The Opulent
The Opulent Rulebook
Table of Contents
Table of Contents
- Object Of The Game
- Game Components
- Game Setup
- Overview of the Stations
- The Doorman
- Step 1 - Place new patrons into your queue as directed by the last event card pulled by the Manager.
- Step 2 - Use Doorman dice to schmooze with patrons in line.
- Step 3 - Use Doorman dice to get patrons into the club.
- Step 4 - Move patrons into the club. Remove $1 from each patron skipped each time they are skipped.
- Step 5 - Remove 1 wooden nickel from each patron still in the main line, and then move patrons up in line. (Overflow stack is not considered to be the main line.)
- Special Patrons And Rules for The Doorman
- Game Tips for the Doorman
- The Band
- Step 1 - Place all new patrons into the queue (dance floor).
- Step 2 - Draw cards from Band sections.
- Step 3 - Play a set to add wooden nickels or remove patrons from the dance floor.
- Step 4 - Remove dance floor overflow.
- Step 5 - Reveal new song in set list.
- Special Patrons And Rules for The Band
- Game Tips for the Band
- The Bartender
- Step 1 - Place all new patrons into the queue (the bar).
- Step 2 - Allocate Bar dice for Bartender actions.
- Step 3 - Prepare drinks.
- Step 4 - Remove 1 wooden nickel from each patron who is skipped each time they are skipped when serving drinks.
- Step 5 - Remove 1 wooden nickel from each patron still at the bar at the end of the Bartender's turn (unless staying for another round).
- Special Patrons And Rules for The Bartender
- Game Tips for the Bartender
- The Manager
- Closing rules - Last Call
- End of Scenario and Winning The Game
- Ending a Session in The Opulent Campaign
- Adjusting the Difficulty of the Game
- Adjusting the Duration of the Game
- Adjusting the Game Experience
- Campaign Play
- 1920 - The Opulent Opens For Business!
- 1921 - The Counterfeiter
- 1922 - Tuckers
- 1923 - No Logical Argument
- 1924 - Election Year
- 1925 - The Atlantic City Blizzard
- 1926 - The Sad Failure of Prohibition
- 1927 - Trouble, Trouble!
- 1928 - The Rise of Wall Street (and the Aristocrat) Part I
- 1929 - The Fall of Wall Street (and the Aristocrat) Part II
- Epilogue
- Quick Reference
Object Of The Game
Each scenario has a dollar value that is associated with the cost of operating the nightclub for that particular year. In order to advance to the next scenario (in Campaign play), you must prove your success by collecting enough money in the club coffers to cover these costs (costs are explained on page 28). In addition, players must continually improve The Opulent by purchasing a club upgrade each scenario. The game is won when you have successfully completed all 10 scenarios. If you're playing a single year only, the game is won if you have successfully completed that particular year.
Money is obtained in the game by earning any leftover wooden nickels on a patron card that has cycled through all the stations at The Opulent. Any money earned should be placed in the Club Coffers located on the Manager player board. It should be noted that often times a patron can leave the club with no money remaining on their patron card. This does not mean that patron skipped out on a bar tab! Instead, it simply means the club failed to net a profit on that patron and broke even. That being said, the money placed on patrons during the game is not representative of what they could spend in the club; it is a representation of the maximum amount of profit the club could obtain from each patron.
Game Components
Game includes:
- 128 - Opulent Band Cards (32 each station)
- 57 - Opulent Patron Cards
- 53 - Opulent Event Cards
- 11 - Historical Event Cards
- 10 - Club Upgrade Cards
- 11 - Opulent Staff Cards
- 1 - Mob Alliance Card
- 6 - Custom Doorman dice
- 1 - D10 Dice
- 3 - D6 Dice
- 60 - Brown Tokens
- 10 - Grey Tokens
- 10 - Plastic Ice Cubes
- 6 - Yellow Beer Meeples
- 6 - Orange Liquor Meeples
- 4 - Green Fruit Meeples
- 2 - Purple Cubes
- 2 - Yellow Cubes
- 4 - 9 x 4.5 Player Mats
- 1 - 40 Page Rulebook
Component Overview
Wooden Nickel - This is the main unit of currency at The Opulent. One brown wooden nickel is worth $1. A grey wooden nickel is the equivalent of 5 brown wooden nickels ($5).
Bar Ingredients - These are the ingredients the Bartender will use at his station to prepare drinks at The Opulent. The clear cubes represent ice, yellow represents beer, orange represents liquors, green represents fruit, purple cubes represent the special Italian wine, and the yellow cubes are the special Irish Whiskey.
Player Boards - One player board is given to each station depending on the type of role they will play (Doorman, Band, Bartender, Manager).
Band Decks - These are separated into 4 decks for the woodwinds, brass, strings, and percussion sections of The Opulent band.
Custom Doorman Dice - Five of these dice are used by the Doorman to get patrons into The Opulent. The 6th die is given to and used by the Bartender for certain situations at the bar.
Bartender Dice & Raid Die - The 3 Bartender dice are used when preparing drinks and performing Bartender actions. The d10 (Raid) die is for the Manager to determine whether or not your club is raided by Federal Prohibition Agents.
Event Cards - Cards with this type of back are event cards and have many different effects depending on the type of card drawn.
Club Upgrade Cards - One of these cards must be selected at the start of each scenario to improve the club. Structural upgrades offer bonuses and modifications to club operations. Additionally, structural upgrades unlock the opportunity to acquire hired staff.
The Opulent Staff Cards - Once Club Upgrade cards are purchased, select members of The Opulent staff are available for hire. Staff members offer bonuses and rule modifications for the station they are aligned to. (See Hiring Opulent Staff on page 28 for more info on how to hire new staff members.)
Patron Cards - These are the customers who visit The Opulent and they are divided into three social classes. Red background for Mobsters, blue for Politicians, and green for Aristocrats. A few of the patrons are special and have special rules when they enter play. Celebrities have a gold background and are rated from 1 to 5 stars depending on their level of fame. Each station has special rules for handling a Celebrity. Grey background patrons are Regulars and they have special rules for each station as well.
The Patron Card's Social Classes:
- Red = Mobster
- Green = Aristocrat
- Blue = Politician
- Gold = Celebrity
- No Color = Regular
How Movement is Determined
The movement of a club patron is determined by filled sections on the left or right of the patron card. A right box that is filled in will indicate a patron who moves from the door to the bar to the dance floor before exiting. A left movement box that is filled in indicates a patron who moves from the door to the dance floor to the bar before exiting. Celebrities and Regulars have special movement patterns, as indicated by the special rules found later in this rulebook. *NOTE- When a patron moves, they never stop at the Manager station unless the Manager pulls a particular patron into the VIP room. Patrons will always move from door, to bar, to band, then exit; or they will move from door, to band, to bar, then exit.
- Left Marker: This patron will move from the Doorman to the Band when entering the club.
- Right Marker: This patron will move from the Doorman to the Bartender when entering the club.
Game Setup
Start by deciding who will be the Doorman, Band, Bartender, and Manager. All four roles must be present in every game. If three players are playing, then one person will play two roles. And if two people are playing, then each will take on two roles. It is recommended that the most experienced player play the role of the Manager. The Band should sit to the Doorman's left. The Manager should sit to the Doorman's right, leaving the Bartender to sit across from the Doorman.
- Give each player the player board that corresponds to their selected role.
- Place the 5 Doorman dice at the Doorman station.
- Shuffle each of the 4 small decks representing the different sections of The Opulent Band and place them on their designated spots located on the Band player board. Flip over the top card of the Woodwind and Brass section and place to the right of the player board with the drawn Woodwind card in the top slot.
- Give the Bartender 6 clear ice cubes, 6 bottles of beer (yellow), 4 bottles of liquor (orange), and 2 units of fruits (green). In addition, give the Bartender the 3 numbered dice and 1 Doorman Die.
- Prepare the Event Deck.
- Set aside the 10 historical event cards (historical event cards are cards that resemble the front page of a newspaper, see page 22), and pull out the 1 historical event card with the year that matches the scenario you are playing (each scenario corresponds to a specific year from 1920-1929).
- Shuffle the 53 other event cards, take 10 cards off the top of the deck, and shuffle the historical event card from the above step into these 10 cards, then return to the top of the event deck. Place the event deck below the Manager player board.
- Prepare the Patron Deck
- Set aside the 5 Celebrities (the cards with a gold background that have 1 to 5 stars on them).
- From the remaining patrons, randomly select 25 patrons.
- Add 5 more random patrons for each level of prestige The Opulent currently has. Prestige can be calculated by adding all of the stars on club upgrades and staff cards rounded down. For example, if The Opulent has 1 prestige, you would have 30 patrons. 2 prestige is 35.... and so on.
- Add in all the Celebrities that match the level of The Opulent prestige. For example, if The Opulent has 1 prestige, add the 1 star Celebrity into the Patron Deck.
- Return the unused patrons and Celebrities to the box. Shuffle the rest and place this deck face up on the designated spot of the Doorman station player board.
You are now ready to open the club doors for business!
Overview of the Stations
The Opulent is a unique game consisting of four mini-games (also referred to as stations) that come together to form one larger cooperative game.
The Doorman
Overview - The Doorman plays a vital role in the successful operation of a speakeasy. It is the Doorman's job to filter patrons into the club so they can dance, drink, have a good time, and more importantly, spend money! The Doorman can also act as a "club security" of sorts and cut patrons off at the bar who have had one too many drinks. Also, be on the lookout for special characters such as Celebrities and Regulars. Celebrities will not wait in line like normal patrons so you must attend to them immediately. A Celebrity presence in the club gets everyone in good spirits and adds to the reputation of The Opulent! Regulars are just that, "regulars" of the business, as they frequently visit The Opulent and help to spread the word of the club.
Turn Sequence - The game begins with the Doorman's turn. Below are the steps that will be taken in order on every turn. The steps are detailed a little later on in the Doorman section.
- Place new patrons into your queue as directed by the last event card pulled by the Manager.
- Use Doorman dice to schmooze with patrons in line.
- Use Doorman dice to get patrons in the club.
- Move patrons into the club. Remove 1 wooden nickel from each patron skipped each time they are skipped.
