Documentation
Rules, systems, controls, and what each service actually does.
Goal
Build the biggest final bankroll before your days run out. Final bankroll = cash + bank − total debt owed across every loan shark.
Basic loop
- Check today's market in your current district.
- Buy drugs that are cheap here, using cash and coat space you can spare.
- Travel to burn a day, land in a new district, and open a new market.
- Sell into price spikes, not just "whenever."
- Keep debt, health, heat, and coat space from getting out of hand.
Starting a run
Starting position
Every run starts with $2,000 cash, a $5,500 debt owed to Sal "The Ledger" Marino, 100 coat space, and 100 health. You always start in your city's home district — the same district Marino works out of, so you never have to travel just to reach your own lender.
City
Each city has its own set of districts, a home district, a hospital district, its own flavor events, and its own price feel. You travel only within the chosen city for the whole run.
Difficulty
Easy: 1.5x starting cash, 25% less starting debt, half interest rate on Marino's loan.
Normal: baseline conditions, no changes.
Brutal: 25% less starting cash, 35% more starting debt, 1.5x interest rate, and 5 fewer days to work with (minimum 10).
Game length
Choose 30, 60, or 90 days. The run ends the moment you use your last day — sell everything you can and use End Game rather than trying to travel again.
Trading
Market cards
Each card shows the street price, how much you're holding, and your average paid price if you're carrying any. The up/down arrow compares today's price to the last time you personally saw that drug in this browser — it's your own memory, not a global signal.
Buying and selling
Buying is capped by both your cash and your remaining coat space. Selling is only available for drugs you're actually holding. Held-position coloring (green/red) compares the live price to what you paid on average.
Special market days
Any given day, a drug can spike (4x price) or crash (price divided by 5) — watch the banner message. City flavor text and, if you've invested in the Local Contacts skill, tipped-off price swings can also move the market.
Heat's effect on prices
Heat in your current district makes buying more expensive and selling less profitable — up to 25% worse in both directions at maximum heat (100). A gang protecting you (see Gangs below) knocks 10% off that penalty.
Travel and time
Travel burns a day
Moving to another district advances the day and lets interest accrue on every open loan and in the bank. You cannot stay in place to skip ahead.
Burner phone
With a burner phone (Black Market item), you'll sometimes get a tip naming a drug that's about to move in a specific reachable district tomorrow — not your current district. It doesn't fire every day.
Car / free rides
A car (Black Market item) gives +40 coat space and roughly a 30% chance any given trip doesn't cost you a day. That free ride is cancelled if cops (or a rival gang) are waiting for you on arrival — you can't dodge both a chase and the calendar in the same trip.
Final day
On the last day you can no longer travel. Sell what you can, settle whatever debts you want to, then use the End Game button.
Gangs and missions
Six gangs, three rivalries
The Syndicate vs. the Cartel, the Yakuza vs. the Triad, and the Reapers vs. Los Lobos. Raising one gang's reputation always lowers its rival's by the same amount — you can't stay friendly with both sides of a rivalry.
Reputation thresholds
At +30 rep or higher, a gang starts watching your back: better deal prices and a cut to cop encounter odds while they're your protector. At −40 rep or lower, that gang starts actively hunting you down for an ambush.
Job offers
On arrival, a gang occasionally offers you a delivery job: run a quantity of a specific drug to a specific district by a deadline day, for a cash reward. Completing it on time pays out and raises that gang's rep by 20 (their rival drops by 20). Missing the deadline costs you 8 rep with them instead — and the job disappears.
Loan sharks
Five sharks, five independent loans
Each loan shark tracks their own balance, interest rate, and due date — you can owe several of them at once, and paying one down never touches what you owe another.
The five, by terms
- Sal "The Ledger" Marino — up to 10x your cash, 10%/day, 15 days to pay back. Holds your starting debt, and is the only one who'll float you at least $2,000 even with no cash on hand.
- Dot "Patient Dot" Callahan — up to 20x your cash, 15%/day, 10 days.
