Museum

Everything that can show up on the roundabout: the syndicate's bosses, the special vehicles, the weather and the city events. In the game, an entry opens in Progress, Museum once you have met it on the road.

Guides and tips from players are in the wiki on Fandom.

A violet getaway pickup on the roundabout with its countdown ring, an armoured cash truck ahead of it.

Bosses

A syndicate boss takes over the first criminal of a shift every 15 levels. Each one asks for a different way to get your police car to it.

The Convoy

Syndicate boss, from Level 15

Escorts right behind it

The head of the syndicate, in gold-striped black. Its armoured escorts join the ring right behind it.

Time a police car into the gap between the boss and its escorts. Hitting an escort is a plain crash.

You get more time than with an ordinary criminal: use it to wait for the gap.

In the game Ram the boss with a police car, in the gap before its escorts.

The Getaway Driver

Syndicate boss, from Level 30

Gone in seconds

No escorts at all, just speed: the getaway driver is gone in a few seconds.

Have a police car at the front of your queue before its warning ends, and send it in the moment the boss is on the ring.

In the game It is gone in seconds: have a police car ready and ram it at once.

The Armoured Boss

Syndicate boss, from Level 45

Takes two police cars

Its armour shrugs off the first ram, and an escort sticks to it.

One police car cracks the armour, a second one finishes it. Keep two in your queue.

In the game Ram it twice: the first police car only cracks the armour.

The Phantom

Syndicate boss, from Level 60

Drives without lights

It comes in a blackout, and it drives without lights: you only see it where the street lights reach.

Follow the ring and trust its warning. An escort rides behind it, so pick the gap carefully.

In the game No lights: follow its warning and ram it with a police car.

The Twins

Syndicate boss, from Level 75

Catch one, the other comes

The Twins run the syndicate together. There are two of them, and they come one after the other: the moment you catch the first, the second is already at another arm.

No escorts, about 12 seconds each. Only when both are caught is the heist back. Keep a second police car in your queue.

In the game Two bosses: the second comes as soon as the first is caught.

The Decoy

Syndicate boss, from Level 90

Its escorts wear its paint

The Decoy's escorts are painted like the boss himself, black with a gold line, to draw your police cars in.

The real boss is the pickup: an open bed, and the countdown ring around it. The others are armoured vans, and ramming one is a plain crash.

In the game Escorts in its paint: ram the pickup with the open bed and the ring.

The Smuggler

Syndicate boss, from Level 105

Takes three police cars

The Smuggler drives alone, but under heavy armour: the first two police cars only crack it, the third one stops it.

It stays about 26 seconds, enough for three runs at it if your queue holds the police cars.

In the game Armoured twice: it takes three police cars. Line them up.

The Kingpin

Syndicate boss, from Level 120

The head of it all

The Kingpin comes last, in a blackout, with three escorts painted like it and armour that takes a ram.

Read the shapes in the dark: the boss is the pickup with the ring. Two police cars in the gap behind it bring it down.

In the game Escorts in its paint, in the dark: ram the pickup with the ring twice.

Specials

Everything on the road that is not an ordinary car, and what each one asks of you.

Police Car

Special vehicle, from Level 1

The only car that stops a criminal

Police cars come from your own queue, like any of your cars. They are the only cars that can stop a criminal.

Send one into the ring while a criminal is on it and drive into it: that is a takedown, worth 1.000 points and a link in your chain. Hold a police car back when a warning lights up an arm.

A police car is tougher than your other cars: your shift survives 3 police crashes. Keep it away from the money transporter, though.

In the game Only police cars stop a criminal. Keep one ready for the next warning.

Criminal

Special vehicle, from Level 1

Ram it with a police car

A warning lights up the arm it comes from. Then it barges into the ring and races round it, heavy and fearless.

You have about 12 seconds to ram it with one of your police cars. A takedown pays 1.000 points and extends your chain.

If it gets away, it takes money with it and the shift is over. Your ordinary cars cannot stop it: a crash with them is just a crash.

In the game Crash a police car into the purple-ringed pickup before it gets away.

Money Transporter

Special vehicle, from Level 1

Let it through, then cash in

An armoured truck full of cash. A warning shows its arm, then it drives once round the ring with a secure zone around it.

If it leaves safely you earn 450 coins and a link in your chain. Every car of yours that joins inside its secure zone adds 50. coins

Do not hit it: a police car that rams it seizes the cash and nobody gets paid, and a wrecked transporter is lost.

In the game Let the money truck through untouched: it pays when it leaves.

Lorry

Special vehicle, from Level 1

Long and heavy: leave a bigger gap

Part of the ordinary traffic, but longer and much heavier than a car.

It needs a bigger gap in front of your car, and in a crash it shoves lighter cars around instead of stopping.