- Remove 1 wooden nickel from each patron still in the main line. Then move patrons up in line. (Overflow stack is not considered to be the main line.)
Step 1 - Place new patrons into your queue as directed by the last event card pulled by the Manager.
When the club Manager ended his turn, he will have discarded an event card. The bottom of the event card has a number of fedoras, which will equal the number of new patrons arriving at your station this turn. Place these new patrons in line and place 3 wooden nickels on each. If the line is full (anything over 5 patrons), place the new patrons in the overflow stack with the newest patron at the bottom of the stack. Patrons pulled from the overflow stack will only receive 2 wooden nickels when they enter the line. Place 2 wooden nickels on the overflow stack to remind you of how many wooden nickels each of these patrons will receive when entering the main line. Celebrities and Regulars do not receive any wooden nickels while in line. *Note - New patrons should always go to the back of the line or bottom of the overflow stack.
Overflow Stack - The line in front of The Opulent can only get so long before the patrons in line start to lose their patience and possibly pursue other avenues of entertainment. This is represented by the overflow stack. The line in front of your player board can hold up to 5 patrons, any patrons over 5 are stacked to the right of your mat (the overflow stack). The overflow stack can only hold 5 patron cards (which would be the 6th-10th patron in line). Place 2 wooden nickels on this stack to remind you that, once these patrons enter the regular line, you will only place 2 wooden nickels on each of their patron cards instead of the usual 3. If any new patrons enter the line when the overflow stack already has 5 patrons, they are immediately discarded. The line is simply too long, so they will walk past your club and go to another one instead. * See overflow stack image (place stack to the right of the Doorman player board).
Step 2 - Use Doorman dice to schmooze with patrons in line.
Before the Doorman attempts to move patrons into the club, he must first decide whether or not to schmooze with any of the patrons currently in line at his station. The Doorman may decide to schmooze simply to set things right with an agitated patron.
Schmoozing - To schmooze, the Doorman simply discards one of his color dice, and, in exchange, he may place 2 wooden nickels on 1 patron or 1 wooden nickel on 2 patrons. You are allowed to schmooze up to as many times as you have color dice available to discard. There are situations in which the Doorman may start his turn with fewer than 5 color dice, which will be explained later on. Wooden nickels from schmoozing may not be placed on Celebrities or Regulars, nor may they exceed the 3 wooden nickel maximum on each patron. The Doorman may only schmooze with patrons at his station and only the patrons in line (cannot schmooze patrons in the overflow stack). And, schmoozing may only be done at this time during the Doorman's turn.
Step 3 - Use Doorman dice to get patrons into the club.
Now it's time to work on getting patrons into the club! Take all of the remaining Doorman dice and roll them. You may now take any of the dice you rolled that match the background color of any patron card in line (you may not work the overflow stack). Place that die on the matching patron card. This indicates that you will let this patron into the club. If you have any dice remaining that does not match a patron background color, you may discard 1 unused die for the opportunity to roll and match the remaining dice. This may be repeated until all dice have either been discarded for re-rolls or are currently locked onto a patron card. You are able to reallocate your dice based on re-rolls. Note* The only colors you can roll to lock onto a patron card are red, green, and blue. Celebrities and Regulars have different rules for getting into the club.
Die faces: red = Mobster; green = Aristocrat; blue = Politician; one further face = Only applies to Bartender.
In addition to the rules above, the Doorman may use these special rolls to get patrons in the club:
- 2 purple dice are "wild" and may be locked on any Mobster, Aristocrat, or Politician.
- 1 yellow die is "wild" and may be locked on any Mobster, Aristocrat, or Politician. In addition, this die stays on the patron card until the patron leaves the club!
(Die key: x2 = WILD; WILD lock on patron; stays on patron through the club.)
Step 4 - Move patrons into the club. Remove $1 from each patron skipped each time they are skipped.
Patrons who have a Doorman die on their card will now enter the club. Look at the movement marker on the card to determine how that patron will move into the club. Patrons with a filled box on the right will head to bar first; patrons with a box filled on the left will head to the dance floor. Move these patrons to their appropriate stations and the Bartender or Band will take care of where the cards should go. If the patron that is entering the club skipped another patron ahead of him in line, then remove one wooden nickel from the patron that was skipped. This should be done for each time they are skipped in line. Example - if the skipped patron is skipped by 2 patrons, you would remove 2 wooden nickels from him.
Remember to announce when a Mobster enters the club and which family they are affiliated with. This is to remind the Bartender to take any necessary action per your Liquor Contract. (see Page 25 for details on Liquor Contracts)
Step 5 - Remove 1 wooden nickel from each patron still in the main line, and then move patrons up in line. (Overflow stack is not considered to be the main line.)
Move all the patrons who are still in line up to fill in any empty gaps. Remove 1 wooden nickel from any patron who is still in line, as they have been waiting a long time to enter the club and are now growing impatient. Finally, if you have any patrons in the overflow stack, then take the top card(s) from this stack and move them into the line. This can be done up to the maximum number of 5 patrons unless you have an exception to exceed 5 patrons in the line.
Special Patrons And Rules for The Doorman
Celebrities are special patrons with a gold colored background and a certain number of stars on their card from 1-5. Unlike other patrons, Celebrities will leave the line if they do not enter the club on the turn they enter the queue. Additionally, Celebrities will never enter the overflow stack; instead they will be immediately discarded. Also, Celebrities do not start off with any wooden nickels on their cards. The rules for getting a Celebrity in the club are different than the rest of the patrons. One die of any color must be placed on a Celebrity card for each star on the card! For example, a Celebrity with one star must have 1 die of any color, whereas a Celebrity with 5 stars must have all 5 dice locked on the card to get that Celebrity into the club! Since Celebrities are famous, no one minds if he is skipped in line by a Celebrity. Therefore you do not have to remove a wooden nickel if a patron is skipped in line by a Celebrity. Finally, when a Celebrity gains entry to your club, place that Celebrity in the center of the club (not at a station). The Celebrity will stay there until the end of the next Manager turn. If the Manager is unable to escort the Celebrity to the VIP room on his next turn, the Celebrity will leave the club.
Regulars require no dice to get into the club and they will always gain entry as soon as they are at the front of the line (2nd in line if Frank Collins occupies the first slot). Regulars will always have a grey colored background and a special icon at the bottom of their card indicating the station they affect once they enter the club. The only way a Regular will not enter The Opulent is if there are 5 cards in the overflow stack once they arrive at the club. Also, Regulars do not receive wooden nickels.
Special Regular Patron (Frank Collins) - Frank is a Regular of The Opulent that applies only to the Doorman. Frank can be identified as the patron card with a grey background and a door handle icon at the bottom of his card. When Frank Collins enters the Doorman line, he will never be allowed access into the club (mainly due to his family ties - read his bio on the back of his patron card to see why). You will never have to place wooden nickels on Frank, and he will never give up trying to get into The Opulent. Basically, he is occupying a slot in line but will never leave. The only exception to this rule is if he is drawn to enter the line but the overflow stack is at the maximum of 5 cards, or if some other special event triggers his departure.
Cutting off a Patron - Sometimes patrons do not know when to stop drinking. Luckily, the Doorman can kindly inform them when they have had one too many drinks and force them to the next station. Sometimes during the Bartender's turn, a patron will elect to stay at the bar for "another round" of drinks. When this happens, the Doorman may elect to cut off a patron. To cut off a patron, the Doorman will lose 1 die on his next turn for each patron he is attempting to cut off. The Doorman then rolls his color die separately for each patron he is attempting to cut off. If the color does NOT match the background of the patron being cut off, then the Doorman has politely moved the patron from the bar. The patron will now proceed to the next station. If the color of the die rolled DOES match the background, then the Doorman has abruptly cut off the patron. The patron will move to the next station, but is a little agitated in doing so and will lose 1 wooden nickel. *NOTE Use the color yellow on the die for Celebrities.
Game Tips for the Doorman
When possible, try to get patrons in the club in the order that they arrive in order to prevent wooden nickel reductions due to being skipped. The Doorman does have the benefit of having patrons with a lot of wooden nickels on their card, but keep in mind that these patrons have other stations to cycle through before the club even makes one cent!
Don't feel obligated to let every Celebrity into your club if there are other pressing matters at hand. Celebrities demand a lot of special attention that the rest of the staff may not have time to offer. Discuss with the rest of The Opulent staff who should come in and who you should pass on.
If you have the Maitre d', use him to search for Frank Collins (or any other Regular), hold him until the overflow stack is full, then release - a clever way to use your hired staff to get around problematic patrons!
The Band
Overview - The responsibility of the Band is to entertain patrons with upbeat jazz tempos, melodic waltzes, smooth solos, and the occasional featured song by the club chanteuse or trumpeter! Keeping patrons entertained with song is important to the club and vital in keeping patrons in good moods. And we all know, patrons in good moods spend more money! Well-played songs will also get patrons dancing. Dancing patrons get thirsty and thirsty patrons go to the bar where they spend more money! Having a great band is key to the longevity of a successful nightclub!
Turn Sequence - Below are the steps, in order, that will be taken on every turn for the Band. The steps are detailed a little later on in the Band section.
- Place all new patrons into the queue (dance floor).
- Draw cards from Band sections.
- Play a set to add wooden nickels or remove patrons from the dance floor.
- Remove dance floor overflow.
- Reveal new song in set queue.
Step 1 - Place all new patrons into the queue (dance floor).
New patrons from the Doorman and Bartender stations should be entered into your dance floor queue in the order that they arrived to the dance floor. Directly above your player board you will see 5 spots where the patrons should be lined up starting from your left (for the first patron who arrived), to the right (for the last patron who arrived). Any patrons in excess of 5 should be kept in order of arrival.
Step 2 - Draw cards from Band sections.
