The crimes board lists every job you can pull, from lifting a wallet off a distracted commuter to bigger, riskier scores as you rise. Each card shows what you are getting into before you commit: the odds, the likely take, how much heat it brings and what happens if it goes wrong.
Nerve is what crimes cost, and it refills on its own, so a few minutes a few times a day keeps you working. Your street smarts grow with every try, and gathering intel on a job swaps the guesswork for the real numbers. The right gear in your pocket tips the odds your way.
Push your luck and the heat rises. Too much heat and the police start looking; get caught and you may spend a while in jail, where friends and gang mates can bust you out. Lay low, let things cool off, then go again.
Crimes pay in cash and experience. The cash buys property, gear and a better place to live; the experience levels you up and opens bigger jobs, fights and the rest of the city. The Evening Racket, the city's newspaper, reports what happens on the streets, including who got hauled in.
There is always another rung on the ladder. Small-time jobs open first; as your level and your record grow, bigger tiers unlock, each with better pay and worse consequences. Some players stay small and steady, others chase the big score: the board shows you the numbers and leaves the choice to you.