Rule 7
Rivals, steals, revenge, and jail
Attacks target exposed property, Steal presents five shuffled doors — its Token Vault is the only way to take a rival's Tokens — and a caper is a ladder climb toward a 200-Ticket roof. Rival grudges build from clashes; a final player blow can trigger a comeuppance and reset that feud. Revenge appears from an eligible incoming report after the current full-screen action releases.
Mischief only crosses city lines. Attacks, Steals, and capers can target players from OTHER cities only — everyone in your own city is a teammate, so they never appear in a target list and can never be hit. Pick a city knowing you are safe from the people inside it, and fair game to everyone outside it.
A Guard Dog decides whether a Steal can pay at all. Rob a rival who has a dog with bars left and EVERY one of the five doors hides a cop or that dog — there is no prize on the row, and your pick only chooses how the run ends. Catch a rival without a dog and the prize doors are live. That is the whole reason to own one, and the reason to check who is undefended before you knock.
A caper is not a gamble on luck, it is a read of the list — and its prize is the ladder, never Tokens. Each clean caper climbs the burglar one landing; the fifth clean caper puts him on the roof, where he takes the loot off the building for 200 Tickets, then he starts over on the street. Pick a mark with a Guard Dog and it catches you: the burglar falls to the landing below and you serve the caper jail sentence. You cannot see which marks have a dog — that is the gamble. A dog turns away three capers before it tires out until the next hour, and rivals re-arm their defenses hourly — so a mark that jailed you once may be wide open on your next visit. The list reshuffles every visit so no one player absorbs every hit.
- Attacks are priced against your own block, not a fixed number: a Small Attack costs about a quarter of what one of your houses costs, a Medium about half, and a Heavy about a whole house. The attack screen always shows the exact figure. A shield-blocked attack still spends the full price because the attack resolved; a Medium Attack earned from three Attack cards and Revenge are free.
- A landed attack pays you 65 Deal Tickets, whatever the mark is carrying — nothing comes out of their wallet, but their property still takes the damage. A shield-blocked hit pays no Tickets; it drops a smaller Token consolation out of the mark's wallet instead, and a mark with an empty wallet drops nothing.
- Against an undefended rival the five doors are one Token Vault, two Ticket Stashes, one Cash Stash and one cop. The Token Vault takes 3% of the rival's Tokens straight out of their wallet — the game's only Token theft. Each Ticket Stash awards exactly 25 Tickets, and the Cash Stash is a flat Token find that costs the mark nothing — its size is scaled to your next build cost and the door names the exact figure. You pick ONE door and all five are equally likely, so Tickets are the likeliest outcome at two-in-five, and the cop is a one-in-five risk.
- Against a rival holding a Guard Dog there is no prize door at all — all five are cops and dogs. A dog does not lengthen your odds, it removes the payout.
- The cop door means you're caught — straight to jail. The Guard Dog door starts a 1.5-second slam challenge: close it in time and leave empty-handed, or miss and pay the displayed hospital bill.
- Three Jail cards or a basic steal catch use a 6-minute sentence. A caper stopped by a guard dog carries a 15-minute sentence.
- While jailed you cannot deal, build, attack, steal, caper, take revenge, or spin the wheel. You may still collect income, repair, improve Curb Appeal, donate or trade normal cards, help or chat with the City, and play allowed non-offensive games.
- Wait out the timer, pay the displayed Token bail, roll up to three jail-dice attempts for doubles, use a Get Out of Jail card, or request eligible City bail help.