You may draw up to 4 cards from any instrument section, as long as you do not draw more than 3 cards from a single section per turn. For example, you could draw 3 cards from the strings section and 1 from the woodwinds section, but you could not draw all 4 of your cards from the strings. You are allowed to look at the cards as you draw. If the Band decides to draw 1 card from each of the 4 sections (playing in unison), then 1 wooden nickel may be placed on any 1 patron on the dance floor (not to exceed the maximum of 3). The Band may also decide to draw 2 cards over the maximum of 4 Band cards. However, when this happens, one additional patron is added to the Doorman queue for each extra card drawn over the 4th card per turn. If 5 cards are drawn in one turn, then 1 extra patron goes to the Doorman queue, 6 cards equal 2 extra patrons, etc. Basically, when the Band draws more than 4 cards, they are playing so loudly that it pours out onto the streets, grabbing the attention of a would be passerby. If you own the New Instruments club upgrade, you're allowed to pull 7 cards.
*NOTE - Once the patron draw deck at the Doorman's station is empty, the Band may not pull more than 4 cards, 5 if you have the New Instruments club upgrade.
Step 3 - Play a set to add wooden nickels or remove patrons from the dance floor.
Time to play some music! Using the Band cards in your hand, you may now play the current song by matching the tempo and key signature to move patrons off of the dance floor, or, you may play a "melody" to add wooden nickels to patrons still on the dance floor. You are NOT allowed to do both in a single turn. If the Band elects to NOT play a song this turn (tuning your instruments), then $1 is removed from a patron at the dance floor and 2 cards are discarded from each Band deck. *NOTE - when tuning instruments, this does not count as playing the current song.
The two cards of sheet music to the right of your player board are the songs that you will attempt to play. The song on top is your current song for this turn. The song on the bottom is for your next turn. Band cards not used this turn ARE available for use on future turns. In addition, the Band does not have a maximum card hand size.
- Current song: After you successfully play this song, discard and move the bottom song up.
- Next song to be played on the next turn.
Matching Tempo - First let's learn how to play a song in tempo. On the selected song for this turn, you will see a number that looks like a fraction. For example, 3/4, 4/4, 5/4, and 7/4. These are called "time signatures." The top number, which is the only number you'll need to pay attention to, represents the number of beats needed to play the song "in tempo." So let's say you are wanting to play the song below "in tempo."
The time signature is 3/4, so you need 3 beats to play this song in tempo. All of the Band cards in your hand have a single note on them. That note has a numerical value associated with it. See chart below for the number of beats each note is worth.
- quarter note = 1 beat
- eighth note = 1/2 beat
- half note = 2 beats
- whole note = 4 beats
Based on this song's time signature, you will need to turn in at least 3 beats worth of notes in order to move one patron off the dance floor, at least 6 beats to move two patrons, at least 9 for three patrons, and so on.
Essentially you will be turning in a combination of Band cards to match the tempos and to move patrons along. In this 3/4 time signature, a whole note (worth 4 beats) could be turned in to move 1 patron off of the dance floor with 1 beat left over to use on the next patron. If that 1 leftover beat is not used to help move another patron off the dance floor, you've played the song off tempo by 1 beat. Yes, you successfully moved a patron off the dance floor, but, because you played the song off tempo, you must remove a wooden nickel from any patron on the dance floor (or leaving the dance floor). You remove 1 wooden nickel for every 1 beat you play off tempo.
Another example - Two whole notes could be turned in to move 2 patrons off the dance floor with 2 beats remaining for the next patron. If those 2 leftover beats are not used to move a third patron off the dance floor, you must remove 2 wooden nickels from any patron(s).
One more example to drive it home - You have two whole notes and a quarter note (total of 9 beats), which would move 3 patrons off of the dance floor without any leftover beats. This means you've played the song in tempo, and there is no penalty for playing a song correctly. * Note - leftover beats do not roll over to the next turn. Additionally, any Band cards used to play in tempo or as a melody are discarded to a discard pile near the Band station.
Matching Key Signatures - Another thing you will need to consider in addition to the time signature, is playing the song in the correct key signature. On each Band card (under The Opulent name) is text describing which key signature the song should be played in. Another way to determine key signature is to look at the pattern of flats and sharps located to the left of the time signature. For simplicity, The Opulent Band will only play in 2 distinct key signatures: Key of A and Key of E Flat.
The rules to playing a song "in key" are similar to those when playing "in tempo." When playing a song, you must remove 1 wooden nickel from any patron on the dance floor (or leaving the dance floor) for every note you play that does not match the key signature of your current song. For example - if your current song is in the Key of E flat, and you turn in three Band cards in the Key of E flat, and one in the Key of A, you will remove 1 wooden nickel for that one terrible note you played out of tune.
(Band - Step 3 con't)
When patrons leave the dance floor, they will always leave in the order that they arrived, starting with the patron who has been on the dance floor the longest (the patron to the far left of your player mat). When he leaves, he will either move to the bar, if the left box on his patron card is filled in, or he will leave the club, if the right box on his patron card is filled in. For the patrons who are leaving the club (going right), remove their wooden nickels and give them to the Manager to add to the club coffers. Discard the patrons who have left the club as they will not return to the club during this scenario.
Playing a Melody - Now let's learn how to play Band cards "as a melody" to add wooden nickels to patrons in the club. Playing popular tunes of the era increases the likelihood that patrons will stay in the club longer, and the longer they stay in the club, the more money they will likely spend. When deciding to play a melody, you can disregard the time signatures and the key signatures. Instead, you will be looking to play certain notes (F, A, C, and E). You can determine which note you're playing by looking at where the note resides on the musical staff. Notes located on the bottom of the bar are called F notes, above F notes are A notes, then C, then E. See the picture below for a quick summary.
To successfully play a melody, you must turn in a matching set of Band cards that contain the same note that's notated on your current song card. Look at the top card in your song queue to find what type of note is displayed. This is your note to play for a melody. Meaning, each time you play this specific note, (after the first band card and up to the fourth) you add 1 additional wooden nickel to any patron on the dance floor. Let's look at an example of playing a melody.
Our current song (top song in the set list) is in the key of A with a 7/4 time signature; its note is an A note. The location of this note is on the A note portion of the musical bar staff. If playing a melody, you must play as many A notes as you can up to 4 notes max. Each A note played after the first adds 1 wooden nickel to any patron on the dance floor, so if you play three A notes, you can add 2 wooden nickels to any patrons on the dance floor. If you played the maximum of four A notes, you can add 3 wooden nickels to any patron(s) on the dance floor. The wooden nickels you add to patron(s) must not exceed the patron maximum of 3 wooden nickels per patron. Additionally, any Band cards used to play in tempo or as a melody are discarded to a discard pile near the Band station.
Reminder - you can either go for tempo and key signature to move patrons along, OR play a melody to add wooden nickels to patrons. You cannot do both in a single turn.
Step 4 - Remove dance floor overflow.
The dance floor at The Opulent can accommodate up to 5 patrons comfortably. Any more than 5 patrons and the dance floor is considered "crowded," and no one likes being on a crowded dance floor. If you still have more than 5 patrons on the dance floor after the Band has played a set, then all patrons in excess of 5 will leave the dance floor and move on to the next station. The patrons who have been on the dance floor the longest (left side of your queue) will always be the patrons to leave when determining which patrons will leave the dance floor. Patrons leaving a crowded dance floor will each lose one wooden nickel on their card. If the patrons have no wooden nickels remaining, they will leave the club and their card should be discarded. If the patrons still have wooden nickels remaining, then they will either move to the bar, if the left movement box is filled, or earn money for the club by leaving, if the right movement box is filled.
Step 5 - Reveal new song in set list.
Discard the top song that was played this turn from your song queue, and move the song from the bottom slot up to the top. This will be the song played on your next turn. Turn over the next Band station card, and place it at the bottom of your song queue. Songs are drawn and placed in your song queue from each of the Band sections in a certain order. When you started the game, you drew the top card from the woodwinds and brass section and placed them in your song queue. The next song for your queue should now come from the strings section and then the percussion section. In short, new songs are drawn in this order: woodwinds, brass, strings, percussion, and then back to woodwinds again.
Special Patrons And Rules for The Band
Exhausted Band decks - If a section of the Band's deck is exhausted, you may reshuffle the deck and replenish. However, before this section of the Band rejoins the rest of the Band on your player board, they will "take 5." To have a section of the Band "take 5," simply shuffle the deck and place it at the bar. This section will not rejoin the Band until they have been successfully served 1 drink of any type. As soon as the Bartender serves them a drink, you may immediately replace that Band section on your player board. The Band deck does not need to wait "in line" at the bar, nor are there any penalties if the Band deck is served a drink prior to any existing patrons.
Special Regular Patron (Robert Martin) - Robert is a Regular of The Opulent that applies only to the Band. Robert can be identified as the patron card with a grey background and a musical icon at the bottom of his card. When Robert enters The Opulent after leaving the Doorman station, he will beeline straight to the dance floor and never leave the dance floor until the club closes! There are never any wooden nickels on Robert, and he will never leave the dance floor regardless of how crowded it may become. When removing patrons from a crowded dance floor, or after playing a set, just skip over Robert and remove the next patrons from the line instead.
Celebrity - When a Celebrity moves to the dance floor, treat them as normal as you would any other patron, but be sure to take advantage of Celebrity benefits (see page 24 for details on this).
Game Tips for the Band
Each section of the Band has a favorable chance of drawing certain types of notes. Half of the woodwind deck is F and whole notes; half the brass section is half and A notes; half of the strings deck is quarter and C notes; half the percussion section is eighth and E notes. An easy way to remember this is to read your player board like a book from left to right and top to bottom. From left to right, top to bottom, the deck probabilities are F, A, C, E; and then whole note, half note, quarter note, eighth note.
The Bartender
Overview - Like the other roles at The Opulent, the Bartender also plays an important role. After all, it is because of your station that patrons are visiting the club in the first place! As the Bartender, you will prepare drinks, talk local gossip to the patrons, and restock the bar as needed. Be advised, patrons do not like having to wait long for their drink, nor do they take kindly to Bartenders who prepare drinks for someone who came to the bar after them!
Turn Sequence - Below are the steps that will be taken in order on every turn for the Bartender. The steps are detailed a little later on in the Bartender section.
- Place all new patrons into the queue (the bar).
- Allocate bar dice for Bartender actions.
- Prepare drinks & Spend bar dice.
- Remove 1 wooden nickel from each patron who is skipped each time they are skipped when serving drinks.
