Handbook
30 min read
Everything you need to survive the streets, explained short and clear.
The Dossier. Part two of the handbook. One card per feature, written as the file the police keep on you, or the file the family keeps on the city. This is where the exact rules and formulas live. Every number comes straight from the game.
How do crimes work?
Every crime costs the energy shown on its card. Pull off the job and you get cash. 12% of that cash counts as respect.
The base payout is 1.25 times the job's roll. Within 110 seconds a streak stacks up: 3% extra per step, up to 4 steps (12%). A critical hit (10% chance) replaces that streak and makes the cash 1.25 times bigger. Gear, district, street rush, tuning and family come on top of that.
The success chance depends on the job. Street starts at 90%, soldier at 68%, capo at 58%. Early street jobs never drop below 95%. A rank above the one where the job unlocked adds to the chance, mastery 0.25% per tier up to 20%, and gear up to 4%. The chance always stays between 55% and 97%.
Heat never pays extra. Above 20, heat takes up to 25 percentage points off your success chance, within those same limits.
If the job fails, the energy on the card is gone. The heat on the card follows the game: a capo job of 12 energy gives +15 when it works and +22 when it fails. You pay a fine of 8% of your street cash, at least $50 and at most $5,000, and never more than you carry. Recent fines show on your own profile in a card of their own, not in the bio.
How does energy work?
The bar starts at 100. The bar grows with every rank: from 100 at the lowest rank to 165 at Don. Every 48 seconds you get one energy back, until the bar is full.
Once a day you grab 20 energy with the corner coffee. It stops at your maximum.
An arrest takes the card's energy and then 40 more. On a job of 22 energy that is 22 + 40. The rest of the bar stays put.
How do heat and jail work?
Police heat runs from zero to 100. A successful crime gives 3 plus the job's energy cost — a capo job of 12 energy is +15 on success and +22 on a fail. As long as you don't build heat, it drops by one every 45 seconds.
From 70 on there is a bust chance: 18% at 70, rising to 45% at 100. That bust chance looks at the heat you already had and rolls before the success roll. That arrest takes 40 energy and leaves the card's energy alone. You're locked up for a while; the jail page shows exactly how long. Heat drops by 35. That arrest carries no fine.
If a job fails at or above 70 heat, the jail chance is 30% up to 70% at 100. The fail raises your heat first; then the dice roll. Jail from that fail uses a different clock from a bust — how long, the jail page shows. The arrest takes another 40 energy on top of the card (22 + 40 on a job of 22). The fine from Crimes applies to every fail.
In jail, street actions are frozen: crimes, attacks, travel, chopping, Cars, Marketplace, casino and withdrawing cash. Cars and Marketplace stay closed. Still open: Forum, Handbook, Dossier, Messages and the jail page with minigames (Higher/Lower, Catch the soap) — scores do not shorten your sentence. Every casino action is closed, including the limits of your own table. A bribe costs $750 plus $25 per second still left, at least $1,000 and at most $20,000. Your family's Jail bribes upgrade makes this cheaper. In the hospital you always pay full price. After that, heat drops by 20.
The safehouse opens from 25 heat and takes 60 heat off. The price is $110 plus $6 per point of heat, between $180 and $2,600. A lookout (from rank Soldier) puts new heat at 40% for 45 minutes.
How does the hospital work?
Win an attack and the other player spends a while in the hospital. Lose and you spend a while there yourself. A failed hit locks you up for a while too. How long, the detention bar shows.
In the hospital the same street actions are frozen as in jail, including Cars and Marketplace (view only). You can't play the casino. You can still change the limits of your own table, just like on the train.
A bribe uses the same price as jail: $750 plus $25 per remaining second, from $1,000 to $20,000. Family protection can shorten the time when someone puts you down. The family's Jail bribes upgrade doesn't help here: in the hospital you always pay full price.
How does PvP work?
Your attack power is your base attack, your rank bonus, your weapon bonus, and the shooting-range bonus while it is active. Defense is your defense plus your rank bonus. Your best car counts. Extra copies don't stack. On your own profile that power shows as the Combat power card, with Attack and Defense. Someone else's profile doesn't show that card.
