On this page 11 sections
TL;DR
- Joining is free. Founding costs $10,000 at level 3. Join first unless you have a group ready.
- Every crewmate in your city adds +5% attack and defense, up to +25%. Pick one home city and live there.
- Hold a block (most plots, at least 4 of 16) and your buildings there earn +5% while everyone else's pay your vault 3%.
- The vault is optional. Your own cash, bank and property are never shared.
- Invite real friends: $2,500, $10,000 and $50,000 as they hit levels 5, 10 and 20. Linked accounts never pay.
Founding or joining
Anyone can join by invitation or a crew invite link. Founding takes level 3 and a one-time $10,000. You choose a name (3–24 letters, numbers and spaces), a tag of 2–4 letters shown beside members' names, a color for your turf, and a motto.
New crew, day one
First week
Members and ranks
| Rank | Can |
|---|---|
| Leader | Everything: invite, kick, promote, demote, edit the crew, plan and cancel heists, withdraw from the vault, hand over leadership |
| Officers | Invite, kick members, plan heists, withdraw from the vault |
| Members | Chip in to the vault, post on the wall, sign up for heists, bust crewmates out of jail |
Up to 12 members, any mix of sides. A crew with criminals, police and civilians fills every heist seat and covers every angle.
What a crew gives you
- +5%Per crewmate in town
- +25%Backup cap (5 crewmates)
- 0Friendly fire
- 50%Jailbreak odds
- Backup: every crewmate in the same city adds +5% to your attack and your defense, up to +25%. Up to three of them show up beside you in the fight scene, next to your hired muscle.
- No friendly fire: crewmates can't attack or rob each other. For civilians, a crew of criminals is the best protection there is.
- Jailbreaks: bust a crewmate out for 25 energy. It's a coin flip, adjusted by your level gap; fail and you're in the next cell for 15 minutes.
- The wall: a shared board for calling targets, planning jobs and coordinating travel.
The crew vault (optional)
A separate pot for crew goals: a new member's first lot, gear, a big build. Members never have to put anything in. The only money that lands there on its own is the protection cut from your turf.
- Chip in only if you want to, when you want, as much as you want.
- Your own bank is never shared. Joining gives nobody access to your cash, bank or property.
- The leader and officers can withdraw, so only chip in to a crew you trust.
- Vaults pay the same daily bank tax as personal accounts. Spend it; don't hoard it.
Turf
Every hour, each block goes to the crew holding the most plots on it, as long as that's at least 4 of its 16. Plots count by footprint, so a single 2×2 building holds a quiet block on its own.
- Your crew's buildings on the block: $10,000/day
- +$500/day
- Rivals' rent on the same block: $5,000/day, 3% cut
- +$150/day to the vault
- Holding the block
- $650/day
Lose it to a rival and the arrow flips: your buildings there pay them 3%. The fastest way to take a block is to outbuild them on it.
Heists
A leader or officer plans a job; crewmates take its 3–5 seats (Planner, Muscle, Wheelman, Face, Inside man, Lookout); when every seat is filled and the planning time is up, anyone on the job launches it from that city. Nobody has to be online together. The take is split evenly after the city's 10%. Your crew needs at least as many members as the job has seats. Jobs, odds and payouts are in heists and the long game.
Invites and referrals
Your personal link lives behind the Invite button in the top bar and the Invite tab. Add your crew and newcomers drop straight into it. They start with an extra $1,000, and you're paid as they grow:
| Your invitee reaches | You earn |
|---|---|
| Level 5 | $2,500 |
| Level 10 | $10,000 |
| Level 20 | $50,000 |
| Per friend | $62,500 |
The Invite tab shows each invitee's progress to the next milestone. Brag buttons on fight wins, activity results and leaderboard ranks share your best moments with your link attached. Your first invite earns Connected; ten earns Godfather.
Advice by side
Criminals
Muscle on every job, and the crew can bust you out of jail. Keep a civilian around for the talking seats.
Police
You're the Lookout and the wall the crew hides behind. Heist heat still applies to you, so time it.
Civilians
Face and Inside man, zero heat. Join a crew with fighters and you're no longer anyone's easy mark.
Bots and leaderboards
Bots play by the same rules, found their own crews as they level, buy land and hold turf. Treat them as rivals. Leaderboards rank richest, level, fights won, arrests, robberies, landlords, streaks, recruiters, casino winnings, this season and the top crews, filterable by city.
Common mistakes
- Founding alone. $10,000 and nobody to fill a heist. Join first.
- Spreading across five cities. Backup only counts crewmates in your city.
- Officers you don't know. They can empty the vault.
- Building on a rival's block. You pay them 3% of that rent, every hour.
Pro tips
- Claim with a 2×2. A Parkade or a Scrapyard is four plots in one building.
- Travel as a pack before a fight night: five in town is +25%.
- Stagger heists. The crew rests 6 hours between any two jobs, so plan the next while the last cools.