“This here’s Miss Bonnie Parker. I’m Clyde Barrow. We rob banks.”
When a scheme is available for one of your captain roles, you’ll get a start-of-turn notification. You can find schemes at the bottom of their character sheet. You don’t have to send them away that turn, or at all, if you don’t want to.
If you already have a captain away on a scheme, you can’t start a second one. It will have to wait until the first one has finished, even if they are for two entirely different roles.
Having a captain away on a scheme effectively removes them from play, so if they’re in a big truck, so if you’re short on large vehicles, make sure you assign them to a smaller car before accepting the scheme so you can keep using the truck while they’re gone. Because they will be gone for 10+ turns – see below.
Please note that if you don’t currently have a certain resource in your safe house, you don’t have to call off the scheme, despite the only dialogue option being to call it off. Ignore that. Just close down the window by clicking the X in the top right corner. Get the resource(s) to your safe house, then go to that captain’s criminal record (character sheet), press the scheme button (the middle one) at the bottom and select the option with the relevant resource to continue. The captain will wait for you until you’re ready.
You can usually see where the target of a scheme is by looking at the map. It’s a triangular symbol. If the target for the scheme isn’t in your area of interest, like if your Mouthpiece found a dirty cop in precinct far away from your territory to ever be of any use of you, or you have no desire to open up a new front on the other side of the map which your Lookout is proposing, you can choose to call off the scheme as soon as that option comes up. No need to waste resources or risk your captain getting arrested for zero reward.
Changed your mind about a scheme for some other reason? You can end any scheme at any time when you have the option to do so, usually when you have to make a decision of some kind. Either pay/do something to continue the scheme, or “call it off”. You might get a (partial) refund if you decide to not go through with it.
If the scheme fails and your captain gets arrested, you can bail them out of jail … if you have at least $40k spare. Or you could choose to let them rot in jail. You do you. If you have the cash and want your captain back, talk to one of your bribed cops, they’ll arrange for something to happen to the evidence. At the date of the trial, it will be dismissed for lack of evidence, and that’s when you get your captain back. Until the trial date, despite any evidence tampering, they’re stuck in jail.
Schemes for each role
Accountant
Real Estate Ventures (12-14 turns)
You search your territory in search of a new building to take over.
The map will only show you where one of the potential buildings are located and what its cover business is, e.g. you’re setting up in the back room of a dairy or a sawmill. All you have to go on when presented with options is the size of the building and what, if anything, it produces in the background. If you’re lucky the building is in the area you were hoping for, but it’s never a guarantee.
Cooldown: 252 days
Chapter | Cost | Duration |
---|---|---|
0: Real Estate Deal | n/a | 7 days (1 turn) |
1: Neighborhood Tour (100%) | n/a | 28 days (4 turns) |
2: Negotiation Style (100%) | Crew has any of traits: Aggressive, Confident (go to 4) Otherwise -$250 (go to 3) | 14 days (2 turns) |
3: Find Deal (90%) | If you have produced at least 1 of any T1, choose one option: 25 Brick Wine 25 Hard Cider 35 Homemade Beer 20 Moonshine 15 Applejack (Pittsburgh) 15 Fruit Wine (Detroit) | 14 days (2 turns) |
4: Negotiate Building (90%) | If you haven’t “repaired” at least 2 buildings: 10 Lumber, 15 Bricks If you have “repaired” at least 2 buildings, skip to 6. | 28 days (4 turns) |
5: Build out (90%) | Unless crew has one of traits: Friendly, Kind, Sociable: -$150 | 7 days (1 turn) |
6: Get building (100%) | n/a | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
1 | n/a | Arrest |
2 | n/a | Death |
3: Crew has any traits | Compassionate, Forgiving | $250, scheme ends |
3: Crew has none of traits | Compassionate, Forgiving | Scheme ends |
4 | If you successfully found a building | Retry step 3: Find Deal, otherwise scheme ends |
5: Crew has any traits | Cautious, Nervous, Sharpeyed | Scheme ends |
5: Crew has none of traits | Cautious, Nervous, Sharpeyed | Arrest |
Closer
Suburban Sojourn (12 turns)
You go to the suburbs trying to make contact with one of the small-time operators out there.
