tap a digit to enter · long-press (or right-click) to cross it off your suspect list
MARGIN NOTES — WHAT WE KNOW
Flip plates on the safe to jot down what you learn. Every note is true. The number on a flipped plate = alarms touching it.
PLAN THE JOB
FIRST CRACK OF THE NIGHT — NEXT WIN PAYS ×2
THE JOB
Behind each door is a code — every digit different. Crack vaults, bank points, climb the crew leaderboard.
Flip plates to recover clues. Every clue is true. The big number on a flipped plate counts the alarms touching it (all 8 neighbors).
Alarm sensors hide among the plates. Flip one and it burns a drill.
Tripping an alarm or entering a wrong code burns a drill. A mistake with no drills left = LOCKDOWN — the job pays nothing.
Pay = risk. Harder jobs, fewer flips, spare drills, a fast getaway, and win streaks all raise the score.
Career points raise your rank — LOOKOUT to LEGEND — unlock door finishes, and place your crew on the board.
Spells are heist tools bought with loot (15% of every win). Buy and upgrade them in the spell shop (the glowing gem button up top) — each level is one charge per job, recharging every heist. During a job, tap a spell in the colored bar above the safe to cast it: jam alarms, x-ray the code, shield your drills, mark tripwires, warp the clock, and more. Each card in the shop explains its trick.
The nightly rhythm: your first win of the night pays ×2. But every job heats up the city — each game after your first pays 5% less (down to half pay at job #11). The heat cools off at midnight, so your biggest scores come early.
SIGN THE LEDGER
Every crew signs in before the first job. Your name rides the scoreboard for the whole operation — visible on the leaderboard.
LOCKDOWN
CRACKED
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CREW LEADERBOARD
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Ranked by career points. Your crew name and score are visible to every player of this game.
SPELL SHOP
Heist tools, bought and leveled up with loot. Owned spells recharge fresh every job.