The Job · 4 MIN READ
Your first online card game in Smash & Grab
The first thing to understand about The Job is that the money in your bag is still in the vault. Getting more is easy to want. Getting it out is the decision.
Read guide →Guides
Learn the card table, find your way through BLACKOUT, and get to know the details that make your collection yours.
The Job · 4 MIN READ
The first thing to understand about The Job is that the money in your bag is still in the vault. Getting more is easy to want. Getting it out is the decision.
Read guide →The Job · 4 MIN READ
A bag full of loot can make another card look cheap. It isn't. When you flip again, you are putting the whole unbanked bag back on the table.
Read guide →The Job · 4 MIN READ
The alarm tells you what could go wrong. The scoreboard tells you whether you need to risk it. Read both before asking for one more card.
Read guide →The Job · 4 MIN READ
You have access to the whole playable roster. The useful question is which twelve cards you can understand well enough to bring into a vault.
Read guide →The Job · 3 MIN READ
A $9K card looks better than a $3K card until it turns up on a meter with one bar left. The number you want and the number you can afford are different things.
Read guide →The Job · 4 MIN READ
Three lit roles make the fourth look close. It may still be buried under several repeats, too much Heat, or a Tripwire.
Read guide →The Job · 3 MIN READ
Your next card can fit perfectly and still leave you in trouble. There is another crew at the table, and they get a turn too.
Read guide →The Job · 3 MIN READ
The meter can have plenty of room when the Tripwire turns up. That is the point: the alarm bar is not the only reason to stop.
Read guide →The Job · 3 MIN READ
The rival is out. The alarm stops climbing between your turns. It can feel like the vault is finally yours, but every extra card still needs a reason.
Read guide →The Job · 3 MIN READ
A safe bank can still lose the Job. When you are behind in the last vault, the useful question is which outcomes can actually change the result.
Read guide →The Job · 5 MIN READ
A complete list is easier to learn from than “bring some quiet cards.” These three crews make their Heat choices visible, including what each choice leaves awkward.
Read guide →The Job · 3 MIN READ
You do not need to remember 120 mugshots to read the next-flip risk. You need to know which question each number is answering.
Read guide →The Job · 3 MIN READ
Dot gives you a plan for the opening Job. Pay attention to the reason behind each instruction, because ordinary vaults will not hand you the same cards.
Read guide →The Job · 4 MIN READ
A final score hides the decisions that produced it. Here is a complete worked Job, including the exit that looked cautious and the one that gave up a comeback.
Read guide →BLACKOUT · 4 MIN READ
The box is open and the money is in your bag. That is the beginning of the problem. In BLACKOUT, you still have to get the haul to your car and stay out of the cuffs.
Read guide →BLACKOUT · 4 MIN READ
Knowing when to leave a fight is useful in Sable City. Knowing why you are there in the first place is even more useful.
Read guide →BLACKOUT · 4 MIN READ
If you have ever stayed for one last pickup while the safe area moved away, BLACKOUT offers a familiar temptation. The closure rules and the goal need a fresh look.
Read guide →BLACKOUT · 4 MIN READ
There is always a box that looks close enough. The trick is noticing when you are pricing only the walk toward it.
Read guide →BLACKOUT · 4 MIN READ
The cordon punishes a different mistake from the patrol. You can dodge every officer in the room and still get arrested because you stayed in the wrong district.
Read guide →BLACKOUT · 5 MIN READ
A district is more than a name over a vault. Its rule, entrances, heat and banking route can make the same box a completely different proposition.
Read guide →BLACKOUT · 4 MIN READ
Walk up, hold the button, collect the cash. The first lockbox is simple once you know what the game is waiting for—and why moving interrupts it.
Read guide →BLACKOUT · 4 MIN READ
A rival walks into the vault. You don't have to turn every meeting into a fight. Sometimes the best response is finishing your deposit while they chase somebody else.
Read guide →BLACKOUT · 4 MIN READ
Loose money is persuasive. Somebody else did the cracking, and all you have to do is pick it up. The missing part of that argument is why the money is on the ground.
Read guide →BLACKOUT · 5 MIN READ
The strongest tool is the one that solves the problem in front of you. A lockpick is excellent beside a safe and much less comforting when the cordon is closing.
Read guide →BLACKOUT · 4 MIN READ
Banking saves your cash from the cuffs. It does not save your placement. BLACKOUT rewards runners who make it to dawn, so staying free still matters after a good deposit.
Read guide →BLACKOUT · 3 MIN READ
You don't need to learn every tool before your first night. You do need to know how to stop moving, hold an action and recognize that it finished.
Read guide →BLACKOUT · 4 MIN READ
This is a worked scenario, not a claimed match replay. Its purpose is to slow down the decisions that happen quickly in a real night.
