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THE OPULENT


APPENDIX

The Opulent Staff Upgrades Appendix

CHANTEUSE

BAND STATION

Once purchased, this card should be placed at the band station. On the band’s turn, they may play either of the two songs that are in the queue and not just the song at the top of the queue as per the normal game rules. At the end of the band’s turn you would discard the song that was played during your turn and replace the song played with the next regular song as you would per the normal game rules. The cost must be paid to acquire the card and then again at the end of the scenario if you wish to carry them over to the next scenario.

CIGARETTE GIRL

BARTENDER STATION

Once purchased, this card should be placed at the bartender station. On the bartenders turn, he may place the cigarette girl on any patron that is at the bar. While the cigarette girl is on this patron, the patron will not lose any wooden nickels from being skipped, not being served, or waiting for a drink as they normally would under the normal game rules. The bartender may move the cigarette girl to any other patron at the bar on the next turn. The cost must be paid to acquire the card and then again at the end of the scenario if you wish to carry them over to the next scenario.

COCKTAIL WAITRESS

BARTENDER STATION

Once purchased, this card should be placed at the bartender station. On the bartenders turn, he may add 1 to his roll for trying to hit his difficulty number. For example, if the bartender has a difficulty of 6 for this turn and he is only rolling 1 die (because the other 2 dice were used for bartender actions), he may roll his 1 die and add 1 to the number rolled when determining if his drink preparation was a success. The cost must be paid to acquire the card and then again at the end of the scenario if you wish to carry them over to the next scenario.

DOORMAN ASSISTANT

DOORMAN STATION

Once purchased, this card should be placed at the Doorman station. On the Doorman’s turn, he may reroll 1 of his Doorman die without having to discard a Doorman die to pay for the reroll. For example, the Doorman rolls his 5 dice, assigns 3 of the dice to patrons, then rerolls one of the 2 remaining dice for free (the ability of the assistant), then discards a die to reroll the final die if needed. The cost must be paid to acquire the card and then again at the end of the scenario if you wish to carry them over to the next scenario.

FLAPPER

BAND STATION

Once purchased, this card should be placed at the band station. On the band’s turn, after they draw their initial 4 cards, they may discard any 1 card to draw 1 new card from any new section of the band. Note, the band still has to adhere to the rule of no more than 3 cards per band section per turn. This ability can only be used on the band cards in your hand and not to replace the songs in queue.  The cost must be paid to acquire the card and then again at the end of the scenario if you wish to carry them over to the next scenario.

MAITRE D'

DOORMAN STATION

Once purchased, this card should be placed at the doorman station. On the doorman’s turn, he may look through the patron deck and pull any 1 card to place on the Maitre d’. The patron on the Maitre d’ may be released into the main line or overflow stack (depending on how long the line is) at any time during the doorman’s turn. The cost must be paid to acquire the card and then again at the end of the scenario if you wish to carry them over to the next scenario.

TRUMPETER

BAND STATION

Once purchased, this card should be placed at the band station. On the band’s turn, if the band plays a song in 7/4 tempo, they may treat this song as if it were a 6/4 time signature instead. (Only 6 notes turned in to move a patron versus the usual 7) The cost must be paid to aquire the card and then again at the end of the scenario if you wish to carry them over to the next scenario.

FBI MOLE

MANAGER STATION

Once purchased, this card should be placed at the manager station. If the club is ever raided by the Feds while the club has the FBI mole then the club may reroll the raid die one time and resolve the new role result instead. The cost must be paid to acquire the card and then again at the end of the scenario if you wish to carry them over to the next scenario.

LAWYER

MANAGER STATION

Once purchased, this card should be placed at the manager station. If the club comes up short with the funds needed to stay in business for another year while the lawyer is present, then the club may sell assets back to the bank for full value . The cost must be paid to acquire the card and then again at the end of the scenario if you wish to carry them over to the next scenario.

The Opulent Club Upgrades Appendix

BAR UPGRADES

BARTENDER STATION

Once purchased, this card should be placed at the bartender station. As long as this card is in play then every time the bartender restocks the fruit it will be for 4 units instead of 2. Hard liquors will restock 6 units instead of 4. This card may be sold back to the bank for half the value at the end of the scenario. If the card is sold back to the bank then it is also available for future club upgrades.

BUSINESS LICENSE

MANAGER STATION

Required club upgrade for the introductory 1920 scenario. This upgrade (unlike other club upgrades) may never be sold back to the bank.

EXPANDED DANCE FLOOR

BAND STATION

Once purchased, this card should be placed at the band station. On the band’s turn, they will consider the maximum occupancy of the dance floor to be 6 patrons instead of 5. Any patrons over 6 at the end of the band’s turn is considered overflow. This card may be sold back to the bank for half the value at the end of the scenario. If the card is sold back to the bank then it is also available for future club upgrades.

