About this project
Speakeasy is a 75-minute, hidden role/social deduction game for 10-40 people. 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—the game happens continuously at the speed of your strategy.
Check http://thegamehaschanged.net/speakeasy/ for all Speakeasy updates and to order a copy of the game.
You can download a copy of the PDFs of Speakeasy to print at home and play with your friends at http://thegamehaschanged.net/speakeasy/
When the game begins, each player receives a few cards which assign them a team, a secret role, and a password. They must then covertly discover who is on the team and who they can trust by dropping their password in conversation and using their role's special ability.
As the game goes on, players find their teammates, infiltrate the other team, eavesdrop on other players' conversations, figure out their opponent's roles and passwords, discern the identity of the traitor on their team (the rat), sow misinformation by leaking false passwords, force enemies to reveal their cards, and use power cards to take points from other players.
The team that accumulate the most points by collecting point cards, figuring out the enemy team's roles and passwords, and identifying the rat on their team at the end of the game is the winner!
40 Power Cards
75 Password Cards
40 Blank Password Cards for custom passwords.
100 Point Cards
2 Rat Cards
1 Whiskey Shipment Card
1 Pad of Mob/Feds Info Sheets (more will be available to print at thegamehaschanged.net/speakeasy/)
1 Instruction Booklet
Read the story of Speakeasy from inception to Kickstarter to hear how the game has grown, changed, and developed over the past three years.
Game on. You head straight to a quiet corner and take a secretive peek at your cards, and memorize your role and password.
Let’s say you’re the Senator. (Welcome to the Feds!) Your password card says “Hesitate.” So you head back into the crowd and start identifying potential teammates. You listen hard for anyone dropping the word “hesitate” in conversation, and start telling stories of your six-year-old self hesitating before jumping off the diving board.
The Senator has plenty of strings he can pull back at the capitol. Your role’s special power is insider knowledge: specifically, the Moderator will disclose to you the identities of two players. Just to be safe, you decide to use this power to discover one ally and one enemy. “Moderator,” you say quietly, “A word on the sidewalk in thirty seconds?” You ask for the names of the Federal Marshal, the most connected role on your team, and the Boss, the most connected role in the Mob.
So now you know that John is the knight-like Federal Marshal, and Mary is the big bad Boss. You approach John, tell him what you’ve done, and show him your password card to prove that you’re on the same team (the Federal Marshal starts off with all of the Fed passwords). You and John decide to work together. He thinks you should purchase the Subpoena power card from the Moderator. You might lose a point in the process, but a Subpoena allows you to draw two cards from any player whose password you know, keep any point cards you draw, and give the rest back. John has a plan.
It’s time to start gathering some enemy intelligence. You know Mary is a Mobster, so you innocently join her conversation. Soon, you realize she’s saying the word “fish” an awful lot. Could it be her password? You corner Mary and say she’s been subpoenaed, brandishing the power card for proof. “’Fish’ is sounding pretty fishy to me,” you say. “Let me draw.” Turns out your hunch was right, and Mary fans out her cards for you to choose. A Senator doesn’t like a blind draw, so you take your time as John the Federal Marshal takes a stroll behind Mary’s shoulder and makes note of her team’s valuable passwords. You draw two cards from Mary and one of them is a point. You look at them both, keep the point, and return the other card.
Time for you and the Federal Marshal to split up and work different strategies. Since he has all of the Fed passwords, he’s going to start rallying the troops by listening for those words and making contact with the players saying them. As for you? Well, John passed on all of the Mob’s passwords to you when he saw Mary’s cards. And so, ever the politician, you’re going to work the other side by infiltrating the other team and leaking some false information. You scribble a few fake answers onto your info sheet and strike up a conversation. “Golly, I could use a drink,” you say casually to the first player you see, using one of the Mob passwords John passed along. “Where can a person get a drink around here?” But the person you are talking to doesn’t notice, so you try someone else. Finally: “Wait a minute,” Angelina says. “That’s my password. Are you a Mobster?” You reply that you are indeed. The two of you step away from the crowd and you show her your fake Mob info sheet. She writes down the fake roles and passwords of her supposed teammates.
Angelina also shows you her info sheet, and you copy down the information she was able to gather. Turns out your friend Thomas is the Mob’s Hitman and that Sally also has “drink” for a password. You promise to check in later as you both learn more. After she walks away, you grab John and tell him the information you learned. He introduces you to Richard, a Vigilante working with the Feds. You obtained your one power card already, but Richard hasn’t. The three of you head straight to the Moderator to see how a power card can help the Feds use “drink” against a Mobster.
As the game goes on, you continue to identify and organize your teammates, learn the roles and passwords of the Mob, use special abilities of the roles on your team, sow misinformation among your opposition, infiltrate the other team, acquire point cards, and protect your own. It’s a dirty job, but somebody has to do it.
The above is just an overview of Speakeasy. For the full instructions for players and the moderator, visit: http://thegamehaschanged.net/speakeasy/
Thank you to everyone who helped make this game a reality by backing!
Special thanks also go to: my wife, Lindsey, who has vicariously lived and breathed Speakeasy for the past three years, Matt Grosso, Greg Albright, Sandy Weisz, Max Temkin, Dan Boyd, Trinity Patton, Mary Delaware (designer), Anthony Aguinaldo (illustrator), and so many more friends who have given their time and ideas to this project!
Email Andy@thegamehaschanged.net with questions.
Risks and challenges
Over the past three years, hundreds of people have extensively playtested Speakeasy but I'll continue to tweak roles and powers until it goes off to the publisher, so if you have great ideas for the game, send them to firstname.lastname@example.org. One of the reasons I'm doing this Kickstarter is to bring a larger community into the game, so I want to hear from you!
Other than that, when it comes to publishing a game there are plenty of surprises (misprints, customs inspections, etc.) and things will come up that are out of my control (though I've tried to plan for as many of them as possible). If/when surprises come up, I will keep you abreast of them if they cause any delays and I'll sort them out as soon as possible!Learn about accountability on Kickstarter
Yes, just send me your email address at email@example.com and I will send them to you.
I don't know if I'll be able to find enough people for the 10 person minimum. Is there a version for fewer people?
There is not a version for smaller groups right now, but that is something I'm working on. It could be a possible expansion (contraction?) in the future.
That being said, I made the game for 10-25+ people because I wanted to make a game that pushed the boundaries of the social deduction genre that classic games like Werewolf and new favorites like The Resistance have set. Once you get more than 10 people in a game like this the fog of war gets thicker and it is harder to keep track of what everyone has said or done, who they've talked to, who they are probably double-crossing. It allows more room for infiltration, deception, and sewing misinformation on the other team because it is harder to get all the details confirmed before time runs out. And with games over 10 people you can play with a wider variety of roles in one game—which is why there are so many different roles in the game.
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