Systems guide · Fighting

Know your odds

Every fight is decided on the server before the first punch, by the same open rules for players and bots. Learn the math and you stop losing coin flips.

  • 5–95%Win chance range
  • 20Energy per fight
  • 2×Daily wins per target
  • +15%Revenge bonus

6 min readRules as of October 2026

Illustration: A red and a teal boxing glove slam together in a pulsing POW burst under arena spotlights, sweat and sparks flying past the ring ropes and cage.
On this page 15 sections
  1. The basics
  2. How odds work
  3. Growing your stats
  4. Weapons and armor
  5. Muggings, arrests and robberies
  6. The safe and the loot cap
  7. Fair fights
  8. Revenge
  9. Bounties
  10. Jail and the hospital
  11. Heat, protection and vacation
  12. Advice by side
  13. Pre-fight checklist
  14. Common mistakes
  15. Pro tips

TL;DR

  • Win chance = attack² ÷ (attack² + defense²). Hit 1.5× their defense and you win 69% of the time; 2× and it's 80%.
  • The cheapest power in the game is the bench press (up to +4 strength, free, every 2 hours) and the gym ($5 plus 50¢ per point you already have).
  • Muggers only reach cash above your safe (two days of salary). The bank is untouchable.
  • Nobody can beat you more than twice a day. If they do, hit back within 24 hours: it's free and 15% stronger.
  • Don't punch down. Loot shrinks with the level gap, and in a starting city a target 5+ levels below you pays nothing.

The basics

  • You can only attack players in your city, and you need at least 25 health.
  • A fight costs 20 energy and one daily attack: criminals 12, police 8, civilians 5. They reset at midnight UTC.
  • The server decides the result, then the fight scene replays it. Attacks left? Go again from the result screen.
  • Nobody in jail, in the hospital or on vacation can be attacked. Accounts linked by device or network can't fight each other.

How odds work

Win chance = attack² ÷ (attack² + defense²)

Clamped between 5% and 95%: nobody is unbeatable, no fight is hopeless. Because both sides are squared, small edges become big ones.

Your attack ÷ their defense0.751.01.251.52.03.0
Win chance36%50%61%69%80%90%
Attack
(strength + weapon + 2 × level) × side × health factor
Defense
(defense + armor + 2 × level) × side × health factor
Health factor
0.5 + health ÷ 200. Full health is ×1.0, half health ×0.75.
Multipliers
Criminal ×1.30 / ×0.90. Police ×1.10 / ×1.25 (×0.85 more when arresting: suspects run). Civilian ×0.80 / ×1.15. Shooting range +15%, revenge +15%, crew backup up to +25%.
Worked example: a level 1 criminal mugs a level 1 civilian
Criminal attack: (10 str + 0 + 2) × 1.30
15.6
Civilian defense: (10 def + 0 + 2) × 1.15
13.8
Odds, empty-handed
56%
Criminal buys a 9mm Pistol (+16): 28 × 1.30
36.4
Odds with the pistol
87%

If the civilian answers with a $200 Leather Jacket (+3), the pistol's edge drops to 82%. Gear on both sides matters.

The player directory shows your exact odds against everyone before you commit. Use it every time.

Growing your stats

SourceWhat you getCost
Level up+1 strength, +1 defense, full health, and +2 to both powersXP
Bench press (gym)+1 strength per 12 reps, up to +4, and healingFree, every 2 hours
Gym training+1 strength or defense$5 + 50¢ per current point, 10 energy
Fight Club (Ironbridge)40% chance of +1 strength on a win, plus a purse$15 × level entry, 20 energy
Shooting range+15% attack for 2 hours (score 15+)Free, every 4 hours
Worked example: strength 10 to 20
Ten gym sessions ($10.00 up to $14.50 each)
$122.50
100 energy, or four Energy Drinks
$60
+10 strength
$182.50

A Switchblade adds +9 for $1,000. Strength and weapon count the same in the formula, so training beats shopping until a session costs more than a gun's price per point. Buy gear when you need power right now.

Weapons and armor

Pawn & Arms in every city sells the ladder. Buying something better than what you're holding equips it automatically. Only equipped gear counts.

WeaponAttackPriceCriminal (−20%)
Brass Knuckles+3$150$120
Baseball Bat+6$450$360
Switchblade+9$1,000$800
9mm Pistol+16$4,000$3,200
Shotgun+26$12,000$9,600
SMG+38$35,000$28,000
Vintage Tommy Gun (Havenbrook only)+46$70,000$56,000
Assault Rifle+58$120,000$96,000
ArmorDefensePricePolice (−25%)
Leather Jacket+3$200$150
Riot Padding+8$1,500$1,125
Kevlar Vest+15$5,000$3,750
Tactical Armor+28$25,000$18,750
Armored Overcoat (Havenbrook only)+36$60,000$45,000
Bulletproof Suit+48$150,000$112,500

Muggings, arrests and robberies

Mugging

Any criminal or civilian attacking a player. Win and you take 6–15% of their cash above the safe, times your loot rate (criminals 150%, civilians 80%), never more than a quarter of it. The loot cap stops a broke mugger cleaning out a millionaire: one win takes at most the greater of $1,000 or half your own cash plus bank. The city keeps 10%. A target knocked to zero goes to the hospital. Lose and you take 15–30 damage.