Your win chance is your attack power divided by attack power plus defense. That chance stays between 20% and 80%. The shooting range (from rank Enforcer) gives 3 extra attack. An ambush (from rank Enforcer) adds 15 percentage points, up to that maximum. A bodyguard leaves 25% of the loot.
An attack costs 7 energy. After that you wait 30 seconds. You take 20% to 35% of their street cash, at most $14,000, and only if they carry at least $50. Bank cash stays untouched.
Newcomers below the rank Soldier, or with an account younger than 48 hours, are protected. The rank gap can't be bigger than 2.
How does a hit work?
A hit is permanent death. You need to be rank Underboss and stand in the same city. You search by exact player name. How many ranks the target sits below you does not matter. Your own family is off limits. Newbie protection applies here too. You can't hit someone who is travelling or in another city. The attempt costs $1,000,000 and 120 energy. Then you wait 18 hours, even if you miss.
The success chance sits between 14% and 58%. A bodyguard takes off 18 percentage points. Together with family protection, never more than 25 percentage points come off, and the chance stays at least 14%.
Pull it off and you get $85,000 plus 15% of the target's street cash (at most $30,000) and 2,500 respect. The victim starts over, keeps 40% of the bank and $700 starting cash, and gets a message on login. Miss and you spend a while in the hospital — the detention bar shows how long. You lose the cost either way.
How does a family work?
Founding a family costs $250,000 and is possible from rank Capo. The name is 3 to 20 characters. You start with 25 spots. Every 5 extra spots cost $25,000 from the family vault, up to 50 members. Invites and open requests expire after 7 days. You can withdraw an open request yourself before the boss approves it.
Only the boss buys family upgrades, and only with money from the family vault. There are 5 tracks, each up to level 5. Personal perks apply from rank Capo and after 72 hours in the family: protection, extra crime cash, cheaper jail bribes and revenge. The vault limit and the heist pot apply to the whole family right away.
Protection costs per level $150,000 · $350,000 · $750,000 · $1,500,000 · $3,000,000. The hit chance per level, in percentage points: 0 · 3 · 5 · 7 · 9 · 10. Loot drops by 0 · 10 · 15 · 20 · 25 · 30 percent. Hospital time drops by 0 · 5 · 10 · 15 · 20 · 25 percent when a member gets put down. At the top level that is 10 percentage points, 30% and 25%. From level 1 the family gets a heads-up, from level 2 you see enemies, from level 4 revenge applies. At the top level a hit on a member costs an extra $100,000 in street cash.
Revenge lasts 24 hours after that player attacked a member: +5% win chance, +4% on a hit, and you may attack them up to 3 ranks apart. For hits, rank difference never matters, so revenge changes nothing there.
Crime cash: +2% per level, up to +10%. Costs: $40,000 · $90,000 · $180,000 · $360,000 · $700,000. Heist payout: +5% per level, up to +20%. Costs: $60,000 · $140,000 · $280,000 · $560,000 · $1,000,000. Family vault: withdrawals start at $5,000 and rise $5,000 per level, up to $30,000. Costs: $25,000 · $50,000 · $100,000 · $200,000 · $400,000. Jail bribes: −6% per level, up to −30%. Costs: $35,000 · $80,000 · $160,000 · $320,000 · $640,000. In the hospital you always pay full price.
Upkeep is 2% of what the tracks cost, every 7 days, from the family vault. If the vault can't pay, the effects drop a step. More than 35 members: protection minus one. From 50 members: minus two. In the weekly top three, 80% of the protection effect remains. For the first 30 minutes after your own attack or hit, your protection is halved.
You deposit at least $100 into the family vault. Only the boss withdraws. Withdrawals have a 40-second cooldown. The game confirms a deposit right away. The heist needs 72 energy, 4 per click and at most 24 per member. It pays out when the goal is full, or after 30 minutes with whatever is in it (at least 24). Then comes a 20-minute cooldown. The rate per energy is the crime rate at the participants' average rank.