Every lorry that passes a Toll Booth early in a shift pays 6. coins

In the game Lorries are long and heavy: leave a bigger gap in front of your car.

Ambulance

Special vehicle, from Level 8

Keep the road ahead clear

On an emergency run: it comes in with a warning and takes the long way round the ring.

The stretch of ring right ahead of it has to stay clear. If you send a car in there, the run is spoiled and your combo and chain are gone.

Keep the road clear until it leaves and it pays 300 coins and extends your chain. It never causes a crash itself.

In the game Keep the road ahead of the ambulance clear until it leaves the ring.

Gas Tanker

Special vehicle, from Level 4

Wreck it and it explodes

A lorry full of gas. It drives like any other lorry, and it comes without a warning.

Wrecked, it explodes: the blast throws every car nearby off the road, yours too. Give it room.

In Mayhem that is exactly the point: aim for the tankers, the bigger the chain reaction the more flames.

In the game A wrecked gas tanker explodes and throws every car nearby. Give it room.

Military Truck

Special vehicle, from Level 7

Stay out of its zone

A military truck with a bomb on board. A warning shows its arm, then it drives round the ring with a no-go zone around it.

Any car that enters the zone sets the bomb off, and the blast reaches across the whole roundabout.

Hold your cars back while it passes. After about 12 seconds it leaves as soon as the way out is clear.

In the game Keep every car out of the military truck's zone until it leaves.

Motorbike

Special vehicle, from Level 22

Slips into tiny gaps

Quick and slim: a motorbike joins in gaps a car would never take, so a gap you counted on can be gone.

Slip one of your cars right past it, a Tight Fit or a Near Miss, and the close shave pays 150 points on top, times your combo.

In the game Bikes slip into tiny gaps. Shave past one for bonus points.

Learner Driver

Special vehicle, from Level 28

Give it room, it hesitates

A driving-school car goes once round the ring, and now and then it brakes for no reason. The traffic behind it bunches up.

A green band shows the space around it, ahead and behind. Keep your cars out of it while it drives.

If it leaves with room all the way, it pays 250 coins and extends your chain. Joining close to it only costs that bonus.

In the game Keep your cars out of the green band around the learner.

Oversize Load

Special vehicle, from Level 85

Slow, long, give it room

A heavy transport, far longer than a lorry, crawls once round the ring. The traffic behind it slows down with it, so the gaps you know are gone.

An amber band shows the space it needs, ahead and behind. Keep your cars out of it and it pays 400 coins and extends your chain when it leaves.

In the game A slow, long load: keep your cars out of the amber band around it.

Street Racers

Special vehicle, from Level 90

Two of them: ram them

Two racers rev at one of the other arms and barge into the ring one right after the other, in hot pink with white stripes.

Ram one with a police car to stop it: 500 coins and a link in your chain, each. If they get away nothing is lost; your ordinary cars cannot stop them, a crash is just a crash.

In the game Two street racers barge in: ram each one with a police car for a bonus.

School Bus

Special vehicle, from Level 30

Stops at the bus stop

Only on a School Run: long yellow buses that stop at the bus stop on the ring, for about 1.6 seconds.

The traffic behind a bus waits, and your cars wait with it instead of ploughing in. Merge behind a bus when it pulls away.

In the game School buses stop at the bus stop. Merge behind one as it pulls away.

Fire Engine

Special vehicle, from Level 35

A long road to keep clear

An emergency run like the ambulance, but a fire engine: long, heavy, and it needs more of the road.

The stretch of ring ahead of it is longer. Send a car in there and the run is spoiled, your combo and chain with it.

Keep the road clear until it leaves and it pays 500 coins and extends your chain.

In the game Keep the long stretch ahead of the fire engine clear until it leaves.

Conditions

Weather, darkness, road layouts and city events. They change the traffic, never the tap: the timing stays fair.

Two Lanes

Road, from Level 80

Read the gaps in both lanes

From Level 80 the ring has an inner lane. Both lanes turn together, and traffic uses both.

An arrow in front of your stop line shows where your front car is headed: straight into the outer lane, or bending left across it into the inner one.

A car bound for the inner lane needs a gap in the outer lane to cross and a gap in the inner lane to join. Cars leaving the inner lane cross the outer one too.

In the game The arrow at your stop line shows which lane your car will take.

Light Rain

Weather, from Level 6

Slick roads

A wet road: tyres keep only 85 % of their grip, and drivers react a little later and brake more softly.

Crashes slide further and cars need longer to stop. Leave a little more room when you merge.

In the game Wet road: crashes slide further. Leave a little more room.

Heavy Rain

Weather, from Level 12

Less grip, more traffic

Pouring rain: tyres keep 70 % of their grip, drivers react later still, and more cars are on the road.

Tight fits turn into crashes quickly. Wait for the gaps that are clearly big enough.

