Find the paydata in a ? room, then get all three out before the heat fills.
Sneak, Force and Hack apply to the whole turn. Select a person to compare their chances at adjacent rooms; Open needs no roll. Select a room to queue a move, or their current room to cancel it. Escape clears the selection while keeping moves queued. Go commits the plan; an empty plan costs nothing. Heat shows the certain cost and the possible total if attempts fail or meet an unresolved patrol.
Indicators
Tap a crew square to select its person: blue Brace, yellow Lark, red Null. A colored ? or diamond shows who benefits for the chosen approach: Sneak matches the room’s specialty, Force favors Brace, Hack favors Null. A neutral mark means no specialty; a diamond is a room without a paydata question mark. Red bars mean watch or ICE of 2 or 3. A yellow dot is an uncertain patrol; a red dot is confirmed. A hollow dot is a harmless camera. Null automatically identifies tells in his room and adjacent rooms, with any approach. A blue check and border confirm retrieval; the blue double border marks the ready exit.
Side leads
Some career maps have intel, a bypass kit or a contact. Enter that room to collect the lead, then escape clean to use it on the next job. The detour costs turns and heat.
Intel removes one false ?. A kit opens a room. A contact identifies the patrol. Leads last for one job; the daily and final job have none to carry forward.