- Remove 1 wooden nickel from each patron still at the bar at the end of the Bartender's turn (unless staying for another round).
Step 1 - Place all new patrons into the queue (the bar).
New patrons from the Doorman and dance floor stations should move to the bar in the order they arrived. Directly above your player board you will see 5 slots where the patrons should be lined up, starting from your left (for the first patron to arrive) and going to the right (for the last patron to arrive). Any patrons in excess of 5 should be kept in the order of arrival by simply extending the queue.
Step 2 - Allocate Bar dice for Bartender actions.
Before attempting to prepare drinks, you must decide what actions to take by allocating your 3 Bartender dice. (See page 18 for the available Bartender actions.)
Step 3 - Prepare drinks.
Now let's prepare some drinks for The Opulent's thirsty patrons! Below your player mat are yellow tokens representing bottles of beer, orange tokens representing various liquors, green tokens representing fruit, and clear transparent cubes representing ice. Patrons of various social classes will always order a particular type of drink.
| Patron | Drink |
|---|---|
| Mobsters | Beer |
| Politicians | Liquor on the rocks |
| Aristocrats | Mixed drink |
| Celebrities | Mixed drink |
Each drink will require certain components. In addition, each drink has a number associated with the level of difficulty in preparing one drink of that type. Take a look at the chart below:
| Type of Drink | Difficulty to Prepare | Ingredients Needed |
|---|---|---|
| Beer | 1 | 1 Beer |
| Liquor | 2 | 1 Liquor, 1 Ice |
| Mixed Drink | 3 | 1 Liquor, 1 Ice, 1 Fruit |
| Special Drink | 1 | 1 Special |
To start, place the resources needed to prepare a patron's drink on that patron's card. You may prepare as many drinks as you wish on your turn provided that you have the resources at the bar to prepare that patron's drink. For example, if you had 2 Aristocrats, 1 Politician, and 1 Mobster at the bar, you would place 1 liquor, 1 fruit, and 1 ice cube on each of the two Aristocrats; 1 liquor and 1 ice cube on the Politician; and finally, 1 beer on the Mobster. See pic below.
Your resources have now been assigned and we can attempt to successfully prepare the drinks. To prepare the drinks, simply add together the difficulty values of the drinks you're trying to prepare, and roll any remaining Bartender dice in an attempt to roll equal to or higher than the total difficulty number.
In the example provided, the two Aristocrats ordered a mixed drink for a total difficulty of 6 (3 for each drink), the Politician's mixed drink has a difficulty of 2, and the Mobster's beer has a difficulty of 1, for a combined difficulty of 9 (3+3+2+1). An easier way to calculate your difficulty is to simply add up the number of components you have assigned on patron cards.
If you roll equal to or greater than this number with any unused bar dice, you have successfully prepared drinks for those patrons. However, if you failed, then you must decide which drinks were successfully prepared with your rolled number and which drink(s) were failures. Looking back at our example again, let's say you roll an 8 instead. You needed a 9 to succeed at preparing all of the drinks, but you came up one short. You can now decide to spend your 8 success points on all of the drinks but the beer (which had a difficulty to prepare of 1). In haste, you tried to prepare all of the patron's drinks and you dropped the Mobster's beer on the floor! After determining which drinks were not successfully prepared (if any), remove 1 wooden nickel from any patron who did not have his drink successfully prepared, and remove the drink components to a discard area. The resources are lost and you will have to try to serve that patron again on a later turn.
For the patrons for whom you have successfully prepared drinks for, you need to roll one color die (only roll once regardless of the number of patrons for whom you prepared drinks). If the color of this die is the same as the background color for any of the patrons you prepared a drink for, those matching colored patrons will remain at the bar for "another round" of drinks (use the yellow side of the die for Celebrities). Patrons staying for "another round" will be moved to the back of the bar line. *Reminder - The Doorman has the option to cut a patron off (see page 10). Remove all the successfully prepared drink components to a discard area, as they have been consumed. Any patrons who consumed their drinks and will not be staying for "another round," will either move on to the next station or leave the club.
(Bartender - Step 2 con't)
Patrons with the left box on their patron card filled will leave the club, and patrons with the right box on their patron card filled in will move to the dance floor. Remove any wooden nickels for patrons leaving the club and hand them to the club Manager, then discard the leaving patrons.
Step 4 - Remove 1 wooden nickel from each patron who is skipped each time they are skipped when serving drinks.
Drinks should be served on a first come first served basis. However, this is not always possible. Perhaps, you do not have the components at your bar to make a patron's drink who is next in line, or maybe you don't have the time to restock the bar with the needed components to prepare that patron's drink. Maybe you just want to prepare all of the easy drinks first and tackle the harder ones on a later turn. Whatever the reason, there will eventually come a time when you might skip a patron in line and prepare a drink for a patron that came to the bar after the skipped patron. When this happens, remove 1 wooden nickel for each patron who is skipped, each time they are skipped. If a patron has no wooden nickels remaining, discard his card. The disgruntled patron has had enough and this gesture of disrespect was the final straw so they are leaving the club to find other watering holes!
*NOTE If you tried to prepare a patron's drink and failed but a patron behind him had a drink successfully prepared then the failed patron is not considered skipped. You did make an attempt to prepare his drink, so you were not intentionally skipping the patron.
Step 5 - Remove 1 wooden nickel from each patron still at the bar at the end of the Bartender's turn (unless staying for another round).
Patrons who are still at the bar and have not been served a drink are getting frustrated with the Bartender. Remove 1 wooden nickel from each.
Special Patrons And Rules for The Bartender
Bar Actions - In addition to the steps above, and at any time before preparing drinks, a Bartender may discard some of his dice (not including the 1 color die) in exchange for other actions. Any bar dice discarded for actions would return to the Bartender for use on your next turn. Any discarded bar dice for actions may not be used in the "preparing drinks" step of his turn. Below are the Bartender's available actions, as well as the cost and effect:
| Action | Cost | Effect |
|---|---|---|
| Refill Ice | 1 die | refill the ice section of your bar up to maximum capacity |
| Chop Fruit | 1 die | refill fruit section of your bar up to maximum capacity |
| Restock Drinks | 1 die + see Manager for $$ | refill either the beer OR liquor section of your bar up to maximum capacity |
| Schmooze at Bar | 1 die | add 2 wooden nickels to 1 patron at the bar, or 1 wooden nickel to 2 patrons (up to $3 max) |
Celebrities - When Celebrities come to the bar for a drink, you must prepare them a Mixed Drink or Special Drink in order to get them to move to the next station. Celebrities must be successfully served a drink on the turn they enter the bar, otherwise they will immediately leave the club! Fortunately, other patrons do not mind if a Celebrity gets a drink before them, so you do not have to remove wooden nickels for patrons who were skipped in order to serve a Celebrity. Be sure to take advantage of adding wooden nickels to patrons who are at the same station as a Celebrity (see page 24 for details on this).
Serving Special Patrons and The Band - If a member of the Band or Regular patron (grey background) comes to the bar for a drink, you may serve them any type of drink to get them to move on or return to their station.
No Money to Pay for a Restock - In the very rare instance The Opulent has no money in its coffers to purchase a restock of bar supplies, the club may elect to pay the mob later to purchase bar supplies only (not bar upgrades). To do this, take as much money as you need from the wooden nickel supply to pay for your restock, and place this money on your player board. At the conclusion of the scenario, this will have to be paid back to the mob $2 for every $1 borrowed at any time during or after the scenario.
Serving a Watered-Down Drink - There will be times when the club needs to maximize profits and stretch resources. When this time comes, the Bartender can water down drinks to help the club get the most from the available resources. The Bartender may water down any drinks that have liquor (orange cube) as one of the components. To water down a drink, add one additional ice (liquor on the rocks is now 2 ice and 1 liquor; mixed drink is now 2 ice, 1 liquor, and 1 fruit). Watered down drinks add 1 to the difficulty to prepare (again just remember to count the number of total resources being used). The benefit to watering down drinks is you get to place the liquor resource back in your stock (successful or not) when preparing the drink. The risk is that when you re-roll the colored die to check for patrons staying for another round, and the color of the die matches a patron with a watered down drink, that patron loses all wooden nickels and is immediately discarded instead of staying for another round of drinks. In addition, all other patrons at the bar lose $1 for each patron who catches the Bartender watering down his drink.
Special Regular Patron (Stanley Edwards) - Stanley is a Regular of The Opulent that applies only to the Bartender. Stanley can be identified as the patron card with a grey background and a martini icon at the bottom of his card. When Stanley Edwards enters The Opulent from the Doorman station, he will beeline straight to the bar and never leave the bar till the club closes! Stanley will order a beer every turn and he must be served! Failure to serve Stanley will cause him to yell out in a tirade of colorful speech resulting in all other patrons at the bar losing 1 wooden nickel for each turn that Stanley is not served. When serving Stanley, no deductions need to be made from other patrons if he is served ahead of someone else.
Each time Stanley is served a drink, place a wooden nickel on his patron card. Once his card reaches 4 wooden nickels, Stanley "passes out" and will not order a drink on the next turn. Turn Stanley's card sideways to indicate that he is passed out. Starting on the next Bartender turn, remove 2 wooden nickels from his card for each turn while he is passed out until no wooden nickels remain. When there are no more wooden nickels, Stanley will regain consciousness and continue to order drinks again on the next Bartender turn. Rinse and repeat.
Special Shipments - Sometimes the Irish or Italian mob will send special shipments to The Opulent as a way of thanking you for your business. You will roll the die to determine who stays for "another round." If the die roll is yellow and the club is currently being supplied with liquor from the Irish mob, The Opulent has received a special shipment of Irish Gold Label Brandy! If you roll the color purple and you're aligned with the Italians, then you will receive a special shipment of Italian Brunello di Montalcino. Take the 2 special shipment tokens and place them at the bar. The Bartender may serve special shipments to ANY patrons and the difficulty of serving a special shipment is 1. However, when serving one of these special shipments, word of the location of the "good stuff" gets around, and another 2 patrons arrive at the Doorman station immediately for each Special Drink served (successfully or not). Special shipments satisfy the drink requirement for patrons to move to the next station; however, these special shipments may not be watered down. If you roll a special shipment when you already have at least one special shipment token, then nothing additional is received.
