Game modes

The same five dice in every mode. What changes is who sits across from you.

Solo Heist

The campaign: 50 jobs across five districts of Chicago, from the Streets to Downtown. Every job has rivals at the table, a target score and a clock.

  • Diamonds. Each job pays up to 3 diamonds, one each for hitting the score, the time and your place. 18 of a district’s 30 diamonds open the next district. You don’t need them all.
  • No dead ends. Every job moves you on, even without a diamond. Replay any job for the ones you missed; only your best run counts.
  • Pay. A first clear pays half the job’s dough with no diamonds, three quarters with one, and all of it with two. Come back for the diamonds and the rest is paid then.
  • Bosses. Every tenth job is a boss: five rounds, one on one, under his own House Rule.
JobBossHouse Rule
10Frankie "The Fixer" MorettiThe Fix Is In
20Tony "The Knife" RomanoDouble Cross
30Marco "The Hammer" VitelliThe Heat's On
40Giovanni "Johnny" BattagliaThree-Man Job
50Al CaponeThe Squeeze

Capone’s table is different: he deals one round under each of the other bosses’ rules, then a fifth under his own.

The Long Game

Beat Capone and the city keeps dealing. The Long Game carries on past job 50, one new job at a time up to job 500. Every tenth job brings back a boss in rotation, Frankie at 60 through Capone at 100, and the target gets a little tighter each time.

Hardcore

The campaign with no second chances, open once you clear job 10. Targets are tighter: meet two of three on a regular job and all three on a boss, or the run starts again at job 1. Every run earns Reputation, which buys upgrades that stay with you from run to run.

The Daily Heist

One heist a day for everyone, played under the day’s House Rule. Finish on or under the target score, inside the time, and the clear pays dough and XP and puts you on the day’s board.

Only your first clear of the day counts on the board. A fail pays nothing, and you can retry it from the heist card. Clear on consecutive days to build a streak: the longer it runs, the more each clear pays.

On Blitz days there is no target. You play three rounds under the day’s rule with no power-ups, the lowest total wins, the fastest time breaks ties, and the top three at the reset win the prizes.

The Daily Safe

Crack the safe once a day for dough. The take grows across a seven-day cycle, and the later days have a better chance of adding power-ups or a bundle. You can watch an ad to double a claim, if you want to.

The streak counts every day you come back. One missed day a week is covered; miss more and the streak steps down a day at a time rather than starting over.

Online Heist

Four seats, played live. The lowest score walks off with the take. Every seat pays the table’s cut-in in dough. There are 7 tables, from Street Runner to The Boss, and higher tables open as you level up. Empty seats are filled, so a match always starts.

Win in a row for streak rewards at 3, 7, 10 and 15 wins. Leaving the app during a match counts as a forfeit.

Crew

Your crew is your friends list. Add people by email or username from Crew in the menu, see who’s online, and ask to be told when someone comes online. Tap Let’s Heist on a crewmate’s card to play them in a private three-round online room.

Invite a friend from the menu with your code or link. When they finish their first heist, you both get 300 dough and a few extras.

Crew Race Coming soon

A daily race against your crew: up to five players, three rounds, the same dice for everyone, under the day’s House Rule and with no power-ups. The lowest score wins, then the faster time. Everyone who finishes earns Rep and XP, and the top three earn more when at least three finish. Afterwards you can see the first moment you and a rival played it differently.

Private Heist

Play friends in the same room over Bluetooth: two to four phones, one each, no internet needed. One player hosts and picks the rounds and a twist; the others join from the lobby. Private Heist comes with the Premium Bundle and pays no XP or dough. If anyone leaves the app, the room goes back to the lobby.

Practice

Learn the dice with nothing on the line. Pick 1, 3 or 5 rounds and any House Rule, or let the house surprise you, and try any power-up free. Practice pays no XP or dough.

The Night Coming soon

Twelve jobs, one run, and no dough or power-ups. Finish each job on par or under to play the next; go over par at any point and the Night ends.

  • Hours. You play a Night at an hour, from 11 PM to 4 AM. Each later hour adds a House Rule. Clear 4 AM and it’s sunrise.
  • Blocks. The jobs come in four blocks of three: a small job, a big job, then a Rival. A Rival can’t be skipped.
  • Take and Hands. Jobs pay Take, which stays inside the Night. Spend it on Hands, crew who each bend a scoring rule your way (one a block, three at most), or on skipping a small or big job.
  • Hot jobs. Some jobs run hot: finish inside the clock for extra Take.

Jobs and the Racket

Six weekly jobs across the modes pay XP, power-ups and Rep, never dough. Clear the board for a street name. Rep from play fills the Racket’s 30 tiers of rewards, up to 300 Rep a day from play plus whatever the weekly jobs add. The optional Made Man Pass opens a second reward track on the same Rep, and tiers you reach before you buy it are waiting when you do.