Cooldown: 175 days
Requirements: Skill: Speaking Easy
Chapter | Cost | Duration |
---|---|---|
0: Speakeasy Pressure | -$1200 | 21 days (3 turns) |
1: Find Connections (90%) | -$500, go to 4: Secret Delivery under the Intimidator role’s Industrial Infiltration scheme from there | 14 days (2 turns) |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
1 | n/a | Arrest |
Enforcer
All Bank Heists have the same starting point. The difference is what you choose to do when you’ve found a bank inside your territory to target. If you haven’t yet discovered Paper as a resource, you can’t choose the Inside Job route.
Cooldown: 168 days
In order to get Gemstones, you need to be on the Philadelphia map, otherwise you’ll just get the money.
Bank Heist: Take-over – Talkative Executive route (16 turns)
You take over a bank branch by bribing a talkative executive.
Chapter (success rate) | Cost | Duration |
---|---|---|
0: Bank Heist | -$1000, 1 Colt Pistol | 35 days (5 turns) |
1: Find Banks (100%) | -$1500 | 21 days (3 turns) |
2: Bank Take-over (90%) | Depending on which T1 resource you’ve ever produced, you choose one of these options: 25 Brick Wine 25 Hard Cider 25 Homemade Beer 25 Moonshine 25 Applejack 25 Fruit Wine | 21 days (3 turns) |
3: Talkative Executive (90%) | – | 14 days (2 turns) |
4: Follow Executive (90%) | If you have less than $10k cash in total: -$1500 (go to 4: Midnight Visit under Turn Guards route) Otherwise: -$5000 | 21 days (3 turns) |
5: Gain Bank (90%) | You gain a bank?? There’s nothing to say you gain any kind of reward. | Scheme ends |
Fail results
Chapter | Requirement | Cost | Outcome |
---|---|---|---|
2: Bribe | Cash $2500-$9999 Cash $10k-$24999 Cash $25k-$49999 Cash $50k or more | -$1000 -$2500 -$5000 -$10000 | “General fail epilogue” |
2: No bribe? | n/a | n/a | Lay low |
3, 4 | n/a | n/a | Arrested |
5: Has any of these traits | Agile, Cautious, Intelligent, Nervous, Sharpeyed, Strong | n/a | “Traits fail epilogue” |
5: Has none of these traits | Agile, Cautious, Intelligent, Nervous, Sharpeyed, Strong | n/a | Death |
Bank Heist: Take-over – Drunken Accident route (13-18 turns)
You take over a bank branch by staging a drunken accident.
Chapter (success rate) | Cost | Duration |
---|---|---|
0: Bank Heist | -$1000, 1 Colt Pistol | 35 days (5 turns) |
1: Find Banks (100%) | -$1500 | 21 days (3 turns) |
2: Bank Take-over (90%) | Depending on which T2 resource you’ve ever produced, you choose one of these options: 15 Counterfeit Wine 15 Sparkling Cider 15 Backroom Beer 15 Bathtub Gin 15 Corn Whiskey 15 Homemade Brandy | 14 days (2 turns) |
3: Drunken Accident (90%) | Decide to help with repairs, choosing one of these options: 1. -$750 2. -$250, 3 Sheet Metal 3. No cost listed, but is only available if you have built any kind of garage | 21 days (3 turns) |
4: Repair Favor (90%) | If you chose option 3 in the previous chapter and have an improved Truck Repair Bay, you have the option to gain: 2 Small Delivery Trucks and 1 Large Delivery Truck (the scheme ends here) Or/otherwise: -$5000 | Scheme ends, or 35 days (5 turns) |
5: Gain Bank (90%) | You gain a bank?? There’s nothing to say you gain any kind of reward. | Scheme ends |
Fail results
Chapter | Requirement | Cost | Outcome |
---|---|---|---|
2: (Choice) Try to bribe | Total cash amount: $2500-$9999 $10k-$24999 $25k-$49999 $50k or more | Pay bribe: -$1000 -$2500 -$5000 -$10000 | “General fail epilogue” |
2: (Choice) Don’t bribe? | n/a | n/a | Lay low |
3, 4 | n/a | n/a | Arrest |
5: (Automatic) Have any of these traits | Agile Cautious Intelligent Nervous Sharpeyed Strong | n/a | “Fail Traits Epilogue” |
5: (Automatic) If you DON’T have any of these traits | Agile Cautious Intelligent Nervous Sharpeyed Strong | n/a | Death |
Bank Heist: Inside Job – Turn Guards route (14 turns)
You plan (and execute) a bank heist by getting chummy with someone on the inside.