Game Tips for the Bartender
Since the Bartender does not have special rules on the maximum number of patrons like the other stations, it is possible that the bar can get extremely busy. Since the Bartender must deal with every patron in line (and some multiple times), it is strongly recommended that a priority should be placed on getting the bar all the upgrades and additional staff needed first.
Managing your time is key! Don't try to prepare more drinks in a turn than you think you have a reasonable chance of succeeding. Failing a preparation drink roll costs the club money in terms of an unsatisfied patron, lost resources, and your time!
Until you get upgrades and staff to help out, set a plan with the club Manager to take on doing your restocks so you can focus on delivering drinks during peak business hours.
The Manager
Overview - As the Manager of the most prestigious club in Atlantic City, your job is to oversee the overall operations of the club, assist where needed, hire new help, negotiate liquor pricing, tend to patrons, and much more! Profitability starts with key decisions made by an effective club Manager. You should engage the Doorman, Band, and Bartender when it comes to discussions about which club upgrades are needed most, as well as who to hire. After all, they are on the front lines tending to patrons, so they have firsthand experience of the pressures The Opulent faces. In the end, the Manager's decisions are final and you should make the executive decision when opinions are split.
Turn Sequence - Below are the steps that will be taken in order on every turn for the Manager. The steps are detailed a little later on in the Manager section.
- Draw and resolve 1 event card.
- Perform 2 Manager actions.
Step 1 - Draw and resolve 1 event card.
Start your turn by drawing the top card from The Opulent Event Deck and resolve the event if applicable. Event cards consist of several types, representing various events such as hiring a lookout, reenacting historical events from the 1920s, and having your club raided by Federal Prohibition agents! Let's go over the different types of event cards, their effects, and how each should be played.
Lookout
This type of event card offers the club an opportunity to hire a lookout to forewarn when Prohibition agents are in the area. Lookout cards are always kept in the Manager office (though technically they are out in the streets of Atlantic City, keeping their eyes and ears open for rumors or reports of Federal agents in the area). The bottom right hand corner displays the annual cost of this employee. Meaning, you pay for the "job" once when first hired. If you purchase a Lookout and do not use him to offset a raid, you may choose to hire him again at the start of the next scenario; this is done by simply paying his annual fee of $2. If a Federal Agent card is drawn, you may offset the risk of being raided by simply discarding a hired Lookout, or, you may choose to save any hired Lookouts for another time; however, doing so means you must proceed with the risk of being raided by rolling the Raid die. Multiple lookouts may be hired per scenario to keep a keen watch on the activity in Atlantic City. However, when one Federal Agent is drawn, only one Lookout needs to be discarded to offset the effects. To hire a Lookout, the club Manager must spend one of his actions to facilitate the payment and job description of the Lookout as well as remove the job cost of the new Lookout from the club coffers.
(VIP Room on the Manager player board - VIP room details on page 24.)
Historical Events
This type of event card describes a historical event of the 1920s that can impact the overall moods or temperament of The Opulent patrons. Each scenario of The Opulent campaign corresponds with a specific year of the 1920s. Scenario 1 takes place in 1920, scenario 2 takes place in 1921, and so on. If you are not playing The Opulent campaign, then consider your group to be playing scenario 1, 1920, unless you agreed beforehand to play a specific scenario for your session.
Example card: "Women to Vote" (Atlantic City Herald, Aug 18th, 1920) - Women are given the right to vote when the 19th Amendment to the U.S. constitution grants universal women's suffrage. Also known as the Susan B. Anthony amendment, in recognition of her important campaign to win the right to vote. +$1 (not to exceed $3 per patron) to all females in the club.
Patron Mix
This type of event card reflects the moods and opinions of various social classes during the 1920s. The 20s was a time for business, innovation, and a booming standard of living. Many prosperous men and women became persnickety, selfish, and materialistic. People, particularly among the upper class, became driven by money and the accumulation of wealth - a criticism of the 1920s class system that is further explored in Fitzgerald's, The Great Gatsby. When a Patron Mix event card is drawn, count up the dominant social class that is in the club. Note that patrons outside the club in the Doorman queue are not considered to be "in the club." Once the dominant class is identified, deduct 1 wooden nickel from each patron in the club that is of the opposing social class. Mobsters dislike Aristocrats, Aristocrats dislike Politicians, and Politicians dislike Mobsters. If there is a tie for the dominant class, then consider all tied classes to be dominant.
Card text: Check club for the most dominant social class, for ties count both classes. If greatest class is Mobster then -$1 to all Politicians. If Aristocrat then -$1 to all Mobsters. If Politician then -$1 to all Aristocrats.
General Events
This type of event card describes an event that is specific to The Opulent. Each card will have text describing what happens when the card is drawn and how long the effect will last.
Prohibition Agents
This type of event card reflects Prohibition Agents in your area and the possibility that your club will be raided! If you have any lookouts currently employed by the club, then you must discard one lookout to offset the effects of a Prohibition Agent. To do this, simply discard your Lookout and the Prohibition Agent event card to the event deck discard pile. No further action is necessary, and your Lookout has successfully deterred the agents, or he has given you advanced notice of their presence and given you sufficient time to take the needed actions to safeguard the club. However, if you do not have a Lookout, count up the dollar amount of money in the club coffers and check the chart below.
| Club Coffers | Monetary Risk |
|---|---|
| $0 - $20 | 1 |
| $21 - $40 | 2 |
| $41 - $60 | 3 |
| $61 - $80 | 4 |
| $80 + | 5 |
Now, add up the number of prestige stars for all club upgrades (structural and hired help), and add this to the monetary risk number obtained above to come up with your new risk factor score.
Prestige is a measure of how popular the club is on a local and national scale. The more amenities a club offers, the more prestige the club will have. The minimum prestige is 0 stars and the maximum is a 5 star club. Some staff or club upgrades have a number of stars or half stars on their card to indicate the amount of prestige this upgrade adds to the club. To figure prestige for your club when it is raided, just add up all the stars from your hired staff and club upgrades then round down. Look for the star symbols on various Staff and Upgrade cards when determining level of prestige.
Risk Factor = Prestige Stars + Monetary Risk
| Risk Factor | Raid on d10 |
|---|---|
| 0 - 2 | 1 |
| 3 - 4 | 2 or less |
| 5 - 6 | 3 or less |
| 7 - 8 | 4 or less |
| 9 - 10+ | 5 or less |
After determining The Opulent risk factor, roll the Raid die (10-sided die) once. If the number rolled is equal to or less than the risk factor number, then your club has been raided by prohibition agents. (See the raid effects below to determine the consequences The Opulent now faces!)
Prohibition Raid
When The Opulent is raided by Prohibition Agents, resolve the following effects unless the club has special internal safeguards to minimize the effects of a federal raid.
- Remove all money from the club coffers.
- Discard all beer, liquor, and special shipments from the bar.
- Discard all patrons in the club. *NOTE Patrons standing in line at the Doorman station are not considered to be in the club.
- If the club is operating a slot machine without a gaming license, then the slot machine is discarded.
After resolving the effects of the raid, continue playing the game as usual. Many speakeasies resumed operations shortly after raids, and it was not uncommon for Prohibition Agents to attempt to shut down the same speakeasy multiple times.
Step 2 - Resolve 2 Manager actions
The club Manager may now spend any remaining unused actions to resolve event cards on other club management activities. A club Manager can assist at all of the stations, and the Manager may often feel the need to be at all of the stations at once. As the Manager, it is up to you to decide which station needs your assistance the most and which stations are operating just fine. The Manager will have 2 actions (unless some of the actions were spent resolving event cards) that he can choose from. The Manager may also spend both of his actions doing the same activity twice. (See available actions on next page.)
(Manager - Step 2 con't)
Below is a list of available actions from which the Manager can choose. All actions do not have to be spent; however, unused actions do not roll over to future turns.
Help at the door - Use 2 Doorman dice in the same way the Doorman would use them (these dice may not be used to schmooze). If you choose to perform this action twice, start by rolling all 4 Doorman dice at once.
Help at the bar - Use 1 bar die in the same way as the Bartender. If you choose to perform 2 actions at the bar, you must adhere to the Bartender's turn sequence (restock/schmooze before preparing drinks). The "stay for another round" rule applies as well.
VIP Room - Escort or remove ("bump") one client to or from the VIP station. Pamper a Celebrity to add wooden nickels. (see special rules on VIP).
Comp a drink - Immediately escort a patron anywhere at the club (not a Celebrity or Regular) to the bar. This will cost the club $1 from the club coffers. Essentially, this patron will be receiving a drink on the house. This patron will enter the bar queue at the back of the line. The Bartender will treat and serve this patron as normal on the next Bartender's turn. *NOTE - When comping a drink for a patron at the Doorman station, skipping penalties does NOT apply.
Schmooze with patrons - Add 2 wooden nickels to 1 patron, or 1 wooden nickel to 2 patrons anywhere at the club, except the Doorman's overflow stack. Keep in mind that patrons in the club with a yellow symbol Doorman die on them may be schmoozed up to 5 wooden nickels max but only by the Manager.
Negotiate liquor contracts - Determine your alliance and pricing with bootleggers (must perform before 1st turn, but may change as often as you like on any future turns at the cost of 1 action).
Request a song - Request that the Band skip the top song and play the bottom song on the Band's next turn. Band will discard the top one, move the bottom one up, and draw a new song to place on the bottom.
Hire Lookout - Each Lookout you hire counts as 1 action.
Purchase selected scenario Club Upgrade - Once you have enough money in your club coffers, you may purchase the Club Upgrade you selected at the beginning of the scenario (1 per scenario). Any money you spend on a Club Upgrade will not be subject to raids, so it's best to do it when you can.
