Moonshine Kingdom · Kingpin's Guide

The Brew Engine

How the dawn stills really make their money — and why the boss who owns the docks decides what the whole city cooks.

Before the sun clears the tenements, the stills are already breathing. Steam in the pipes, mash in the boilers, and out the back a river of clear liquor that turns into a river of dirty cash. It looks like luck — a roll of the bones and a prayer. It isn't. Behind the dice sits a small, sharp piece of arithmetic, and the bosses who read it right out-earn the ones who don't without ever rolling a better number. This is that arithmetic, in the plain talk of the street.

The One Rule That Governs Everything

Every dawn the city cooks a common mash. That's the Mash die — grey as the Moonshine it makes — sitting in the open for all to see. Then, in turn, each boss draws one Red die from the pool and lays it beside the Mash. The two together are your Brew Number, and that single number is the only tune your empire plays today. Every Still you Control whose boiler shows that number roars to life at once; every Still on a different number sits cold, a dead kettle in a dark room.

Read that twice, because the whole trade falls out of it: you only ever hit one number a day. A boss with a 7-boiler and an 8-boiler never lights both on the same morning — one cooks, the other waits its turn. But a boss with two 7-boilers fires both together, off the same lucky pair of dice. Matching numbers stack their yield; mismatched numbers take turns and leave you idle. The whole game of the Brew is deciding which numbers to marry your money to.

And here's the gift: you see tomorrow coming. The Mash for the next dawn is set the night before, at the close of the Shadows, and it sits face-up on the board through the entire day's business. So half of every Brew Number on tomorrow's table — and half of every Blowback that could gut your crew — is public knowledge a full day early. Seizing the Stills that pair with it, walking your Boss out of harm's way, Laying Low early to grab the first draw of the bones: those aren't hunches. They're the sharpest plays on the board, and the intel is already in your hand.

The Hand on the Dice: The Harbormaster

Here is the wrinkle that separates a kingpin from a gambler. That common mash the whole city cooks doesn't fall from heaven. It comes ashore in barrels of molasses, up the piers, over the docks — and whoever holds the Harbormaster Title, the crown for Controlling the most Dock Districts, owns that trade. So at the close of each Shadows, the Harbormaster doesn't leave tomorrow's Mash to the roll of a die. He names it. Any face he likes, 1 through 6. Every drop of molasses lands on his wharves, and he decides what the whole town brews at dawn.

That turns half of every rival's Brew Number into a political number — a favour granted or a knife slipped in, depending on whose Stills he means to feed. He will name the face that lights his own boilers and leaves yours stone cold, and because the Mash sits in the open all day, the whole table watches the squeeze coming and can do nothing about it after the fact. The only question left worth asking is the one that wins games: what will he pick — and can he lock me out of my own morning?

The Magic of Seven

The answer to "can they lock me out?" comes down to a single, beautiful quirk of arithmetic. A boiler on number n can only fire if the Mash leaves a draftable Red (1–6) to complete it — that is, if n minus the Mash lands between 1 and 6. Work that through for every boiler number and a clear winner falls out:

How many of the six Mash faces leave a boiler reachable by a draftable Red
Boiler #Mash faces that keep it alive# of facesCan the Harbormaster starve it?
61–55 of 6Yes — names 6
71–6 (all)6 of 6No — never
82–65 of 6Yes — names 1
93–64 of 6Yes — names 1 or 2
104–63 of 6Yes, easily

Seven is the only lockout-proof number on the board. Whatever face the Harbormaster names, some Red in the pool always completes a 7 — so a stack of sevens can never be starved dead, only haggled over in the draft. Every other clump can be shut clean off: name the right face and a wall of 8-boilers, or 9-boilers, fires nothing at all that morning — cold iron and idle men. On this board, "just cook sevens" isn't a hunch a made man passes down for luck. It's armour.

Count the Boilers Before You Plan a Stack

Before you fall in love with a number, count how many of it the city actually owns. This is the census nobody reads, and it quietly decides every build in this guide:

Every boiler in the city, by number — and the biggest stack it can ever make
Boiler #How many existBiggest possible clump
7 — Sugar Hill, Morris Park, Richmond Hill, Williamsburg4Four — the only 4-stack on the board
4 — Corona, Sheepshead Bay, Tottenville3Three
6 — Flushing, Red Hook, Stapleton3Three
2, 3, 5, 8, 9, 10, 112 apieceA pair, and no more
12 — East Harlem1None. It stands alone.

