others to achieve goals
- negotiation / bluffing — players negotiate, trade, and influence others to achieve goals
Video topics + discussion points
Quotes (from this video)
- there is almost no video in any of my how to play videos
- it's literally scripted absolutely as if it's a film to the letter
- In most of my how to play videos, there is actually no video
- the process is first of all, I've got to get the game
References (from this video)
- strong production quality; visually appealing
- engaging, straightforward design for multiplayer tension
- organized crime strategy with social interaction
- 1920s mobster-era intrigue and crime networks
- straightforward, action-focused
Mechanics (from transcript analysis)
- multi-worker mechanics — more than one worker per player adds depth and tension
- worker placement — a straightforward worker-placement frame with robust interaction
Video topics + discussion points
Quotes (from this video)
- Power of Love basically is very strong in this game
- it's a pure Euro with some like is really good
- the artwork we have seen on the front of the Box looks amazing
- this might be the coolest thing I have played in like a choose to own ADV Adventure
References (from this video)
- fast cadence keeps a tight city-wide tension
- strong theme integration and art direction
- replayable with different strategies
- tight turns can be punishing for new players
- not as interactive as some heavier titles
- underground nightlife and hustle
- Roaring 20s, Prohibition-era speakeasies
- tight, competition-driven, semi-cooperative
- Machi Koro
- Pax Pamir
Mechanics (from transcript analysis)
- building and protecting assets — protect districts with family members and manage risk.
- resource/lucrative action economy — players gain and manage resources to maximize income and scoring.
- worker placement — short, intense sequence with a focus on timing and optimization.
- worker placement with 11-turn cadence — short, intense sequence with a focus on timing and optimization.
Video topics + discussion points
Quotes (from this video)
- This is the perfect kind of game to play like late in the evening with maybe some people who aren't into like super heavy games.
- I played it 80 times as a result.
- Moon Colony Blood Bath. Try and think of a crazier name. You can't.
References (from this video)
- Elegant, card-driven AI that scales with difficulty
- Well-integrated solo mode with a clean setup
- Joe's turns are fast and intuitive, avoiding excessive downtime
- High production quality and strong thematic integration
- Allows robust solo play without dominating time on Joe's turns
- Initial setup and teardown can be lengthy; conceptually heavy
- Early solo rule ambiguities can require checking the rulebook or community consensus
- Illicit liquor trade, district development, and economic manipulation
- 1920s Prohibition-era city with speakeasies, districts, and organized activity
- card-driven, engine-building with heavy interactivity and AI interaction
- other Vital Lacerda games
- two-player Speak Easy (base game comparison)
Mechanics (from transcript analysis)
- Card-driven actions — Joe's actions are driven by levels on action decks and district cards, with level determining the extent of the turn.
- Deck building — On Joe's turn, district cards determine where districts can be placed and how Joe develops the board.
- District deck placement — On Joe's turn, district cards determine where districts can be placed and how Joe develops the board.
- Economic engine and scoring — Barrel production, money management, district control, and end-game scoring with city tiles.
- End-of-game comparison to AI — Win condition mirrors two-player scoring: player money vs. Joe's money, with Joe having access to certain assets.
- Infamy, VIP, and family mechanics — Joe uses VIP track, family members, and protection to influence nonoperational/operational status and defend buildings.
- Three-act progression for AI setup — Difficulty tuning is achieved by evolving the action decks across acts, adjusting challenge from easy (duck soup) to very hard (brick wall).
Video topics + discussion points
Quotes (from this video)
- I feel like Speak Easy is an excellent, excellent solo game.
- I'm giving it a 9 out of 10.
- Speak Easy for me will be primarily a solo game.
- I am just very impressed that they did it in such a way that you are not spending more time on Joe's turn than you are on your own.
References (from this video)
- smooth theme-to-mechanic integration
- engaging tension from police pressure and turf dynamics
- strong narrative support for player decisions
- some players may find the mob theme dense or opaque at first
- may rely on player count balance for best flow
- underground empire building and risk management
- old-school mobster era with alcohol production and distribution
- cohesive, theme-driven mechanics that emphasize control and expansion
Mechanics (from transcript analysis)
- economic progression — players build up their organization through a progression of opportunities, staying ahead of rivals.
- Resource management — balancing illicit resources, money, and risk to grow empire while avoiding shutdowns.
- resource management and control — balancing illicit resources, money, and risk to grow empire while avoiding shutdowns.
- thematic engine integration — mechanics reinforce the mob-era themes, from illicit operations to policing pressure.