Special Patrons And Rules for The Manager
Celebrities and VIP room - The VIP table/room is a special slot on the Manager player board. When a Celebrity enters The Opulent, he must be placed in the middle of the club (not at a station). The Manager must use one of his actions on his next turn to escort the Celebrity to the VIP room where the Celebrity will be "pampered". If the Celebrity is not escorted to the VIP room on the Manager's next turn, the Celebrity will leave the club. If the VIP table is occupied you may use a Manager action to "bump" the occupant(s) to the next station as designated on their patron card or special patron rules. When a Celebrity sits at the VIP table, the Manager may use an action to "pamper" the Celebrity, meaning the Celebrity will receive 1 wooden nickel on their card for each turn they are "pampered", starting with the next turn, up to the maximum number of stars for that Celebrity. For example, a three star Celebrity would have 3 wooden nickels on their card after the 4th turn (1st turn they arrive to the VIP they collect no wooden nickels) and would collect no money on the 5th and subsequent turns. A 1 star Celebrity could have up 1 nickel, a 2 star 2, and so on. A Celebrity must have at least 1 wooden nickel on their card before you "bump" them from the VIP area. Once the Celebrity is at the maximum number of wooden nickels, or when you elect to "bump" the Celebrity from the VIP area, they will move to the bar, then dance floor, and then leave the club. *NOTE - You do not need to wait until the Celebrity has reached his maximum number of wooden nickels before you "bump" him.
When a Celebrity moves to the bar or dance floor, you may add wooden nickels (up to amount of wooden nickels on that Celebrity) to any of the patrons at that same station. This may only be done on the first turn that they arrive at a new station. For example, a 4 star Celebrity arrives at the bar with 2 wooden nickels on his card. You may then place up to 2 free wooden nickels on any patron(s) located at the bar (maximum of $3 still applies). If a 4 star Celebrity arrives at the bar with 4 wooden nickels on his card, you may add up to 4 wooden nickels to bar patrons. Once the Celebrity completes the full cycle and has visited all of the stations at the club, he departs The Opulent. Wooden nickels on the Celebrity card are then placed in the club coffers.
Negotiate liquor contracts - The mob plays an important role at The Opulent, as they are the supply chain to the most important asset of the club - the liquor! There are 2 mob ties to Atlantic City that The Opulent can conduct business with. Each Mobster's affiliation can be determined by the national flag found on any Mobster card. See pic below. Of the 15 Mobsters that frequent The Opulent, 10 members are affiliated with the Irish families and 5 are affiliated with the Italian families.
Before your first turn, you must decide which gang will supply The Opulent with liquor. The Irish mob charges your club $2 for each restock of beer and $2 for each liquor restock. The Italian mob charges your club $1 for each restock of beer and $1 for each restock of liquor. If you negotiate a contract with the Italians, you must deduct 2 beers or liquors from the bar for every Irish Mobster that enters the club. On the other hand, if you decide to do business with the Irish family, then you must deduct only 1 beer or liquor for each Italian Mobster who enters the club. This is because mob gangs were notorious for raiding and destroying rival gangs liquor runs. The Manager may switch his alliances with families by spending one action to switch to the rival family contract. The small double-sided contract card should be left on the Manager player board to communicate where The Opulent's allegiance resides. Remember to flip the card if you choose to negotiate a new liquor contract. The contract also displays the national flag and cost per restock to remind you of the price you will pay for bar restocks.
Special Regular Patron (William Yorke) - William is a Regular of The Opulent who applies only to the Manager. William can be identified as the patron card with a grey background and a desk lamp icon at the bottom of his card. When William Yorke enters the Doorman line, the Manager must spend at least 1 action each turn catering to William until he leaves the club. William is a loan officer at a high profile bank in Atlantic City. In addition, he has served as a private investor to front The Opulent owner some of the money needed to make The Opulent a reality. Because of this, he tends to drop in from time to time to "check on his investment" and report back to "the owner." When William is in the Doorman line, the Manager must spend at least one of his actions to work the door until William has gained entry. When William is on the dance floor, the Manager must use one of his actions to see that William has a good time. When William is at the bar, the Manager must spend one of his actions to prepare him a drink. There are no monetary penalties for failing to prepare him a drink; The Manager will simply have to use another action to make another attempt. Watering down William's drink is not permitted. Also, skipping penalties do not apply when serving William a drink before other patrons in front of him. Finally, before William leaves, the Manager must spend another turn with 1 fewer action to show him "the books" back in the office (not considered the VIP room). After William leaves the Manager station, the Manager may continue his actions as he sees fit.
Game Tips for the Manager
Money management is a key skill for The Opulent Manager. Don't comp every patron a drink at the first sign of adversity, as it will cost you dearly in the end. Encourage the Bartender to water down drinks when money is tight. Always be aware of how much money the club needs to make in order to hit your goal for the scenario. Comp drinks strategically! Use this action as a guaranteed way to move patrons into the club from a long line at the door or a dance floor that is on the verge of being overcrowded. Gauge how many patrons you have left for the scenario, how much profit you can make from each, and how much or how little the club needs to tighten or loosen up based on those projections.
Keep an eye on gang activity in the club, and look for opportunities to switch to a cheaper contract if many patrons of the opposing gang have already visited the club.
Can't find anything else to do? Why not chat it up with some of The Opulent patrons? Pay special attention to the patrons who are heading out the door.
Closing rules - Last Call
If the patron draw deck is exhausted at the start of the Manager's turn, then the "last call" rule goes into effect. The Manager should take 3 wooden nickels from the bank and stack them to the right of the Manager player mat. The 3 wooden nickels will be used to keep track of the final 3 turns before the club closes, ending the scenario. At the end of the Manager's next turn, he will remove 1 wooden nickel from this stack and continue to do so at the end of each passing Manager turn until there are no wooden nickels remaining in the stack. As soon as the 3rd wooden nickel is removed, the club is considered closed for that scenario, and all patrons in the club and in line at the club should be discarded along with any wooden nickels on their cards. The club is now closed and the club profits should be calculated to determine if winning conditions are met. *NOTE - Last Call is not required to end a scenario; you may choose to close the club once you have enough money in the club coffers.
End of Scenario and Winning The Game
Each scenario corresponds to a different year from 1920-1929, and each year has a cost associated with the following: running the club, general upkeep, taxes, etc. Additionally, each year the players are responsible for upgrading the club. At the beginning of each scenario, a club upgrade must be selected for the club to work towards improving the club (the first scenario already has a required upgrade that you must select). The monetary goal of each scenario is the cost of doing business, plus the cost of the club upgrade you selected at the start of the scenario. If the club coffers equals or exceeds the total dollar amount needed for that scenario (cost of business + selected club upgrade), then the players have won that scenario.
Ending a Session in The Opulent Campaign
At the end of a scenario, remove money from the club coffers to cover the cost associated with doing business for that year and to pay for the selected structural upgrade for that year. Any remaining cash will carry over to the next scenario. If there are any hired staff that you wish to carry over to the next campaign, you must pay their "salary" for another year (which is the same cost as when you first acquired the staff member). If you do not wish to retain the staff member or you do not have enough money to pay his salary, then his card is returned to the game box and he may be hired again at the start of future scenarios, provided you have the money to pay his salary.
If the club does not have enough money at the end of the scenario to cover the basic costs of doing business and to purchase an upgrade, then the club must "quick sell" any previously purchased upgrades (not including staff members, business license, building permits, and gaming license) back to the bank for half the value of the original cost. For example, the club could sell the $16 Bar Upgrades card back to the bank for $8. The proceeds from this quick sale would go to the club coffers to cover the cost of doing business and the Bar Upgrades card would return to the game box for future scenarios. If the club has sold all upgrades, released all staff members, and still does not have enough money to cover the cost of doing business, then, unfortunately, the club is considered "bankrupt" and the players have lost the campaign. However, if the club can meet the costs of doing business without selling any upgrades or releasing any staff members, those assets should be retained in the club and will carry over to the next scenario. Do not return these cards to the box!
Adjusting the Difficulty of the Game
Easy street - If your group is having a difficult time winning the normal campaign, or if you would just like an easier game, then feel free to adjust some of the rules to suit your group's preference.
- Reduce the amount of Prohibition agent cards in the event deck.
- Increase the maximum number of wooden nickels on each patron to 4 (5 if you want a cake walk).
- Ignore the "another round" rule for the Bartender.
- Ignore the wooden nickel penalty for overflow stacks at the door.
- Ignore the wooden nickel penalty for playing out of key at the Band station.
- Reduce each scenario's cost of business by $5.
Hard Knocks - If your group has mastered the regular campaign and would like a tougher challenge, then incorporate some or all of the rules below to see if your group can handle the club when things really get tough.
- Reduce the amount of available lookouts in the event deck.
- Double the number of the required roll needed for federal raids. Example: A risk factor of 0-2 now raids on a 2 or less instead of a 1, and clubs with a risk factor of 9 or more are automatically raided.
- Increase each scenario's cost of business by $5.
Adjusting the Duration of the Game
For short games, play one scenario as a stand alone. By playing a scenario as a stand alone, you can stop as soon as you make enough to cover business costs and upgrade cost. Generally, the lower the business costs in the scenario, the shorter the game. For a longer game, play The Opulent campaign. In campaign mode, it is almost a necessity (but not required) to play through the entire patron deck even if you acquire enough money to cover business costs. The extra revenue will be needed to reinvest in the club for upgrades and additional staff members as each scenario increases in difficulty.
Adjusting the Game Experience
The Opulent has 4 stations, with each station offering a unique experience. You may want to consider swapping stations every so often to give all new players a chance to experience all the different stations in one gaming session. For example, if you play through the entire patron deck, you could have everyone move one seat to the right after every 6th patron. Another idea is to assign players by the type of games they enjoy. For example, the dice rollers might enjoy the Doorman station. The players who enjoy set collecting card games, might enjoy the Band station. Resource/action management with skill check types might enjoy the bar, and experienced players or players who like a little bit of everything, might enjoy being the club Manager.