- Mikhail "The Bear" Orlov — up to 30x your cash, 20%/day, 7 days.
- Rosa "La Banca" Delgado — up to 100x your cash, 25%/day, 5 days.
- Jimmy "Two-Day" Wu — up to 50x your cash, 30%/day, only 2 days to pay back.
Interest and overdue muscle
Interest compounds daily on every open loan's own rate. Once you're past a shark's due date, there's a 35% daily chance their muscle shows up to shake you down for cash, taken straight off that specific debt. Even before you're overdue, total debt of $50,000 or more can occasionally draw muscle too.
Bank and Laundry Mat
Clean vs. dirty cash
Cash from street sales is "dirty." The bank only accepts clean money — dirty cash has to go through the Laundry Mat first.
Bank
Lives in your home district. Deposits earn daily interest; withdrawals convert straight back to spendable clean cash.
Laundry Mat
Also home-district only. Converts dirty cash into clean, spendable, bankable cash for a 15% fee.
Gear shop
Guns and armor
Firepower determines your odds in a cop fight; armor soaks damage per hit. Both take coat space.
Hired muscle
Up to 5 crew members at $8,000 each. Base mugging risk on arrival is around 5% — each crew member you hire knocks a full percentage point off that, so 5 of them brings it close to zero. They can also take a bullet for you instead of you eating the hit in a fight.
Black market
Car — $28,000
+40 coat space, plus a chance any trip skips the day entirely (see Travel above).
Burner phone — $12,000
Occasional tips about a drug about to move in a reachable district tomorrow.
Safehouse network — $20,000
Lets you reach your stash house from anywhere in the city, not just your home district.
Stash house
Safe storage
200 units of total capacity (more with the Stash Discipline skill). Moving drugs from your coat into the stash gets them off the street and out of reach of muggings and busts, at the cost of not being able to sell them until you take them back out.
Reachability
Normally only accessible from your home district — the Safehouse Network item (Black Market) opens it up city-wide.
Hospital
Healing
Only in the city's hospital district. Costs $1,000 per hit point (before any admin/skill discounts). You can heal partway or all the way, whatever you can afford.
Risk and survival
Heat
Every district tracks its own heat (0–100), which rises as you deal there. High heat worsens your prices (see Trading above) and raises cop and drug-bust odds in that specific district. It decays over time as you stay away.
Cop encounters
On arrival, cops can confront you. If you're not holding anything, they pat you down and let you go. If you are, you choose each round: Fight (needs a gun — odds scale with your firepower and hired muscle), Run (odds worsen with more cops standing), or Bribe (only available once you've unlocked the Grease Palms skill — bigger offers work better but can still fail).
Drug busts and muggings
A sudden bust can seize part of what you're carrying outright, no fight involved. Muggings can happen while traveling and take a cut of your cash — each hired crew member reduces that chance.
Health
Lost in fights and shakedowns. Hitting zero ends the run immediately — busted, no leaderboard entry.
Persistence and progression
High scores
Scored on final bankroll. Only runs that would place on the current leaderboard cutoff prompt you to save a name.
Email login
Signing in with email ties your profile, past runs, achievements, and skill progression to that address. Your email itself is never shown as your leaderboard name.
Achievements
Account-wide, unlocked by finishing a run in specific ways (finishing in profit, surviving a full run without dying, hitting $1M/$5M net worth, beating the Kingpin, finishing clean with no dirty cash left, or earning a gang's deep loyalty). See the Achievements list on your Skillz screen for the full set and which you still need.
Skillz
Profitable days (net worth above zero at day's end) earn skill points. Spend them in the Skillz tree for bonuses that apply to your next new game — not the one in progress.
Skillz
Track your runs and spend profitable-day points.
Skill tree
Bonuses apply to new games only.Scores
Finished and abandoned games tied to your email login.
Recent runs
Achievements
Account-wide, unlocked by finishing runs in specific ways.