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Send to Zero · How to play — A to Z

Send to Zero: The Heist — Player's Manual

Stake your Genesis Bosses, put your Hood Raiders to work, guard your vaults and raid everyone else's. This manual covers the whole game, A to Z: every number in it comes straight from the game's rules.

The Command Hub
The Command Hub

Contents

  1. The game in one minute
  2. Your crew: two collections
  3. $CRED
  4. Getting in
  5. Staking Genesis Bosses: Safe and Hot Vaults
  6. Hood Raiders: four jobs
  7. Defending your vaults
  8. The Target Radar
  9. Planning a heist
  10. Running the job
  11. Stamina and recovery
  12. The Protocol Split: burn, Syndicate Vault, royalty
  13. Leaderboards and the Prize Pool
  14. Social Ops: playing without an NFT
  15. Live Feed, ticker and telemetry
  16. The daily clock
  17. Roadmap: three Phases toward STZ
  18. Strategy playbook
  19. Cheat sheet
  20. FAQ

The game in one minute


Your crew: two collections

Genesis Bosses — 333 on Ethereum

Each Boss has a vault rating (its defence) built from three stats — Defense, Resilience, Prestige — and a base yield in $CRED per hour. Bosses come in four Syndicate tiers:

Tier Bosses Vault rating Yield, $CRED/hr
Overlord 19 88–99 38.6–40.0
Don 39 78–87 36.2–38.5
Capo 92 68–77 32.0–36.1
Underboss 183 50–67 25.0–31.9

A higher rating means a harder vault to crack and a vault that holds more (see cooling).

Hood Raiders — 1,650 on Robinhood Chain

Each Raider has three stats from 40 to 99 — Stealth, Hacking, Extraction — and a PWR rating:

PWR = 35% Stealth + 35% Extraction + 30% Hacking

PWR is what a Raider brings to a heist. Extraction also sets how much loot the Raider can carry. The role on the card (Infiltrator, Netrunner, Extractor) simply names the Raider's best stat.

Rarity Raiders PWR range Safehouse yield
Mythic 17 91–99 up to 5 $CRED/hr
Legendary 66 83–94
Epic 148 74–86
Rare 297 66–78
Uncommon 462 58–70
Common 660 50–64 from 2 $CRED/hr

The ranges overlap on purpose: a great Rare can beat a weak Epic, but rarity still matters on average.

The Crew deck
The Crew deck

The Crew page shows your cards (and the full collections). Hover a card to see its holographic foil.


$CRED

$CRED is the Syndicate's in-game currency. You earn it by staking Bosses, running Raiders in the Safehouse, raiding, renting your Raiders out and through Social Ops. It is kept on the server against your wallet — it is not a token in your wallet and has no market price. A future STZ token may be introduced at the project's discretion.


Getting in

  1. Connect a wallet — MetaMask, Coinbase Wallet, Phantom, WalletConnect or any browser wallet.
  2. Sign the login message. It's a free signature (Sign-In with Ethereum) — no gas, no transaction, no approval of any kind.
  3. Your crew syncs. The game reads your Bosses on Ethereum and your Raiders on Robinhood Chain directly from the chain. Everything you hold appears in your crew automatically.

Operative wallet
Operative wallet

The Operative wallet card on the Command Hub shows what was found on-chain, your $CRED balance, what you can claim right now and what sits in your Hot Vaults.

Sold or transferred an NFT? It stops working for you straight away: ownership is re-checked on-chain every few minutes, and the moment the buyer signs in it moves to their crew — together with any $CRED it hadn't paid out yet. Claim before you sell. The buyer gets it unstaked and stakes it themselves.


Staking Genesis Bosses: Safe and Hot Vaults

Open Staking and switch a Boss on — a new Boss arrives unstaked, so staking it is your first move. A staked Boss mines continuously — there's nothing to re-stake, ever.

Unstaked means off — and it burns the Hot Vault. The moment you unstake a Boss, everything in its Hot Vault is destroyed (it goes to nobody — so unstaking can't be used to hide loot from raiders). Its Safe Vault stays yours to claim. An unstaked Boss earns nothing and disappears from the radar; stake it again and it starts mining from zero. The site shows exactly how much will burn before you confirm.