How does the casino work?
Blackjack and roulette open at rank Enforcer. Every city has 2 tables per game. An empty table costs a $50,000 license plus a $5,000 starting bankroll. You can only buy a table in the city you're in. In another city there's no buy button.
The owner sets the minimum and maximum bet. The minimum is at least $50. The maximum is at most $500,000. A bet above that maximum isn't silently ignored. The screen shows a notice and the bet doesn't go through. In the lobby, Manage on your own table opens those limits and the bankroll. On the table list for blackjack and for roulette, that same button does it for that table.
You may bet up to the table max even when the bankroll is low. If the win is larger than the bankroll, you receive the whole bankroll and become the owner. The bankroll is then $0. The payout stops at the bankroll and never goes above $18,000,000. The previous owner's history is wiped, the limits go back to default and the table opens. You and the previous owner both get a signal and a message. After a takeover the bankroll starts empty; deposit cash to be able to pay out. That's by design, not a bug. The payout rule stays the same. You'll see: You broke the bank! The table is yours now. The playing field disappears right away and Manage opens for that table, with the limits and the bankroll. You don't play at your own table.
With 3 tables you can't buy or take over any more tables. You then can't bet more than the bankroll can fully pay out. A single number then has its own, lower maximum. A refused takeover stays with the previous owner and you see that on the table right away. The table warns you about it before you spin. That warning stays hidden on an empty bet.
If you're one below 3 tables and a win would take over that table, the warning sits next to Spin and next to Deal. An empty bet, or a win that fits in the bankroll, doesn't show that warning. At two or three tables that maximum is called the bet limit. During an open hand, the bankroll and the max payout don't count the bet a second time.
The roulette maximum is the total of all chips in that spin. A table that has been closed for 4 hours becomes free again. Taking cash out of the bankroll leaves at least $5,000 and works once every 10 minutes. You don't play at your own table. Standing lets the dealer play out. Win, push or loss, with the amount, stays on screen until New hand. Dice is a street table with no bankroll and no takeover.
Outside bets pay even money (1:1). A natural blackjack pays 3:2. A single number pays 36 times. With three tables, the bet cap uses the bankroll divided by 8 or 3 — that divisor is not the payout players receive.
How do cars work?
On Cars you steal rides, manage garages and ship cars to another city. On Marketplace you buy and sell. Your best car counts toward defense; a second gives no extra defense. The Arsenal car in the shop is different: you buy it with street cash for fight power.
There are six steal options. The first five cost 20, 25, 30, 35 and 40 energy. The heaviest costs 45 energy and steals from a random player in your city — you need a free garage spot. Victims in jail or hospital can be robbed too. Per-model odds stay vague.
Your rank adds chance, up to 50%. The chosen option grows fully; the others grow at half their own step. After 2 days without an attempt, chance drops by 1 percentage point per day. Between attempts you wait five minutes. Sometimes the game asks for a captcha. A failed attempt can land you in jail, or you just manage to escape.
Each city has its own garage. You can upgrade for more spots, never downgrade. A guard makes theft via the heaviest option from that garage harder. Damage falls in three looks (light, medium, heavy) and does not rise over time. Repair costs time and cash. Scrapping pays residual value: value times one minus damage.
Transport costs the same as a train ticket and takes 2 times as long. On the way there is a 5% chance of confiscation. A car in transport cannot be stolen. Marketplace takes a 10% fee. A listing lasts until sale, theft or the owner's death. The buyer needs a free spot in the car's city but need not be there. Cars for sale or in repair can be stolen. The seller gets a notice on sale.
In hospital or on the train you only view cars — steal, sell, buy, repair, scrap, ship and upgrade stay frozen. In jail you cannot open Cars or Marketplace at all.
The chop shop in the Arsenal opens at rank Associate and takes Arsenal cars. You get 45% of the purchase price back and 5 heat. Even your last Arsenal car can go in; after that that bonus is gone.
How does the bank work?
