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The Game

Here you’ll find all you need to know about the gameplay

1. How to install the game.

1.1. On the web

Having problems with the game? Be sure to contact our support team that is on-hand to help you Monday to Friday from 9am to 5pm (Paris' time).


The game is embedded into the web browser for more “up-to-date” computers.

- Firefox supports this since version 4 (July 6th 2010)
- Google Chrome since version 9 (February 3rd 2011). The -ChromeOS version uses OpenGL ES, the Linux version uses OpenGL since about version 45.
- Safari supports WebGL since its 5.1 version (July 20th 2011)
- Opera since version 12 (June 14th 2012)
- Internet Explorer is the last of the large browsers, with its version 11 released on October 17th 2013.
- Mobile versions of Firefox, Opera and the Blackberry browser also support WebGL4.

WebGL is available to more than 98% of users on Windows 7 or later.

Please note: depending on your settings, the first game download can take quite a long time. It can take between 2 and 10 minutes.
Any subsequent downloads are pretty instantaneous as the data is cached.

How do you enable WebGL in Chrome, Firefox and Safari?

If you want to use the "real" 3D with HTML5, you must go to WebGL. Recent browsers support this technology. For Internet Explorer, you’ll have to wait for version 11.

Chrome
Enter “about:flags” in the address bar.
Look for WebGL then enable this option.

Firefox
Enter “about:config” in the address bar.
Look for “webgl.force-enabled” and change the value to “true”.
Look for “webgl.disabled” if this value exists and change it to “false”.

Safari
Open the "Safari" menu and select "Preferences".
Click on the “Advanced" tab.
Select the field "Show Develop menu in the menu bar".
Open the "Develop" menu and click "Enable WebGL"

If your browser is up-to-date, you won’t have to do anything, except for Safari which doesn't enable WebGL by default.


Having problems with the game? Be sure to contact our support team that is on-hand to help you Monday to Friday from 9am to 5pm (Paris' time).

1.2. Downloading the game

Having problems with the game? Be sure to contact our support team that is on-hand to help you Monday to Friday from 9am to 5pm (Paris' time).


Urban Rivals is also available for download.
With PC and Mac executable files, you can install it like any other piece of software.
And when updates occur, you will be alerted by an in-game message.
Then you just need to download the latest version which will overwrite the previous one.
The versions are available UNDER the WebGL window at: http://www.urban-rivals.com/game/


Having problems with the game? Be sure to contact our support team that is on-hand to help you Monday to Friday from 9am to 5pm (Paris' time).

2. Game Presentation

2.1. How do I challenge another player to a fight?

Once you a’re in a Multiplayer mode room, you just have to click on PLAY and then on QUICK FIGHT to find a random opponent.

You can also send a challenge to a specific player, when playing in non-competitive rooms such as Free Fight or the Guild room.

2.2. What do the numbers displayed on the bottom left of my card refer to?

These numbers form part of the two most important things in the game: Power and Damage.
Power (the number above the blue fist) is the value that allows your card to beat an opponent’s card.
If your card manages to beat another card, Damage (number shown above the red explosive symbol) will be inflicted on your opponent’s total number of life points.

For all the details on this and all the other game mechanics, play in the Tutorial room!

2.3. How do I evolve my characters?

To level up your characters, you need to fight other players.
At the end of each fight, your characters will receive experience points. Once they have enough experience points, your characters will move up a level.

But there is also an XP reserve. This fills up as you play with fully evolved characters.

It is available in “My Collection” and My Collection Pro, starting from Level 20.

3. Abilities and Bonuses

3.1. IMPORTANT - Introduction

The Tutorial game mode is always available, explaining in the details how every ability works. We suggest you to check it out, as it also provides nice rewards!

If you have doubts in combat, or if you simply need a reminder, while holding your pointer / tapping on a card, you will be able to read the description of each ability. 

This description is also available on the page of the card itself.


3.2. List of current abilities

+X Atk per Pillz left
The Attack points of CHARACTER are increased by X points for every currently remaining Pillz owned by the player controlling the character at the beginning of the round.

+X Attack per Life left
The Attack points of CHARACTER are increased by X points for every remaining Life point owned by the player controlling the character.

