RuleSage cited table rulings
← Speakeasy

You asked

How do I setup the game?

Answered counted as answered

Asked with: Speakeasybg-375459-en-1e

To setup the game, follow these steps:
**Board and Component Setup**
1. Place the main board in the middle of the table with the side for your player count (1/2 or 3/4) indicated in the top left corner.[1]
2. Place the Mobster board next to the main board as shown.[2]
3. Place the Mobster Strength tiles and the Mobster Speakeasies next to the board to form a supply.[2]
4. Separate the Mobster tiles in decks by letter; in a 2-player game, shuffle all Mobster tiles with the letter A and return two randomly to the game box.[2]
5. Shuffle the Mobster District tiles face down.[2]
6. Reveal Mobster District tiles one at a time and place a Blocked District marker in the corresponding district until exactly two districts in Downtown, two in Midtown, and one in Uptown contain markers.[1]
7. Place the five Mobster District tiles that represent blocked districts back in the game box.[1]
8. Place any other revealed tiles face down with the remaining Mobster District tiles.[1]
9. Take 6 Mobster tiles (4 in a 2-player game) for Setup (showing the letter A on the top left corner).[2]
10. For each of these Mobster tiles, reveal one Mobster District tile, and place the related Mobster, City side up, on the related district of the Mobster board.[2]
11. Place the revealed Mobster District tiles back in the game box.[2]
12. For each Mobster tile on the Mobster board, take a Mobster Strength tile with a value matching the strength of the Mobster (shown in the brown box) and place it number side up on the Mobster Strength space (the gun) in the district indicated by the district number shown above the Mobster tile on the Mobster board.[2]
13. For each district with a Mobster Strength tile, place a Mobster Speakeasy from the supply next to each building space in the district (two Speakeasies for a district in Downtown or Midtown, and three for a district in Uptown, though only two in a 2-player game).[2]
14. From the remaining Mobster District tiles, reveal 3 random tiles (2 in a 2-player game) and place them face down (red side up) on the Mobster Strength space (the gun) in the districts with the same number.[2]
15. Place the rest of the Mobster District tiles in a stack of 3 and another stack of 4 on the Time track area as indicated on the board (a stack of 2 and another of 3 in a 2-player game).[2]
16. Place one Mobster Zone Control marker on the bottom most space of each Zone Control track for Downtown, Midtown, and Uptown.[2]
17. With the remaining Cop District tiles, make 2 stacks of 4 and place them face down on the Time track area.[3]
18. Mix the City tiles together face down.[3]
19. For each building space on the main board, place a random City tile face up on that space (in a 2-player game, do not place City tiles in districts containing a Blocked District marker).[3]
20. From the remaining tiles, place 3 tiles face up on the indicated spaces of the rightmost column in the City tile display on the main board.[3]
21. Place 3 face down piles with the remaining tiles on the shown spaces of the leftmost column of the City tile display, leaving the middle column empty.[3]
22. Shuffle the Zone Goal tiles face down; take the top tile and place it face up on the indicated space in Downtown, then reveal tiles one at a time until you reveal one with a different number to place in Midtown, and repeat the process for Uptown.[3]
23. Return any remaining Zone Goal tiles to the game box.[3]
24. Separate the Central Park Goal tiles into 3 stacks based on their backs (A, B, and C) and shuffle each stack separately.[3]
25. Take the top tile from stack A and place it on the first space in Central Park, then reveal a second tile from stack A and place it on the second space.[3]
26. Reveal tiles from stack B until you have two with numbers different from the A tiles and each other, then place them on the third and fourth spaces in Central Park.[3]
27. Reveal tiles from stack C until you have one with a different number from all previously placed Central Park tiles, and place it on the fifth space in Central Park.[3]
28. Return any remaining
[1] RULEBOOK Speakeasy — Rulebook · p.4 · Components · IN 2-player Games:
[2] RULEBOOK Speakeasy — Rulebook · p.4 · mObsTers
[3] RULEBOOK Speakeasy — Rulebook · p.5 · COps · CITy TIles · ZONe GOal TIles · CeNTral park GOal TIles
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 74 ms · ask 8008 ms · total 8083 ms
