Diamond Casino Heist

Vault Time Model
Vault Contents
Approach
Buyer Level
Hard Mode
Elite Challenge
Gunman
Driver
Hacking Speed
Hacker 1
s/hack
Hacker 2
s/hack
Hacker 3
s/hack
Hacker 4
s/hack
Commute Time Per Loot / Door
s each
Optimal Hacker — by Total Player TakeTop 3 per scenario

How the Vault Time Model Works

Vault Contents

LootNormalHard (+10%)UnitsCollect
Cash$2,115,000$2,326,5008 carts38s
Artwork$2,350,000$2,585,0006 pieces18s
Gold$2,585,000$2,843,5008 carts25s
Diamonds$3,290,000$3,619,0008 carts38s

Hacker Vault Times

HackerCutUnexposedExposed
Rickie Lukens3%2:261:42
Yohan Blair5%2:522:01
Christian Feltz7%2:592:05
Paige Harris9%3:252:23
Avi Schwartzman10%3:302:26

Unexposed = Silent & Sneaky, The Big Con. Exposed = Aggressive.

Vault Layouts — Cash / Gold / Diamonds

LayoutFree1 Door2 DoorsDoors
14314
25213
32424
44314
5 Pessimistic2335
6 Optimistic4403

Vault Layouts — Artwork

LayoutFree1 Door2 DoorsDoors
11414
22314
31503
4 Optimistic3213
5 Pessimistic0424
62314

Manseconds Budget Model

Total manseconds = vault time × player count. This is the team's total available work capacity inside the vault.

Hacking + commute = per hacker: doors × (commute + hacks_per_door × s/hack + animation). Commute to each door is included. A greedy optimizer assigns doors to minimize total manseconds spent hacking, subject to a wall-clock deadline: each hacker must finish before vault time − one collect − one commute, or the loot behind that door is inaccessible.

Animation = 24s/door normal, 28s/door hard. Hacks per door: 1 normal, 2 hard.

Door count = determined by vault layout (see tables above). The model uses a "normal" layout (4 doors) as the base case. Tooltips show the impact of a pessimistic layout (5 doors for cash/gold/diamonds, 0 free piles for artwork).

Idle time = when non-hacking players outnumber free loot piles, excess players wait idle until the first door opens. Wasted manseconds = waiting players × time for fastest hacker to open one door. Relevant mainly in pessimistic artwork vaults (0 free piles).

Loot + commute = per pile: collect time (grabbing) + commute (walking to it). Total = piles collected × (collect + commute). Door commute is separate and folded into hacking cost.

Collection = remaining manseconds ÷ s/unit, floored, capped at accessible piles.

Crew = gross × (hacker% + gunman% + driver% + Lester 5%).

Laundering = 10% of gross for low buyer, 5% for medium, 0% for high. Deducted after crew.

Elite challenge = +$50k/player (normal) or +$100k/player (hard). Applied after percentage split.

Setup fee = $25,000 deducted from host's take.

Crew Members

GunmanCut
Karl Abolaji5%
Charlie Reed7%
Patrick McReary8%
Gustavo Mota8%
Chester McCoy10%
DriverCut
Karim Denz5%
Zach Nelson6%
Taliana Martinez7%
Eddie Toh9%
Chester McCoy10%