Eligible targets
Play a Hold-up on another player’s acquired, idle building. Buildings being acquired, sold or auctioned cannot be hit. Upgrading buildings remain attackable at their current level; due upgrades resolve before the hit.
Surveillance blocks the attack unless equipment bypasses it. A building can be held up once per turn across all attackers unless an item bypasses that limit. There is no global cooldown preventing attacks on different buildings.
How the haul is calculated
- The card value × quantity is capped at 50% of the building’s estimated hourly income.
- The base income cap applies next (normally 100% of hourly income).
- The owner’s damage reduction reduces that base, up to 90%.
- Critical chance comes from equipment. A critical multiplies the reduced result after the cap (base ×2), so it can exceed the ordinary cap.
- Coins enter your wallet immediately. Tapping the reveal’s locks or skipping the animation does not change the result.
Traps and compensation
Honey Pot makes the attacker lose a share of their Coins instead of stealing. The defender receives pending Coins and 120 Reputation; the attacker earns no Reputation. Insurance compensates the owner for a share of a normal Hold-up loss, capped at the actual loss.
A successful Hold-up grants 120 Reputation plus 60 for a critical. It also advances the Hold-up achievement. Neither being held up nor hitting a trap removes Reputation.
Season 12 reference. Balance values may change; the prices, timers and rewards shown in the game take precedence.