Read that table and half the strategy writes itself. Only seven can be stacked four deep. Only 4 and 6 reach three. Every other number in the city tops out at a pair, and the 12 at East Harlem is a lone kettle that can never match anything. So when this guide says "clump," understand what the board is actually offering you: a wall of 8s or 9s isn't merely starvable, it's two boilers. The fat matching stack every boss dreams about exists on exactly one number, and it is the one number the docks can't starve.

That is the real argument for seven, and it is much harder than "sevens are lockout-proof." Seven is simultaneously the only immune number and the only number you can build an empire on. Every other plan is a pair, or a compromise.

The catch, and it's a cruel one. There are only four 7-boilers in the whole city — and every last one sits under a High Society address, one to a mainland Borough, none out on Staten Island. Those are the $500 rooms, and they open the game padlocked by the Police until a Raid kicks the doors in. So a lockout-proof engine of sevens means prising cop-guarded, silk-lined turf out of three or four separate Boroughs at once — blood for every boiler. And to deny a rival the Mash on top of that, you'd have to wear the Harbormaster's crown yourself: the most Dock Districts, strung out across the water on the far shore. No single mob can grip a fat wall of sevens and the docks both — the crew stretches until it snaps. You choose a lane. Own the sevens, or own the piers. Almost no one owns both.

The Other Way Out: Spread the Ends

Can't fight your way to the sevens? There's a second road to immunity, and it runs against every instinct that says "clump." Instead of piling onto one number, bracket a low boiler and a high one. A pair like 3 and 9 can never be starved together: the face that kills the 3 (a high Mash) is the very face that feeds the 9, and the other way round. There is no single number the Harbormaster can name that darkens both ends at once. Squeeze one, you open the other.

It costs you something. A spread only ever lights one end a morning, so it never pours like a fat matching stack in a good week — but it always pours something, every single dawn, no matter whose crown sits on the docks. When a hostile Harbormaster is starving the table, that reliability is worth real money, as the ledgers below show. This is the old dockhand's wisdom — keep a low kettle and a high one, and you never wake up dry. One thing to mind: the low numbers are scarce on the map, just two 2-boilers and two 3-boilers in the whole city, so you bracket the ends. You don't clump them.

Read the Docks: The Crown Can't Starve Itself

For all that dread, the Harbormaster wears a collar of his own making. He cooks Moonshine too — the same common mash the whole city brews — and the face he names lights his boilers exactly as it darkens yours. He cannot reach for a number that starves your Stills without first making sure it won't starve his own. His turf is a leash on the number he can pick, and a boss who reads that leash can walk right up to the crown and pick his pocket.

Two things fall out of that, and both are yours to exploit:

This is why the truly spiteful shutout — the 8-stack to $0 in the table below — only lands on a crew whose numbers don't overlap the Harbormaster's. Match his range and the worst case softens into "we both brew, every morning." The lesson isn't to fear the docks; it's to watch them.

The Kill Shot: Mirror, Then Lay Low First

Mirroring gets you a seat at the Harbormaster's table. Laying Low first takes his chair. This is the play that turns the crown's own weapon around, and it hinges on a piece of timing most crews sleep on.

The Harbormaster sets the Mash at the end of Shadows, in the open, before anyone acts. Then, all through the Hustle, tomorrow's Turn Tokens are claimed one by one in the order players Lay Low — step off the board first and you claim Token #1, the first draft of tomorrow's Red pool. So the sequence runs: he names the Mash, you read it, and you decide whether to cut your day short to grab first pick tomorrow.

Here's why that's murder against a tight-clumped crown. When the Harbormaster cooks a single number, the face he names to fire it leaves exactly one firing Red in the whole pool — name Mash 2 to light your 8s and only a 6 completes them. That scarcity is the trap he laid for the table. But with first draft, you take that one golden Red. He built the shortage; you pocket the only key.

A mirror crew's fire rate by draft position, vs a Harbormaster clumped on one number (his self-interested Mash leaves just one firing Red)
You mirror his stills and…You fireHe firesHe's denied
Lay Low first — you draft #160%11%89%
Lay Low last — you draft behind him11%60%40%

Same stills, same Mash — the draft order alone swings your morning from 11% to 60% and leaves the crown starving nearly nine mornings in ten. And the tighter he clumps to threaten the table, the fewer firing Reds exist, and the more first draft is worth. He cannot wriggle free by spreading, because a spread Harbormaster isn't starving anyone in the first place.

