Goals and Final Scoring
Cooking the Books in Speakeasy: the five goal areas (Docks, City Hall, Central Park, Infamy, Zone goals) and what each pays, then final scoring with Protected buildings, Helper card bottles and tie-breaks.
Cooking the Books
At the Restaurant you may cook up to three Books. For each Book:
- Choose an empty Cooked Book space in one of the five goal areas on the main board whose requirement you meet right now.
- Move a Book from your Operations board onto it.
- Gain the space’s benefit (if any) and its money to your safe.
You may have Books on several goals of the same area, but never on both spaces of the same goal. Meeting a requirement more than needed is fine; nothing is spent to meet it.
Cooked Book goals
| Goal | Requirement and reward |
|---|---|
![]() | Docks — own at least 1, 2 or 3 Crate tiles; pays $15 per goal. You can place Books on multiple different goals in this area in one action (FAQ). |
![]() | City Hall — your Family Members protect your buildings in at least 3, 5 or 7 different districts; pays $20 per goal. |
![]() | Infamy — your Infamy marker at or past space 10, 15 or 22; pays $10, $15 or $20. |
| Central Park | Central Park — meet the goal tile above the space; pays $10 plus the space’s benefit. Padlock-marked goals can count non-Operating buildings (FAQ); strength goals do not spend Goons or pay Associates (FAQ). |
| Zone goals | Zone goals — meet the Zone Goal tile beside the space in that Zone; pays $20 plus the space’s benefit. Its buildings must be Protected and in that Zone (FAQ, FAQ). |
Central Park goals
Five tiles chosen at setup (2 A, 2 B, 1 C, all with different numbers) above five pairs of Book spaces. They look at all of Manhattan. A tile marked
counts buildings even if they are not Operating. Every tile is pictured on Cards & Components.
| Theme | A / B / C goal requirements |
|---|---|
| Protected buildings / Speakeasies | A: 3 Protected buildings; B: a Speakeasy in each Zone; C: 5 Speakeasies open. |
| Nightclubs with a barrel | A: 1; B: 2; C: 3. |
| Buildings with a barrel (not Stills) | A: 3; B: one in each Zone; C: 4. |
| Leverage (on all your components) | A: 5; B: 7; C: 9. |
| Operations/Strength levels | A: 4 at level 3+; B: 3 at level 4+; C: 2 at level 5. |
| Strength (yours + Associate + Goons) | A: 9; B: 12; C: 15. |
| Casinos with a barrel | A: 1; B: 2; C: 3. |
Zone goals
One tile per Zone, all with different numbers; each counts only buildings in its own Zone, and every building it shows must be Protected. The nine tiles: a Speakeasy and a Casino (in different / in the same district), a Speakeasy and a Nightclub (different / same), two Speakeasies (different / same), three Speakeasies, a Nightclub and a Casino (same / different). Pictures: Cards & Components.
Final Scoring
After the single round of Act 4 there is no Luciano Phase. Your score is your money:
- cash + safe money (no laundering now);
- + each Protected building:
Speakeasy $10,
Nightclub $15,
Stills $20,
Casino $20; - + Helper cards: each card whose bottle you do not have yet pays the amount shown for that bottle; more cards with the same bottle pay nothing. Cards beside your board and in your safe both count.
Only Protected buildings score — by now every district has a Cop, so an unprotected building is not Operating anyway.
Most money wins. Ties: most Protected buildings, then most buildings, then most Books placed, then most Family Members on the main board, the Docks and your Operations board together. Still tied? Play again.


