Speakeasy Blues is a light-to-medium weight dice placement game for 2-4 players that takes about an hour to play.
From Daryl Andrews and Adrian Adamescu, designers of Sagrada, our newest Kickstarter takes you back to New York City of the Roaring Twenties. You and your fellow players run competing gin joints vying to be the talk of the town! Willie "The Lion" Smith is at the piano, jazz is in the air, Chaplin just walked up to the bar, and the flappers are starting to dance. Life is good. This is the story of Speakeasy Blues.
- Roll The Bones, Stake Your Claims. Choose a pair of dice from the dice pool to take available actions: throw a soirée, entice celebrities, build collections, recruit cops and gangsters, play sweet jazz, bootleg hooch, and more!
- Be A Boss. Run your own speakeasy in 1920s New York City, competing to build the best gin joint in town.
- Make Your Mark. Add Society, Collections, and Crime cards to your speakeasy for special abilities and create your particular engine - no two games will be alike and multiple paths for victory ensure replay value!
- Rich in History. Everything in Speakeasy Blues from the gin joints to its people, things, and places were actually part of the pulsing, feel-good world of Jazz Age New York City. Immerse yourself in this fabulous place and time and let the 20s roar again!
Speakeasy Blues is designed for everyone: women and men, boys and girls, serious and casual gamers, and the swingin' jazz club lovers among us. Throw your own soirée and please help us bring this project to life!
Speakeasy Blues is a quick, dice-placement game for 2-4 ambitious entrepreneurs during the Roaring 20’s. Over the course of 10 rounds, players attempt to turn their gin joint into New York City’s most influential Speakeasy.
Special Events and Contests occur at the start of every round in the city, making each turn exciting and unique. A round consists of each player taking a turn and play revolves around pairs of similarly colored dice. Begin your turn by removing two dice of the same color from spots on the game board, roll them, and add them a dice pool nearby.
Each space on the game board represents an action. On your turn, choose a colored pair of dice from the pool and place them onto the board to take actions.
Speakeasy Blues doesn’t have traditional hands of cards. Instead, players have speakeasy boards that they develop over the course of the game. When taking an action to claim a card, add it directly to one of your Speakeasy’s four slots covering up any previous card’s ability. The trick is you can only use the top cards for their special abilities!
Leveraging Society and Crime cards in your speakeasy is essential. Famous personalities of the era on Society cards let you activate powerful speakeasy abilities. Crime cards offer different kinds of powers and first come into your speakeasy face down. When turned over on a later turn, Cops provide ongoing special effects, while Gangsters offer devious abilities that hamper the plans of your opponents. Plan carefully - gangsters are powerful, but if you still have a trusty officer face down in your speakeasy, you can flip them over to counter any negative effect!
Add collections to your Speakeasy for big points at the end of the game if you can amass brilliant sets of the same type. Just be sure to have a Collection of that type on top or all that collecting may be wasted!
Favors and other tokens can add to your success. Will you associate with cops and gangsters in the city skimming some scratch off the top for your “good” works? Perhaps you’ll accumulate a hoard of hooch to serve to your thirsty patrons. Or maybe you’ll use Jazz tokens to double rewards for your actions or change die faces to pursue your goals. Management of these resources can make or break a successful speakeasy!
Tally your score at the end of the game by comparing Favors, Reputation, Hooch, Money, scoring Collections, Contests, and special abilities. The player with the most points wins!
Speakeasy Blues will be manufactured in China. Copies will then be sent to our fulfillment partner depots in various regions around the world (APAC, EU, USA) for ultimate distribution to backers. This saves you on shipping and, for most countries, extra taxes. We're also offering discounted shipping to our backers everywhere in the world. We recognize that even with these discounts, shipping to many parts of the world is just plain expensive, but we're doing what we can to make it easier. Given our strategy of shipping to regional fulfillment depots, various countries will receive their copies at different times. Historically, backers in Asia and the Pacific receive their copies soonest since they are nearest to our manufacturer, then the U.S. and western Europe are relatively close together, and finally backers in the rest of the world receive theirs. We anticipate that all backers will receive their copies by June 2018, but most of you will receive your copies sooner. We'll keep you posted with more details via regular updates as we move forward into production and fulfillment.