Video topics + discussion points
Quotes (from this video)
- the map has all these different ways, and where they're located is very deduction-based
- this is a nice marriage of the two—cooperative play and deduction
- I love the pieces on this
- it's a good heavy euro where you have action bidding; you don't just place out a worker
- the interaction of the player spaces and the gears that you put out that allow you to basically pick from adjacent action spaces
- everything in this game is so logical and cohesive
References (from this video)
- Highly thematic, beautiful production
- Supports varied playstyles and tactics
- Strong art direction and component quality
- Complexity may vary by player experience
- Thematic focus may not appeal to everyone
- Prohibition-era crime, mobsters, and illicit nightlife
- Roaring 20s New York clandestine speakeasies
- Pragmatic, character-driven storytelling with themes of risk and strategy
Mechanics (from transcript analysis)
- Area Control — Control of buildings and districts affects income and influence.
- area/ownership control — Control of buildings and districts affects income and influence.
- economic/hidden information — Players manage resources to run speakeasies and fend off rivals, with hidden information and interaction.
- pawned action cards and events — Actions and events drive player decisions and can affect availability of buildings.
Video topics + discussion points
Quotes (from this video)
- it's really about exploring around
- this is a cooperative game, you and all your teammates crash landing onto a planet
- it's really about enjoying the kind of stories that emerge as you explore these different parts of the world
- Flip 7 is a really simple push your luck game, round after round
- The Old King's Crown... it's the hottest game right now. People are playing this a bunch
- Lost Ruins of Varnac, which is also from CGE in that you're trying to find a way to keep that round going
- It's war on steroids. Like, there's a million things you can do to augment what you have played
- it's just silly fun
References (from this video)
- theme-mechanism integration is strong and cohesive
- deep, satisfying, and highly interactive
- the heaviest title on the list; steep learning curve
- may be lengthy for casual players
- underground nightlife and organized crime
- Prohibition-era theme; mobs and bootlegging
- immersive, heavy
Mechanics (from transcript analysis)
- engine building — Complex action economy and branching choices require planning and adaptation.
- engine-building — Complex action economy and branching choices require planning and adaptation.
- negotiation — High player interaction with dynamic district control and competing agendas.
- strong interaction and negotiation — High player interaction with dynamic district control and competing agendas.
- worker placement — Place workers to influence districts; control regions to score.
- worker placement and area control — Place workers to influence districts; control regions to score.
Video topics + discussion points
Quotes (from this video)
- this is our top 10 board games of 2025
- it's a trick-taking style game where you predict exactly how many tricks you will win
- the Mindbugs can take control of that creature twice during the game
- it's a semi co-op element in Kidfire Council
- it's a cat-and-mouse hidden movement game
- it's an efficiency engine through and through that has a nice nature-based theme
- this is based off of the Pandemic system
- Speak Easy is by far the heaviest
References (from this video)
- Immersive prohibition-era gangster theme with indirect competition via mob wars and police pressure
- Tight action economy and a well-defined 11-capos limit per act that rewards planning
- Solid solo mode with competitive AI (Joe) and scalable difficulty
- Strong component quality and thematic flourishes (board posters, track design, visual cues)
- Engaging decision space: turn order, protection, and distribution of district advantages
- Steep learning curve and potentially dense setup
- Decision space can feel overwhelming early, with many interdependent moves
- Endgame requires careful protection and district planning; potential for stalling if goals are blocked
- Organized crime, bootlegging, and business management under threat of law enforcement
- Prohibition-era gangster milieu with mobs, speak easys, rum runners, and police pressure in a stylized city
- Semi-cooperative, competitive engine-building framed by external pressures (police, mob wars)
- The Gallerist
- Weather Machine
- Kanban: Automotive Revolution
Mechanics (from transcript analysis)
- area majority — Players vie for control of city districts via buildings, protection, and majorities to earn payouts.
- Area majority / district control — Players vie for control of city districts via buildings, protection, and majorities to earn payouts.
- Building upgrade and protection — Speak Easy, Stills, Casinos, and Nightclubs can be protected or upgraded to improve output.
- Endless loop of actions and goals — Players must sequence actions to meet district and zone goals while contending with cops and mob wars.
- Hand management and card drafting — Operations cards and helper cards shape early turns and provide ongoing benefits.
- Resource management — Barrels, money, leverage, and city tiles drive actions and endgame scoring.
- Turn order manipulation — Actions and card play can shift turn order, affecting who acts first/last in a round.
- worker placement — Capos are placed on action spaces to perform actions such as producing, protecting, and moving goods.
Video topics + discussion points
Quotes (from this video)
- solo is easy and quick to handle, but it still gets in the way and is really competitive.
- Build, protect, produce, sell. Pretty much.
- This will be one of my favorites.
- Speak Easy is going to be in the top 10 of the year.
- I love the little touch of the posters appearing on your playerboards.
- The ordering of your actions is the key