A staked Boss's yield is split:

Staking Terminal
Staking Terminal

Claim All

Claim All sweeps every Safe Vault and every Safehouse balance into your $CRED wallet in one go. The Hot Vault is not claimed — it cools into the Safe Vault by itself.

The Hot Vault cools

The Hot Vault doesn't grow forever. Loot keeps cooling from Hot into Safe, so the Hot Vault holds roughly the last few hours of earnings and then levels off. How long it holds depends on the Boss's own rating:

Boss rating Hot Vault holds about Levels off around
below 70 the last 8 hours 0.8 × yield × 8 (≈ 180 for a 28/hr Boss)
70–80 the last 12 hours 0.8 × yield × 12 (≈ 330 for a 34/hr Boss)
80 and up the last 16 hours 0.8 × yield × 16 (≈ 490 for a 38/hr Boss)

So rich vaults are the well-defended ones: a top Boss is harder to crack but holds much more. After a raid empties a vault, it refills along the same curve.

A Boss vault card
A Boss vault card

Each Boss card shows its Safe and Hot Vaults, its current vault security, the raid level raiders will face (Low / Mid / High), its bodyguards and its ICE.


Hood Raiders: four jobs

Every Raider does one job at a time. Switch jobs in the Hood Raiders list on the Staking page.

Hood Raiders
Hood Raiders

Job What it does Earns
Safehouse Passive Sits safe and mines 2–5 $CRED/hr, claimable
Ready for Radar Goes on your heists the loot from your raids
Available for Hire Listed on the Syndicate Exchange for other players' crews 30% of the take whenever a crew that hired it breaches
Bodyguard Guards one of your Bosses (assign it from the Boss card) protects your Hot Vault

Only Safehouse Raiders earn passive yield. Ready and hired-out Raiders earn from raids; bodyguards earn nothing directly — they protect your Hot Vault.


Defending your vaults

Every staked Boss has a vault security score:

Security = vault rating + bodyguard coverage + ICE (12.5)

Security decides two things: how hard the vault is to breach, and its raid level:

Raid level Security Crew a raider needs
Low below 70 1–3 Raiders
Mid 70–80 2–3 Raiders
High 80 and up exactly 3

A higher level forces bigger, costlier crews on anyone who comes for you.

Bodyguards

Each Boss has 2 bodyguard slots. A bodyguard Raider adds (Stealth + Extraction) ÷ 20 security (about 4–10) and can arrest a crew on the way out:

ICE Defense Grid

135 $CRED for one Boss: +12.5 security — about −30 percentage points off every raider's chance — until the next 00:00 UTC reset.

Shield

A breached vault is shielded for 2 hours: nobody can hit it again in that time.

A breached, shielded vault
A breached, shielded vault

Raids on your vaults

The Raids on your vaults log (Staking page) shows every attempt on your Bosses: who came, whether they breached or were repelled, how much they took and whether a bodyguard recovered half.


The Target Radar

The radar shows every other player's staked Boss (never your own). Each blip is a vault.

The Target Radar
The Target Radar

Raid levels
Raid levels

Contacts list
Contacts list

The Contacts list ranks every vault by Hot Vault size, searchable by Boss # or wallet. Hundreds of contacts? It pages; the scope draws all of them while they fit (up to 96).


Planning a heist

Pick a target and hit Plan heist. The planner shows everything before you pay.

The crew planner
The crew planner

The crew

Cost

Level Per crew member
Low 10 $CRED
Mid 15 $CRED
High 25 $CRED

Plus 35 per henchman and any gear. Optional gear:

Success chance

The vault's security is measured against your crew PWR:

Crew PWR = your strongest member's PWR + a bonus for every other member bonus = 4 × (PWR − 40) ÷ 40 (never below 0.5): henchman +1.5 · PWR 70 +3 · PWR 80 +4 · PWR 99 +5.9

Chance = 50% + (crew PWR − security) × 2.4, kept between 5% and 97%, then +10 with a Lockpick (max 99%).