+X Life
If CHARACTER wins the fight, the player controlling CHARACTER will win X Life points at the end of the round.

+X Life per Damage
For each Damage inflicted by CHARACTER to the opponent at the end of a round, the player controlling the character will win X Life points at the end of the round.

+X Life per Damage max. Y
For each Damage inflicted by CHARACTER to the opponent at the end of a round, the player controlling the character will win X Life points until he reaches a total of Y Life points at the end of the round.

+X Life per round
At the start of each round after the first one, the player with CHARACTER in their team receives one extra Life point.

+X Pillz
If CHARACTER wins the fight, the player controlling CHARACTER will receive X Pillz at the beginning of the next round.

+X Pillz and Life
If CHARACTER wins the fight, the player controlling CHARACTER will win X Life points & X Pillz at the end of the round.

+X Pillz max. Y
If CHARACTER wins the fight, the player controlling CHARACTER will receive X Pillz at the beginning of the next round up to a maximum of Y.

+X Pillz per Damage
For each Damage inflicted by CHARACTER to the opponent at the end of a round, the player controlling the character will receive X Pillz at the beginning of the next round.

+X Pillz per round, max. Y
At the start of each round, after the first one, the player with CHARACTER in their team receives one extra Pillz up to a maximum of Y.

- X opp. Life min Y
If CHARACTER wins the fight, the number of Life points of the player controlling the opposing character will be reduced by X, or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

-X opp Att. per Life left, min Y
The opponent’s Attack points are reduced by X points for every remaining Life point owned by the player controlling the character, or up to a minimum of Y. If the opponent’s number of Attack points are lower or equal to Y, then the ability has no effect.

-X opp Att. per Pillz left, min Y
The opponent’s Attack points are reduced by X points for every remaining Pillz owned by the player controlling the character, or up to a minimum of Y. If the opponent’s number of Attack points are lower or equal to Y, then the ability has no effect.

-X opp Attack, min Y
The opponent’s Attack points are reduced by X points or up to a minimum of Y. If the opponent’s number of Attack points are lower or equal to Y, then the ability has no effect.

-X opp Damage, min Y
If CHARACTER loses their fight, the Damage inflicted on CHARACTER’s owner will be reduced by X points or up to a minimum of Y. If the winning character’s Damage points are lower than or equal to Y, then the Ability has no effect.

-X opp Pillz. min Y
If CHARACTER wins the fight, the number of Pillz of the player controlling the opposing character will be reduced by X Pillz, or up to a minimum of Y. If the number of Pillz of the player controlling the opposing character is lower than or equal to Y, then the ability will have no effect.

-X opp Pow. and Damage, min Y
The opponent’s Power and Damage are reduced by X points or up to a minimum of Y.

-X opp Power, min Y
The Power of the opposing character is reduced by X points or up to a minimum of Y. If the opposing character’s Power is lower than or equal to Y, then the Ability has no effect.

-X opp. Pillz, per round, min Y
At the start of each round, after the first round, the opponent loses X Pillz up to a minimum of Y.

Attack +X
CHARACTER's Attack points are increased by X points. (Remember: Power * Pillz = Attack)

Backlash: - X Life min Y
If CHARACTER wins the round, the number of Life points of the player controlling CHARACTER will be reduced by X, or up to a minimum of Y. If the number of Life points of the player controlling CHARACTER is lower than or equal to Y, then the ability will have no effect.

Backlash: - X Pillz min Y
If CHARACTER wins the round, the number of Pillz of the player controlling CHARACTER will be reduced by X, or up to a minimum of Y. If the number of Pillz of the player controlling CHARACTER is lower than or equal to Y, then the ability will have no effect.

Cancel opp. Attack Modif.
Any modifier of the opposing character affecting attack will be deactivated. This applies to attack reductions AND increases. This effect is not a Stop Ability or a Stop Bonus. Please not that the attack gained by your opponent through playing Pillz does not constitute a modification.

Cancel opp. Damage Modif.
Any modifier of the opposing character affecting Damage will be deactivated. This applies to Damage reductions AND increases. This effect is not a Stop Ability or a Stop Bonus.