Depositing street cash into the bank costs a 5% fee. The fee is rounded up and is never bigger than the amount, so even a small deposit pays a fee. Withdrawing is free.
Sending cash to another player goes from bank to bank, with a fee on top of the amount. Street cash stays put. The limits are in The Dossier. The rank gate only applies to the sender. Below that rank the form is hidden. A recipient below that rank can still receive the cash. The form shows what's left of the daily limit and the hourly limit. In Transfers, the other player's name links to their profile. A deleted or dead player stays plain text. The form refuses your own name while you type, before you confirm.
An attack only takes street cash. Cash in the bank stays put. You can't withdraw in jail, the hospital or on the train. You can still deposit.
How do messages and signals work?
Messages are conversations with other players. A message is at most 500 characters, without links, and with a profanity filter. You send at most 20 per 60 seconds. You delete a conversation via the trash can, after a confirmation. Your own message shows the nickname of the account you're playing on, not an old sender name. You can't reply to the system account.
Signals are notices from the game, like a casino takeover, a fine or a hit. You close each signal with the cross. Old signals close by themselves; the list keeps the newest. A takeover lands in Signals and in Messages for both players. A fine notice names the city. If it's missing, it says unknown city. A warning, mute or ban lands in your inbox, with the type of penalty, the duration and the reason. Every penalty is recorded with the reason and the staff member's name. The inbox message names the staff member. A lift also sends an inbox message. A warning can be lifted. Someone who is already muted doesn't get a second mute; the screen says the mute is already running. Signals keeps today's newest notices. An older notice, like a fine from yesterday, is marked as read and drops off the list.
The forum allows bold, italic and references to players (name), families (id or unique name) and topics via tags; see the legend. The board refuses other links and HTML. Deleting your own topic asks for confirmation first. Family members have their own Family forum that only they can see. The address /forum opens the forum.
How does the login streak work?
You claim the login bonus once a day. The day turns over at midnight Dutch time (Amsterdam). Log in again the next day and the streak runs on with no cap. A missed day resets the streak to one.
Rewards rise until day 21; from day 21 every day is the same: 4800 cash and 40 energy. Every 7th day gives influence (55 on day 7, 75 on day 14, then 100). Leftover energy that does not fit your bar pays 20 cash per point. 12% of the cash counts as respect.
| Day | Cash | Energy | Influence |
|---|---|---|---|
| 1 | $200 | 5 | — |
| 2 | $350 | 8 | — |
| 3 | $520 | 10 | — |
| 4 | $800 | 12 | — |
| 5 | $1,150 | 15 | — |
| 6 | $1,650 | 18 | — |
| 7 | $2,700 | 30 | 55 |
| 8 | $2,850 | 30 | — |
| 9 | $3,000 | 31 | — |
| 10 | $3,150 | 32 | — |
| 11 | $3,300 | 32 | — |
| 12 | $3,450 | 33 | — |
| 13 | $3,600 | 34 | — |
| 14 | $3,750 | 35 | 75 |
| 15 | $3,900 | 35 | — |
| 16 | $4,050 | 36 | — |
| 17 | $4,200 | 37 | — |
| 18 | $4,350 | 38 | — |
| 19 | $4,500 | 38 | — |
| 20 | $4,650 | 39 | — |
| 21 | $4,800 | 40 | 100 |
Account and recovery
After you register you confirm your email with the code from the mail. Once the address is confirmed, the code field and Resend stay hidden. Forgot password asks for the address and sends a code when that address belongs to an account. The screen says the same thing when the address is unknown. A successful code changes the password and then sends the same security mail as a change from Settings.
Deleting an account asks for confirmation. There is a grace period of 7 days. The screen names the end date and that the mail was sent. Logging in again within that time cancels the request and sends a mail about that. After the end date the request is carried out automatically, even if you don't come back.
Block and unblock live in Settings and on the profile. Unblock asks for confirmation first. Friend requests show whether they were received or sent. The privacy notice and the terms are available in your language.
Devblog
At /devblog you’ll find updates on building Movetio. Anyone can read the posts. You only see and post comments when logged in. More has a Devblog link; the login page footer has one too.
