Systems guide · The long game

Play the long game

Anybody can mug a tourist. The names people remember plan their jobs, keep their contacts sweet, put prices on the right heads and read the paper every morning. Here's how the Nation rewards patience.

  • 4Heists
  • 92%Best heist odds
  • 3Contracts a day
  • 42 daysPer season

6 min readRules as of October 2026

Illustration: A heist blueprint under a swinging lamp: a red route marches to the vault past a sweeping camera and a patrolling guard, crew role chips, cash, coffee and a ticking stopwatch.
On this page 14 sections
  1. Heists
  2. The jobs
  3. Roles and odds
  4. After the job
  5. Daily contracts
  6. Standing
  7. Seasons
  8. Bounties
  9. The player market
  10. Vacation
  11. Luxury
  12. The Daily Ace
  13. Common mistakes
  14. Pro tips

TL;DR

  • A heist pays a base plus an amount per average crew level, ±15%, less the city's 10%, split evenly. A level 5 register run is about $510 each.
  • Odds are the crew's average role fit × 1.15, from 10% to 92%. The right person in the right seat beats a higher level in the wrong one.
  • Clear all three contracts every day: about a day's salary, and 20 full days makes you a Legend (+40% on every contract).
  • Seasons last six weeks. Every 100 points is a tier worth $250 + $150 × the tier. Show up daily and you'll pass tier 30.
  • Vacation is for real time away: you're untouchable, but rent stops.

Heists

A heist is a crew job. You need a crew with at least as many members as the job has seats, and nobody has to be online together.

  1. Plan

    A leader or officer picks a job. Register runs and armored trucks happen in the planner's current city.

  2. Sign up

    One crewmate per seat. Joining shows your fit for the role.

  3. Wait it out

    Planning takes 1 to 6 hours. After that the job stays open for 48 hours.

  4. Launch

    Every seat filled and the timer done? Anyone on the job launches it, from the job's city.

The jobs

JobWhereSeatsPlanningCooldownPays (before split)
Register runAny cityPlanner, Muscle, Lookout1 h12 h$1,200 + $100 per level
The container jobPort MarlowPlanner, Inside man, Muscle, Wheelman3 h24 h$4,000 + $250 per level
Armored truckAny cityPlanner, Muscle, Wheelman, Lookout4 h36 h$7,000 + $400 per level
The Golden Ace count roomNeon BayPlanner, Face, Inside man, Muscle, Wheelman6 h72 h$20,000 + $1,200 per level

"Per level" means the crew's average level. Payouts swing ±15%. Your crew also rests 6 hours between any two jobs.

Typical share per person, after the city's 10%
JobCrew avg. levelTakeEach
Register run5$1,530$510
The container job10$5,850$1,463
Armored truck10$9,900$2,475
Count room15$34,200$6,840
Register run
Three stores, one night, before the shift change. The first job every crew should pull.
Container job
A Lady Esmeralda manifest says container 7 is empty. It isn't.
Armored truck
Route 9, Thursday, two guards and a driver who owes money.
Count room
Sable counts the house take at 4 a.m. For ninety seconds the cameras blink.

Roles and odds

Each seat leans on one stat. Your fit is that stat ÷ (stat + the job's difficulty). The crew's odds are the average fit × 1.15, between 10% and 92%.

SeatStatBest person
PlannerLevel × 4Your highest level
MuscleStrengthA criminal with a bench-press habit
WheelmanAverage of strength and defenseAn all-rounder
FaceLevel × 3 (civilians ×1.3)A civilian
Inside manLevel × 3 (civilians ×1.3)A civilian
LookoutDefenseA police officer

Difficulty: register run 40, container 70, armored truck 100, count room 150.

Worked example: register run odds
Planner, level 8: 32 ÷ (32 + 40)
44%
Muscle, strength 30: 30 ÷ 70
43%
Lookout, defense 25: 25 ÷ 65
38%
Average fit × 1.15
48%
Swap in Muscle with strength 60
55%

Thirty points of strength is about eight bench presses. On a count room, five level 20s with strong stats land around 44%: a coin flip for about $7,900 each.

Bring a civilianA civilian's 30% charm bonus makes them the best Face and Inside man, and they never draw heat on a job.

After the job

  • Clean: everyone splits the take and earns 80 XP; non-civilians pick up 1.5 stars of heat.
  • Botched: everyone loses 20–40 health and earns 20 XP; non-civilians pick up a star.
  • Only a clean job counts toward heist contracts and earns the 20 season points.
Heat after the jobA crew that launches together gets wanted together. Criminals: solve a cold case before launch and the 6-hour arrest immunity covers the getaway.