Cancel opp. Life Modif.
Any modifier of the opposing character affecting life will be deactivated. This applies to life reductions AND increases. This effect is not a Stop Ability or a Stop Bonus. The effects of your opponent’s poison and heal abilities will be deactivated for the round in which the “cancel opponent life modification” is activated. These effects will then be reactivated for the following rounds.

Cancel opp. Pillz & Life Modif.
Any of your opponent's abilities or bonuses that alter Pillz and/or Life will be cancelled. This applies to reductions AND increases in Pillz / Life. This effect is not a Stop Ability or a Stop Bonus. The effects of your opponent’s poison and heal abilities will be deactivated for the round in which the “cancel opponent life modification” is activated. These effects will then be reactivated for the following rounds.

Cancel opp. Pillz Modif.
Any of your opponent's abilities or bonuses that alter Pillz will be cancelled. This applies to reductions AND increases in Pillz.

Cancel opp. Power and Damage Modif.
Any modifier of the opposing character affecting Damage and/or Power will be deactivated. This applies to Damage/Power reductions AND increases. This effect is not a Stop Ability or a Stop Bonus.

Cancel opp. Power Modif.
Any modifier of the opposing character affecting power will be deactivated. This applies to power reductions AND increases. This effect is not a Stop Ability or a Stop Bonus.

Confidence : +X life
If a character belonging to the same team as CHARACTER wins a round and if CHARACTER wins the following round, the player controlling CHARACTER will win X Life points at the end of the round.

Confidence : -X opp. attack, min Y
If a character belonging to the same team as CHARACTER wins a round, in the next round, the Attack of the opposing character is reduced by X points or up to a minimum of Y. If the opposing character’s Attack is lower than or equal to Y, then the Ability has no effect.

Confidence : -X opp. power, min Y
If a character belonging to the same team as CHARACTER wins a round, in the next round, the Power of the opposing character is reduced by X points or up to a minimum of Y. If the opposing character’s Power is lower than or equal to Y, then the Ability has no effect.

Confidence: +X Atk per Life left
If a character belonging to the same team as CHARACTER wins a round, in the next round, the Attack points of CHARACTER are increased by X points for every remaining Life point owned by the player controlling the character.

Confidence: +X life per dmg.
If a character belonging to the same team as CHARACTER wins a round, in the next round the player controlling CHARACTER will win X Life points for each Damage inflicted by CHARACTER to the opposing player

Confidence: +X Pillz
If a character belonging to the same team as CHARACTER wins a round, if CHARACTER wins the fight, the player controlling CHARACTER will receive X Pillz at the beginning of the next round.

Confidence: -X opp Damage, min Y
If a character belonging to the same team as CHARACTER wins a round and if CHARACTER loses the following round, the Damage inflicted to CHARACTER’ owner will be reduced by X points or up to a minimum of Y. If the winning character’s Damage points are lower than or equal to Y, then the Ability has no effect.

Confidence: -X opp. Life, min Y
If a character belonging to the same team as CHARACTER wins a round, in the next round if CHARACTER wins his fight, the number of Life points of the player controlling the opposing player will be reduced by X or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower or equal to Y, then the ability has no effect.

Confidence: Attack +X
If a character belonging to the same team as CHARACTER wins a round, in the next round the Attack of CHARACTER will be increased to X

Confidence: Damage +X
If a character belonging to the same team as CHARACTER wins a round, in the next round Damage points of CHARACTER will be increased by X

Confidence: Power +X
If a character belonging to the same team as CHARACTER wins a round, in the next round the Power of CHARACTER will be increased by X

Confidence: Power = Power opp
If a character belonging to the same team as CHARACTER wins a round, CHARACTER has equal Power to their opponent. This number only takes into account the figure shown on the opponent’s card and does not include changes connected to an Ability or a Bonus. If the Ability is blocked, the character’s Power is equal to that shown on their card.

Confidence: Power and Damage +X
If a character belonging to the same team as CHARACTER wins a round, in the next round, the Power and Damage of CHARACTER will be increased by X.

