Jail
Where failed jobs end — and where friends prove themselves.
Fail a robbery, blow a jailbreak, get caught doing almost anything ambitious, and you're behind bars. While jailed, ordinary gameplay actions are blocked — no crimes, training, or market use. What still works from a cell is talk: jail chat, mail, and handing out honour or dishonour from your dashboard. The exits are to wait, bribe your way out, or have another player release you.
Sentences scale with your level, not the crime's size — a street thug does minutes, a Don does the better part of an hour. The crime picks the severity band: a petty job is a slap, a legendary job is a stretch. A gang Legal Team shortens every sentence, and city events can swing jail terms both ways.
Three ways out
Busting others out
The jail page lists everyone inside, and springing them is a skill of its own. Your odds ride on your busting XP and Charisma (the Scofield bodyguard helps too — he's done this before). Success pays 30–60 base busting XP plus a stat reward weighted toward the target's level — springing a heavyweight is the harder, better-paid job. Failure grants half the base XP but normally arrests you too; Saul can still process you out before the cell door closes.
Both rewards taper within any rolling game-day window: busting XP caps at 600, and the stat reward at 4,000 points across all your busts. Keep going past either and the guards start recognizing your face — the job still frees your friend, it just stops paying.
Your exact busting XP stays your secret: public profiles only show the reputation it earns you.
Guaranteed release
Don't fancy the odds? Any player can also pay for another's release: 2× the target's bribe price, guaranteed, no roll. Expensive loyalty — but a gang mate rotting in a cell mid-heist is more expensive.