Daily contracts

Your side's contact hands out three contracts a day, sized to your level and fixed for the day.

Rook

Burned Vale runner. Fights, robberies, hustles, runs, heists. "I need hands I can trust."

Commissioner Croft

Nation Police. Arrests, shifts, training, runs. "Keep my numbers up, officer."

Bad Penny

The face. Shifts, businesses, registers, banking. "Honest money, mostly."

Each claim pays cash and 30 XP and raises your standing by one; finishing all three adds a 50% bonus and two more standing. Three contracts plus the bonus come to about one day of salary.

Standing

TierStandingFull days to get thereContract pay
Unknown0–Base
Known51+10%
Trusted153+20%
Made408+30%
Legend10020+40%

Seasons

A season runs six weeks; Season 1 began October 1, 2026. Almost everything earns points. Every 100 points is a tier you claim for $250 + $150 × the tier ($400 for tier 1, $1,750 for tier 10). Tiers 5, 10, 20, 30 and 50 add a profile title.

ActionPointsActionPoints
Heist20Contract claimed15
Bounty collected10New business6
Daily streak5Arrest, activity, upgrade4
Fight won, robbery3Travel2
Shift, gym, collect, bank1  
Worked example: a daily player's season
Three contracts (45), eight activities (32), streak (5)
82
A few fights, shifts, collects, a bank deposit
+15
Per day
≈ 97
Over 42 days
Tier 40

That's past Kingpin (tier 30) and about $133,000 in tier rewards. Legend (tier 50) needs about 120 a day: add a heist.

Titles: Up-and-Comer (5), Connected (10), Made (20), Kingpin (30), Legend (50). The season leaderboard ranks points, so a newcomer who plays daily can outrank a millionaire who doesn't.

Bounties

Post $500 or more on a player, plus a 10% fee the city keeps. Whoever beats them in the next 7 days collects it all, on a mugging or an arrest. Unclaimed, you get half back. You can't post on accounts linked to yours. Revenge is cheaper: within 24 hours, hitting back is free and 15% stronger. See the combat guide.

The player market

Sell supplies, weapons, armor and luxury items at your price. Up to 10 listings; listed items are held until they sell or you cancel. City Hall takes 5% of each sale from the seller. Unequip gear before you list it. Linked accounts can't trade.

ArbitrageThe Tommy Gun, the Armored Overcoat and Havanas are sold only in Havenbrook. Plenty of players in other cities would rather pay a premium than take the bus.

Vacation

Going away? While you're on vacation you and your places are untouchable: no muggings, robberies or arrests.

  • At least 8 hours, up to 14 days.
  • Rent stops: nothing fills your registers.
  • You can't leave from a jail cell or within an hour of picking a fight.
When to goFor a normal night, collect your registers and bank above your safe. That costs nothing. Vacation is for a weekend off.

Luxury

Status items count toward net worth and the Richest board, and some come with a perk. They're tradeable on the market.

ItemPricePerk
Gold Watch$5,000–
Tailored Suit$12,000–
Diamond Chain$40,000–
Sports Car$250,000Flights cost half
Racehorse$750,000–
Art Collection$1.5M–
Penthouse$4MHealth refills twice as fast
Mega Yacht$8MShelters $5M from the bank tax
Private Jet$25MFree flights
Private Island$150MThe final flex

Keep $10M banked and the yacht saves about $40,000 a day in bank tax: it pays for itself in roughly 200 days.

The Daily Ace

The Nation's paper runs the day's biggest score and heist, the busiest cop, the grand openings, the most wanted and the new arrivals. The back page is the economic report: money created (salaries, rent, referral rewards), money removed (city tax, bank tax, upkeep, fees, the casino's take, the shops) and the week's change in the money supply. Read it for targets as much as news.

Common mistakes

  • Your best fighter as Planner. Planner is level, not strength. Put them on Muscle.
  • Skipping the third contract. The 50% bonus and +2 standing only come with all three.
  • Forgetting to claim season tiers. Points don't pay until you claim.
  • Vacation every night. You lose a night of rent for protection that banking gives you free.

Pro tips

  • Keep a job planned. The clock runs while you sleep, and the job stays open 48 hours after it's ready.
  • Rotate jobs. Each has its own cooldown, so a register run fits between two armored trucks.
  • Read the paper for marks. The most wanted list is a cop's shopping list. The grand openings are a robber's.

Play now

The job's on the board

Find a crew, take a seat, and wait for the cameras to blink.