Heists and aftermathPillar

Plan multi-stage heists that the resolver must honour

A heist is a campaign, not a button. You gather intelligence, divide roles, pick approaches and equipment, plan routes and contingencies, then commit. The resolver scores the plan you actually built—and the aftermath changes trust, evidence and heat.

Last reviewed 2026-07-23

System proof

From the live product.

THUG heist planner operation room
The operation room shows intel, roles, approaches and commit readiness.
01

Preparation changes odds

Approach, assigned skills, equipment, vehicles, rehearsal and contingencies determine readiness bands.

02

Every choice reaches the resolver

Roles, routes and contingencies are not flavour text—they reshape outcomes and failures.

03

Aftermath is gameplay

Loot hotness, witness patterns and financial behaviour feed investigations over time.

Player loop

What you do, step by step.

  1. 1Open an opportunity dossier
  2. 2Collect intel on security and routes
  3. 3Assign crew roles and approaches
  4. 4Fund equipment and contingencies
  5. 5Commit, resolve, then manage trust and heat
Core loop

Decisions become consequences.

  1. 1Discover and scout
  2. 2Plan and fund setup
  3. 3Commit the operation
  4. 4Divide loot and manage aftermath
In the city
  • Private card game
  • Cash office
  • Warehouse intake
  • Collector event
  • Crew stash recovery
Frequently asked questions

Know before you enter.

Can new players immediately run major heists?

No. Serious targets require reputation, money, equipment, people and preparation; early street jobs build toward them.

Does police heat matter after a heist?

Yes. Evidence, witnesses, vehicles, loot hotness and financial behaviour can build cases that require legal preparation and operational changes.

Is the planner cosmetic?

No. The resolver evaluates the plan the player built—approaches, roles, equipment and contingencies all change outcomes.