Confidence: Stop Ability
If a character belonging to the same team as CHARACTER wins a round, in the next round the Ability of CHARACTER’ opponent will be cancelled, if he has one.

Confidence: Stop Opp. Bonus
If a character belonging to the same team as CHARACTER wins a round, in the next round the opponent’s clan Bonus, if activated, is cancelled. If the opponent's clan Bonus is not activated, then the ability has no effect.

Consume X, min Y
If CHARACTER wins the round, your opponent will lose X Pillz, minimum Y. This effect will be felt at the end of each of the following rounds. (If two Consume are applied, the second will replace the first as soon as the latter takes effect).

Copy: Opp. Bonus
When CHARACTER is engaged in combat with another character, his “Copy: Bonus” ability is replaced by his opponent's Bonus. If the opponent’s Bonus is not activated, then this ability has no effect.

Copy: Opp. Damage
CHARACTER has the same number of Damage points as their opponent. This number only takes into account the figure shown on the opponent’s card and does not include changes related to an Ability, Bonus or Fury. If the Ability is blocked, CHARACTER’s Damage is that shown on their card.

Copy: Opp. Power
CHARACTER has equal Power to their opponent. This number only takes into account the figure shown on the opponent’s card and does not include changes connected to an Ability or a Bonus. If the Ability is blocked, the character’s Power is equal to that shown on their card.

Copy: Power and Damage opp.
CHARACTER has equal Power and Damage to their opponent. This number only takes into account the figure shown on the opponent’s card and does not include changes connected to an Ability or a Bonus. If the Ability is blocked, the character’s Power and Damage is equal to that shown on their card.

Counter-attack
The player who has CHARACTER in their team always plays second in the fight. If both players have CHARACTER in their team, the order of play is decided in the usual way. (This will activate reprisal in your team and courage in your opponent's team for the entire fight).

Courage: +X Life
If CHARACTER is played first in the round and if CHARACTER wins the fight, the player controlling CHARACTER will receive X Life points at the end of the round.

Courage: +X Atk per Pillz left
When CHARACTER is played first in the round, the Attack points of CHARACTER are increased by X points for every currently remaining Pillz owned by the player controlling the character.

Courage: +X life per dmg
When CHARACTER is played first in the round, for each Damage inflicted by CHARACTER to the opponent at the end of a round, the player controlling CHARACTER wins X Life points at the end of the round.

Courage: -X opp Pow. & Dam., min Y
When CHARACTER is played first in the round, the opponent’s Power and Damage are reduced by X points or up to a minimum of Y.

Courage: -X opp Power, min Y
When CHARACTER is played first in the round, the Power of the opposing character is reduced by X points or up to a minimum of Y. If the opposing character’s Power is lower than or equal to Y, then the Ability has no effect.

Courage: -X opp. dmg, min Y
If CHARACTER is played first in the round and loses their fight, the Damage inflicted on their owner will be reduced by X points or up to a minimum of Y. If the winning character’s Damage points are lower than or equal to Y, then the Ability has no effect.

Courage: Atk +X
When CHARACTER is played first in the round, CHARACTER’s Attack is increased by X points. When played second in the round, CHARACTER’s Attack does not change.

Courage: Bonus Protection
If CHARACTER is played first in the round, their bonus cannot be blocked while the Protection Ability is activated. When CHARACTER is played second in the round, the Ability has no effect.

Courage: Dmg +X
When CHARACTER is played first in the round, CHARACTER’s Damage is increased by X points. When played second in a round, CHARACTER’s Damage is equal to the amount shown on the card.

Courage: Power +X
When played first in the round, CHARACTER's Power is increased by X. If CHARACTER is played second in the round, their Power is equal to the amount shown on the card.

Courage: Power and Damage + X
When CHARACTER is played first in the round, the Power and Damage of CHARACTER are increased by X. When played second in a round, CHARACTER’s Power and Damage is equal to the amount shown on the card.

Courage: Prot.: Power & Damage
When CHARACTER is played first in the round, The Power and Damage of CHARACTER cannot be reduced by an opposing character while the Protection ability is activated.

Courage: Stop Ability
When CHARACTER is played first in the round, the opposing character's Ability – if they have one - will be cancelled. When CHARACTER is played second in the round, the Ability has no effect.

