Conflict guide
Mugging
Every player on the street comes with a read of how a fight with them looks for you. Pick your mark and your way, take a share of what they carry, grab what drops, climb ten mugging levels, and get even within 24 hours when someone gets you.
The street
Mugging lives under Conflict. The street lists the players in your city you can reach: one rank below you up to two ranks above. Each mugging costs 10 energy. Nobody in hospital, in jail, hiding in their pad or under the Fixer's cover can be mugged, and nobody can be mugged more than three times a day.
Reading a mark
Every mark comes with a read worked out from your gym stats and theirs, and the pay a win carries. Fair fights pay best. Bullying someone much weaker pays least, and punching up beats punching down. The read never shows a number, only a band. Gear changes the odds of each way but never the read or the pay.
| Read | Pay |
|---|---|
| Easy mark | x0.1 to x0.4 |
| Good odds | x0.4 to x0.8 |
| Fair fight | x0.8 to x1.3 |
| Risky | x1.3 to x2.2 |
| Long shot | x2.2 to x3 |
Scroll across the comparison on smaller screens. Keyboard users can focus the table and use the arrow keys.
The card also hints at their pockets. Fat pockets means they are carrying enough to put the most a mugging can take from their rank on the line. Light pockets means there is not much in hand.
Three ways to mug
- Snatch and run: speed and dexterity on both sides. The easiest way in, but it takes half, never takes an item, and if it goes wrong you simply get away. A failed snatch does not end your hot streak.
- Rob them: your strength, speed and stamina against their dexterity, speed and stamina. The straight stick-up and full take, and the only way that can shake an item loose. A gun counts fully here.
- Rough them up: your strength and stamina against their stamina and dexterity. Harder to win, but it takes 1.6 times as much, and the loser spends longer in hospital. A gun counts for half here.
Armour makes you harder to rob or rough up. Each way shows its own odds against each mark, with your gear included, so pick the one that suits your build and the moment. There are no sure things: the odds never go below 5% or above 95%.
What a win takes
A win takes a share of the cash your mark has in hand, up to a limit set by their rank, scaled by the way you chose and the pay of the read, then lifted by your hot streak and your mugging level. Banked cash is never touched. A mark carrying anything gives up at least $250 or whatever they hold.
When you win, the cash spills out of them and into your pocket. The loser of a robbery spends three to six minutes in hospital and the loser of a brawl five to nine: your mark when you win, you when you lose. A snatch puts nobody in hospital.
Grab what drops
A won robbery can knock one of their regular items loose, from about one time in twenty against an easy mark to one in two on a long shot. It lands on the street with a ring counting down: tap it before the time runs out or it goes back in their pocket. You get 20 to 50 seconds, and 10 more from mugging level 3. Premium and special items can never be taken.
Mugging levels
Every mugging earns mugging points towards ten mugging levels, from Chancer to Boogeyman. Harder reads and riskier ways earn more, a loss earns a couple, fending a mugger off earns five, and a payback win earns double. Each level adds 2% to your take. Mugging levels count for mugging only: they have nothing to do with your rank.
| Level | Title | Mugging points |
|---|---|---|
| 1 | Chancer | 0 |
| 2 | Pickpocket | 100 |
| 3 | Purse Snatcher | 300 |
| 4 | Corner Thief | 700 |
| 5 | Stick-up Kid | 1,400 |
| 6 | Street Robber | 2,500 |
| 7 | Shakedown Artist | 4,200 |
| 8 | Alley Cat | 6,800 |
| 9 | Night Terror | 10,500 |
| 10 | Boogeyman | 16,000 |
Scroll across the comparison on smaller screens. Keyboard users can focus the table and use the arrow keys.
- Level 3: 10 more seconds to grab a dropped item.
- Level 6: a quarter less time in hospital when a mugging goes wrong.
- Level 10: your title goes on the log of everyone you mug.
Hot streak
Wins in a row add 10% each to your take, up to 50%. A lost robbery or beating ends the streak, and so do two quiet hours. A failed snatch does not.
Payback
When someone mugs you, you have 24 hours to get even. A payback is one try against your mugger, wherever they sit in the ranks, with an edge in the fight and double mugging points, and a win takes back at least what they took if they are still carrying it. Open paybacks wait on the Payback tab, and a Get even button sits on the mugging in your logs.
Your logs
The Logs tab keeps every mugging from both sides: the ones you pulled and the ones pulled on you, with who, how, what changed hands and when. Open one to watch the fight again, cash and all.
Last reviewed 10 October 2026 by Street Crime team.