FLOORSAFE

MANAGER STATION

Once purchased, this card should be placed at the manager station. This card allows you to ignore the rule of losing all the money in club coffers should the club ever get raided by Federal Prohibition agents. This card may be sold back to the bank for half the value at the end of the scenario. If the card is sold back to the bank then it is also available for future club upgrades.

GAMING LICENSE

MANAGER STATION

Once purchased, this card should be placed at the manager station. This card gives the club the right to operate the slot machine legally in Atlantic City. If the club is raided you will not lose your slot machine if you have a gaming license. The gaming license cost $4 to acquire and $4 if you wish to carry it over (renew the license) to the next scenario.

GOLD STANCHIONS

DOORMAN STATION

Once purchased, this card should be placed at the doorman station. On the doorman’s turn he will consider the 1st through 5th card in the overflow stack to have 3 wooden nickels instead of the previous rule of 2 wooden nickels. This card may be sold back to the bank for half the value at the end of the scenario. If the card is sold back to the bank then it is also available for future club upgrades.

ICE CHEST

BARTENDER STATION

Once purchased, this card should be placed at the bartender station. As long as this card is in play then every time the bartender restocks the ice it will be for 10 units instead of 6. This card may be sold back to the bank for half the value at the end of the scenario. If the card is sold back to the bank then it is also available for future club upgrades.

LUXURY UPGRADES

MANAGER STATION

Once purchased, this card should be placed at the manager station. This card allows you to decrease the cost of hiring new staff members from the staff upgrade deck by $2. In addition, the cost to carry over each staff member to the next scenario also decreases by $2. This card may be sold back to the bank for half the value at the end of the scenario. If the card is sold back to the bank then it is also available for future club upgrades.

NEW INSTRUMENTS

BAND STATION

Once purchased, this card should be placed at the band station. On the band’s turn, they may draw 5 cards instead of the usual 4. The band must still adhere to the rule of drawing no more than 3 cards from any one section of the band. In addition, the band may still draw up to a max of 6 cards per turn as in the regular rules however, for the 6th card drawn, only 1 new patron will enter the doorman queue instead of the usual 2. This card may be sold back to the bank for half the value at the end of the scenario. If the card is sold back to the bank then it is also available for future club upgrades.

ORNATE DOOR

DOORMAN STATION

Once purchased, this card should be placed at the doorman station. Once per scenario the doorman may flip this card to allow all patrons in the main line (not the overflow stack) to enter the club. Doorman dice are not needed to get these patrons in however, the doorman may opt to use his dice to schmooze, or to try and roll yellow symbols to lock on a patron card. If the doorman decides to not use any of these options then the doorman may move up patrons from the overflow stack, and use his dice to try and get these patrons in the club instead for this turn only.

SLIDING PANELS

BARTENDER STATION

Once purchased, this card should be placed at the bartender station. If the club is ever raided by Federal Prohibition agents, the bar may ignore the rule on discarding beer and liquor resources. This card may be sold back to the bank for half the value at the end of the scenario. If the card is sold back to the bank then it is also available for future club upgrades.

SLOT MACHINE

MANAGER STATION

Once purchased, this card should be placed at the manager station and $5 from the club coffers should be placed on this card. Anytime a patron leaves the club the manager MAY roll 1 doorman die for each patron leaving the club. If the color of the die does not match the background color of the patron then you may add 1 wooden nickel to the club coffers in addition to the wooden nickels on that patron card. If the color of the die does match the patron card then the $5 on this card must be discarded and replaced with another $5 from the club coffers before the slot machine can be used again. You must have a gaming license to operate the slot machine legally! If you do use the card without a license during a scenario (even once) and the club is raided then the slot machine is confiscated during the raid and will be available for future club upgrades.. This card may be sold back to the bank for half the value at the end of the scenario. If the card is sold back to the bank then it is also available for future club upgrades.

ADVERTISEMENTS

MANAGER STATION

This is a special club upgrade that cannot be selected as an upgrade goal for any scenario. Instead, at the start of any scenario, the club may opt to pay $5 to run local advertisements which will add an additional 5 patrons to the patron deck at the start of the scenario.

The Opulent Event Deck Appendix

A BIRD IN THE HAND

Birdie Delaney can spread her cheer from any of the 4 stations. The additional coin added may not exceed 3 coins for a regular patron, or 5 coins for a patron with a locked yellow die. Celebrities may receive coins as well provided the coins added do not exceed the maximum number of stars on a patron. If all patrons at Birdie’s station are at their maximum then there is no additional effect.

ALTERCATION

If the Doorman does not have 3 dice to give up then all patrons in the club (bar, band, manager station) lose 1 coin. If the Doorman does not have 3 dice to give up and there are no patrons in the club, there is no additional effect.