In the game Less grip and more cars. Wait for gaps that are clearly big enough.

Storm

Weather, from Level 18

Drivers squeeze into gaps

A storm: tyres keep 55 % of their grip, the traffic is heavier, and the other drivers squeeze into smaller gaps.

The ring fills up faster than you are used to. Time your cars carefully and keep an eye on who pushes in.

In the game Drivers squeeze into small gaps. Merge with care.

Extreme Weather

Weather, from Level 25

The worst the sky can do

Extreme weather: tyres keep only 40 % of their grip, the traffic is at its heaviest, and every driver is on edge.

Every crash slides a long way and takes others with it. Patience pays more than speed here.

In the game Hardly any grip and the heaviest traffic. Patience pays.

Fog

Weather, from Level 35

The far side fades out

Thick fog: the far side of the ring fades out, and drivers see a crash a moment later.

Watch the traffic that comes out of the fog towards your arm; the warnings still shine through. A foggy shift pays 10 % more.

In the game The far side fades out. Watch the cars coming out of the fog.

Snow & Ice

Weather, from Level 45

Ice on the road

Snow and ice: tyres keep only 45 % of their grip, and nobody stops quickly. A crash slides a long way.

Your tyre tracks stay in the snow. Leave clearly more room than usual. A snowy shift pays 15 % more.

In the game Ice on the road: nobody stops quickly. Leave clearly more room.

Hail

Weather, from Level 55

Nobody brakes well

Hail drums on the roofs: drivers react later, brake only 70 % as hard, and the tyres keep 80 % of their grip. A little more traffic, too.

A car behind you needs longer to stop. Leave room behind your merge, not only in front of it. A hail shift pays 15 % more.

In the game Hail: drivers brake badly and late. Leave room behind every car.

Sandstorm

Weather, from Level 65

Dust across the ring

A sandstorm: dust hides the far side of the ring, drivers see a crash late, and sand on the road leaves 85 % of the grip.

Watch the traffic coming out of the dust towards your arm; the warnings still shine through. A sandstorm pays 20 % more.

In the game Sandstorm: the far side is gone in the dust. Watch what comes out of it.

Night

Darkness, from Level 10

Only headlights and lamps

A night shift: the city is dark, and you see the cars by their headlights and under the street lamps.

Watch the lights on the ring rather than the cars. A night shift pays 10 % more.

In the game Watch the headlights, not the cars.

Blackout

Darkness, from Level 20

Even the lamps are out

A night with the street lamps out: only the headlights show where the cars are.

A blackout shift pays 25 % more. The Phantom, the fourth boss of the syndicate, only comes in a blackout.

In the game The street lamps are out: only headlights show the cars.

Roadworks

City event, from Level 4

A slow stretch on the ring

Roadworks on part of the ring: traffic there slows to 60 % of its speed.

Cars bunch up behind the works, so the gaps change as they pass through. Look where the queue on the ring forms.

In the game Cars drive slower through the roadworks, so the gaps change there.

Road Closure

City event, from Level 4

One arm is closed

One of the other arms is closed for the shift: no traffic comes in from it and no car can leave there.

The traffic comes from fewer directions and leaves by fewer exits. It only happens on a roundabout with four arms or more.

In the game One arm is closed: fewer cars come in, and none leave there.

Concert Traffic

City event, from Level 4

The whole city is out

A concert lets out: 2 more cars on the ring, and new cars arrive twice as often.

Gaps are rare and short. Take a good one when it comes instead of waiting for a perfect one.

In the game Many more cars on the ring. Take a good gap when it comes.

VIP Convoy

City event, from Level 4

Wide gaps, more cars

A VIP is in town: one more car on the ring, and every driver keeps about 60 % more distance.

The gaps between the cars are wider but move differently. Time your merge to the new rhythm.

In the game Every driver keeps more distance: wider gaps, a new rhythm.

Police Operation

City event, from Level 4

More police in your queue

A police operation: 15 % more of your cars are police cars.

Criminals are easier to catch, and every police car is one more chance for a takedown. Use them.

In the game More of your cars are police: more chances for a takedown.

School Run

City event, from Level 30

Buses stop on the ring

School's out: yellow school buses join the traffic, and each one stops for 1.6 seconds at the bus stop on the ring.

The cars behind a bus wait for it. Your cars brake behind a queue too, but the best gap opens right after a bus pulls away.

In the game School buses stop on the ring. Merge behind one as it pulls away.

Marathon

City event, from Level 40

Runners cross an arm

A marathon runs through the city. Every 14 seconds the runners cross one of the other arms, and for about 6 seconds its traffic waits at the line.

When they have passed, the cars that waited all want in at once. Expect a wave from that arm, and use the calm while the runners are on the road.

In the game Runners cross one arm again and again: its cars wait, then flood in.