/the-game/heists
The π tab is the third activity loop next to dealing and PVP. A heist is a push-your-luck run: you stake $CASH up front, then play through up to five escalating stages. Every stage you clear grows the pot, and after each clear you choose β take the bag now, or push deeper for more. Push too far and you walk away with nothing.
Where PVE is the steady grind and PVP is the loot lane, heists are the volatility lane. A run can multiply your stake by double digits or wipe it out in one bad stage, and reading when to stop is the entire skill.
Starting a run
A heist starts with three choices. First you pick a family: a Supply Run pays out in product (drugs from your current area), a Cash Run pays out in $CASH. Second, you decide whether to add the optional ETH jackpot stake. Third, you pick a job, which sets the difficulty, the rep gate, and the $CASH stake:
| Difficulty | Cash Run job | Supply Run job | Rep gate | Stake |
|---|---|---|---|---|
| Easy | π¬ Rob Store | πͺ© Clubbing | 600 (Soldier) | 600 $CASH |
| Medium | π§ Crack ATM | π§ͺ Cooking | 1,500 (Capo) | 4,000 $CASH |
| Hard | π CIT Truck | π’ The Docks | 5,500 (Underboss) | 25,000 $CASH |
Starting a run costs one attempt β the run itself, not each stage β and debits the stake immediately. You can only have one active heist at a time, and you cannot start one while in jail or a Safe House. Higher difficulties do not change the odds: every job rolls the same stage table below. What the harder jobs buy you is a bigger stake, and therefore a bigger pot ceiling.
How a run plays out
A run is five stages, and stage I is the prep. Each stage resolves on chain through the same commit-reveal randomness as the deal tab, and lands on one of three outcomes:
- π’ CLEAN β you advance. The pot re-rolls to the next stageβs range, and from stage II onward you choose: cash out and bank the pot, or push on to the next stage.
- π‘ SETBACK β you got away, but dropped part of the bag. The run ends and you keep a fraction of the current pot. Costs 1 heat.
- π΄ BUSTED β you lose the pot and the stake. The run ends, you lose 3 rep, take 1 heat, and the game rolls for arrest at the usual heat Γ 0.7%. A bad bust ends in jail.
Stage I is prep, so there is nothing to bank yet β the first cash-out decision comes after a clean stage II. A clean stage V is the getaway: the whole pot pays out automatically, no decision needed.
The odds and the pot
The numbers are public, so here is the full stage table. The pot is rolled fresh within each stageβs range, as a multiple of your stake:
| Stage | Clean | Setback | Bust | Setback keeps | Pot range (Γ stake) | Rep on payout |
|---|---|---|---|---|---|---|
| I | 72% | 20% | 8% | 50% | 1.0β1.4Γ | β |
| II | 62% | 28% | 10% | 45% | 1.8β2.8Γ | +6 |
| III | 52% | 33% | 15% | 40% | 3.0β4.6Γ | +12 |
| IV | 42% | 38% | 20% | 35% | 5.2β7.8Γ | +21 |
| V | 32% | 40% | 28% | 30% | 10.0β16.0Γ | +36 |
Reputation is granted once, at payout, based on the stage you cashed at. Setbacks pay no rep, and clean stages add no heat β a run that ends in a voluntary cash-out is the only action in the game that leaves your heat untouched.
Do the math on the clean odds and the shape of the game appears: clearing all five stages happens about 3% of the time. Cashing out at stage II or III is the sensible-money play; pushing to stage V is a deliberate gamble on the top payout band. Both are valid ways to play, but only one of them is a strategy.
Supply Run payouts
A Cash Run pays the pot as $CASH, straight to your balance. A Supply Run converts the same pot value into product from your current area, with the quality of the mix improving the deeper you cashed out:
| Stage cashed | Common | Uncommon | Rare |
|---|---|---|---|
| I | 100% | β | β |
| II | 70% | 30% | β |
| III | 40% | 60% | β |
| IV | 10% | 50% | 40% |
| V | β | β | 100% |
If your area cannot fill the owed rarity in product, the remainder pays out as $CASH instead β real winnings, not something left behind. Since the product comes from where you are standing, where you run a Supply Run matters: cash out a deep run in an area whose product you actually want to sell.
The ETH jackpot add-on
Before the job select, the game offers an optional ETH stake (currently 0.001 ETH). It does not change your odds, your pot, or anything else about the run. What it buys is a jackpot roll on every clean stage β and the deeper the stage, the bigger the prize band:
| Stage cleared | Trigger chance | Payout (Γ the add-on) |
|---|---|---|
| I | 40% | 0.7β1.0Γ |
| II | 34% | 0.9β2.3Γ |
| III | 30% | 1.0β5.5Γ |
| IV | 32% | 1.2β12.0Γ |
| V | 40% | 1.5β20.0Γ |
The jackpot fires at most once per run, and an early hit ends the chase β so a stage I or II fire is a consolation prize that pays around what you put in, while surviving deep without firing is what earns you a roll on the big bands. From stage III on, any hit pays more than the add-on, and a stage V clear has a 40% shot at 1.5Γβ20.0Γ it. The payout is drawn through the Pyth Entropy oracle.
Won jackpots are credited to your dealer and claimed separately β type /jackpot in the pager to see your pending balance and claim it.
To be straight about it, as we are in the FAQ: this is a paid chance at a randomized ETH outcome. The add-on is never refunded, a portion of it is kept by the project as a fee, and across many runs you should expect the add-on to pay back less than it costs. It is entertainment for the players who enjoy the extra edge on a deep push, it is restricted to eligible players (18+, and only where legal for you), and the full terms live in the DealerHeists section of the ToS.
Edge cases worth knowing
- Abandoning before stage I. If you start a run and back out before committing the first stage, the
$CASHstake refunds in full. The attempt and any ETH add-on are forfeit. - Walking away mid-run. If you clear a stage and then go idle, the run waits. After 1 day anyone can finalize it, which pays out your current pot as a normal cash-out β banked winnings are never stranded.
- A missed reveal. If a stageβs reveal window expires before the outcome resolves, the run counts as a bust β but a timeout is not getting caught at the scene, so no arrest roll.
- Jail. Getting arrested on a bust hands you over to the normal jail rules. The run is already over at that point; jail does not hold your winnings hostage.