BAD HOOCH

This general event card is always resolved when drawn. Immediately discard all whisky drink resources. Beer cubes do not have to be discarded for this event.

BLACKMAIL

If the club does not have $5 to pay the blackmailer then the players must resolve part B of this event.

BROKEN DRUMSTICKS

Band may not draw notes from the percussion section for 2 turns. However, cards from this section are still drawn for song sets in the queue. The white numbers on the side of the card are used as markers to help the band remember how many turns this card is in effect. Place this card sideways over the percussion section with the “1” side upright when this card comes into play and turn it to the 2 side at the conclusion of the first band turn when this card enters play.

BROKEN REEDS

Band may not draw notes from the woodwinds section for 2 turns. However, cards from this section are still drawn for song sets in the queue. The white numbers on the side of the card are used as markers to help the band remember how many turns this card is in effect. Place this card sideways over the woodwinds section with the “1” side upright when this card comes into play and turn it to the 2 side at the conclusion of the first band turn when this card enters play.

BROKEN STRINGS

Band may not draw notes from the strings section for 2 turns. However, cards from this section are still drawn for song sets in the queue. The white numbers on the side of the card are used as markers to help the band remember how many turns this card is in effect. Place this card sideways over the strings section with the “1” side upright when this card comes into play and turn it to the 2 side at the conclusion of the first band turn when this card enters play.

COOKING THE BOOKS

Players must discard $2 from the coffers. If the club only has $1 then discard it. If the club has no money then there is no additional effect.

DOWNPOUR

Remove the bottom 2 cards from the overflow stack (back of the line). If there is no overflow stack then remove the last 2 patrons from the main line. If there is only 1 patron in line then discard that patron. If there are no patrons in line then there is no additional effect.

DRINKS ON ME

Starting on the next Doorman turn and ending with the conclusion of the manager turn, $1 may be added to the club coffers for every drink successfully prepared. This would include any drinks prepared by the manager.

EXTORTION

Players must remove $5 from club coffers or resolve all of option B. If band does not have 10 cards in each instrument deck then discard as many as possible and remove any additional cards needed from any other band section. If the doorman does not 2 dice to discard on the next turn then the band must discard as many as possible.

FISTICUFF

If this event triggers then all patrons at the band, bar, manager station, door, and over flow stack are discarded.

HOPELESS ROMANTIC

If Ned Robinson and Nettie LeBeaux are both in the club, then discard Nettie as well as all coins on her patron card.

HOUSE ALWAYS WINS

If Milton Ward is in the club, and the club has the slot machine (regardless of having or not having the gaming license), place $5 from the bank (supply) on to the slot machine card.

JOSTLING

This general event card is always resolved when drawn. On the Doorman’s next turn, remove 1 wooden nickel token from each patron in line not including the overflow stack.

JOURNALIST

Discard this card if the club refuses to allow the journalist to do the article. If the club accepts, receive $3 to the club coffers and place this card at the manager station to remind the club manager to increase risk factor by 4 for the remainder of the scenario if a prohibition agent card is drawn.

MUSIC IN THE STREETS

For every unique instrument deck that the band draws on his or her next turn, immediately add 1 patron to the doorman station. If the overflow stack is full, then discard any additional patrons that should be drawn as an effect of this card.

PAID OFF

This general event card is always resolved when drawn, when at least 1 lookout has been hired by the club. The manager discards all currently employed lookouts.

PATRON MIX

This general event card is always resolved when drawn. 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 one 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.

PROHIBITION AGENT

See rulebook included with game on resolving this card.

PROSPECTING

This general event card is always resolved when drawn if Adella Rossi is at the club. Remove $1 from all male patrons at her station (do not count overflow stack) and place on Adella’s card. Additional tokens placed may exceed the normal maximum of $3 per patron.

QUITE FRANKLY SCARLETT

When this card is drawn, check to see if Scarlett Davies is in the club, if she is and if there are politicians at her station, then all politicians at her station lose 1 coin. If a politician loses all of his or her coins then they leave the club. Discard this patron.

ROTTEN FRUIT

Bar discards all currently stocked fruit.

SICK DAY

When this card is drawn, the Manager should roll a regular six sided die. The result of the roll will correspond to all hired staff at that station. The selected stations staff will not be available for the rest of the scenario. Should players want to carry these staff members over to the next scenario, they will have to pay their annual salary as usual.

SOUND INVESTMENT

When this card is drawn, and if William Yorke is in the club, then the club receives and extra $5 directly deposited into the coffers.

STAR SPANGLED SCANDAL

This general event card is always resolved when drawn if at least 1 celebrity is at the club (line at door included). If there is at least 1 celebrity at the club then this card MUST be placed on that celebrity. As long as that celebrity is at the club and if a federal prohibition agent card is drawn, then you will add the number of stars for that celebrity to your total risk factor score.