The price of the chair. Laying Low ends your Hustle for the Day — every Play you'd still have made (a Move, a hit, an Extort, a Speakeasy emptied) is the fare for Token #1. Against a dominant Harbormaster that fare is a bargain; on a quiet board it's a waste. Read the table before you step off: you're spending today's tempo to buy tomorrow's dice, and only the crown's own greed makes the trade pay.
And the fare went up. The Offers run in reverse Turn Order: the last boss off the street picks first from the Jobs Market, and Token #1 now picks last. So the chair costs you today's tempo and tomorrow's pick of the work. That doesn't kill the play — against a crown clumped on one number, 60% against 11% is worth almost any fare — but it does mean the kill shot is now a Brew play, not a free lunch. If the Harbormaster is spreading rather than starving, take the high token instead: pick the Jobs, and hold the match.

Three Principles of the Brew

1

Clump on a number they can't take from you

Boilers that share a number fire as one, so clumping is how you brew big — but which number you clump on matters as much as how many, and the board decides both. A wall of sevens is Harbormaster-proof, and it is also the only wall on the map: seven is the one number with four boilers. A "wall" of 8s or 9s is two kettles and a light switch the docks can flip off at dawn. So clump, by all means — but understand that clumping past a pair means 7 (four), 4 or 6 (three), and nothing else in the city. Cook seven, or make your peace with a rival who can leave your kettles cold whenever it suits him.

2

Spread your crew, don't pile it on

The Muscle Ratio is a staircase, not a ladder, and the Sweep decides which step you can stand on. Every Reckoning thins any District above 5 Mobsters back down to 5, and the Brew comes round the very next dawn, so 5 is all you will ever have on a boiler at first light. Five men brew 3 barrels. So does a sixth, if you could keep him — which is the whole point: the staircase pays nothing for the extra body, and the Sweep takes him anyway. Five men to a Still is the sweet spot, and the fifth is the last one that earns. Truth is, only the odd men earn at all: a growing crew brews 1, 1, 2, 2, 3, so the second man and the fourth carry nothing but their own thirst. Crew in odd numbers and you are never paying a wage for a barrel you don't get.

That puts a hard roof on the morning. 3 barrels a boiler, 4 with the Boss stood on it, and no crew in this city can push past it — save one. The Sicilians are Untouchable: the Sweep never thins their ranks, so they alone can wall 9 men onto a boiler, climb to the cap of 5, and Twist the Valves to 6. Read that as it is: the Syndicate's payroll of precinct captains is not just armour, it is the only brewing engine on the board that reaches the top of the table. Everyone else buys breadth, because depth is not for sale.

Which is no hardship. Once a boiler has its five, the next man you hire earns far more opening a second matching boiler than crammed onto the first — and a second boiler on the same number fires the same morning, off the same pair of dice. Breadth of fire beats depth on one.

3

Fight for the docks, or mirror the man who holds them

The Harbormaster's crown is a hand on every rival's throat — but it has two soft spots. First, it's hard to keep: eight Docks, strung across the water and all connected as if one, so no runaway holds the whole waterfront for long. Take the piers and you take back the dice. Second, if you can't take them, mirror them, then Lay Low first: build on the crown's own numbers, beat him to the first draw, and lift the one Red his own Mash left in the pool. Grievance is the only play that never works. The docks answer to force or to imitation — never to complaint.

Park the Boss: Twist the Valves

One lever the tables leave out: Twist the Valves. Any Still that fires with your Boss standing on it brews +1 barrel. Since your matching boilers all fire off the same Brew Number, park the old man on the stack and pocket a free barrel every morning it lights up. But there's a knife to it: unlike a firefight, a Blowback plays no favourites, so if your number is the one left to burn, the Boss is the first body on the floor, not the last, and you're spending a whole turn on a Rise to put a new Don down — and a crew with no Boss on the board skips The Offers the next morning, so your rivals pick over the Market without you. Keep your Brew Number off the leftover Red and the same play that saves your barrels saves the Don.

