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.

Contents
- The game in one minute
- Your crew: two collections
- $CRED
- Getting in
- Staking Genesis Bosses: Safe and Hot Vaults
- Hood Raiders: four jobs
- Defending your vaults
- The Target Radar
- Planning a heist
- Running the job
- Stamina and recovery
- The Protocol Split: burn, Syndicate Vault, royalty
- Leaderboards and the Prize Pool
- Social Ops: playing without an NFT
- Live Feed, ticker and telemetry
- The daily clock
- Roadmap: three Phases toward STZ
- Strategy playbook
- Cheat sheet
- FAQ
The game in one minute
- Genesis Bosses are vaults. Staked, a Boss mines $CRED around the clock. 20% of it is safe; 80% sits in a Hot Vault that other players can raid.
- Hood Raiders are your operatives. They earn passively in the Safehouse, stand guard over your Bosses, get hired out to other players — or go raiding.
- The Target Radar shows every other player's staked Boss. Pick a vault, assemble a crew of up to 3, pay the operation fee and roll against the vault's security. Breach it and your crew carries the loot home.
- Every $CRED spent in the game runs through the Protocol Split: 50% is burned, 20% feeds the Prize Pool for the leaderboards, 29% goes to the Syndicate Vault, 1% to the holder of Hood Raider STZ #684.
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 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
- Connect a wallet — MetaMask, Coinbase Wallet, Phantom, WalletConnect or any browser wallet.
- Sign the login message. It's a free signature (Sign-In with Ethereum) — no gas, no transaction, no approval of any kind.
- 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.

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:
- 20% → Safe Vault. Yours, guaranteed, never at risk. Claim it any time.
- 80% → Hot Vault. This is what other players can raid.

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.

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.

| 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:
- each guard rolls 10% + 1.5% × its defence to arrest;
- the combined arrest chance is capped at 45%;
- an arrest doesn't stop the breach, but half the take goes back to you and the crew counts as busted (double recovery).
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.

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.

- Colour = raid level: cyan Low, gold Mid, red High. Grey = shielded or empty.
- Size = how much is in the Hot Vault right now.
- Filters (All / Low / Mid / High) show only one level. A blip keeps its spot on the scope while it stays there — refreshes and raids never move it. The richest vaults sit closest to the centre.
- Click a blip — or a row in the Contacts list — to open its dossier: security breakdown, live Hot Vault, what it holds at its level, crew size, cost per member and recovery time.


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
- Slot 1 — the leader — must be one of your own Raiders, set to Ready for Radar.
- Slots 2 and 3 can be:
- your own Raiders — free, you keep their share;
- hires from the Syndicate Exchange — 0 $CRED upfront, each takes 30% of the loot on a breach;
- Street Henchmen — rented bots: 35 $CRED flat, PWR 55, 0% of the loot. If the crew is busted, the fee is lost.
Cost
| Level | Per crew member |
|---|---|
| Low | 10 $CRED |
| Mid | 15 $CRED |
| High | 25 $CRED |
Plus 35 per henchman and any gear. Optional gear:
- Cyber Lockpick — 15 $CRED: +10 percentage points of success.
- Signal Jammer — 20 $CRED: if the job goes wrong, recovery is ×1.5 instead of ×2.
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.


- Breached: the take is wired straight to your $CRED wallet (hired owners get their cut), and the vault is shielded for 2 hours.
- Arrested on the way out: a bodyguard caught the crew — half the take goes back to the owner, and the crew recovers twice as long.
- Busted: the job failed. The fee is spent, nothing is taken, and the crew recovers twice as long (×1.5 with a Signal Jammer).
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 |

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.

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%.

- Paid automatically within an hour after a week or the season closes, straight into your $CRED balance. Your prizes and the last winners are at the top of the page.
- NFT boards pay the holder. Iron Vault and Legend Raider prizes go to whoever holds that NFT in the game when the period closes — sell a top NFT before then and its prize goes to the buyer.
- Nothing is lost. Prizes nobody qualifies for roll forward: a week's into the season pool, a season's into the next season.
- Pools grow until the end. The prize next to each rank is what it would pay right now; it rises with every $CRED spent.
- Only radar heists count. Your own row is highlighted, even outside the top 10.
- Season 01 boards run from the launch (13 October 2026, 14:00 Kyiv) to the end of Phase 1 (13 December 2026). Closed-test progress and test prizes are wiped at launch, so every player starts equal.
Social Ops: playing without an NFT
No Boss or Raider yet? Social Ops pays recruits:
- a 1 $CRED/hr baseline drip (up to 24 a day) — collect it before the daily reset or it expires;
- bounties for spreading the word on X: follow the account (15 $CRED, once), repost or quote new posts (usually 25 $CRED each — every new post is a new bounty);
- drip and bounties together are capped at 60 $CRED per UTC day.
How bounties work:
- Link your X account on the Social Ops page — once. One X account per wallet.
- Do the task on X (the card links straight to the post or profile). For a quote, paste the link to your own post.
- 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.

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

The Live Feed on the Command Hub shows, newest first:
- raids — breaches, repelled attempts and arrests;
- sales of Genesis Bosses and Hood Raiders on OpenSea, read straight from the chain (click a line to open the transaction);
- vaults that held — wallets whose staked Bosses went a whole UTC day without a breach, and how much $CRED they secured that day.
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.

The daily clock
At 00:00 UTC every day:
- Raider stamina refills to 60;
- ICE Defense Grids expire;
- the Social Ops cap resets (uncollected drip expires);
- the "vault held" report for the day that ended is published in the Live Feed.
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 |
- Phase 1 is the window. Bosses, Raiders and bounties pay the most they ever will — the earlier you stake, guard and raid, the more you accumulate.
- Each new Phase lowers yield. The rates and lengths of Phases 2 and 3 will be announced as the game develops — we'll tune them to how the Syndicate plays.
- Nothing you've earned shrinks. A new Phase only changes what's mined from then on; your $CRED balance stays exactly as it is.
- Season 01 starts on 13 October 2026 at 14:00 Kyiv time (11:00 UTC), and Phase 1 runs two months, until 13 December 2026. Everyone starts from zero at the same moment.
Strategy playbook
For vault owners
- Claim regularly. The Safe Vault is never at risk, but claiming keeps your balance working for you.
- Guard your best Boss. Two bodyguards on a top Boss can push it into High — raiders then need a full crew of 3, pay 25 each, and risk a 45% arrest.
- ICE when it matters. 135 $CRED buys −30 points off every raid until reset — worth it on a fat Hot Vault when raiders are active.
- Rich vaults pull raiders. A Boss rated 80+ holds up to ~16 hours of yield. Defend it like it.
For raiders
- Low solo jobs are cheap and safe — 10 $CRED, ~90% odds with a decent Raider — but one Raider carries only 36–60.
- Mid and High pay for teams. Bags grow ×1.5 and ×2.5: a full High crew can empty a 450-$CRED vault.
- Extraction matters. High-Extraction Raiders carry more. Put them on the big jobs.
- Fill slots with care. Henchmen are cheap PWR (55) and carry 25, but their fee is lost if you're busted. A strong hire gives more PWR and carry but takes 30%.
- Budget stamina. 60 a day = 5 Low, 4 Mid or 3 High jobs. Skipping recovery costs $CRED but doesn't refill stamina.
- Watch the shield. A just-breached vault is grey for 2 hours — move on.
For collectors
- A Raider you aren't using earns more Available for Hire than idle: 30% of every breach it joins.
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.