Speakeasy: Vital Lacerda's board game, featuring jazz, whiskey, and gangsters' "armed peace."

A strategic board game where Manhattan isn't conquered by gunfire... but by influence, management, and clandestine deliveries.

“In Prohibition, the shooter doesn't win. The one who stays standing when everyone's looking wins.”

New York, 1920s. Jazz seeps from the basement like thick smoke, the door has a password slot. and the glass shouldn't exist… and yet there it is, shining. Outside, the city pretends to be clean. Inside, Manhattan is a chessboard of speakeasies, favors, bribes and “friends” who suddenly become very interested in your business.

And the most disturbing thing? It's not a war. It's worse: it's a period of non-war, a truce between predators. where no one shoots you… until you break the balance.

“It's a truce between beasts: they don't attack you… until you get too good.”
Speakeasy strategic board game Vital Lacerda Prohibition setting
Manhattan, 1920s: speakeasies, jazz, and power under Prohibition.

The “Commission”: the peace that suffocates you

In Speakeasy you are not “a generic gangster”: you are a boss within an organized system. Manhattan is divided into districts, each boss has an area of ​​jurisdiction and everyone is under a non-aggression pact… at least on paper.

This is the real tension of the game: building an empire without blowing up the city . Because as soon as you really expand (more luxurious speakeasies, bigger businesses, even casinos), you start to shine like a neon sign… and when you shine, everyone sees you.

“Your success is your siren: the more you earn, the more the city hears you.”

Prohibition: When the "Forbidden" Becomes Economics

The Roaring Twenties aren't just fringe bands and saxophones: they're a city where illegal alcohol creates networks, and networks create power. If the market is clandestine, money is not just money: it is information , protection , delivery channels , trusted men .

Speakeasy 's thematic genius is that it doesn't ask you to "play the bad guy": asks you to manage risk . A smart boss doesn't shoot: he plans, buys silence, moves resources, “cleans” the accounts, pays those needed and collects where no one is looking.

“The big score here isn't a robbery: it's making it look like a balance sheet.”

How to play (without getting lost in a wall of rules)

1) You are a boss and you run your own speakeasy ring in Manhattan: men, deliveries, favors and control of the boroughs.
2) The heart of the game is a mix between worker placement and card management: you decide where to place your men and how to use your hand to run the operations.
3) You navigate the city's goals and opportunities: you deliver, complete milestones, collect, invest, and grow.
4) The higher you level, the more attention you get: it's a balance between profit and visibility.
5) In the end, whoever built the best machine wins: more money, more efficiency, more control… without being crushed by the system.
"Every turn is simple. It's the sum of the consequences that becomes dangerous."

An example of a shift (mini-story)

“Okay, I need to get some cash in today.”

I place a man in the right district to unlock the action I need, but it costs me time and closes off a path I wanted to use later. I play a card to push the delivery: I collect immediately, but I'm using resources that I would need to upgrade the premises.

Here's the dilemma: if I grow now, I become visible. If I delay, they'll overtake me. So I do the most 1920s boss thing: I pay for the problem . A favor here, a cover there, and I keep the whiskey rolling like it's water.

“Speakeasy is when you have a brilliant move… and realize it costs you two moves tomorrow.”

The 3 crossroads that remain before you

1) Expansion vs. Silence
Want to dominate Manhattan? Fine. But dominating means getting noticed.
2) Efficiency vs. opportunism
Playing “fair” is easy… as long as the game offers you an irresistible dirty trick.
3) Territory vs. engine
Controlling districts is power. Without a solid engine, however, it only lasts a few turns.
“You're not choosing the best course of action. You're choosing the least painful sacrifice.”

Curiosities that change the perception of the game

Manhattan boroughs is not just a “theme”.
It's structure: you plan zones, open routes, occupy key spaces and make sure your men always arrive first.
“Peace” is a narrative cage.
You're not in an action movie: you're in a film where the threat is political. If you make too much noise, there will be consequences.
Criminal luxury, not “badness”.
The aesthetic conveys a manager of the forbidden with white gloves and cooked accounts: elegant… and disturbing.
“Elegance doesn't save you. It just makes you more desirable.”

Who it is for (and when it gives its best)

Perfect if:
you want a strategic board game with real planning and constant pressure;
you love management games with bad choices and big rewards;
You're intrigued by building a “legal-illegal” empire during Prohibition.
It might not be yours if:
you are looking for a light and very fast experience;
You want a match without pressure and without consequences to deal with.
“If you want a 'relaxed' evening, here you only relax when it's over.”

If you want to continue your walk in Manhattan…

Speakeasy (Tesla Games)
The board game sheet on FroGames.
Other games by Vital Lacerda
Strategic Eurogames with a strong signature.
Other Tesla Games
Intense and well-crafted titles, same vibe.
“At the end of the game, you don't feel like a gangster. You feel like you've just 'managed' Manhattan. And it's almost more disturbing.”
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