Every night, the money has to go somewhere.
Las Vegas, April 1957. You run the Neon & Bones for the Family in Chicago. All day the tables fill the cage. At ten o'clock the count room door closes — and you decide where the money goes before anyone writes it down.
• Declare it — the tax keeps the Gaming Control Board off your back.
• Send it east — Chicago takes its share of every night, and the courier comes on Sunday.
• Pay the crew — the people at the scale see every dollar. A thin envelope tonight is a witness tomorrow.
• Keep it — the pocket is yours. Nobody knows. Yet.
No split is clean. Every choice moves the heat, the Family's patience and your crew's loyalty — and the FBI keeps a file on you that you can watch grow.

A story in seven chapters, 1957–1961
From the keys to the count room to the old man's chair. Some nights belong to one moment:
• The sit-down — dinner with the Cleveland boss in a steakhouse back room, while one of your own whispers your numbers across the table.
• The night of the raid — after Apalachin the feds kick in the door and you have sixty seconds: burn the ledger, or keep Chicago's copy as leverage?
• The Senate committee — tell the truth, lie under oath, or take the Fifth. Lies wait in the file.
• The Commission — seven chairs vote for the next boss, and most votes are won long before the meeting.
And somebody in your crew talks to the FBI. Follow the clues across the chapters, call them into the count room — and say one name.
Build an empire on the Strip
Buy a motel, a bar and a laundry that washes more than towels. Take controlling stakes in rival casinos — each one a full floor you can visit and build on. Buy an empty lot on the Boulevard and raise your own casino from the sand: a foreman, unions, inspectors, sandstorms and a grand opening with searchlights. An empire of several casinos turns millions a week — if you can keep it.
Get out of the Family's hands
Fill a fund in Reno, find a respectable name for the paper, make sure two Families would stand by you, cool the file — then drive to a diner on Highway 95 at dawn with the last envelope. If it goes right, the casino is yours. No share, no tribute, no courier.
A town with a memory
• A crew of real people with loyalty, greed, leverage — and things they know. Vincent's debts, Rosa's son, Frankie's ambition.
• An enforcer who solves problems — and whose own crew brings the FBI.
• Nevada's Black Book: banned from every casino, you run your own through a frontman who has plans of his own.
• Whales on hot streaks, a sheriff who likes dinner, a reporter who likes you less.
• Highway 95 at night: take someone for a ride — and decide, mile by mile, whether to turn back.
• Heists and investigations: somebody robs the cage, clues come from the bar, the cameras and the street — accuse the right one, or hand a shovel to the wrong one.
• The Sunday Las Vegas Clarion writes about what you actually did.
Play with friends
• Quick War — the same Strip, the same seed; last casino standing wins.
• Shared House — run one casino together: the count room, the floor and the fixer each belong to a different player.
• Shared Strip — everyone runs their own casino on one Strip, competes for the same properties and helps friends out.
Features
• A management game built around one decision you make every night.
• Story campaign across four eras of Las Vegas, plus a 30-day Season for a quick game.
• Many endings — the boss of Las Vegas, the man on the Strip, going legit, selling out, walking away — and play on as your successor.
• Three difficulty levels and optional challenges.
• 25 in-game achievements and casino floor cosmetics (carpets and neon).
• Full English and Czech.