Courage: Stop Bonus
When CHARACTER is played first in the round, the opposing character's Clan Bonus - if activated - will be cancelled. When CHARACTER is played second in the round, the Ability has no effect.

Courage; -X opp Pillz. min Y
If CHARACTER is played first in the round and if CHARACTER wins the fight, the number of Pillz of the player controlling the opposing character will be reduced by X Pillz, or up to a minimum of Y. If the number of Pillz of the player controlling the opposing character is lower than or equal to Y, then the ability will have no effect.

Damage +X
CHARACTER’s Damage points are increased by X points. (Remember: Damage points are inflicted on your opponent if you win the round)

Day: Confidence: +X Life per Damage
For each Damage inflicted by CHARACTER to the opponent at the end of a round, the player controlling the character will win X Life points at the end of the round. This effect is active only if one of your characters won the precedent round.

Day: Stop Opp. Bonus
The opponent’s clan Bonus, if activated, is cancelled. If the opponent's clan Bonus is not activated, then the ability has no effect.

Defeat : Heal X max. Y
If CHARACTER loses the round, at the end of each of the following rounds the player controlling CHARACTER will earn X Life point(s) if he/she has fewer than Y Life points. If the player controlling CHARACTER has Y life points or more, the Heal effect is not triggered.

Defeat: + X Life
If CHARACTER loses the fight, the player controlling CHARACTER will win X Life points at the end of the round.

Defeat: + X Pillz
If CHARACTER loses the fight, the player controlling CHARACTER will win X Pillz at the end of the round.

Defeat: + X Pillz max. Y
If CHARACTER loses the fight, the player controlling CHARACTER will win X Pillz at the end of the round up to a maximum of Y.

Defeat: +X Life, Max. Y
If CHARACTER loses the fight, the player controlling CHARACTER will win X Life points at the end of the round up to a maximum of Y.

Defeat: -X opp. life, min Y
If CHARACTER loses the fight, the number of Life points of the player controlling the opposing character will be reduced by X, or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

Defeat: -X opp. Pillz, min Y
If CHARACTER loses the fight, the number of Pillz of the player controlling the opposing character will be reduced by X Pillz, or up to a minimum of Y. If the number of Pillz of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

Defeat: Equalizer: +X Life
If CHARACTER loses the fight, the player controlling CHARACTER will win X Life points at the end of the round. This effect is multiplied by the level (number of stars) of the opponent's card it is up against.

Defeat: Growth: -X opp. life, min Y
In the event of a loss by CHARACTER, the life points of the player controlling CHARACTER decrease by X multiplied by the number of the round in which CHARACTER has lost up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

Defeat: Poison X, min Y
If CHARACTER loses the fight, at the end of each of the following rounds the number of Life points of the player controlling the opposing character will be reduced by X, or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

Defeat: recover X Pillz out of Y
If CHARACTER loses the fight, at the start of the next round the player controlling CHARACTER will receive X/Y of the Pillz placed on CHARACTER, rounded down to the nearest unit, with a minimum of 1.

Defeat: Regen X, max Y
If CHARACTER loses the round, the player controlling CHARACTER will win X Life points, maximum Y. The effect will be felt at the end of each of the following rounds. (If two heal or regens are applied, the second will replace the first as soon as the latter takes effect).

Dope X, max. Y
If CHARACTER wins the round, the opponent controlling CHARACTER will win X Pillz, maximum Y. The effect will be felt at the end of each of the following rounds. (If two Dope are applied, the second will replace the first as soon as the latter takes effect).

Equalizer: +X Life
If CHARACTER wins the fight, the player controlling CHARACTER will win X Life points at the end of the round. This effect is multiplied by the level (number of stars) of the opponent's card it is up against.

Equalizer: - X opp. Life min Y
If CHARACTER wins the fight, the number of Life points of the player controlling the opposing character will be reduced by X, or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect. This effect is multiplied by the level (number of stars) of the opponent's card it is up against.