Here is the good news, and it costs you nothing: your seat doesn't matter, until your number doubles. Whatever chair you draft from, the Red you take leaves the pool with you. So if the face you need showed up once in the roll, you have already carried it off the table, and no leftover can ever burn that boiler. First seat, last seat, middle — identical. A clump on one number is only ever in danger from a double: two 4s on a Mash of 3, you lift one, and a rival cheerfully leaves you the other. Your 7 fires and your 7 burns off the same morning's dice.

That is when the chair matters, and only one chair helps. The last seat picks from the final two dice, so he alone decides what stays on the table; if a rival hasn't already taken the second 4, he can lift it himself and leave something harmless. Every other boss can only watch that spare 4 sit there and hope somebody wants it. A Boss brewing is a Boss earning; a Boss brewing on a doubled number, from any chair but the last, is a Boss gambling with his life.

Count Your Live Numbers — Each One Is a Separate Way to Burn

The real danger isn't the seat, it's the shape of your build. Count how many of your boiler numbers are reachable this morning: each one is another face that can be left behind to gut you — including boilers you never brewed from. A clump on a single number gives the table exactly one face to hurt you with. A 6/7/8 build, on a Mash of 3, is live on Reds 3, 4 and 5 at once: three different leftovers, any one of which bursts something of yours.

The ledgers say it plainly. A wall of sevens loses its Boss on 7.6% of mornings; the mismatched 7/8 on 11.9%; the 6/7/8 on 12.7% — near enough double, for the crime of cooking three numbers at once. And the spread? 2.5%. That isn't luck. The ends of a true spread sit six apart, so they can never both be live in the same morning — the Mash that reaches the 3 cannot reach the 9. One live number, one dangerous face, and only half the mornings does the Boss's own kettle even light. The spread doesn't just dodge the Harbormaster. It's the safest place in the city to stand your Don.

The Numbers Behind It

Here is the expected net take per Day for builds you can crew off a single ~16-man roster — barrels sold at the $300 Speakeasy rate, less the $300 it costs to Recruit every Runner a Blowback puts in the ground. The two columns are the two worlds you'll play in: a Rolled Mash, when no rival wears the Harbormaster's crown (or you wear it yourself), versus a Hostile Harbormaster naming the cruellest face he can against you. Both assume a Contested draft — a sharp table leaving your Blowback number behind to burn you, too. Read the Hostile column as the ceiling of the threat: a crown that names its face with pure spite, heedless of its own boilers. A real Harbormaster, as the docks-reading above showed, is leashed by his own Stills — and mirroring or matching his range is how you climb out from under this column entirely.

Expected net $/Day (Brew Simulator v0.8: 4-player Contested draft, ~16-mobster roster crewed 5 to a boiler under the Sweep, barrels $300, Recruit $300, Boss parked with Twist the Valves)
Build Barrels/Day Net — Rolled Mash Net — Hostile Harbormaster
All four 7s (5/5/5/1)5.1$1,251$1,250
3 matching 7s (lockout-proof)4.6$1,137$1,141
2 matching 7s3.2$792$796
1 matching 71.8$445$446
Spread 3/3 + 9/92.9$724$792
2 clumped 8s (a number they can starve)2.7$661$0
2 mismatched 7/82.4$469$446
3 mismatched 6/7/82.8$398$473
Spread 3 + 9 (Harbormaster-proof)1.5$380$444

Four things jump out. First, breadth wins, all the way up: every boiler you add earns, and the full four-seven wall tops the sheet at $1,251. There is no ceiling where a wider build starts losing money — and if you were told otherwise once, that was a different game (see the note below). Second, the 7-stacks don't flinch: Rolled or Hostile, the 3×7 build banks about $1,140 either way, because no face can starve a seven. That is the immunity, in dollars. Third, and the whole rule in one row: the 8-clump goes to exactly zero under a hostile crown. The Harbormaster names Mash 1, the 8s can never be completed by a draftable Red, and a build earning $661 a Day on a quiet table brews nothing at all, every single morning — punished purely for cooking a number the docks can switch off.

Fourth, and the quiet surprise: the spread builds go up against a Hostile Harbormaster, and the double spread goes up hard ($724 to $792, second only to the sevens). A crown naming a low face to starve the clumps is handing the low boiler its number for free — the spread feeds on exactly the pick that starves everyone else. Note which spread, though: 3/3 + 9/9 doubles 3 + 9 ($792 against $444), because two boilers on each end fire together off the same dice. Bracketing the ends is the idea; bracketing them in pairs is the build. A lone kettle at each end is a rounding error.

