Planning a heist in THUG
Walk through scouting, role assignment, setup tasks, contingencies and the evidence trail that follows a score in THUG.

Embed coming soon — transcript and chapters are available below.

Chapters
- Finding an opportunity0:00
- Scouting and intelligence1:02
- Roles, gear and rehearsal2:40
- Aftermath and police cases5:00
Transcript
A heist in THUG is a campaign, not a single button. You discover an opportunity, gather intelligence, fund the setup and decide how much risk the crew can absorb.
Scouting changes the odds. Approach choices, assigned skills, vehicles and contingencies determine readiness bands before anyone commits.
During the score, capacity and priority decide what leaves the target. Stolen assets retain hotness and market consequences that follow the crew into the next week.
Police cases develop from what you leave behind. Evidence can connect people, vehicles, businesses and financial patterns long after the take is split.
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