SUSPICIOUS CHARACTER

This general event card is always resolved when drawn. On the bar’s next turn, the difficulty to prepare 1 beer is 2, to prepare one poured drink is 3, and one mixed drink is 4. For example, if the bartender wanted to attempt to prepare 2 mixed drinks and one beer his difficulty would be 10 (4  + 4 + 2).

TAKE 5 BOYS

When this card is drawn the band must select 2 available band decks and move them to the bartender station. These members of the band will not return until they are served one drink of any type. When served, they are not considered to be skipping in patrons in line. If successfully served, they return to the band station. If unsuccessfully served or not served, they will simply remain at the bar station until a drink has been successfully prepared. The manager may serve the band drinks as well, even immediately after drawing this card by using his manager actions.

TEMPERS FLARE

When this event card is drawn, check to see if you have a mobster in the club from both the Italian and Irish gangs. If so, then the doorman must discard 2 dice on his next turn (or all remaining dice if less than 2 remain). After discarding dice, select one of the two mobsters to be removed from the club. That selected mobster is discarded along with any coins on their patron card.

THE BRIBE

This general event card MAY be resolved when drawn. If the doorman elects to resolve this card then $3 is placed on Frank Collins and $2 is placed in the club coffers. Frank moves from door, to band, to bar, then exits with any remaining coins on his card going to the club coffers. Frank may be served any drink at the bar (orange roll for “another round” checks) and loses coins as usual as if he were any other patron at the club. If the club is raided then add 2 to your final risk factor score if Frank is still in the club.

THE INTERVIEW

When this event card is drawn, and if Stanley Edwards is in the club, then he discarded for the remainder of the scenario.

TWISTED

When this event card is drawn, and if Robert Martin is in the club, then he discarded for the remainder of the scenario.

WASTING AWAY

When this event card is drawn, the Bartender must discard the indicated amount of ice from the bar or as many ice resources as possible if less than the indicated amount is available at the bar.

The Opulent Historical Events Appendix

1920

This historical event card should only be in the event deck if you are playing the 1920 scenario. All female patrons (inside the club and in the line at the door) receive 1 additional wooden nickel token on their card provided this add-on does not exceed the maximum number of wooden nickels allowed on that patron card.

1921

This historical event card should only be in the event deck if you are playing the 1921 scenario. All male patrons (inside the club and in the line at the door) receive 1 additional wooden nickel token on their card provided this add-on does not exceed the maximum number of wooden nickels allowed on that patron card.

1922

This historical event card should only be in the event deck if you are playing the 1922 scenario. Count up the number of politicians in the club and in the line at the door (blue background) If you have 1 to 4 politicians, then all other patrons lose 1 wooden nickel off of their patron card. Five or more politicians and each other patron loses 2 wooden nickels instead.

1923

This historical event card should only be in the event deck if you are playing the 1923 scenario. If you have at least 1 celebrity inside the club (not including the door) then all patrons inside the club (not including the door) receive 1 additional wooden nickel on their patron card provided this add on does not exceed the maximum number of wooden nickels allowed on that patron card.

1924

This historical event card should only be in the event deck if you are playing the 1924 scenario. If the band can play at least one F, A, C, and E note on their next turn then all patrons inside the club (not including at the door) have all of their wooden nickel tokens replaced to the maximum amount allowed per patron (3 in most cases). After playing F, A, C, and E, the band may continue to play the top song in their queue under the normal game rules.

1925

This historical event card should only be in the event deck if you are playing the 1925 scenario. For the rest of the scenario (if playing 1925) you may ignore all overflow penalties from the doorman queue. All patrons entering the main line from the overflow stack will have $3 stacked on their patron card.

1926

This historical event card should only be in the event deck if you are playing the 1926 scenario. Count up the number of mobsters in the club and in the line at the door (red background) If you have 1 to 4 mobsters then all other patrons lose 1 wooden nickel off of their patron card. Five or more mobsters and each other patron loses 2 wooden nickels instead.

1927

This historical event card should only be in the event deck if you are playing the 1927 scenario. All patrons inside the club, including the door receive 1 additional wooden nickel on their patron card provided this add-on does not exceed the maximum number of wooden nickels allowed on that patron card.

1928

This historical event card should only be in the event deck if you are playing the 1928 scenario. All female patrons (inside the club and in the line at the door) receive 1 additional wooden nickel token on their card provided this add-on does not exceed the maximum number of wooden nickels allowed on that patron card.

1929

This historical event card should only be in the event deck if you are playing the 1929 scenario. Count up the number of mobsters in the club and in the line at the door (red background) If you have 1 to 4 mobsters then all other patrons lose 1 wooden nickel off of their patron card. Five or more mobsters and each other patron loses 2 wooden nickels instead.