Requirement: Discovered Paper
Chapter (success rate) | Cost | Duration |
---|---|---|
0: Bank Heist | -$1000, 1 Colt Pistol | 35 days (5 turns) |
1: Find Banks (100%) | -$750, 10 Paper | 21 days (3 turns) |
2: Inside Job (90%) | If you have any of these traits: Curious, Friendly, Sociable, Talkative: -$1500 | 28 days (4 turns) |
3: Turn Guards (90%) | If you haven’t produced any T2 alcohol: -$1000 If you have produced any T2 alcohol, choose one: 50 Counterfeit Wine 60 Sparkling Cider 60 Backroom Beer 45 Bathtub Gin 45 Homemade Brandy 45 Corn Whiskey | 14 days (2 turns) |
4: Midnight Visit (90%) | If you’re successful, the amount of money you get depends on the current month (in-game): Jan/Mar/May: $14248 Feb/Apr/Jun: $11371 Jul/Sep/Nov: $17242 Aug/Oct/Dec: $16356 | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
2, 3: Has any of these traits | Cautious, Nervous | “Trait fail epilogue” |
2, 3: Has neither of these traits | Cautious, Nervous | Arrest |
4: Has any of these traits | Agile, Cautious, Intelligent, Nervous, Sharpeyed, Strong | “Trait fail epilogue” |
4: Has any of these traits | Aggressive, Careless, Confident, Irritable, Loner | Death |
4: Has none of these traits | Aggressive, Agile, Careless, Cautious, Confident, Intelligent, Irritable, Loner, Nervous, Sharpeyed, Strong | Death, but it should be Arrest¹ |
Bank Heist: Inside Job – Get Plans route (18 turns)
You plan (and execute) a bank heist by getting chummy with someone on the inside.
Requirement: Discovered Paper
Chapter (success rate) | Cost | Duration |
---|---|---|
0: Bank Heist | -$1000, 1 Colt Pistol | 35 days (5 turns) |
1: Find Banks (100%) | -$750, 10 Paper | 21 days (3 turns) |
2: Inside Job (90%) | If you have NONE of these traits: Curious, Friendly, Sociable, Talkative: -$1500 | 28 days (4 turns) |
3: Get Plans (90%) | If you have any of these traits: Confident, Friendly, Kind, Sociable, Talkative: -$10 If you have NONE of these traits: Confident, Friendly, Kind, Sociable, Talkative: -$500 | 21 days (3 turns) |
4: Plans Timing (90%) | 1. 3 Lumber, 2 Bricks (go to 4: Midnight Visit under Turn Guards route) 2. -$500 | 14 days (2 turns) |
5: Crew Meeting (90%) | n/a | 7 days (1 turn) |
6: Roll Out (90%) | Successful outcome is randomized: 1. $24987 2. $17564 3. $12336 4. $23785 + 42 Gemstones 5. $15442 + 31 Gemstones 6. $11441 + 18 Gemstones | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
2: Has any of these traits | Cautious Nervous | “Trait fail epilogue” |
2: Has neither of these traits | Cautious Nervous | Arrest |
3: Has any of these traits | Confident, Friendly, Kind, Sociable, Talkative | “Trait fail epilogue” |
3: Has none of these traits | Confident, Friendly, Kind, Sociable, Talkative | Arrest |
4, 5 | n/a | Arrest |
6 | n/a | Death |
Bank Heist: Bank Robbery (21 turns)
You plan (and execute) a bank robbery.
