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Speakeasy
Speakeasy
by Waxwing Games (2015)
Player Count
10 to 30

Player Ages
14+

Playing Time
1 hour, 15 minutes
Categories
  • Party Game
  • Mafia
  • Murder/Mystery
  • Spies/Secret Agents
  • Print & Play
  • Designers
  • Andy Patton
  • Mechanisms
  • Betting/Wagering
  • Variable Player Powers
  • Role Playing
  • Memory
  • Acting
  • Deduction
  • Family
  • Crowdfunding: Kickstarter
  • Crime & Mystery
  • History: Prohibition in the USA
  • Rating: 6.35/10 from 26 users

    Description

    Speakeasy is a 75-minute, hidden role/social deduction game for 10-40 people, similar to games like Werewolf, The Resistance, or Two Rooms and a Boom. It is simple to learn, but has lots of room for strategy and rewards repeat playing. Speakeasy can be played at home, in a pub, or anywhere the group can fit. It is not turn-based and is played as you move around and mingle (or avoid) other players - the game happens continuously at the speed of your strategy.

    It?s the Roaring Twenties, and corruption is on the rise in your city. The Mob rules the streets, and its reach extends even further—to the police force, the courts, and even City Hall. The Mob?s crews of thieves, hitmen, bootleggers, dirty lawyers, speakeasy owners, con artists and cops on the take think they hold the real reins of power in this city.

    The long arm of the law has grown shorter of late, but citizens have reason to hope. An organization of crime fighters unafraid to take a stand has emerged as a force strong enough to oppose the Mob. This crew of untouchables, vigilantes, undercover cops, honest politicians, and special agents are rallying under the new Federal Marshal in town, proving the city the forces of good might be down, but they aren?t out!

    Now it?s time for you to choose a side and play your part in deciding the fate of the city—for better or worse.

    Speakeasy is a game of creative deception, hidden identities, and strategy. To start, one player volunteers as Moderator and gives everyone a secret role on one of two teams: the Mob or the Feds. The fog of war is thick in the beginning, as players? first task is to use their secret passwords to identify who to trust. As the game goes on, players learn how to hustle as they continue to identify and organize their teammates, discover the other team?s secrets, sow misinformation, infiltrate the opposition, and score points—all while watching their own backs. Play ends after one hour, and the winning team is the one that accrues the most points.

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