Worked example: a mugging at level 1
Victim's cash on hand
$3,548
Their safe (two days of $274)
−$548
Exposed
$3,000
Criminal rolls 10% × 1.5 loot
$450
City's 10%
−$45
The mugger keeps
$405

Had the victim banked first, the mugger would have won the fight and walked away with nothing.

Arrest

Police attacking a wanted player. Win and the suspect pays a fine of 10% of their cash plus $10 × their level × their stars, their heat is wiped and they go to jail. The officer keeps 60% of the fine plus a city bounty of $10 a star, less the city's 10%. See the police guide.

Robbing a property

Criminals only. Defense is the building's security × 10, plus its level × 4, plus half the owner's defense. Win and you take 45–90% of the register. Each property can be hit once an hour. See the criminal guide.

The safe and the loot cap

Everyone carries a safe: two days of salary that no mugger can touch. That's $548 at level 1 and $1,780 for a level 10 civilian. It grows with your wage. It covers walking-around money, not a week's take.

Fair fights

Beat someone below your level and loot and XP shrink by their level ÷ yours, down to a quarter. A level 10 beating a level 5 gets half. In Port Marlow and Havenbrook, beating someone 5+ levels below you pays nothing at all (no loot, no fine, no posted bounty) and earns you extra heat.

Revenge

Got beaten? For 24 hours, hitting that player back is 15% stronger and free: no energy, no daily attack. Heal first, then go collect.

Bounties

Anyone can post $500 or more on a player's head, plus a 10% fee that leaves the economy. Whoever beats them in the next 7 days collects the lot, on a mugging or an arrest. Unclaimed, the poster gets half back. Check the open bounties before you pick a target: the right one pays twice.

Jail and the hospital

  • 10 minJail per star, max 60
  • $25Bail per minute per level
  • 50%Bust-out odds
  • 20 minHospital at 0 health

Jail: no fights, robberies, travel, building or services. Post bail (it can come from the bank) or have a crewmate bust you out: a coin flip, shifted 1% for every level of difference between you (the bonus tops out at +20%). A failed bust puts them in a cell for 15 minutes.

The hospital: knocked to zero, you're out for 20 minutes. Treatment checks you out early and costs 50¢ plus 25¢ per level for each missing point of health, so $175 for a full heal at level 5. A Sandwich heals 15 for $8, which is the cheapest healing in the Nation.

Worked example: is bail worth it?
Level 6, arrested at 3 stars
30 minutes
Bail: 30 min × level 6 × $25
$4,500
Waiting it out
$0

Bail is for when a heist launch or a bounty is on the clock. Otherwise, grab a coffee.

Heat, protection and vacation

  • Heat is a wanted level from 0 to 5 stars. While you have a star, police can arrest you. It cools one star an hour. Civilians never gain heat. Every way to cool off is in the criminal guide.
  • New-player protection: below level 3 in your first 24 hours, players can't attack you, until you start a fight yourself. Guests can only fight bots.
  • Vacation makes you and your places untouchable for at least 8 hours, but rent stops. See the long game.
  • Crew backup: every crewmate in your city adds +5% attack and defense, up to +25%. Crewmates can't hit each other.

Advice by side

Criminals

Your ×0.90 defense means people hit back. Buy armor before your second gun, and spend all 12 attacks on 65%+ odds.

Police

Arrests run at ×0.85 attack, so the defense bonus won't win them for you. Carry a real weapon and arrest at high heat.

Civilians

Five attacks and ×0.80 attack: fight only when the directory says 70%+. Your real weapon is the bank.

Pre-fight checklist

Common mistakes

  • Fighting at half health. That's ×0.75 on both your attack and your defense.
  • Coin-flip fights. A 50% fight costs 20 energy and a daily attack either way.
  • Buying guns before training. Early on the gym is ten times cheaper per point.
  • Punching down in a starting city. No loot, extra heat, and everyone sees it in the feed.
  • Paying bail by reflex. At high levels it costs thousands to save half an hour.

Pro tips

  • Range, then rumble. The +15% lasts two hours. Shoot first, then spend all your attacks.
  • Hunt bounties. A bounty pays on top of the loot or the fine.
  • Move as a pack. Five crewmates in town is +25% on both sides of every fight.
  • Bench press on a timer. Up to +4 free strength every two hours is the best deal in the game.

Play now

Square up

Check your odds, tape your hands, bank your cash.