Equalizer: -X opp Damage, min Y
If CHARACTER loses their fight, the Damage inflicted on CHARACTER’s owner will be reduced by X points or up to a minimum of Y. If the winning character’s Damage points are lower than or equal to Y, then the Ability has no effect. This effect is multiplied by the level (number of stars) of the opponent's card it is up against.

Equalizer: -X opp Power, min Y
The Power of the opposing character is reduced by X points or up to a minimum of Y. If the opposing character’s Power is lower than or equal to Y, then the Ability has no effect. This effect is multiplied by the level (number of stars) of the opponent's card it is up against.

Equalizer: Damage +X
CHARACTER’s Damage points are increased by X points. (Remember: Damage points are inflicted on your opponent if you win the round). This effect is multiplied by the level (number of stars) of the opponent's card it is up against.

Equalizer: Power +X
CHARACTER’s Power is increased by X points. (Remember: Power * Pillz = Attack). This effect is multiplied by the level (number of stars) of the opponent's card it is up against.

Equalizer: Power and Damage +X
The Power and Damage of CHARACTER are increased by X.. (Remember: Power * Pillz = Attack). This effect is multiplied by the level (number of stars) of the opponent's card it is up against.

Growth : Power & Damage +X
CHARACTER’s Power and Damage points increases by X extra point(s) with each Round. (This increase corresponds to the number of the round being played multiplied by X)

Growth: +X Life
If CHARACTER wins the fight, the player controlling CHARACTER will win X Life points multiplied by the number of the round in which CHARACTER has won.

Growth: +X Pillz
In the event of a win by CHARACTER, the pillz counter of the player controlling CHARACTER increases by X multiplied by the number of the round in which CHARACTER has won.

Growth: - X opp. Life min Y
If CHARACTER wins the fight, the number of Life points of the player controlling the opposing character will be reduced by X multiplied by the number of the round in which CHARACTER has won, or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

Growth: -X opp Attack, min Y
The opponent’s Attack points are reduced by X extra points with each Round up to a minimum of Y. (This increase corresponds to the number of the round being played multiplied by X)

Growth: -X opp Damage, min Y
The opponent’s Damage are reduced by X extra points with each Round up to a minimum of Y. (This increase corresponds to the number of the round being played multiplied by X)

Growth: -X opp Pillz. min Y
In the event of a win by CHARACTER, the pillz counter of the opposing player decreases by X multiplied by the number of the round in which CHARACTER has won.

Growth: -X opp Power, min Y
The Power of the opposing character is reduced by X extra point(s) with each Round. (This increase corresponds to the number of the round being played multiplied by X)

Growth: Attack +X
CHARACTER's Attack points are increased by X extra points with each Round. (This increase corresponds to the number of the round being played multiplied by X)

Growth: Damage +X
CHARACTER’s Damage points increases by X extra point(s) with each Round. (This increase corresponds to the number of the round being played multiplied by X)

Growth: Heal X max. Y
If CHARACTER wins the round, at the end of each of the following rounds the player controlling CHARACTER will earn X Life point(s) multiplied by the number of the round in which CHARACTER has won. If the player controlling CHARACTER has Y life points or more, the Heal effect is not triggered.

Growth: Poison X, min Y
If CHARACTER wins the round, at the end of each of the following turns the opponent will lose X life points multiplied by the number of the round in which CHARACTER has won. If the opponent has Y or less Life point(s), the poison effect is not triggered.

Growth: Power +X
CHARACTER’s Power increases by X extra point(s) with each Round. (This increase corresponds to the number of the round being played multiplied by X)

Growth: Regen X, max. Y
If CHARACTER wins the round, the player controlling CHARACTER will win X Life points, maximum Y, multiplied by the number of the round in which CHARACTER has won. The effect will be felt at the end of each of the following rounds. (If two heal or regens are applied, the second will replace the first as soon as the latter takes effect).

Growth: Toxin X, min Y
If CHARACTER wins the round, your opponent will lose X Life points, minimum Y, multiplied by the number of the round in which CHARACTER has won. This effect will be felt at the end of each of the following rounds. (If two poisons or toxins are applied, the second will replace the first as soon as the latter takes effect).