single-flight (PR-5)
queued 0 ms · generation 8083 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.048172, "snippet": "The last player who had an 'illegal drink' is the starting player and places their Turn Order marker on the leftmost space on the top row of the Turn Order track. In clockwise order, each other player places their Turn Order marker on the leftmost empty space of the same track. In a 3-player game , ", "headingPath": "Setup Round (1920)", "sharpsignalDocId": 346}, {"page": 4, "score": 0.047875, "snippet": "Place the Mobster board next to the main board as shown. Place the Mobster Strength tiles and the Mobster Speakeasies next to the board to form a supply. Separate the Mobster tiles in decks by letter. In a 2-player game, first, shuffle all Mobster tiles with the letter A , and return two randomly to", "headingPath": "mObsTers", "sharpsignalDocId": 346}, {"page": 4, "score": 0.046244, "snippet": "Setup Place the main board in the middle of the table with the side for your player count (1/2 or 3/4), indicated in the top left corner of the board with this symbol ( ). The main board shows Manhattan, consisting of Central Park and three Zones: Downtown (on the left), Midtown (in the middle), Upt", "headingPath": "Components · IN 2-player Games:", "sharpsignalDocId": 346}, {"page": 6, "score": 0.032258, "snippet": "Chooses a color, and takes an Operations board, Safe screen, and Player tray containing their chosen color. The Player tray holds: 4 Operations markers, 1 Strength marker, 1 Infamy marker,1 Turn Order marker, 3 Zone Control markers, 4 Capos, 12 Family Members, 10 Books, 2 Trucks, 1 Associate marker,", "headingPath": "eaCH player: · alsO Take: · yOur OperaTIONs bOarD: · yOur safe sCreeN: · ON THe maIN bOarD:", "sharpsignalDocId": 346}, {"page": 16, "score": 0.03125, "snippet": "Under secrecy's cloak, bootlegging reigns, a gripping saga of power and deceit, while law enforcement remains complicit in its silence. Choose any one of your Operations levels or your Strength level and increase it by 1. See 'Common Actions and Effects' on page 12. Play one Fleet card from your han", "headingPath": "Garage (2 People in a 3/4 Player Game. 2 in a 2-player game) · INCrease aNy ONe Of yOur OperaTIONs Or sTreNGTH levels by 1 · play ONe fleeT CarD aND GaIN a +2 raNGe bONus · pICk up aND DelIver barrels · TO mOve yOur TruCks:", "sharpsignalDocId": 346}, {"page": 4, "score": 0.030769, "snippet": "Shuffle the Cop District tiles face down and reveal 4 of them. For each, place a Cop in the indicated district. Place the revealed Cop District tiles back in the game box. In a 2-player game, Cops may be placed in blocked districts. 11. Reveal another 4 Cop District tiles and place them face down on", "headingPath": "COps", "sharpsignalDocId": 346}, {"page": 8, "score": 0.030303, "snippet": "Each player round, in turn order, each player takes one turn. The order in which players take turns is determined by the order of their Turn Order markers on the upper row of the Turn Order track, starting with the marker on the leftmost space and proceeding to the right. On your turn, follow these ", "headingPath": "2. player rOuNDs (aCTs 1/2/3/4) · TurN OrDer · Example:", "sharpsignalDocId": 346}, {"page": 14, "score": 0.029412, "snippet": "Cops may turn a blind eye to Speakeasies emerging in the shadows, their clandestine nature shielding them. Their concern lies in thwarting illegal liquor sales. Place a Book from your supply onto the Books space of your Operations board. There is no limit for the number of Books you can hold. Choose", "headingPath": "Contractor Office (3 People in a 3/4 Player Game. 2 in a 2-player game) · GaIN ONe bOOk · INCrease aNy ONe Of yOur OperaTIONs Or sTreNGTH levels by 1 · GaIN ONe Helper CarD · OpeN a speakeasy Or sTIlls Or Take Over a mObsTer speakeasy · a: OpeN a speakeasy Or sTIlls · …", "sharpsignalDocId": 346}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "Components · IN 2-player Games:", "sharpsignalDocId": 346}, {"page": 4, "quote": null, "headingPath": "mObsTers", "sharpsignalDocId": 346}, {"page": 5, "quote": null, "headingPath": "COps · CITy TIles · ZONe GOal TIles · CeNTral park GOal TIles", "sharpsignalDocId": 346}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 346 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 346 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.91868 of 3345 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 15, 2026 19:22

