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 — and below, the real table with every piece numbered. Tap any pin.
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. (The arena below shows this mid-move.)
- Hit CALL THE 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.
Know the arena
This is the table, mid-fight — a real night 2 the engine would deal. Every numbered pin explains the piece it sits on.
1Stacks — your muscle budget
You get Stacks equal to the night number — night 2 means 2 — and they don't carry over: spend them or lose them. A few cards and blocks (Zoey LaRue, The Power Plant) bank +1 for the next night.
Tap anywhere outside to close2The six nights
6 nights, then the verdict. The gold-ringed last segment is night 6: the moment it opens, the pot doubles on its own.
Tap anywhere outside to close3The pot — Cred at stake
Every fight opens at 1 Cred. Each crew can DOUBLE DOWN once (1 → 2 → 4), and night 6 doubles it again by itself — max 8. Fold and you concede only what's in the pot right now: folding on night 5 genuinely costs half of what staying risks.
Tap anywhere outside to close4Who reveals first
The crew ahead on TOTAL Power flips first — dead even, a coin decides. Flipping first fires your abilities first, but face-down cards can't be touched: flipping second gets the last word with burns and steals.
Tap anywhere outside to close5The rival's hand and deck
You always see how many cards the rival holds — and in a 1v1, how many are left in their deck. A fat hand means late-night tricks — count it before you Double Down.
Tap anywhere outside to close6Turf rules
Every block has a turf rule that warps the fight — The Bank pays +1 Power for each night a card camps here. Each match deals 3 of the city's 13 blocks, and some (Red Lantern Flats) switch abilities off entirely. The full list is in the table below.
Tap anywhere outside to close
2
1
Rusty Bolt
Road Reapers MC
8Who holds the block
The tug-of-war: the bar tips toward whoever's ahead and the pill counts the margin — HOLDING BY 1 means this block is yours if it stays that way. STRICTLY more Power controls a block: The Docks' level bar at 0 means nobody holds it.
Tap anywhere outside to close
3
2
Spike
Riot Kings
7Buffed Power vs base Power
The Bank has already paid Spike +1: the dark-green 3 is what he counts for, the little 2 is his BASE — and burns and destroy effects read the base. The red ring means one common burn from the grave. Full anatomy in the next figure.
Tap anywhere outside to close9Face-down cards
Both crews stage at the same time, face-down. A back means the rival committed something here this night — until it flips it can't be burned, moved, or read.
Tap anywhere outside to close10Sealed blocks
Blocks unseal one per night through night 3. You CAN stage on a sealed block — the dashed card is doing exactly that — but you're staging blind: the turf rule hits the moment the block opens.
Tap anywhere outside to close
2
3
Sgt. Caleb Trent
Iron Legion
READY ✕
11Your hand
You draw 1 per night and the hand caps at 7 — a draw at a full hand is skipped, and the card waits on top of your deck. Dimmed cards cost more Stacks than you have left; the greyed-out one is already staged.
Tap anywhere outside to close
2
3
Sgt. Caleb Trent
1
1
Tara Blaze
On Reveal: rival cards here lose 1 Power. Cards burned to 0 or less base Power are destroyed.
3
3
Sergeant Steel
Ongoing: your other cards here have +1 Power.
4
6
Riot Mob
12The four buttons
CALL THE REVEAL locks your night in — nothing is spent or seen until both crews commit. DOUBLE DOWN presses the pot, once per crew per match. Clear takes back everything you've staged. Fold concedes the pot as it stands and walks.
Tap anywhere outside to close- 1 Stacks — your muscle budget
- 2 The six nights
- 3 The pot — Cred at stake
- 4 Who reveals first
- 5 The rival's hand and deck
- 6 Turf rules
- 7 Buffed Power vs base Power
- 8 Who holds the block
- 9 Face-down cards
- 10 Sealed blocks
- 11 Your hand
- 12 The four buttons
Read a card
Two sides of the same card chrome: how a card reads in your hand, and what it looks like standing on a block mid-fight.
1
1
Tara Blaze
On Reveal: rival cards here lose 1 Power. Cards burned to 0 or less base Power are destroyed.
1Cost
The grey chip is her price in Stacks — Tara costs 1, playable from night 1. Your whole night's staging can't cost more Stacks than you have — the night number, plus anything you banked.
Tap anywhere outside to close2Power
The green chip is her muscle — side totals of Power decide who controls a block. In your hand it always shows the PRINTED base Power.