Artana is committed to supporting our retail partners. We offer wholesale pricing to verified stores and other gaming establishments. We treat you like other backers, but you will receive your rewards ahead of other normal distributions channels. If you are a verifiable retailer, please contact us through Kickstarter or send an email to firstname.lastname@example.org for more information about how to pledge at this level.
(Designer) Daryl Andrews is a game designer and developer from Waterloo, Ontario. He's a member of the Game Artisans of Canada and co-host of the Meeple Syrup Video Cast. His prolific list of design credits include: The Walled City, Back to the Future, Outtatime, Caffeine Rush, Fantasy Fantasy Baseball, and several co-designs with Adrian Adamescu including Sagrada, Mine All Mines, and the upcoming Teenage Mutant Ninja Turtles: Showdown.
(Designer) Adrian Adamescu is a member of the Game Artisans of Canada and holds a PhD in Chemistry. When Adrian isn't playing games with his wife and kids, he's serving as a youth leader exploring his many hobbies: Science, Math, Sci-Fi Movies, Graphic Novels, Rubik's Cubes, Maps, Architecture, Playing Guitar, Choirs, Ping Pong, and Nature. Adrian often collaborates on Game design with Daryl Andrews and together they have created Sagrada, Teenage Mutant Ninja Turtles: Showdown, Mine all Mines, and NHL: Emblems. He is also the designer of Rival Kings for Huch & Friends.
(Lead Developer) T. C. Petty III is an internationally renowned award-winning board game designer with several published designs. His first game design, VivaJava: The Coffee Game was published in 2011. His baritone voice can be heard on The State of Games, and Perfect Information podcast. He is also an outspoken volunteer and contributor for Unpub, a game design online network and convention that provides feedback and support for game designers across the globe. Currently, he resides in Central Pennsylvania and drives a Prius. We're super excited that he's working with us on projects and this won't be the last you see of him here at Artana.
(Art Director) Heiko Günther grew up on a mostly forgotten mesa in the depths of South America. He was raised by direct descendants of the Incan Empire and trained in the ancient art of Shinobi warfare. At the age of 8, he was given into the care of a globetrotting science fiction writer and acquired degrees in literature, science, and arts. From the age of 14 until 17, he worked on fishing trawler in the far eastern seas, perfecting his knowledge of forgotten languages and Polynesian mysticism. Since then, he lives in Saarbrücken, Germany, mostly, does graphic design and likes board games.
(Cover Artist) Don Whitson's journey as an artist has spanned well over four decades, first as an illustrator in the United States Air Force, then, a long career in corporate aerospace art departments. Most recently in 2010, after twenty five years as Chief of Visual Services for the Department of the Army, he decided to leave that position so that he could pursue his lifelong dream of painting full time. His work has been juried into the 37th Annual Virginia Watercolor Society Annual Exhibition and he is a member of the Shenandoah Valley Art Center, Co-Art Gallery, Reid Street Gallery, Crossroads Art Center, The Central Virginia Watercolor Guild, and the Virginia Watercolor Society. donwhitson-art.com
Founded in 2015, Artana produces quality games and accessories to customers around the world. Artana, and its spiritual predecessor, Conquistador Games, are responsible for eleven successful Kickstarter projects, including the Tesla vs. Edison family, Einstein, Corrupted Kingdoms, The New Science, Tomorrow, and The Best Damn Gaming Coins Ever. The Artana team includes game industry veterans in all aspects of game design, development, art, and business. We seek to provide fresh themes, innovative mechanics, engaging play, beautiful components, and thought-provoking experiences.
Risks and challenges
As with all Kickstarter projects, there are risks outside our control that could slow down delivery of the project - shipping or customs delays, acts of God, disruptions of the space-time continuum, etc. However, our team at Artana has finalized almost all of the art, components, and design of Speakeasy Blues. We've tested it, retested it, given it love, and are ready to send the game to print soon after the campaign is over. Through Artana and its predecessor, Conquistador, we have successfully delivered eleven Kickstarter campaigns and know how to quickly and accurately fulfill pledges for our backers. We believe that the process of delivering Speakeasy Blues to our backers will be smooth and seamless, and should result in your having a fantastic game in your hands within our shipping timeframe.Learn about accountability on Kickstarter
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