What changed, and why the old figures said otherwise. These numbers are lower than this guide once quoted, and one of them is upside down. That is the Sweep. When these tables were first run, any mob could buy its way out of the Sweep with a Favor, so a build could legally wall 16 men onto a single boiler — and the arithmetic of ceil(m/2) meant fat crews starved wide ones, producing a famous "ceiling" where a fourth Still lost you money. Favors are retired. The Sweep now caps every District at 5 at each Reckoning and the Brew is the very next dawn, so no crew can be deeper than five, and the ceiling died with the mechanic that made it. Breadth is now strictly better, right up to the four boilers the board will sell you. The one crew that never got the memo is the Sicilians: Untouchable ignores the Sweep, so they alone can still wall a boiler nine deep, brew the cap of 5, and Twist it to 6.
Why the boom never runs away with the game. The richest engine is a wide wall of sevens — but sevens are the rarest, most-fought turf in the city, and holding four means holding ground in four Boroughs at once. The Harbormaster can't touch that engine; rivals with rifles can, and they will. Meanwhile every crew shut out of the sevens has a real answer — the spread — that a starving crown only makes stronger. Blood over the boilers, deals struck in the dark, and a waterfront worth going to war for: that's the whole engine, and no one build owns it.

So What's the Optimal Play?

There is no one build that always wins — and that's the point. The right answer swings with the board, and the first thing to read is always the same: who holds the docks?

Best build by board state
The board is…Go for…Because
You (or nobody) hold the docks Clump as wide as the census allows — and remember only 7 goes four deep, only 4 and 6 reach three No hostile crown to starve you, so brew the fattest stack the turf allows — and every extra boiler earns, right to the top of the sheet. On any other number "clump" means a pair, so plan for a pair. If it's you on the docks, feed it every morning.
A rival holds the docks Mirror his numbers, clump on 7, or spread 3/3 + 9/9 Three lockout-proof answers. Mirroring is cheapest — his own greed feeds you. Seven brews most but wants High Society turf. The double spread is cheap ground, and it gains when he starves the table ($792 against his best spite). Bracket in pairs: a lone 3 and a lone 9 earns barely half of it.
Cutthroat
(everyone's on you)
Fewer boilers, but only because of the guns — never because of the brew Expansion doesn't pay when every new district invites a Raid, so hold what you can defend on a number they can't dark. Just be honest about the trade: a narrow build is a concession to rivals, not to the Muscle Ratio. Since the Sweep caps a boiler at five, you cannot bank a compact build's losses back by crowding men onto it. You brew less. You just brew it somewhere safe.

The through-line: build the widest matching engine the board will let you defend — on a number the docks can't take from you. The skill isn't finding the best build; it's reading who owns the piers, and whether your next boiler costs more than it earns once they start naming the Mash.

Kingpin's Note

The greenhorn scatters his Stills to "cover more numbers," lights one boiler a day, and feeds the rest to the Blowback. The old hand cooks one number and gets rich. The made man does one better: he cooks a number the docks can't take from him, or he brackets the ends so no crown can leave him dry. And when a rival's Harbormaster turns greedy? He doesn't grumble — he cooks the crown's own numbers, Lays Low ahead of him for the first draw, and lifts the one Red the whole city's been starved of. The Harbormaster set the table. The made man eats first.

Want to test it at your own table — or in cold numbers? Open the Brew Simulator, flip the Mash die to Hostile Harbormaster, and run a few hundred thousand mornings — or check the Turn Structure & Ledger card for the Shadows sequence and the boiler numbers, Borough by Borough.

Figures are Monte Carlo estimates from the Brew Simulator (Muscle Ratio production, communal Blowback, a four-player Contested draft, a ~16-mobster roster), valuing a Moonshine barrel at the $300 Speakeasy rate and a lost Runner at the $300 Ward Recruit cost, with the Boss parked and Twist the Valves live. The Hostile Harbormaster is modelled as a rival naming the single Mash face that reaches the fewest of your boiler numbers. The figures isolate the dawn Brew and Blowback alone: Contracts, Speakeasy sales, Titles, Extort, Trade and combat all layer on top and can shift what "best" looks like in any given game.