Heal X max. Y
If CHARACTER wins the round, at the end of each of the following rounds the player controlling CHARACTER will earn X Life point(s) if he/she has fewer than Y Life points. If the player controlling CHARACTER has Y life points or more, the Heal effect is not triggered.

Infection X, min Y
If CHARACTER wins the fight, at the end of each of the following rounds the number of Life points of the player controlling CHARACTER will be reduced by X, or up to a minimum of Y. If the number of Life points of the player controlling CHARACTER is lower than or equal to Y, then the ability will have no effect.

Killshot: +X Life
If the Attack of CHARACTER is equal or higher than the double of the opposing character's attack and if CHARACTER wins the round, the player controlling the character will win X Life points

Killshot: +X Life max. Y
If the Attack of CHARACTER is equal or higher than the double of the opposing character's attack, the player controlling the character will win X Life points until he reaches a total of Y Life points at the end of the round.

Killshot: -X opp. Life min Y
If the Attack of CHARACTER is equal or higher than the double of the opposing character's attack and if CHARACTER wins the round, the number of Life points of the player controlling the opposing character will be reduced by X, or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

No ability


Nuke
The damage of all the cards in play cannot be reduced (as if every card in play had the Protection: Damage ability).

Poison X, min Y
If CHARACTER wins the round, at the end of each of the following turns the opponent will lose X Life point(s) if he/she has more than Y Life point(s). If the opponent has Y or less Life point(s), the poison effect is not triggered.

Power +X
CHARACTER’s Power is increased by X points. (Remember: Power * Pillz = Attack)

Power and Damage + X
The Power and Damage of CHARACTER are increased by X.

Protection : Damage
The Damage of CHARACTER cannot be reduced by an opposing character while the Protection ability is activated.

Protection: Attack
The attack of CHARACTER cannot be reduced by an opposing character so long as the Protection ability is activated.

Protection: Bonus
The Bonus of CHARACTER can not be blocked while the Ability Protection Bonus is activated.

Protection: Power
The Power of CHARACTER cannot be reduced by an opposing character while the Protection ability is activated.

Protection: Power and Damage
The Power and Damage of CHARACTER cannot be reduced by an opposing character while the Protection ability is activated.

Regen X, max. Y
If CHARACTER wins the round, the player controlling CHARACTER will win X Life points, maximum Y. The effect will be felt at the end of each of the following rounds. (If two heal or regens are applied, the second will replace the first as soon as the latter takes effect).

Reprisal : -X opp. life, min Y
When CHARACTER is played second in the round and if CHARACTER wins his fight, the number of Life points of the player controlling the opposing character will be reduced by X, or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

Reprisal: +X Atk per Life left
When CHARACTER is played second in the round, the Attack points of CHARACTER are increased by X points for every remaining Life point owned by the player controlling the character.

Reprisal: +X Life per Damage
When CHARACTER is played second in the round, for each Damage inflicted by CHARACTER to the opponent at the end of a round, the player controlling the character will win X Life points at the end of the round.

Reprisal: -X opp Damage, min Y
When CHARACTER is played second in the round, if CHARACTER loses their fight, the Damage inflicted on CHARACTER’s owner will be reduced by X points or up to a minimum of Y. If the winning character’s Damage points are lower than or equal to Y, then the Ability has no effect.

Reprisal: -X opp Pow. & Dmg,min Y
When CHARACTER is played second in the round, the opponent’s Power and Damage are reduced by X points or up to a minimum of Y.

Reprisal: -X opp Power, min Y
When CHARACTER is played second in the round, the Power of the opposing character is reduced by X points or up to a minimum of Y. If the opposing character’s Power is lower than or equal to Y, then the Ability has no effect.

Reprisal: Attack +X
When CHARACTER is played second in the round, CHARACTER's Attack points are increased by X points. (Remember: Power * Pillz = Attack)

Reprisal: Copy Opp. Bonus
When CHARACTER is played second in the round, when CHARACTER is engaged in combat with another character, his “Copy: Bonus” ability is replaced by his opponent's Bonus. If the opponent’s Bonus is not activated, then this ability has no effect.

Reprisal: Damage +X
When CHARACTER is played second in the round, the Damage of CHARACTER are increased by X points.

