Brew Simulator

Morning Brew / Blowback Monte Carlo · Rules v0.8

Your Build

StillBoiler #MobstersBarrels if it firesBoss here?Connected to Boss?
How Mobsters & the clump work

Mobsters = the total crew at that Still (count the Boss if you park him there); this sets the Muscle Ratio (1→1, 3→2, 5→3, 7→4, 9+→5 barrels & casualties): only the odd men earn. The Sweep caps a District at 5 every Reckoning and the Brew is the next dawn, so 5 is the legal maximum here for everyone but the Sicilians, who are Untouchable and alone can climb past it. The board also limits the clump: 7 ×4 | 4, 6 ×3 | 2, 3, 5, 8, 9, 10, 11 ×2 | 12 ×1. Connected to Boss? drives Split the Batch: tick it for any Still sitting in a District Connected to the Boss's by Land or Bridge. Check it against the map, not the numbers: the four 7s are one to a Borough and no two of them touch, so a wall of sevens can never Split.

Presets:

The Table & The Money

What these settings mean

One focal crew (your build) drafts against players rivals for 1 Mash die (the Public Mash) + (players+1) Red dice, in random seat order. The Mash die is the headline lever. Rolled is the classic random face, the world when no rival holds the Harbormaster Title, or when you hold it yourself. Hostile Harbormaster is the worst case: a rival names the face that minimises the chance any of your Stills can be reached by a draftable Red (1–6), and breaks ties toward a face that also threatens a Blowback. This is the pressure a clumped one-number stack now lives under, and the reason a build that spreads a low and a high boiler can never be fully locked out. Naive keeps every rival's draft inattentive (random); Contested adds the last drafter's leave-behind: it takes a safe die and leaves a Still-bursting Red as the leftover Blowback, the exact threat you draft the low token to dodge. Barrel value defaults to $300 (the flat Speakeasy sale; The Hotspot pays $500 for Rum). Losing the Boss changed shape in v0.8, and this default has not been re-tuned. Rise no longer promotes a Runner, so a dead Boss is body-neutral again: you place a fresh Boss in any Safe District. The cost is pure tempo, and the tempo got dearer. Rise is now a 2-Influence Play, so a funeral eats two of your five Ledger markers, and a crew with no Boss skips The Offers that morning, so your rivals pick over the Market without you. Treat $800 as a floor and raise it to taste: at a Boss-loss rate near 8%/Day it shifts the bottom line by only tens of dollars, but it is the whole price of Split the Batch, so it decides whether parking the old man pays at all.

Compare the Standard Builds

About this comparison

Runs the reference builds under the settings above, sharing a ~16-mobster roster across the Stills (so wider builds are crewed thinner). The clumped builds all match on 7; the spread builds bracket a low (3) and high (9) boiler to stay Harbormaster-proof. Flip the Mash die to Hostile Harbormaster and re-run to watch the one-number stacks collapse while the spreads hold. The last two builds are the Connected ones, where Split the Batch can actually reach something. Note that the Bronx block is fully Connected and still zeroes under a hostile crown, because the Split needs the Boss's own Still to fire first. Use it to refresh the Kingpin's Guide table for the current economy, the Harbormaster, Split the Batch, and Blowback rules.

A tuning model, not the rulebook: it isolates the dawn Brew and Blowback only. Jobs, Speakeasy sales, Titles, Extort and combat all layer on top. Rivals are modelled only through their drafting and (when a Hostile Harbormaster holds the Title) their choice of the Mash face; their own Stills and turf are not simulated. See the Brew Engine guide v0.8 for the strategy this measures.