Adding a member never lowers your chance. Example: a PWR 80 Raider against a security-62 vault: 50 + 18 × 2.4 = 93%.

What you can carry

A breach takes as much of the Hot Vault as your crew can carry:

Raider bag = 20 + 0.4 × Extraction (36–60 $CRED) · Henchman = 25 × 1 on Low jobs · × 1.5 on Mid · × 2.5 on High

So a lone Raider on a 200-$CRED Low vault walks out with ~46, and the owner keeps the rest. A full High crew of Raiders carries 270–450 — enough to empty even the richest vaults. Each member's bag is shown on its slot.

The split

With no hires you keep 100%. Each hired Raider takes 30%: one hire → you 70% / them 30%; two hires → you 40%.

The planner shows the success chance, crew PWR, the take and its split, the full cost (and how it's split by the protocol), and how long your Raiders will recover.


Running the job

Hit Launch heist. The server rolls the outcome the moment you launch; the Mission Console plays it out in five phases — Recon, Breach, Bypass ICE, Crack, Extract.

A heist in progress
A heist in progress

A clean breach
A clean breach


Stamina and recovery

Stamina — 60 per Raider per day

Every job burns stamina from every Raider on it (including hired Raiders):

Level Stamina per job Jobs per day
Low 12 5
Mid 15 4
High 20 3

Stamina refills at 00:00 UTC. A Raider without enough stamina for a job can't join it.

Recovery

After every job, the Raiders on it recover before they can go again:

Level Clean breach Busted or arrested …with a Signal Jammer
Low 1 h 2 h 1.5 h
Mid 2 h 4 h 3 h
High 4 h 8 h 6 h

Skip recovery: pay 15 $CRED per started hour left to get a Raider back at once (the button is in the Staking list and in the planner). Stamina still caps the day.


The Protocol Split: burn, Syndicate Vault, royalty

Every $CRED spent in the game — raid fees, henchmen, Lockpicks, Jammers, recovery skips, ICE — is split the same way:

Share Where it goes
50% Burned — permanently removed
20% Prize Pool — pays the leaderboard top 10s (see Leaderboards)
29% Syndicate Vault — the protocol treasury
1% Mastermind Royalty — paid to whoever holds Hood Raider STZ #684 (Mythic, Rank #1), verified on-chain

Protocol telemetry
Protocol telemetry

The Command Hub tracks the totals live, plus Your burn — how much your own spending has burned.


Leaderboards and the Prize Pool

20% of every $CRED spent in the game goes to the Prize Pool, and the Prize Pool pays the leaderboards. Open Ranks in the top menu.

Leaderboards
Leaderboards

Two races run at once:

Race Pool Paid
Season 80% of the Prize Pool collected during the season to the final top 10s when the season ends
Week 20% of the Prize Pool collected that week to that week's top 10s, every 7 days from the season start

Season 01 lasts as long as Phase 1 — 2 months.

Four boards, each with its own share of the pool:

Board Who Ranked by To qualify (season / week) Share
Most Wanted wallet net take: loot from radar heists minus raid costs 10 / 3 raids 40%
Iron Vault Genesis Boss share of raids the Boss held off 10 / 3 raids from 3 / 2+ wallets 25%
Top Crew lineup loot from team raids with one exact lineup (a wallet's best one) 5 / 2 team raids 20%
Legend Raider Hood Raider loot it brought home (each breach split across the crew, henchmen included) 5 / 2 raids 15%

Inside each board the pool is split by rank: #1 25% · #2 18% · #3 13% · #4 10% · #5 8% · #6 7% · #7 6% · #8 5% · #9 4% · #10 4%.

The boards
The boards


Social Ops: playing without an NFT

No Boss or Raider yet? Social Ops pays recruits:

How bounties work:

  1. Link your X account on the Social Ops page — once. One X account per wallet.
  2. Do the task on X (the card links straight to the post or profile). For a quote, paste the link to your own post.
  3. Hit Done — send for review. Every claim is checked by hand; the $CRED lands in your wallet once it's approved. Fake or deleted posts are rejected.

