The Rulebook
Everything the Basics leave out, in reading order.
The Heist
What you're doing here and how it ends.
You and your crew are breaking into a 3-floor building. There is one safe on every floor. Crack all 3, grab everything, and get to the roof, together.
One loot card changes the plan. Pick up the Walkie-Talkie and the roof shuts for good: from then on, anyone still inside leaves through the ground-floor entrance, drops out through a ground-floor walkway, or blasts out of any ground-floor tile with GoTron or a Thermal Bomb. The job itself does not change: every safe cracked, all the loot in hand, every character out.
Every floor is a 4×4 grid of face-down tiles. You usually find out what a room is when someone walks into it or peeks at it from next door, and some of those rooms are alarmed. A guard patrols each floor, and every alarm you trip pulls him toward you.
On your turn you get 4 actions. Spend them moving, peeking, hacking, or cracking. Then the guard on your floor moves, and the more noise you've made, the more directly he comes for you.
A turn is a budget of 4 actions. Spend them in any order, on anything you can legally do from where you are standing.