Speakeasy: Stretch Goals
The Stretch Goals module (v3c): Variable Powers, Once per Game and Once per Act player power decks, 16 Public Goal tiles and 14 Solo Achievements.
Short tag: [Stretch]
What it adds
| Deck or tiles | What it is |
|---|---|
![]() | Variable Powers — 12 cards, one permanent ability each |
![]() | Once per Game — 24 cards, an ability you use once |
![]() | Once per Act — 18 cards, an ability you use once in every Act |
![]() | Public Goals — 16 tiles, $10 each at the end |
![]() | Solo Achievements — 14 cards for the solo game |
Play the base game a few times first. A multiplayer game uses one of the three player power decks; Public Goals combine with any of them and also work solo. Solo Achievements are only for the solo game.
Setup changes
- Player powers: deal the cards for the chosen deck and draft them as below; the rest go back to the box.
- Public Goals: shuffle the 16 tiles face down. In turn order each player draws 3 and puts 1 (2 in a 2-player game) face up beside the main board; then reveal tiles until 5 are face up.
- Solo Achievements: pick up to 3 cards, or draw up to 3 at random.
Player powers
Variable Powers
Each player gets 3 random cards: keep 1, discard 1, pass 1 left. From the 2 cards in hand, discard 1 and lay the other face up beside your Operations board. Its ability lasts the whole game.
Once per Game
Each player gets 4 random cards (the rest go to the box): keep 1, discard 1, pass 2 left. From the 3 in hand: keep 1, discard 1, pass 1 left. From the 2 in hand: discard 1 and lay the other face up. Use it once, then flip it face down.
Once per Act
Drafted exactly like Once per Game. Use it once per Act and flip it face down; flip it face up again at the start of every Act.
Public Goals
At Final Scoring each player gains $10 for every face-up Public Goal they meet; several players can meet the same goal. Every tile is pictured on Cards & Components.
| # | Goal |
|---|---|
| 1 | highest (or tied) Infamy |
| 2 | most (or tied) Books cooked |
| 3 | 3 or more Operations/Strength tracks at level 5 |
| 4 | at least 6 Speakeasies open (Operating or not) |
| 5 | Infamy 20 or more |
| 6 | 3 Protected Nightclubs |
| 7 | most (or tied) Helper cards in your safe |
| 8 | most (or tied) money from Protected buildings |
| 9 | 10 Family Members in play (Docks, protecting, on your board) |
| 10 | 3 Cooked Books of the same type |
| 11 | 3 or more Crate tiles |
| 12 | a Book on the Zone goal of each of the three Zones |
| 13 | 3 Protected Casinos |
| 14 | 2 Protected Casinos and 2 Protected Nightclubs |
| 15 | all three $8 Speakeasies open (the $8 upgrade discount) |
| 16 | most (or tied) Goons |
Solo Achievements
Each achievement you reach adds $10 after Final Scoring. The 14 cards are: Rivalry, High Stakes, Business Savvy, The Vault, The Muscle, Cook the Books, Infamous, Showtime, High Roller, Nightlife, Rum-runners, Lone Wolf, Underlings and Big Spender — read each card for its condition.
Your margin over Jo gives you a rank:
| Money above Jo | Rank |
|---|---|
| $1–20 | Goon |
| $21–40 | Family Member |
| $41–60 | Capo |
| $61–80 | Boss |
| $81+ | Godfather |
Scoring changes
Nothing in base scoring changes. Public Goals add $10 per goal met; Solo Achievements add $10 each after scoring; player powers only do what their card says.
The module booklet also lists the separate Speakeasy: Upgrade Pack mini-expansions sold by the publisher; they are not covered here.