Hide online status
Turn “Online status” off under Privacy if you don’t want to appear online. That also applies to the green dot on your own profile. Moderators and admins can still see your online status.
Quick crime
After a quick crime you see what happened right under the header (success, fail or arrest), plus floating +cash on a win. Fails no longer toast in the bottom-right corner.
Confirmation and beginners
While your email is unconfirmed, a bar sits directly under the header: Confirm your email address, with Resend and Change address. City chat, the forum, private messages, transfers, creating or joining a family, inviting someone or accepting a request, attacks, hits, the casino, your bio and profile photo, claiming a referral and linking a pre-registration code are closed until then. 24 hours after registration without confirmation, the whole city closes. Resend, change address, delete account, log out and contact stay open.
Rotterdam, Amsterdam and The Hague have street work from the first rank. A fresh player has at least one job in every city with no required weapon.
If a ban refuses your login, you see a page with the end time and the time left, in your language.
Home shows lookout, shooting range, bulletproof shield and armored van even when they are not running. Then it says inactive.
Deleting an account asks for nickname and password first, then a window with the end date. Cancel does nothing. After the request the game says the mail was sent. Signing in during the grace period cancels it and says so.
City chat hides a blocked player in both directions. A blocked profile hides Send message, Friend request and Transfer. Blocking asks for confirmation first.
Changing your address asks for your password. The new address only counts once you enter the code from the mail; until then the old one stays. The answer is always: if this address is available, a mail was sent. An address that already belongs to another account gets no mail. You can only change your address a few times per hour. A wrong password counts toward the login lock.
Open friend requests sit in Settings under their own heading, with a counter, above the friends list.
Crew, family and settings
Hiring a crew member locks the pay already owed. The new member only counts from the moment of the hire. Collecting pays the locked pay plus whatever built up after that. At most 10 hours build up.
From the third rank on, every promotion gives you a skill point. Max energy is 100 at the lowest rank and grows with every rank up to 165 at Don.
The contact form accepts a limited number of messages at a time. Only a real send says the message was sent.
If you're blocked, you'll see the reason, the end time and how to appeal after logging in. Those details are for you only. Your appeal goes to moderation.
Blocked players are listed in Settings, with an Unblock button that asks for confirmation first. On a profile, Block switches to Unblock. Unblock on a profile works the same as in Settings; after that the button says Block again. A forum topic by a blocked player says it is not visible.
A friend request says received on the recipient's side, and sent on the sender's side. Accept and decline are buttons. Removing a friend asks for confirmation first, in a dialog of its own. Cancel keeps the friend; only Remove in that dialog removes them. Deleting your account uses the same dialog. An accepted friend is listed in Settings under Friends, and their profile then shows Remove friend. If loading fails, Settings says so, with Try again.
Leaving a family sends you a signal. The boss and the underboss get one too, with the name of who left. When the boss is the last member, the button says Dissolve family and uses the same warning as leaving. The confirmation for a track names the weekly upkeep after that purchase, not today's upkeep. Sending an invite gives the sender the notice Invitation sent.
Every family has a public page (logo, description, recruitment text, member list) and there is an overview of all families with search and sort. Without a family you send a request, optionally with a short message; the boss sees that with the requests. Closed recruiting or a full roster blocks new requests.
A family has at most one underboss, appointed or removed only by the boss (Make underboss or Remove underboss on the member, with a confirmation). The underboss approves or rejects requests, invites, removes regular members (never the boss), opens and closes recruiting, edits the recruitment text and calls the family to a heist. Everything the underboss does shows in the log. Vault withdrawals, upgrades, logo, description, appointing the underboss and dissolving the family stay with the boss. When the boss leaves, the underboss automatically becomes boss. With no underboss, the boss picks a successor when leaving; without a valid pick, the longest-standing member follows. If the boss drops out through a Hit or the account disappears, the same order applies. When the underboss leaves, the boss gets a signal and the slot stays empty until the boss appoints someone new.
