Beginner's guide
How to play Street Wars
Street Wars is a fast turf-war card game: 3 blocks, 6 nights, and whoever controls more blocks when the last night ends takes the pot. Here is everything the game will throw at you — learnable in five minutes, plenty deep after fifty.
Your first match in five steps
- Open the game — no download, no sign-up. You start with a ready-made deck and a full crew.
- Each night you get Stacks equal to the night number — night 3 means 3 Stacks. Every card costs its number in Stacks.
- Drag cards onto blocks. Your rival stages at the same time, face-down — neither of you sees the other's night until it's committed.
- Hit REVEAL. Cards flip, abilities fire, Power totals move. Repeat for 6 nights.
- Control more blocks than the rival at the end — strictly more Power on a block controls it — and the pot of Street Cred is yours.
The rules, block by block
Winning the match
Control more of the 3 blocks than your rival when night 6 ends — 2 of 3 takes it. You control a block by having strictly more Power there; equal Power means nobody holds it. If blocks split even, the higher total Power across all blocks wins. Still even? It's a draw, and nothing changes hands.
Stacks — your muscle budget
Each night you get Stacks equal to the night number, and they don't carry over — spend them or lose them. Some cards and blocks bank extra Stacks for the next night; a curve that spends every Stack every night is the backbone of a good deck.
The blocks unseal one by one
Only the first block starts open. Blocks 2 and 3 unseal on nights 2 and 3 — you can stage crew on a sealed block, but you're staging blind: its turf rule kicks in the moment it opens. Each side fits 4 crew per block (6 shared slots per side in Crew Brawl).
The face-down reveal
Both crews stage face-down, then the night resolves. The crew ahead on total Power flips first, cards in the order they were staged. Flipping first means your abilities fire first — but crew still face-down can't be touched, so flipping second gets the last word with burns and steals. The lead trades hands all match; use it.
Card abilities
On Reveal fires once, as the card flips. Ongoing works the whole time the card is on the board — and can switch off if its block shuts abilities down (like Red Lantern Flats). Burn strips Power: a card burned to 0 or less base Power is destroyed, and Ongoing buffs won't save it. Shielded crew can't be destroyed at all. Your hand holds 7 — a draw at a full hand is skipped, and the card waits on top of your deck. Browse every ability in the card gallery.
The pot — Double Down and Fold
Every fight starts with 1 Street Cred in the pot. Double Down doubles it — each crew can double once, so the pot can climb to 4 — and your rival can double right back. Fold to walk away early and concede only what's already in the pot. Knowing when to press and when to fold wins more Cred than any single card.
Deck building
Street Wars is a deck-building card game at its core: decks are exactly 12 cards, no duplicates. You start each match with 3 in hand and draw one per night, so most of your deck shows up in most matches — every slot counts. Each of the six factions plays a different game; pure-faction decks are the easiest way to learn, and the deck builder tracks your curve and suggests fits as you go.
Know the blocks
Every match is fought on 3 blocks drawn from the city's 13 — and each has a turf rule that warps the fight. The rule stays hidden until the block unseals.
| Block | Turf rule |
|---|---|
| Crater Row | The mob rises: cards here get +1 Power for each other allied card here. |
| Iron Gate | Curfew is absolute: after night 4, cards can't be played here. |
| Spindle Heights | The Grid echoes: On Reveal abilities here trigger twice. |
| Graveway Strip | The games are rigged: cards played here have their Power doubled or halved. |
| Red Lantern Flats | Neutral ground: cards here have no abilities. |
| The Dome | Dress for success: only cards costing 4 or more can be played here. |
| The Bank | Interest compounds: cards here get +1 Power for each night they've been here. |
| The Docks | The shipments flow: when you play a card here, draw a card. |
| The Tower | The broadcast amplifies: Ongoing cards here have +3 Power. |
| The Power Plant | Tap the grid: playing a card here grants +1 Stack next night. |
| The Underground | The tunnels take you: cards played here move to a random other block. |
| The Market | The Arbiters keep the peace: cards played here gain Shield (can't be destroyed). |
| The Courthouse | Holding cells: cards here can't be moved. |
Game modes
Turf War
The solo ladder. The city starts you against easy crews and only turns up the heat as your Cred climbs — with faction Legends waiting as bosses.
Blood Match
Online 1v1 against a real rival. Same rules, live double downs, no take-backs.
Crew Brawl
2v2 — four players, one table. You and your crewmate fight the same three blocks and share 6 slots per side. Each of you runs your own deck, hand, and Stacks; one combined verdict.
Full details on queues, crew codes, and quick-comms live on the multiplayer page.