Speakeasy Blues brings players back to 1920s Prohibition Era New York City when hooch smuggling, mobsters, dirty cops and the rich and famous ruled the nights. In order to make your mark as well as your fortune, you’ll need to create the most prestigious speakeasy of the time before the 18th Ammendment is repealed.
Collect expensive items such as yachts or cars to prove your worth. Invite in well known historical figures of society of the time to class up the joint. Make deals with mobsters while being careful to hide them from view during classy soires lest they detract from your reputation. Do favors for dirty cops to add to your set collection as well as to allow you to bust any mobsters on the attack from competing hooch vending entrepreneurs.
Of course, there is Jazz to liven up the night and add bonuses to your action selections as well as Soires to provide additional cash flow and reputation to your gin joint. So roll the dice, draft a set for worker placement and enjoy a strategic and thematic delve into the high society, law breaking, liquor driven endeavors of the time. May the most hoppin’ and shakin’ speakeasy win!
Speakeasy Blues: Discussion
Speakeasy Blues Runthrough
- Unique theme of creating a speakeasy.
- Artwork style is appreciated by some.
- Good quality components (tokens, board, dice).
- Dice mitigation mechanics are solid.
- Reputation track adds a layer of resource management.
- Rules are straightforward once understood.
- Rules are poorly organized and unclear, especially final scoring.
- Symbols are confusing and lack clear player aids.
- Events are unremarkable and don't add much excitement.
- The core card placement mechanic is considered dumb and boring.
- The game is too long and exceeds advertised playtime.
- Player interaction is minimal, making it feel like a solitaire game.
- The board is bland and lacks table presence.
- Overall gameplay is boring and lacks thematic immersion.
- Thematic elements are underutilized, making the game feel generic.
- Creating your own speakeasy during Prohibition.
- 1920s
- Arkham game
- Anachrony
- Archmage
Mechanics (from transcript analysis)
- Card Drafting — Players acquire cards to place in their speakeasy, influencing available actions and scoring.
- Dice Placement — The game uses dice placement, where players roll dice and place them on action spots. Mitigation is available through extra dice pools and re-rolls.
- event cards — Event cards are revealed, providing opportunities or minor hindrances, with some foresight into upcoming events.
- player interaction — There is some player interaction, particularly concerning blocking spots and events that might affect other players' speakeasies, though it's considered minimal.
- reputation track — A reputation track influences available actions and end-game scoring, acting as a resource to manage.
- Set Collection — Collecting specific types of cards or tokens seems to be a part of the scoring and game progression.
Video topics + discussion points
Quotes (from this video)
- I think the theme is absolutely unique because I don't know of a single game that does good 20s.
- The rules weren't unclear until the very end. Oh it's final scoring yeah.
- The symbols are straight I mean virtually straightforward once you've played the game enough but that's any game yeah with symbols I just kind of think it's it's a lazy lazy way to write on cards.
- This game is so [expletive] boring.
- This is actually a huge disappointment for me.
References (from this video)
- Thematic setting of the 1920s Prohibition era.
- Interesting historical figures as card subjects.
- Offers some choices in card selection and dice placement.
- Scoring can be misleading and unclear.
- Some mechanics feel tacked on or not well-integrated.
- The game can feel slow or repetitive at times.
- Running a speakeasy and attracting clientele
- 1920s New York City during Prohibition
- Mario Party
Mechanics (from transcript analysis)
- Card Drafting — Players select cards to add to their speakeasy.
- Dice Placement — Players place dice on specific spots on the board or cards to trigger actions or gain resources.
- End-game scoring — Points are awarded at the end of the game based on collected sets and achievements.
- Resource Management — Players manage money and reputation as in-game resources.
- Set Collection — Players collect sets of symbols or cards to score points.
Video topics + discussion points
Quotes (from this video)
- Welcome to the Jazz Age ah 1920s New York City prohibition reigns and you own a swingin speakeasy attracting the hottest celebrities toughest cops and most nefarious gangsters the Big Apple has to offer it they can't wait to drink some hooch and listen to the smoothest jazz around
- I gotta say though I think fashion was at its peak in the 20s
- You know the 1920s jazz of course in 1921 2018 yeah Black Panther came out earlier this year
- All the way that's worded yeah I thought it was getting 50 points what's the point in collecting these this one are gonna count you do count them for the first thing you've had many favors over us suppose you get 10 points but the way that is displayed on player as the most scores 10 points yeah
- So the rest of the game is just more of this I'm saving you time saving me time we're just gonna skip the final scoring and you can see the one