A VIP business, including the quay lounge at level one of four, keeps the upgrade button next to the VIP night until the maximum level.
Home shows the lookout, the shooting range, the bust shield and the armored van while they are running. The minutes are rounded up.
The armored van puts the amount minus the fee in the bank immediately. The wait after that is until the next van, not the trip.
If your energy is full when you claim the login bonus, energy that no longer fits on the bar is paid out as street cash. The notice names that part.
Extortion calculates cash like a crime card, including the street event and the cash bonus. The street contract still excludes the prestige bonus.
A profile report keeps the Report button. Cancel closes the form.
Forum categories
You can't start a new topic in an archived category; existing topics stay readable.
Your referral link
Your own referral link is on your profile, with a button to copy it. Only you can see that link; other players don't see it on your profile.
How long until your energy is full
Tap or point at your energy in the header for the percentage and the time until you're full.
Fight numbers, heist roles and hits
A target's card and the message after the attack use the same numbers. Your attack is your base plus your rank bonus plus your weapon, and range while that is still running. Their defense is their base plus their rank bonus plus their car. Their weapon does not count, and your weapon is not skipped. Win chance is your attack divided by attack plus defense, between 20% and 80%. Ambush and family revenge add to that, up to the same maximum. That is why a higher attack can still lose. The win chance is on the card.
A heist role applies from your first click and stays for that round. If at least one other participant counts for the teamwork bonus and nobody else has your role, you get 10% of your base cut on top; alone, the role doesn't count. There is no success roll. Your base cut is your energy × the crime rate at the participants' average rank × the teamwork bonus (×1.25 with two, ×1.4 with three, ×1.5 with four or more). Every participant counts toward the average rank, also below rank Soldier. Your cash bonus adds at most 25%. The screen shows your cut now and at a full goal, and the notice afterwards breaks the amount down.
An attack shows loot as a range from 20% to 35% of street cash, including the cap and a bodyguard. The text on the button names your cash bonus. While you travel, PvP cards stay visible and dimmed. Attacks and hits work again after you arrive.
A hit requires rank Underboss and the same city, and can't target your own family. The rank gap to the target doesn't count. The win chance and the attack range of revenge do apply.
A successful hit names the bounty, the street skim, the cash bonus and the fee in the notice. The skim comes from the victim. The bounty and the bonus are the reward. The bounty and the skim pass through the cash bonus together. Starting over after a hit asks for confirmation first.
Notices and fines are shown in your language.
How is the header built?
At the top you see street cash, energy, rank and city. On a narrow phone your name and city sit on a second row. Tap energy for the timer to your next point. The city chip opens the train station; the flame opens Street rush when it's active.
Where do you see the style you bought?
Your profile shows the style you've bought. The shop for them is in Arsenal. The profile has a button that takes you there. A title you're wearing shows as a line under your nickname. The screen header doesn't show that title. Under the name it says since when the account exists, as day-month-year. If that date is missing, the line stays hidden. A green dot right after the name on Players, the profile, Transfers, the city chat and the forum means that player was online in the last few minutes; offline the dot stays hidden and a title stays the line below. If you've confirmed your email, your profile photo usually goes live right away. Moderators can still remove a photo at any time.
On someone else's profile, Send message sits on top across the full width. Friend request, Block, Report and Send cash sit below it in a grid of equal-height buttons, each on one line.
How does a name appear on the leaderboard?
The nickname wins over a title or other flair. The flair sits under the name and is cut off when the line is full. A name of 16 characters stays whole. The screen header shows no title. The same title line sits under the name on the profile, in the forum list and on the post.
Respect and estimates
Every cash payout gives 12% of the amount as respect. Above 8,000 respect it grows more slowly. Respect milestones lag behind rank.
A heist share is never larger than the pot. Bonuses only change the split. One contributor gets the whole pot. The loot estimate on an attack matches the real loot. Smuggle profit on screen subtracts the train ticket.
You can see the district bonus on Street. Crimes shows a short note when it applies. A district gives no casino bonus.