Chapter (success rate) | Cost | Duration |
---|---|---|
0: Bank Heist | -$1000, 1 Colt Pistol | 35 days (5 turns) |
1: Find Banks (100%) | -$750 | 21 days (3 turns) |
2: Bank Robbery (90%) | What choice(s) you get depends on what weapons you’ve discovered, but choose one of these: 3 Colt Pistol 3 Winchester Rifle 2 Thompson Submachine Gun 5 Pocket Pistol -$1200 (go to 3A: Guns Blazing) If you have any kind of garage (including the garage/booze op combo): 5 Sheet Metal, 2 Lumber, -$500 (go to 3B: Safe Cracker) | 21 days (3 turns) |
3A: Guns Blazing (90%) | Has any trait: Friendly, Kind, Sociable, Talkative: -$750 Has any trait: Irritable, Loner, Slow, Unkind: -$1250 If crew has none of the traits mentioned above: -$1000 | 21 days (3 turns) |
3B: Safe Cracker (90%) | Has any trait: Curious, Hardworking, Intelligent: -$250 Has none of trait: Cruel, Irritable, Strong: -$500 | 35 days (5 turns) |
4: Crew Gather (90%) | If you haven’t produced any T1 alcohol: -$500 If you have produced any T1 alcohol, choose one: 40 Brick Wine 40 Hard Cider 55 Homemade Beer 25 Moonshine 30 Applejack (Pittsburgh) 30 Fruit Wine (Detroit) | 7 days (1 turn) |
5: Crew Meeting (90%) | n/a | 7 days (1 turn) |
6: Roll Out (90%) | Successful outcome is randomized: 1. $24987 2. $17564 3. $12336 4. $23785 + 42 Gemstones 5. $15442 + 31 Gemstones 6. $11441 + 18 Gemstones | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
2: Has any of these traits | Cautious, Intelligent, Nervous | “Trait fail epilogue” |
2: Has none of these traits | Cautious, Intelligent, Nervous | Arrest |
3A: Has any of these traits | Cruel, Irreverent, Strong, Vindictive | “Trait fail epilogue” |
3A: Has none of these traits | Cruel, Irreverent, Strong, Vindictive | Arrest |
3B | n/a | Death |
4: Has any of these traits | Cruel, Irritable, Strong | “Trait fail epilogue” |
4: Has none of these traits | Cruel, Irritable, Strong | Death |
5 | n/a | Arrest |
6 | n/a | Death |
Jewelry Heist (4 turns)
You plan (and execute) a jewelry heist.
Requirement: Philadelphia map, having fewer than 5 Gemstones.
Chapter | Cost | Duration |
---|---|---|
0: Jewel Heist | -$250, 1 Thompson Machine Gun | 21 days (3 turns) |
1: Jewel Search (90%) | Choose option: Cat Burglary Daylight Robbery | 7 days (1 turn) |
2A: Cat Burglary (90%) | Successful outcome is randomized: A. 25 Gemstones B. 38 Gemstones C. 51 Gemstones | Scheme ends |
2B: Daylight Robbery (90%) | Successful outcome is randomized: A. 48 Gemstones B. 64 Gemstones C. 77 Gemstones | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
1 | n/a | You just fail and get a Winchester rifle back? |
2A | n/a | Arrest |
2B | n/a | Death |
Intimidator
Industrial Infiltration (18 turns)
This is a way to get supplies for one of your operations. You can repeat it when asked to get more resources. It’s a good way to get some stuff together if you’re struggling with certain supplies.