Campaign Play
Club Upgrades
At the start of each scenario, the players will select one upgrade to work towards. Upgrading your club represents the natural progression of a thriving business as it expands and adds more amenities and staff. In addition, upgrades increase the prestige of The Opulent which, in turn, also increases the amount of visiting patrons. On each upgrade card, the bottom left hand corner displays a symbol reflecting which station a structural upgrade will affect once purchased, as well as who will be responsible for triggering the effects of the card or any other rules the card may have. The bottom right hand corner displays the cost of this upgrade. The bottom middle portion of the card will sometimes have a half or whole star. This is representative of the amount of prestige this upgrade adds to your club. Prestige adds to your risk factor when figuring if you are raided by Prohibition Agents, as well as forming your patron deck at the start of every scenario. Club upgrades are a one-time cost. This means that you only pay for the upgrade once (when you win the scenario that you selected the upgrade for). The card is then yours to keep and carry over to other scenarios until it is either sold back to the bank or removed by other means. For every upgrade purchased for a station, you may hire (if you have the funds) 1 staff member for that station as well. For example, if you have 1 upgrade for the bar and 2 upgrades for the door, then you may hire 1 staff member upgrade for the bar and up to 2 staff member upgrades for the door (assuming you have the funds at the start of the scenario to pay their salaries).
Station symbols on the cards: desk lamp = Manager; treble clef = Band; door handle = Doorman; martini glass = Bartender.
Doorman Upgrade Set
- Stanchions - $20
- Ornate Door - $20
Band Upgrade Set
- Expanded Dance Floor - $10
- New Band Instruments - $16
Bartender Upgrade Set
- Ice Chest - $10
- Bar Upgrades - $16
- Sliding Panels - $16
Manager Upgrade Set
- Business License - $10
- Luxurious Upgrades - $20
- Floor Safe - $30
(Example card: Expanded Dance Floor - "Dance floor maximum occupancy is increased to 6 patrons" - $10.)
Staff Upgrades
Only at the start of each scenario will the players have an opportunity, during setup, to hire additional staff for The Opulent. Some staff upgrades increase the prestige of The Opulent. This, in turn, also increases the amount of visiting patrons. The bottom left hand corner displays a symbol reflecting which station this employee will affect if hired, as well as who will be responsible for triggering the effects of the card or any other rules the card may have. The bottom right hand corner displays the salary of this employee, which is paid at the start of the scenario. The bottom middle portion of the card will sometimes have a half or whole star. This is representative of the amount of prestige this staff upgrade adds to your club. Prestige adds to your risk factor when figuring if you may be raided by Prohibition Agents; it also helps form your patron deck at the start of every scenario. The Opulent employees are an annual cost. This means you pay for the salary once when first hired and then at the start of every subsequent scenario, if you wish to use them during that scenario. To hire an employee, the club Manager must remove the salary of the new employee from the club coffers. However, staff upgrades may not be hired unless you have met a certain structural upgrade requirement. For every 1 structural upgrade that is purchased for a station, 1 employee may be hired for that station as well, provided that you have the funds in your club coffers to cover his salary.
1920 - The Opulent Opens For Business!
After much preparation and planning, The Opulent is finally ready to open its doors! Negotiations have been made to supply the club with alcohol. Political alliances have been agreed upon to keep The Opulent safe in regards to the local authorities. All that is needed now are patrons with a thirst for the best beverages, atmosphere, and entertainment that Atlantic City has to offer!
Campaign
- Special Scenario rules: None
- Cost of doing business: $20.00 + Required Business License Upgrade
- Additional Single Session Rules: None
1921 - The Counterfeiter
With distilleries now out of operation, many of Atlantic City's men are now unemployed. Jobs that rely on the booze industry are being impacted such as jobs that grow grains and ingredients for the production of hooch, jobs that transport the ingredients and completed products, sales jobs, restaurants, tourism, and entertainment sectors are seeing a slump in revenues all in thanks to the new law. Desperate times call for desperate measures. A counterfeiter has cropped up in Atlantic City and The Opulent is feeling the effects!
Campaign
Special Scenario rules:
During this scenario, starting as soon as the club has $1 in the coffers, the Manager must discard $1 at the end of his turn, as this currency has been identified as counterfeit. This will continue each turn until the club has solved the mystery as to whom is circulating the fake money around the club. In addition, this $1 per turn penalty carries over to future scenarios until the mystery is solved.
To solve the mystery, the staff needs to obtain 8 clues. Any method may be used to keep track of clues obtained. A "clue" is obtained by sacrificing actions at your station in order to roll a regular 6 sided dice. A roll of 5 or 6 indicates you have found a "clue."
The Doorman may discard up to 2 Doorman dice in exchange for up to 2 regular 6-sided dice to look for clues. The Band may draw up to 2 fewer cards per turn in exchange for up to 2 regular 6 sided dice to look for clues. *NOTE - If the Band opts to draw a 5th and 6th card to still get 4 cards per turn then new patrons are still added to the Doorman station as per the rules of the band (see pg11). The Bartender may use up to 2 of his die in exchange for up to 2 regular 6-sided die to look for clues. These dice may not be available for other bar actions this turn. The Manager may use one or both of his actions in exchange for 6-sided dice to look for clues.
- Cost of doing business: $25.00 + 1 Club Upgrade selected at the start of the scenario.
- Additional Single Session Rules: The club makes no money from any patrons until the mystery is solved; however, only 4 clues are needed instead of 8.
1922 - Tuckers
A new speakeasy has settled into Atlantic City and is giving The Opulent a run for its money...and patrons! Tuckers boast the friendliest staff, best music, and the strongest drinks in town! The Opulent staff is going to have to raise the bar when it comes to customer service and find a way to drive Tuckers out of town!
Campaign
Special Scenario rules:
At the start of each station's turn, each station must announce if he will run his station in an attempt to drive Tuckers out of town (the hard way), or run their station as usual (the easy way).
-
Doorman (hard way) - No patron may enter the club unless they have 3 wooden nickels on their card.
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Band (hard way) - Draw 6 band cards every turn (this adds to new patrons to the door). In addition, the band must play a melody or song every turn. No tuning!
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Bar (hard way) - Mobsters are served 2 beers at once. Double the alcohol required in drinks for Politicians and Aristocrats.
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Manager - Run your station as usual; however, if you have a Lookout (or the opportunity to hire one), you may pay the Lookout $15 to sabotage Tuckers and put them out of business! The scenario then continues under the normal game rules.
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Doorman, Band, Bar (easy way) - Run your station as usual then roll a 6 sided die. If the roll is a 1 or 2, then discard 1 patron from the top of the patron deck. If the roll is a 3 or 4, discard 2 patrons. If the roll is a 5 or 6, discard 3 patrons.
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Cost of doing business: $30.00 + 1 Club Upgrade selected at the start of the scenario.
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Additional Single Session Rules: Randomly select one Club Upgrade for your club. In addition, the club may borrow money from the mob to pay for liquor and only be required to pay back what was borrowed.
1923 - No Logical Argument
"NO clear-headed man in America thinks the Prohibition amendment will ever be repealed. It is deeply embedded in the Constitution, and while it may be abhorrent to a large element of the people, talk of rooting it out is merely academic discussion and a complete waste of time. That is not the fight at all in the United States today. The thing at issue is not the amendment-it is the Federal law enforcing the amendment, known as the Volstead Act, which defines any beverage of more than one-half of one per cent as intoxicating. alcoholic content and declares its sale, purchase or manufacture to be in conflict with the Constitution." --Baltimore Sun January 20th 1923
The country is clearly divided as the question "Are you wet or are you dry?" is on the tip of everyone's tongue. Even the two sides are divided as the wet side argues on how the act should be fought, while the dry side argues on how it should be enforced. Clearly, this will be an interesting year at The Opulent!
Campaign
Special Scenario rules:
At the start of each station's turn (Doorman, Bartender, Band), a check should be made to see if you have at least one Politician and one Aristocrat at your station. If so, roll 1 Doorman die. If the color rolled is that of an Aristocrat or a Politician, then an argument has broken out in regards to the Volstead Act. Remove the patron from the club who matches the die roll as well as discard all wooden nickels on that patron. If multiple patrons of that color are at your station, select only one to leave the club.
- Cost of doing business: $35.00 + 1 Club Upgrade selected at the start of the scenario.
- Additional Single Session Rules: Randomly select 2 Club Upgrades for your club and $6.00 to hire one staff.
1924 - Election Year
Local Politicians would like to use The Opulent to host a meeting for campaign planning. Since local political figures have allowed The Opulent to conduct dubious business activities uncontested, it would be within the best interest of The Opulent to cater to this request and keep the political alliances intact.
Campaign
Special Scenario rules:
During this scenario, the Manager will need to pull 5 Politicians into the VIP room. When preparing the patron deck for this scenario, select 5 Politicians from the patron pool, then 20 other random patrons, and finish up with the regular rules on creating your patron deck. At any time during the Manager's turn, he may use his VIP room action to escort one Politician from anywhere in the club (or in the line to get in the club) to the VIP room. The VIP room rules of "only 1 occupant" may be ignored during this scenario; however, no other patrons are allowed to be placed in the VIP while the Politicians are present. As Politicians start to gather in the meeting room, the rules will change for the Band or Bartender as to how to run his station. The Band will be asked to play a little quieter (draw fewer cards than max), and the Bar will be required to provide refreshments in the meeting room (sacrifice beer and actions). If the Band or Bar refuses to obey these rules on a turn, then the Politician who has been in the meeting room the longest will lose a wooden nickel; he would then leave if all his or her money is lost. The club may not schmooze the Politicians while in the meeting room.
| Politicians Present | Band Limitations | Bar Requirements |
|---|---|---|
| 2 | 4 cards | 1 beer + 1 die |
| 3 | 3 cards | 1 beer + 1 die |
| 4 | 2 cards | 2 beer + 2 dice |
| 5 | 1 card | 2 beer + 2 dice |
If the club is ever raided while the attendees are gathering, or during the meeting, the club will have to pay a $15 penalty to bail the Politicians out of jail. The club is not allowed to close until the meeting takes place, the club is also not allowed to close if this meeting is unable to take place due to not enough Politicians remaining in the patron deck to fulfill the 5 Politician requirement. Once the 5 Politicians have assembled, the meeting takes place and on the following Manager turn, the members will disband and follow their usual movement patterns for the rest of the scenario. Any Politicians leaving the meeting with an arrow (indicating that they would leave), would instead go to the dance floor to complete a full "cycle" around the club. In addition to any monies the members spend by going through the regular patron movement after the meeting, a $7 "concession" is paid to the club coffers for facilitating a successful meeting. A $30 penalty applies if the club refuses to facilitate the meeting or if the meeting fails to take place.
