Playing a card

Choose the card, quantity and eligible target when required. The effect is applied and the card is spent. A refused action does not consume it. Some equipment may preserve bonus cards; Teleportation, Abandoned Suitcase, Overcharge, Airdrop, Renovation and trait cards are always consumed.

Action cards

  • Hold-up takes Coins from a rival building. Sabotage applies Compromise. Surveillance temporarily protects your own buildings against Hold-ups.
  • Greed raises Coins collected on the map. Profits raises building income. Radar extends action range; Teleportation moves your in-game position.
  • Easy Money gives Coins immediately with no target. Equipment, active Greed synergy and inflation can increase it; the animation does not determine the payout.
  • Abandoned Suitcase generates equipment. You need inventory capacity for the entire requested batch, including bonuses; otherwise no cards are consumed.
  • Airdrop restores collected map resources with identical content. Overcharge doubles building traits. Renovation finishes a building’s running upgrade. Prestige and Damage are absent from the active card pool.

Greed and Profits ceilings

The base ceiling is +100% for each bonus. Tier I adds 1% for 12 hours; tier II adds 3% for 24 hours. Equipment and Specialisations can raise the ceiling. Raising it does not fill it. Cards played above the ceiling add no immediate percentage but their later expiry can keep the ceiling filled longer.

Profits applies to hourly income and visit value. Greed applies to map Coins and the equipment synergy with Easy Money. Each card keeps its own expiry.

Renovation finishes the work

One card finishes the upgrade running on one of your buildings right now: the level is reached at once and pays its Reputation, then the next queued upgrade starts with its own duration. You paid the upgrade’s Coins when you started it; the card spends none, refunds none and does not raise the resale investment. With the Hard Hat equipped, each card finishes two upgrades. General card-value bonuses do not affect it. Several cards finish the running upgrade, then the queued ones in order; cards beyond the upgrades scheduled on the building stay in your deck. The building must be yours, not at auction, and have an upgrade running; Compromise does not block it. With no upgrade running, the card is refused and kept.

Rarity and capacity

Spawn weights differ by card and tier; they are relative weights, not guaranteed percentages. Your equipped items and Exploration filters shape the pool. Airdrop is excluded from map generation. Deck capacity combines the base limit, Retropass, equipment, Specialisations and an active Card Case.

Season 12 reference. Balance values may change; the prices, timers and rewards shown in the game take precedence.