Read guide →BLACKOUT · 7 MIN READ
A friend can watch the doorway while you're watching a crack finish. That extra attention is useful—provided you've agreed on a plan before the room gets loud.
Read guide →Collecting · 3 MIN READ
That big number on a slab is only the beginning. The four smaller numbers explain why it got there—and why two cards with the same grade can feel quite different.
Read guide →Collecting · 3 MIN READ
Pulling a Legendary should give you something worth looking at. It shouldn't make the person across the table wish they'd spent more money.
Read guide →Collecting · 5 MIN READ
You finish a Job, the payout arrives, and The Fence has something to sell you. Here's what happens between banking your first haul and inspecting the five copies in a Case File.
Read guide →Collecting · 4 MIN READ
The Roster can show a character you've never pulled. The Stash can show three copies of someone you've already used. Both screens are doing their job.
Read guide →Collecting · 4 MIN READ
A heist needs more than the loudest person in the room. Brains, Muscle, Wheels and Face give the Sable City cast its shape—and give your flips something to work toward.
Read guide →Collecting · 4 MIN READ
The same character can appear on two platforms without the two platforms sharing your collection. Check the account and edition before you look for a missing card.
Read guide →Collecting · 4 MIN READ
You don't need to understand every corner of Sable City before taking a Job. Use the first session to learn a few decisions well, then let the collection and BLACKOUT give you reasons to return.
Read guide →Collecting · 4 MIN READ
The portrait gets your attention. The small print tells you what you're looking at. Read the card in layers and a busy slab becomes a surprisingly clear object.
Read guide →Collecting · 3 MIN READ
You open someone you already own. Before you call it a duplicate, look at the copy. The character can be familiar while the interesting details are new.
Read guide →Collecting · 4 MIN READ
A portrait can be sharp, the paper clean, the corners tidy—and the whole thing can still look slightly wrong. Sometimes the picture simply isn't sitting where your eye expects it.
Read guide →Collecting · 4 MIN READ
Corners are small enough to disappear in a thumbnail and distinctive enough to change how the whole card feels. Give them their own inspection instead of treating them as background.
Read guide →Collecting · 4 MIN READ
An edge is easy to ignore until a bright little chip interrupts a dark border. Then your eye finds it every time. That thin perimeter has a lot of influence over how a card reads.
Read guide →Collecting · 4 MIN READ
Some condition details sit at the edge of a card. Surface reaches into the picture itself. It's the category to read when the portrait looks faded, marked or changed by the life imagined for the copy.
Read guide →Collecting · 4 MIN READ
A grade tells you how a copy scores. A wear style helps explain how it looks. Read both, because “more worn” isn't a complete description of every kind of wear.
Read guide →Collecting · 3 MIN READ
A 10 is a simple-looking number with a strict requirement behind it: four perfect subgrades. Three perfect scores and one nearly perfect score don't sneak through.
Read guide →Collecting · 3 MIN READ
A card can carry several numbers and labels without repeating itself. Set number, edition, variant and tag each identify a different part of what you're holding.
Read guide →Collecting · 4 MIN READ
Making a card look old is easy if all you do is put brown over it. Making two worn cards feel different—and making their grades explain what you see—takes a more careful breakdown.
Read guide →Collecting · 4 MIN READ
The large Steam picture describes the card. The smaller details describe the copy. Knowing where each one lives makes an inventory listing much easier to read.
Read guide →Behind the game · 4 MIN READ
A battered copy can be the one you love. It shouldn't also be the reason you lose a heist.
Read guide →Behind the game · 3 MIN READ
A short game has to get to the decision quickly. That doesn't mean the decision has to be easy.
Read guide →Behind the game · 4 MIN READ
The mugshot gives everyone the same assignment: stand there, hold the placard, face the camera. The character comes from how badly they want to cooperate.
Read guide →Behind the game · 4 MIN READ
A dark city is easy to make unreadable. BLACKOUT has to keep its night-time mood while still letting you find a doorway before somebody shoves you through it.
Read guide →Behind the game · 4 MIN READ
A good alarm doesn't need to be the loudest thing you have ever heard. It needs to make you understand, immediately, that the decision is over.
Read guide →Behind the game · 4 MIN READ
A tutorial can say the right thing and still arrive at the wrong moment. BLACKOUT's first-night work focused on that gap between an instruction and what you had already done.
Read guide →Behind the game · 5 MIN READ
The car is close. So is the last box. This fictional scenario follows the point where a sensible deposit becomes a much messier plan.
Read guide →Behind the game · 4 MIN READ
A city full of vaults sounds generous. It can also leave runners spread out, doing separate things. The Job Board gives the night a shared destination.
Read guide →