Cooldown: 74 days
Chapter | Cost | Duration |
---|---|---|
0: Warehouse Pressure | -$800, 4 Baseball Bat | 28 days (4 turns) |
1: Find Warehouses (90%) | -$150 | 14 days (2 turns) |
2: Warehouse Intercept (90%) | If you have space for production: -$500 Otherwise: Scheme ends | 21 days (3 turns) |
3: Warehouse Wait (90%) | -$500 | 14 days (2 turns) |
4: Secret Delivery (90%) | 10 Lumber, 5 Bricks | 35 days (5 turns) |
5: Suburban Supplies (90%) | If you haven’t unlocked any T4 booze or Skill: Booze Bottling: -$500 (go to 6A) If you have unlocked Skill: Booze Bottling but no T4: -$1000 (go to 6B) If you have unlocked T4 (any): -$750 (go to 6C) | 14 days (2 turns) |
6A: Late Night Delivery Bottles (90%) | If you haven’t completed the Suburban Sojourn scheme, and have unlocked any T3 resource (randomized): 120 Bottled T3 booze If you have completed the Suburban Sojourn scheme, and have unlocked any T3 resource, but not unlocked a T4, you unlock a T4 and get (randomized): 120 Bottled T3 booze + 24 newly unlocked T4 booze | Scheme ends |
6B: Late Night Delivery (90%) | Randomized: 3 T3 booze barrels | Scheme ends |
6C: Late Night Delivery (90%) | This depends on what you have previously unlocked. If you haven’t completed the Suburban Sojourn scheme, you get 80 of a previously unlocked T4 type, e.g. you have unlocked Champagne before, so you get 80 Champagne. If you have completed Suburban Sojourn, you get 80 of a previously unlocked T4 booze (as above), and you unlock a new T4 type and get 24 of them, e.g. 24 Cordial. | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
1: Levels in Efficient Driver | 2 or more 1 None | $1800 Death You find nothing |
2 | Failure outcome is randomized | A. Scheme ends B. Arrest C. Death |
3, 4 | n/a | Arrest |
5: Crew has any of traits | Aggressive, Confident, Immoral, Loner, Vindictive | “Runaway crew”, random outcome: A. Large Delivery Truck, Small Delivery Truck B. Sports Car, $1000 C. Arrest D. Death |
5: Crew has any of traits | Clumsy, Lazy, Myopic, Slow | “Dumb crew”, if you decide to bribe your way out: -$500. If you don’t: arrest |
5: Crew has none of traits | Aggressive, Clumsy, Confident, Immoral, Lazy, Loner, Myopic, Slow, Vindictive | “No traits epilogue” |
6: Crew has any of traits | Aggressive, Confident, Immoral, Loner, Vindictive | “Fail traits epilogue” |
6: Crew has none of traits | Aggressive, Confident, Immoral, Loner, Vindictive | Death |
Jailbird
Calling in a Raid (12 turns)
Tip off the feds about a rival outfit’s operations so they can be raided.
Cooldown: 252 days
Chapter | Cost | Duration |
---|---|---|
0: Tip Off | -$1500 | 35 days (5 turns) |
1: Connection From Prison (90%) | Crew has any trait: A. Cautious, Nervous, Quiet: 2 Pistols, -$250. B. Confident, Friendly, Sociable, Talkative: -$50. C. Aggressive, Cruel, Immoral, Irritable, Unkind, Vindictive: -$750. D. Crew has none of the above traits, but has produced at least 1 of T1: 40 Brick Wine 40 Hard Cider 60 Homemade Beer 30 Moonshine 30 Applejack (Pittsburgh) 30 Fruit Wine (Detroit) | 21 days (3 turns) |
2: Secret Meeting (90%) | n/a | 28 days (4 turns) |
3: Secret Spoils (100%) | Choose option: A. $5000 reward B. Choose between any unlocked T4 resources and receive 100 T4 bottles | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
1 | n/a | Arrest |
2 | n/a | Death |
Lookout
Distant Outposts (9-11 turns)
You’re trying “a far off possibility for a new front.” If you’re successful you get a new front somewhere outside of your current territory. Sometimes, if you’re unlucky, it’s on the other side of the map (where you might not want to set up a front at this point), so when you reach chapter 2, always check the map for location before you commit!
