How a heist works
Most of the route is already built. Your part is small, and that is what makes it matter.
1. Planning
A few gold sockets sit in the track. Tap one and you see only the pieces that fit there: a straight, an elbow, sometimes a whole switch. You have a limited number of each. Rotate, confirm, undo, try again; nothing moves until you press Start Heist.
2. Running
The plan locks. Diamonds, gold, paintings and microchips roll out at one tile a second. Tap a switch to send the next crate left or right; tap a gadget, then its target. Two crates on one tile jam. A crate on a red scanner is caught. The wrong van refuses the delivery.
3. Two ways to win
In Diamond Lane, a straight piece takes the diamond past a gem laser; you have to EMP the laser at the right moment, and you finish in thirteen seconds. An elbow piece sends it the long way round with no gadget at all, in seventeen. Both are proven winning plans, recorded and replayed by the game's own tests.