Tap anywhere outside to close3The rules text
In hand you get the full rule: "On Reveal:" fires once as she flips; "Ongoing:" works while the card stands. On the board the text tucks away — hover or press-and-hold any card in game to read it again. Hers is the one to memorize: burned to 0 or less BASE Power = destroyed.
Tap anywhere outside to close4Crew colors
The colored left edge names her crew — every card wears its faction's color. Six crews, six game plans; on the board a footer spells the crew out, too.
Tap anywhere outside to close
6
2
Remy the Pyro
Riot Kings
5Buffed and nerfed numbers
Dark-green = running above printed Power; dark-red = below. Remy's Ongoing pays +1 for every card your crew has lost — four losses, so his 2 shows 6.
Tap anywhere outside to close6Base Power — what burns check
Burns and destroy effects check THIS number, not the big one. Remy counts 6 in the totals, but a 2-Power burn still kills him. The red ring means one common burn from the grave — Ward or Shield is the armor.
Tap anywhere outside to close7On Reveal vs Ongoing
Blue loop = Ongoing, working the whole time he stands. Gold bolt = On Reveal, fires once. Ongoing isn't forever: a Jam or Red Lantern Flats switches it off — and every buff it was granting disappears.
Tap anywhere outside to close8Status badges
Bottom-right badges are flags that last. This blue shield says he can't be destroyed — an Entrenched Squad dug him in. All four flags are decoded just below.
Tap anywhere outside to close9The board layout
On the board the rules text is stripped and the cost chip retires with it — a played card is already paid for. Name, Power, badges, crew is all a street needs. Hold any card in game and the big inspector brings the words back.
Tap anywhere outside to closeThe 6 is rented. The 2 is his life.
- 1 Cost
- 2 Power
- 3 The rules text
- 4 Crew colors
- 5 Buffed and nerfed numbers
- 6 Base Power — what burns check
- 7 On Reveal vs Ongoing
- 8 Status badges
- 9 The board layout
- Shield — can't be destroyed.
- Ward — rivals can't reduce its Power.
- ✕Jammed — its Ongoing ability is shut down.
- Ridden — counts for your moved-card effects.
They line up side by side when combined.
Browse every ability in the card gallery.
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. (marker 8 on the arena)
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. (marker 1 on the arena)
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). (marker 10 on the arena)
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. As the flips play out, the street ticker narrates every reveal line by line — who burned whom, and exactly why a card died. (markers 4 and 9 on the arena)
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; Warded crew can't have their Power reduced. Your hand holds 7 — a draw at a full hand is skipped, and the card waits on top of your deck. (markers 6 and 7 on the card)
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 — and when night 6 opens the pot doubles again on its own, up to 8. Fold to walk away conceding only what's already in the pot: fold before the final night and you pay half of what staying would risk. Knowing when to press and when to fold wins more Cred than any single card. (markers 3 and 12 on the arena)
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.
Don't learn these the hard way
Eight lessons every rookie pays for — take them for free instead.
The buffed number is rented — burns check the small one.
A 6 with a base of 2 still dies to a 2-burn. (card marker 6)
Flip second, speak last.
Face-down cards can't be touched — the trailing crew's burns land on a finished board. (arena marker 4)
Sealed blocks take your crew — they just won't read you the house rules yet.
The turf rule hits the moment the block opens. (arena marker 10)
Stacks expire at sunrise.
Unspent Stacks are gone — a curve that spends every Stack every night is the backbone of a good deck. (arena marker 1)
The pot doubles itself on night 6 — folding on night 5 is half price.
Fold concedes only what's already in the pot. (arena marker 3)
Full hand? The draw waits on top of your deck — it isn't gone.
The hand caps at 7; the skipped card arrives next night. (arena marker 11)
Equal Power is nobody's turf.
You control a block only with STRICTLY more Power. (arena marker 8)
Ongoing isn't forever — a Jam or Red Lantern Flats pulls the plug.
When an Ongoing switches off, every buff it granted disappears with it. (card marker 7)
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 (marker 10 shows the moment).
| Block | Turf rule |
|---|---|
| Crater Row | The mob rises: your cards here have +1 Power for each of your other cards 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 get their base Power doubled (up to +5) or halved (rounded up), at random. |
| 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 have +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: when you play a card here, you get +1 Stack next night. |
| The Underground | The tunnels take you: after a card played here reveals, it moves to a random other block with room. |
| The Market | The Arbiters keep the peace: cards played here gain Shield, and nothing here can 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 someone across the table. 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.
Queues never go cold: if no rival answers the call quickly, one of the city's AI crews takes the fight — same rules, same pot, no waiting. Full details on queues, crew codes, and quick-comms live on the multiplayer page.