PROHIBITION






INTRODUCTION
Board and Dice Game. 
American Prohibition 1920’s Theme. 
Players are smugglers transporting Alcohol. 

VICTORY
The player with the most Bankrolls at the end of the game wins.

GAME END
The Game ends when there are no Bankrolls left on any Culture spaces. 

THE BOARD
The Board is a circular Track of 24 Spaces: 
Space	Name:			Type:	
1	Casino			E	 
2	Skyscrapers		C			
3	Black Market		S	
4	Babe Ruth		C	
5	Dance Hall		E	
6	Harlem Renaissance	C			
7	Canada			S	
8	Suffrage       		C	
9	Saloon			E	
10	Art Deco		C	
11	Moonshine Still		S	
12	The Lost Generation	C	
13	Speakeasy		E	
14	Jazz Music		C	
15	Rum Runners		S	
16	Electrification		C	
17	Dive			E	
18	Car Culture		C	
19	Mexico			S	
20	Flappers       		C	
21	Night Club		E	
22	Talkie Movies		C	
23	Brewery			S	
24	Golden Age of Radio	C			

BOARD NOTATION
S = Source
E = Establishment
C = Culture

PLAYER PAWNS
Each player has a unique Pawn. 

LAW ENFORCEMENT PAWNS
In addition to the Player Pawns, there are 3 unique Law Enforcement Pawns: 
1. Local Police
2. Prohibition Agent
3. FBI Agent

DICE
Six sided dice are needed. 

BANKROLLS
Money is counted in units called Bankrolls. 
Use coins to keep track of Bankrolls. 

CASES
Shipments of Alcohol are counted in units called Cases. 
Use Tokens to keep track of Cases.

SETUP
Place 2 Bankrolls on each Culture Space.
Player Pawns start in the Speakeasy. 
Each Player starts with 3D6 Bankrolls. 
Players roll high on 1D6 to see who goes first. 
The Law Pawns all start in the Casino. 

TURN SEQUENCE
Players take turns.
Each turn has 3 Phases: 
1. Production Phase
2. Consumption Phase
3. Action Phase

PRODUCTION PHASE
Roll 1D6: 
1	Black Market
2	Canada
3	Moonshine Still
4	Rum Runners
5	Mexico
6	Brewery
The indicated “Source” space gains 2D6 Cases. 

CONSUMPTION PHASE
Remove 1 Case Token from every “Establishment” Space that has them. 
An Establishment with Case Tokens is “Wet”. 
An Establishment without Case Tokens is “Dry”. 

ACTION PHASE
On your turn roll 2 Dice. 
You may use a Die Roll to: 
1. Move your Pawn that many spaces in any direction. 
2. Move a Law Pawn that many spaces in any direction. 
A Law Pawn can only be moved once per turn.

LANDING ON A SOURCE SPACE
If your pawn lands on a Source space with Cases on it, you may buy 
None, some, or all of the Cases on it. 
Cases cost 1 Bankroll each. 
Place the Case Tokens in front of you. 

LANDING ON AN ESTABLISHMENT SPACE
If your pawn lands on an Establishment with no Cases on it, you may 
Sell all of your cases to it. 
The Establishment will pay 2 Bankrolls for each case.

LANDING ON A CULTURE SPACE
If your pawn ends its last move of the turn on a Culture space with 
1 or 2 Bankrolls on it, take 1 Bankroll. 

LANDING ON AN OPPONENTS PAWN
If you have no Cases and you land on an opponent’s pawn with cases,  
You steal 1D6 cases from him. 

LANDING ON A LAW ENFORCEMENT PAWN
You may not use a roll to move your pawn onto a law pawn. 

MOVING THE POLICE PAWN
If the Police pawn lands on an Establishment space with Cases on it, all those 
Cases are confiscated (removed from play)

MOVING THE PROHIBITION AGENT PAWN
If the Prohibition Agent pawn lands on a Player Pawn with Cases on it, all those 
Cases are confiscated (removed from play)
If there are more than one Player Pawns on the space, you pick 
Which one is stung. 

MOVING THE FBI PAWN
If the FBI pawn lands on a Source space with Cases on it, all those 
Cases are confiscated (removed from play)


LINKS
Wikipedia








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