Social Ops
Social Ops

A single Hood Raider earns 2–5 $CRED per hour in the Safehouse — up to twice the recruit cap — and unlocks raiding.


Live Feed, ticker and telemetry

Live Feed
Live Feed

The Live Feed on the Command Hub shows, newest first:

The ticker under the header runs collection floors (in USD), Bosses staked, raids and loot in the last 24 hours, and total $CRED burned. The footer keeps the network totals: Claimed (all $CRED claimed from staking), Burned, the season Prize pool and the Syndicate Vault.

Footer
Footer


The daily clock

At 00:00 UTC every day:

Everything else — mining, cooling, raids — runs continuously, around the clock.


Roadmap: three Phases toward STZ

Send to Zero: The Heist is only the beginning. The plan is a bigger game built on the same Genesis Bosses and Hood Raiders. Any future STZ token, and whether $CRED carries over into it, is at the project's discretion.

Season 01 runs in three Phases, and $CRED emission steps down from one to the next:

Phase Length $CRED yield
Phase 1 2 months from the season launch the highest it will ever be
Phase 2 announced later lower
Phase 3 announced later lower still

Strategy playbook

For vault owners

For raiders

For collectors


Cheat sheet

Boss yield split 20% Safe · 80% Hot
Hot Vault holds last 8 h (rating < 70) · 12 h (70–80) · 16 h (80+)
Vault security rating + bodyguards + ICE 12.5
Raid levels Low < 70 · Mid 70–80 · High 80+
Crew Low 1–3 · Mid 2–3 · High 3
Cost per member 10 · 15 · 25 $CRED
Henchman 35 $CRED · PWR 55 · carries 25 · 0% cut
Hire 0 upfront · 30% of the take
Lockpick / Jammer / ICE 15 / 20 / 135 $CRED
Chance 50 + (crew PWR − security) × 2.4 · 5–97% · +10 Lockpick
Raider bag 20 + 0.4 × Extraction · ×1 / ×1.5 / ×2.5 by level
Stamina 60/day · 12 / 15 / 20 per job
Recovery 1 / 2 / 4 h · ×2 busted · ×1.5 with Jammer
Skip recovery 15 $CRED per started hour
Shield after breach 2 h
Bodyguards 2 per Boss · arrest up to 45% · returns half
Protocol Split 50% burn · 20% Prize Pool · 29% Syndicate Vault · 1% STZ #684 holder
Leaderboards season: 80% of the pool · week: 20% · top 10 paid: 25/18/13/10/8/7/6/5/4/4%
Daily reset 00:00 UTC
Phases Phase 1: 2 months, highest yield · Phases 2–3: lower, announced later

FAQ

Can anyone steal from my Safe Vault? No. Only the Hot Vault can be raided. The Safe Vault and your $CRED wallet are never at risk.

Do I need to re-stake every day? No. A staked Boss mines until you switch it off.

Why can't I see my own Bosses on the radar? You can't raid yourself — the radar only shows other players.

My raid failed. What did I lose? The fee you paid (including henchmen and gear) and time: your Raiders recover twice as long. You never lose Raiders or $CRED beyond the fee.

Why does the vault show less than I expected? Hot Vaults cool into Safe — they hold only the last 8–16 hours of yield — and a breached vault restarts from what was left.

Does adding a weak Raider hurt my odds? No. The strongest member counts in full, every other member only adds.

What happens if I sell an NFT? It stops working for you within minutes and moves to the buyer, along with any unclaimed yield on it. Claim first.

What is $CRED worth? It has no market price. It's an in-game currency with no monetary value. A future STZ token may be introduced at the project's discretion.

Will yield stay the same? No — it's highest in Phase 1 (the first 2 months of the season) and steps down in Phases 2 and 3. What you've already earned is never reduced.

Is this final? Season 01 is live. Numbers may still be fine-tuned between Phases, but what you have already earned is never reduced.