Cooldown: 175 days
Requirements: Vehicle condition needs to be “good”
Chapter | Cost | Duration |
---|---|---|
0: Distant Outpost | -$100 | 35 days (5 turns) |
1: Secret Recon (100%) | If crew has opened 1 or more fronts, skip to 4; otherwise -$200 | 21 days (3 turns) |
2: Area Recon (90%) | If crew has trait Friendly, Kind, Sociable: skip to 4. If crew has none of the above traits, and has produced no T2: -$200. If crew has none of the above traits, but has produced at least 1 of any T2, choose between: 20 Counterfeit Wine 20 Sparkling Cider 20 Backroom Beer 20 Bathtub Gin 20 Fruit Brandy (Philadelphia) 20 Corn Whiskey (Cincinnati) | 14 days (2 turns) |
3: Block Party (90%) | n/a | 7 days (1 turn) |
4: Outpost Deal (90%) | Only if territory is smaller than 25 corners: -$200 | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
2 | n/a | Scheme ends, Arrest, or Death (randomized) |
3 | n/a | Arrest |
4 | n/a | Scheme ends or Arrest (randomized) |
Mouthpiece
Dirty Cops (11 turns)
You’re trying to dig up dirt on a cop. If successful, that particular cop “shouldn’t bother you for a year or so” effectively removing the need to bribe them for the next year. Useful if you’re doing business in their precinct, otherwise pretty useless.
Cooldown: 175 days
Chapter | Cost | Duration |
---|---|---|
0: Cop Blackmail | -$100 | 28 days (4 turns) |
1: Digging For Dirt (90%) | -$100 | 28 days (4 turns) |
2: Keep following (90%) | If you have unlocked any of these weapons: 1 Colt Pistol or 1 Pocket Pistol (go to 2A), otherwise go to 2B | 14 days (2 turns) |
3A: Plant Evidence (90%) | If the cop’s precinct (?) isn’t downtown: -$250 If the cop’s precinct (?) is downtown: n/a Or, if you have space for a car: 2 Sports Car Or, if you have space for a truck: Small Delivery Truck, Large Delivery Truck | 7 days (1 turn), but if you chose a vehicle option, scheme ends |
3B: Confront Cop (90%) | n/a | 7 days (1 turn) |
4: Payoff Meeting (90%) | n/a | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
1 | A. Efficient Driver <8 B. Have unlocked all resources for a T4 production C: n/a | A. 100 XP, scheme ends B. Unlock that T4 resource, scheme ends C. Arrest |
2 (fails are randomized) | Decide to keep following | $1000, scheme ends |
2: Has any of traits | Cautious, Nervous | “Trait fail epilogue” |
2: Has none of traits | Cautious, Nervous | Arrest |
3A: Has any of traits | Compassionate, Forgiving, Kind | 150 XP, scheme ends |
3A: Has any of traits | Aggressive, Cruel, Vindictive | $1000, scheme ends |
3A: Has none of traits | Aggressive, Compassionate, Cruel, Forgiving, Kind, Vindictive | Scheme ends |
3B | n/a | Arrest or death (random) |
4 | n/a | Arrest |
Operative
Political Edge (8-11 turns)
You gain some political influence with a nearby politician.
Cooldown: 540 days
Requirement: Can’t happen during an election cycle
Chapter | Cost | Duration |
---|---|---|
0: Political Schemes | -$200 | 28 days (4 turns) |
1: Find Politician (100%) | If you create your own scandal: -$750 | 14 days (2 turns) to 2A or 35 days (5 turns) to 2B |
2A: Create Scandal (90%) | Personal or financial, either option is the same: -$500 | 14 days (2 turns) |
2B: Find Scandal (90%) | Randomized success: either a personal (go to 3A) or financial scandal (go to 3B) is found, or the politician panics and you gain 7 Influence. | 14 days (2 turns) or scheme ends if the politician panics |
3A: Personal Scandal (90%) | Crew has any of traits Aggressive, Confident, Cruel, Immoral, Unkind, Vindictive: gain 12 Influence Crew has none of the above traits: gain 9 Influence | Scheme ends |
3B: Financial Scandal | Crew has any of traits Aggressive, Confident, Cruel, Immoral, Unkind, Vindictive: gain 14 Influence Crew has none of the above traits: gain 11 Influence | Scheme ends |
Fail results
Chapter | Requirement | Outcome |
---|---|---|
2 | n/a | Scheme ends |
3 | n/a | Depending on what laws are already enacted or not, one gets randomly chosen and enacted immediately: construction tax, container tax, vehicle tax, speed limit, cop funding, internal affairs, real estate taxes, or if you have produced no T1, make grapes, apples, or malt syrup illegal |