- Cost of doing business: $40.00 + 1 Club Upgrade selected at the start of the scenario.
- Additional Single Session Rules: Randomly select 3 Club Upgrades for your club and $6.00 to hire one staff.
1925 - The Atlantic City Blizzard
Urgent - Winter Weather Message, National Weather Service Atlantic City, NJ, 1925: A coastal storm will bring the potential for heavy snow, strong winds and dangerously cold wind chills throughout the region. The National Weather Service in New Jersey has issued a blizzard warning. Impacts: blowing and drifting snow will produce dangerous travel conditions. Wind chills from 5 degrees below zero to 5 degrees above zero will produce extreme cold impacts. Caution should be exercised and citizens are advised to stay indoors...
Campaign
Special Scenario rules:
Due to the fact that the patrons are upset at having to wait outside in the bitter cold, patrons at the door lose 2 wooden nickels on step 5 of the Doorman's turn instead of the usual 1 wooden nickel.
Once a patron has cycled through all the stations and is ready to leave, there is the possibility that he could cycle through all the stations a second time (It is cold outside and patrons want to stay indoors as long as possible - both for the warmth and the booze!) When a patron would normally leave the club, roll 1 Doorman die. If the color rolled is yellow, purple, or the color of the patron, then the patron will cycle through all the stations (except the door) a 2nd time. First, add another wooden nickel to the patron card (up to 3 max). Second, take a discarded band card, and place it on the patron card (this will help remind you that this is the 2nd cycle for this patron). Lastly, move the patron to his next station as if he just came in from the door. This patron will leave the club after the 2nd cycle and no additional rolls will be required for this patron.
- Cost of doing business: $45.00 + 1 Club Upgrade selected at the start of the scenario.
- Additional Single Session Rules: Randomly select 4 Club Upgrades for your club and $12.00 to hire two staff.
1926 - The Sad Failure of Prohibition
As the nationally famed Baltimore journalist, H.L. Mencken observed, "There is not less drunkenness in the Republic, but more. There is not less crime, but more. There is not less insanity, but more. The cost of government is not smaller, but vastly greater. Respect for law has not increased, but diminished." Crime is rampant in the United States. Bootleggers fight bootleggers for territories. Bootleggers fight the law. Arguments still fill the air between the wet and dry sides. Bribes and back-door deals are conducted in every political building. It seems the country is at the brink of a rebellion, and the casualties of this "Social Experiment" are starting to accumulate.
Campaign
Special Scenario rules:
During this scenario, if a Mobster enters the Doorman queue while a member of the opposing gang is also in the Doorman queue, a Doorman die should be rolled for each Mobster, taking note as to which roll pertains to which Mobster. If the Doorman die rolled is the matching color of the Mobster background, that Mobster to which the die roll pertained to is removed from the game. He will not return to The Opulent on this scenario or any future scenario (removed from campaign). Each Mobster faces one of these "checks" when a rival gang member enters the Doorman queue. In other words, if another rival gang member enters the Doorman queue, a check should be made for gang members entering the queue versus only one of the opposing gang members. Checks are only made at the door and not in the club. If the club is raided by Prohibition Agents, make a check for every Mobster at every station in the club. In addition to the scenario rules above, also include the special scenario rules for 1923.
- Cost of doing business: $50.00 + 1 Club Upgrade selected at the start of the scenario.
- Additional Single Session Rules: Randomly select 5 Club Upgrades for your club and $12.00 to hire two staff.
1927 - Trouble, Trouble!
Technology has caught up to the film industry and ever since the release of the first "talkie" movie, The Jazz Singer, all film studios are scrambling to showcase their first talkie as well. Silver Metro Studios has selected The Opulent to be the backdrop for their film Trouble Trouble featuring Atlantic City's own Louise Bustler! This romantic comedy is about an up-and-coming chantuse, played by Butler, torn between progressing her music career and advancing her love life with the arrogant, yet charming, playboy club owner who doesn't want to see her leave his club. Amid all the cameras, crew, directors, and extras, The Opulent is still a business with patrons to attend to!
Campaign
Special Scenario rules:
Remove Louise Butler from the patron deck and place her in the center of the club. Before the Doorman's first turn, roll the 10-sided die used for raids, and place Mrs. Butler on the player's mat, according to the below graph:
| Roll | Location |
|---|---|
| 1-3 | Doorman mat |
| 4-6 | Band mat |
| 7-9 | Bar mat |
| 10 | VIP room |
The station Mrs. Butler's card is located at indicates where the camera is currently filming a scene. While the movie is being filmed, no Mobsters will want to be on the set or moved to the station where the set is. If any Mobsters are present when the film crew moves to that station, then those Mobsters are immediately discarded and all wooden nickels lost (no Mobster wants to be caught on film)! At the end of the Manager's turn, re-roll the 10 sided die again to see where the film crew's next scene is going to be set. Again, remember to discard any Mobsters on the set, being careful to not move them to where the film is currently being shot!
- Cost of doing business: $55.00 + 1 Club Upgrade selected at the start of the scenario.
- Additional Single Session Rules: Select 6 Club Upgrades for your club and $18.00 to hire three staff.
1928 - The Rise of Wall Street (and the Aristocrat) Part I
1928 is famous in America's economic history as the time of the Great Bull Market. During that time Americans were obsessed with the idea of buying stocks. Some stocks went up by as much as 700%. People invested their life's savings in the stock market. Others borrowed huge sums of money in the hopes of getting rich quickly, and many thought it a sin not to. Average people - cab drivers, housewives, construction workers, and waiters, as well as millionaires and brokers, were totally invested in the stock market. With all this disposable income in everybody's pocket, this should be a great year for The Opulent!
Campaign
Special Scenario rules:
Aristocrats have $5 on their patron cards when entering the Doorman queue. Aristocrats ignore any wooden nickel penalties coming from the over flow stack of the Doorman queue and also have $5 on their patron cards. The Aristocrat's maximum number of wooden nickels allowed is $5 instead of the usual $3 for this scenario. Locking a yellow Doorman die on an Aristocrat has no additional effects, and any station may schmooze an Aristocrat back up to $5.
- Cost of doing business: $60.00 + 1 Club Upgrade selected at the start of the scenario.
- Additional Single Session Rules: Select 7 Club Upgrades for your club and $18.00 to hire three staff.
1929 - The Fall of Wall Street (and the Aristocrat) Part II
By 1929, the stock market was like a sponge full of water. It could not soak up any more stocks. People were no longer buying new stocks, and investors were a little jittery. Prices were too high and new money was not coming into the market. British investors began selling their stocks as they were having problems in England and needed the money at home. In October 1929, the banks began to get worried. Too much money had been lent out on margin. They began to call in loans. This forced people to sell their stocks to cover their loans. Prices began to fall. Maybe it was time to sell. Good times could not last forever. October 23,1929. That was the worse day to date in the history of the stock market. So many people were trying to sell their stocks that the ticker tape ran 2 hours late. This caused even more panic sales. The next day, October 24th, was even worse than the 23rd. Investors were forced to put blocks of stocks on sale, sometimes totaling 10,000 shares at a time. There was absolute chaos on the New York Stock Exchange.
Special Scenario rules:
Aristocrats have $1 wooden nickel on their patron cards when entering the Doorman queue or arriving from the overflow stack. An Aristocrat may be schmoozed up to $3 by any station. A locked yellow Doorman die on an Aristocrat allows him to spend up to $5 (though the Manager rules of schmoozing up to $5 from $3 on yellow Doorman die still apply).
- Cost of doing business: $65.00 + 1 Club Upgrade selected at the start of the scenario.
- Additional Single Session Rules: Select 8 Club Upgrades for your club and $24.00 to hire four staff.
Epilogue
(Narrative epilogue about the end of Prohibition and the closing of The Opulent; story text only, no rules, not transcribed.)
Quick Reference
Doorman
- Place new patrons into your queue as directed by the last event card pulled by the Manager.
- Use Doorman dice to schmooze with patrons in line.
- Use Doorman dice to get patrons in club.
- Move patrons into club. Remove 1 wooden nickel from each patron skipped and each time they are skipped.
- Remove 1 wooden nickel from each patron still in the main line, then move patrons up in line (overflow stack is not considered to be the main line).
Band
- Place all new patrons into the queue (dance floor.)
- Draw cards from Band sections.
- Play a set to add wooden nickels or remove patrons.
- Remove dance floor overflow.
- Reveal new song in set queue.
Notes on the staff, bottom to top: F, A, C, E. Whole note = 4 beats; half note = 2 beats; quarter note = 1 beat; eighth note = 1/2 beat.
Bar
- Place new patrons into your queue.
- Allocate bar dice for Bartender actions.
- Prepare drinks & Spend bar dice.
- Remove 1 wooden nickel from each patron skipped each time they are skipped.
- Remove 1 wooden nickel from each patron still at bar.
Manager
- Draw and resolve event card.
- Resolve 2 Manager actions.
Determining Risk Factor
| Club Coffers | Monetary Risk |
|---|---|
| $0 - $20 | 1 |
| $21 - $40 | 2 |
| $41 - $60 | 3 |
| $61 - $80 | 4 |
| $80 + | 5 |
| Risk Factor | Raid on d10 |
|---|---|
| 0 - 2 | 1 |
| 3 - 4 | 2 or less |
| 5 - 6 | 3 or less |
| 7 - 8 | 4 or less |
| 9 - 10+ | 5 or less |
Prestige is a measure of how popular the club is on a local and national scale. The minimum prestige is 0 stars and the maximum is a 5 star club. Some staff or club upgrades have a number of stars or half stars on their card to indicate the amount of prestige this upgrade adds to the club popularity. To figure prestige for your club when it is raided, just add up all the Prestige stars from your hired staff and club upgrades rounded down.
Prohibition Raids
When The Opulent is raided by Prohibition agents, resolve the following effects unless the club has special internal safeguards to minimize the effects of a federal raid.
- Remove all money from the club coffers.
- Discard all beer and liquors from the bar.
- Discard all patrons in the club. Note* Patrons standing in line at the Doorman station are not considered to be in the club.
- If the club is operating a slot machine without a gaming license, the slot machine is discarded.