Plan every second. Then hope the night goes the way the drawing says.
Pick a mark on the map. The dotted line is the van's run from the lock-up.
Three seats. You're Rusty and you always go. The other two take a cut of what the fence pays, and you can swap them out between jobs.
Everyone you know who'd come along. New contacts turn up as you work: notes hidden in the jobs, and word of mouth after a good one.
Whatever you drive decides how many seats you have and how much comes home.
Sully's Motors, Canal Yard. Part-exchange welcome, paperwork optional.
On the workbench. Everyone on the job can use them.
Okafor Hardware. Back counter, cash only, no receipts.
Who buys what you bring home. Cash is cash anywhere; everything else depends on who's buying.
Plan each crew member's moves on the blueprint: clicktap the floor to walk, clicktap doors, cases and safes to work them. Scrub the timeline to see where every guard will be at that second. Go live and the plan runs on its own. Guards react to noise, alarms bring the police, and anyone spotted blows the job. Everyone has to finish in the van.
| Item | Qty | Each | Weight | $ per kg | How to take it |
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Blueprint Job plays in landscape, so the whole blueprint fits on screen.