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Speakeasy — Rulebook (corpus doc 346) Setup Round (1920) p.6 0.048172 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Speakeasy — Rulebook (corpus doc 346) mObsTers p.4 0.047875 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Speakeasy — Rulebook (corpus doc 346) Components · IN 2-player Games: p.4 0.046244 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Speakeasy — Rulebook (corpus doc 346) eaCH player: · alsO Take: · yOur OperaTIONs bOarD: · yOur safe sCreeN: · ON THe maIN bOarD: p.6 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Speakeasy — Rulebook (corpus doc 346) Garage (2 People in a 3/4 Player Game. 2 in a 2-player game) · INCrease aNy ONe Of yOur OperaTIONs Or sTreNGTH levels by 1 · play ONe fleeT CarD aND GaIN a +2 raNGe bONus · pICk up aND DelIver barrels · TO mOve yOur TruCks: p.16 0.03125 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Speakeasy — Rulebook (corpus doc 346) COps p.4 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Speakeasy — Rulebook (corpus doc 346) 2. player rOuNDs (aCTs 1/2/3/4) · TurN OrDer · Example: p.8 0.030303 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Speakeasy — Rulebook (corpus doc 346) Contractor Office (3 People in a 3/4 Player Game. 2 in a 2-player game) · GaIN ONe bOOk · INCrease aNy ONe Of yOur OperaTIONs Or sTreNGTH levels by 1 · GaIN ONe Helper CarD · OpeN a speakeasy Or sTIlls Or Take Over a mObsTer speakeasy · a: OpeN a speakeasy Or sTIlls · … p.14 0.029412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 52 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Speakeasy — Rulebook (corpus doc 346) Setup Round (1920) p.6 #1 0.048172 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Speakeasy — Rulebook (corpus doc 346) mObsTers p.4 #2 0.047875 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Speakeasy — Rulebook (corpus doc 346) Gameplay · aCT sTruCTure · 1. reTurN CapOs (aCTs 2/3/4) p.8 #11 0.025934 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#4 RULEBOOK Speakeasy — Rulebook (corpus doc 346) COps · CITy TIles · ZONe GOal TIles · CeNTral park GOal TIles p.5 #25 0.012346 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#5 RULEBOOK Speakeasy — Rulebook (corpus doc 346) 2. player rOuNDs (aCTs 1/2/3/4) · TurN OrDer · Example: p.8 #7 0.030303 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Speakeasy — Rulebook (corpus doc 346) Cooked Book goals p.23 #10 0.027347 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#7 RULEBOOK Speakeasy — Rulebook (corpus doc 346) Table of contents · What will you do in the game? p.2 #9 0.027638 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#8 RULEBOOK Speakeasy — Rulebook (corpus doc 346) Components · IN 2-player Games: p.4 #3 0.046244 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Speakeasy — Rulebook (corpus doc 346) Components · IN 2-player Games: p.4 no quote on the wire
[2] RULEBOOK Speakeasy — Rulebook (corpus doc 346) mObsTers p.4 no quote on the wire
[3] RULEBOOK Speakeasy — Rulebook (corpus doc 346) COps · CITy TIles · ZONe GOal TIles · CeNTral park GOal TIles p.5 no quote on the wire
timing split
retrieval 74 ms · first delta 3023 ms · total 8083 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 74 ms · ask 8008 ms · gateway work 8083 ms · total 8083 ms
tokens in (the prompt the answerer read)
3943
tokens out (what the answerer generated)
1024
tok/sec
204.5 tok/sec — 1024 output tokens in 5.008 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 5s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NO_APPROVED_CHECKLIST — setup-shaped, but no approved setup checklist exists for this game
pattern that matched
SETUP — "setup" / "set up"
matched words (in the normalized question)
setup

this game registers NO errata cards (edition 274), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.