Smuggling, travel, dice and the season
Smuggling profit is the same number everywhere: the sale minus the purchase minus the train ticket. That number is on the route, in the colour (green is profit, red is a loss) and in the message after the sale. The season score counts that same profit, not the turnover. The smuggling screen shows the difference per piece without the train ticket, and the ticket on its own line. A sale at a loss says loss, with the amount as a positive number.
You only pay for a trip once, even if you click twice. When the train arrives, you see your new city right away.
In dice you pick low, seven or high and two fair dice are rolled. The result follows only from the pips. Low and high pay 0.95 : 1 and return your stake on a seven. Seven pays 4.8 : 1. The roll stays until you roll again.
Your season score is cash from crimes, collecting, fights, a successful hit, the heist and smuggling profit. The fence, the chop shop, dice, a street race, a VIP night, borrowed cash and casino winnings do not count.
The range on a crime card includes gear, district, Street rush and tuning. Streak and a critical hit are only applied when the job resolves. The subline names the base and the bonus percent. A crime card shows two separate chances: the bust chance before the roll, and the jail chance if the roll fails.
If you can't play at a casino table, the reason is shown. With three tables a blackjack bet is at most the bankroll divided by 8, and that explanation sits next to the bet immediately.
Mutes, the bankroll and districts
A mute, a ban or a forum write-ban blocks city chat, the forum, private messages, your bio, a transfer note and a family invite. City chat names the time the mute ends. A forum mute names the end time next to Post and next to Reply.
The casino bankroll may sit above $18,000,000. A single round still pays at most that amount or the bankroll, whichever is lower. A deposit that pushes the bankroll above that amount is accepted in full. In the casino lobby, Open to takeover sits on someone else's table as soon as the bankroll is lower than the maximum bet.
The casino says it uses play money only. The first visit in a session asks for a short confirmation.
A bribe follows the clock: $750 plus $25 per second you still have to sit, between $1,000 and $20,000. The button shows the current price. You never pay more than that shown amount.
'The cops already had their eye on you' is the arrest before the roll. 'Failed and arrested' is jail after a failed roll.
You cannot snatch a district held by your own family; it shows no Snatch. The previous boss gets a signal. An empty district does not. If the team clears or reassigns a district, a signal goes out too. A district's net is what you already collected plus what is still expected, minus the claim cost. The breakdown sits underneath.
A bodyguard costs $800 plus $125 times (rank step).
A loan shows your limit and the time left in hours and minutes, rounded up. The tiers stay fixed. Prestige stays closed while a loan is open. The button names the amount still owed. A late loan sends a signal and a message when the penalty lands.
Spend skill points on the Street page and in Statistics. A point goes to attack or defense.
On the profile of someone you cannot attack, the reason is shown, for example the same family, too large a rank gap, newcomer protection, or traveling. On hits you search by exact name; you cannot search while traveling. Once respect has been built up, newcomer protection no longer applies, even below the rank of Soldier.
Home lists the bodyguard, the tune and the launder in the timer list while they run.
In the hospital the family vault shows only what you may still do.
The weapon and car card and the active bonus show the same number. Stacking or decay is named in the bar. If you chop your last car while a tune is still running, the dialog warns that the tune expires.
The last family member dissolves the family. The vault disappears and the founding price is not refunded. The notice then says the family was dissolved.
Rank achievements stay off someone else's profile when their rank is hidden. A new profile photo is first visible only to you, labelled under review. Others keep the previous or the default photo.
When you sign up you accept the terms and the privacy notice.
Confirming email, changing your password, friends, blocks and account deletion live in Settings. Blocked players disappear from your city chat and the forum. A private message to someone who blocked you does not arrive.
The confirmation code, the reset code, the new-password notice and the confirmation of a deletion request arrive from noreply@movetio.nl for Dutch-speaking players. Every other language gets that mail from noreply@movetio.com.
The contact form is only for advertising, partnerships and press. Questions about the game wait until you are signed in.
How to earn PP
During the test phase, at least 5 actions in a day earn 5 Premium Points. Those points are kept through a later reset.