Bootleggers
1918: Congress passes the 18th
Amendment prohibiting the manufacture, transportation and sale of alcoholic beverages.
1919: The States ratify the 18th Amendment making it the law of the land.
1920: One year after ratification, prohibition goes into effect.
President Hoovers noble experiment is underway.
1921: Trafficking and manufacturing of illegal booze has become very
profitable.
It is the time of the speakeasy and bath tub gin.
It is the time of the BOOTLEGGERS!
BOOTLEGGERS: The Boardgame
It's the roaring 20's and prohibition is in full swing in America. The business of illegal
alcohol is growing bigger and getting more dangerous by the day. With so much money and
corruption, organized crime is sure to follow. Illegal stills dot the countryside and (not
so) secret speakeasies exist in every major city. Local authorities look the other way for
a price, but G-Men are harder to sway and can wreak havoc on a budding enterprise.
In Bootleggers, you take the role of a boss, making a name
for yourself in the trade of illegal alcohol or hooch. By muscling in on
competition, paying off local authorities, and shipping trucks of hooch, your goal is to
make more money than your competition by using any and all means available, both fair and
unfair as you see fit.
Sound easy? Dont bet on it. Bootleggers is easy to
learn, but hard to master. It is a strategy game based on the production, shipment and
consumption of illegal whiskey. Start your "family business" and build it into
an empire. Deceit, lies, and alliances of convenience are the norm as you attempt to
control the whiskey trade any way you can. Remember, its not personal, its
business. How you interact with your fellow bosses is very important (The Art of the
Double Cross by Donald Flush is recommended reading). But be careful, that boss that
you double cross wont just forget about it.
BOOTLEGGERS: Gameplay
Bootleggers is designed for 3 to 6 players, with a playing time of 60 to 90 minutes. Each
game has 12 turns (or it ends when a player reaches $100Gs, whichever comes first). Each
turn consists of five phases, Muscle, Distillery, Whiskey Running, Whats the
Password, and the Heat.
Phase 1: Muscle
A number of action cards (depending on the number of players) are turned face-up. These
action cards give you bonuses such as additional influence in the speakeasies, increased
still production, and more trucks. Players bid for turn order using numbered
Muscle cards and each player then takes and uses one of the action cards.
Phase 2: Muscle
In the same order as Phase 1 (muscle phase bidding is important), players place their
influence markers in the speakeasies. The amount of influence you have at a speakeasy
determines when (or even if) you get to deliver your whiskey to that speakeasy.
Controlling or majority influence at a speakeasy yields additional benefits.
Phase 3: Distillery
You roll for the production of your stills. The higher you roll, the more whiskey you
produce, but watch out for the police or Copper.
Phase 4: Whiskey Running
You and your fellow bosses barter for trucks and whiskey to maximize your delivered
products and profit. Once all deals have been concluded (cash payments are final, but feel
free to renege on a promise
what are you going to do, call the cops?) each boss
fleet of trucks delivers whiskey to speakeasies of his (or her) choosing (once again in
muscle card order).
Phase 5: "What's the Password"
One boss rolls a specified number of dice for each open speakeasy (A speakeasy opens when
enough influence has been placed in that particular speakeasy. A large speakeasy requires
more influence; a small speakeasy requires less influence). The dice roll determines the
number of cases of whiskey that can be sold to that speakeasy during the current turn.
Speakeasies buy whiskey from players that have trucks at the speakeasy docks (in order of
player influence). The higher the roll, the more the players will sell. However, if there
is more whiskey present than the speakeasys demand, the excess whiskey is lost.
Phase 6: The Heat
The Copper moves onto the family still that had the greatest production this turn. If you
are not careful, the copper will shut your still down for a turn. Players then move onto
the next round.
Eagle Games new product line: Euro-American Hybrid
Games an overdue concept
Retail Price $39.95
No Longer
Available
Canadian
Customers Please use
www.boardgamescanada.com |