Reprisal: Damage = Damage opp.
When CHARACTER is played second in the round, CHARACTER has the same number of Damage points as their opponent. This number only takes into account the figure shown on the opponent’s card and does not include changes related to an Ability, Bonus or Fury. If the Ability is blocked, CHARACTER’s Damage is that shown on their card.

Reprisal: Power +X
When CHARACTER is played second in the round, the Power of CHARACTER will be increased by X.

Reprisal: Power = Power opp
When CHARACTER is played second in the round, CHARACTER has equal Power to their opponent. This number only takes into account the figure shown on the opponent’s card and does not include changes connected to an Ability or a Bonus. If the Ability is blocked, the character’s Power is equal to that shown on their card.

Reprisal: Power and Damage +X
When CHARACTER is played second in the round, the Power and Damage of CHARACTER will be increased by X.

Reprisal: Protect. Power and Damage
When CHARACTER is played second in the round, the Power and Damage of CHARACTER cannot be altered by an opposing character while the Protection ability is activated.

Reprisal: Stop Opp. Ability
When CHARACTER is played second in the round, the opponent’s Ability is cancelled if they have one.

Reprisal: Stop Opp. Bonus
When CHARACTER is played second in the round, the opponent’s clan Bonus, if activated, is cancelled. If the opponent's clan Bonus is not activated, then the ability has no effect.

Revenge : +X life
If a character belonging to the same team asCHARACTER loses a round and if CHARACTER wins the following round, the player controlling CHARACTER will winX Life points at the end of the round.

Revenge: +X Atk per Life left
If a character belonging to the same team as CHARACTER loses a round, in the next round, the Attack points of CHARACTER are increased by X points for every remaining Life point owned by the player controlling the character.

Revenge: -X opp Attack, min Y
If a character belonging to the same team as CHARACTER loses a round, in the next round the opponent’s Attack points are reduced by X points or up to a minimum of Y. If the opponent’s number of Attack points are lower or equal to Y, then the ability has no effect.

Revenge: -X opp Pow. & Dmg,min Y
If a character belonging to the same team as CHARACTER loses a round, in the next round, the opponent’s Power and Damage are reduced by X points or up to a minimum of Y.

Revenge: -X opp. Life, min Y
If a character belonging to the same team as CHARACTER loses a round and if CHARACTER wins his fight, the number of Life points of the player controlling the opposing player will be reduced by X or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower or equal to Y, then the ability has no effect.

Revenge: -X opp. power, min Y
If a character belonging to the same team as CHARACTER loses a round, in the next round the Power of the opposing character is reduced by X points or up to a minimum of Y. If the opposing character’s Power is lower than or equal to Y, then the Ability has no effect.

Revenge: Attack +X
If a character belonging to the same team as CHARACTER loses a round, in the next round the Attack of CHARACTER will be increased to X

Revenge: Copy Opp. Bonus
If a character belonging to the same team as CHARACTER loses a round, in the next round, when CHARACTER is engaged in combat with another character, his “Copy: Bonus” ability is replaced by his opponent's Bonus. If the opponent’s Bonus is not activated, then this ability has no effect.

Revenge: Damage +X
If a character belonging to the same team as CHARACTER loses a round, in the next round the Damage of CHARACTER will be increased to X

Revenge: Poison X, min Y
If a character belonging to the same team as CHARACTER loses a round, if CHARACTER wins the round, at the end of each of the following turns the opponent will lose X Life point(s) if he/she has more than Y Life point(s). If the opponent has Y or less Life point(s), the poison effect is not triggered.

Revenge: Power +X
If a character belonging to the same team as CHARACTER loses a round, in the next round the Ability of CHARACTER will be increased to X

Revenge: Power and Damage +X
If a character belonging to the same team as CHARACTER loses a round, in the next round, the Power and Damage of CHARACTER will be increased by X.

Revenge: Protec. Power and Dmg
If a character belonging to the same team asCHARACTER loses a round and if CHARACTER wins the following round, the Power and Damage of CHARACTER cannot be altered by an opposing character while the Protection ability is activated.

Revenge: Stop Ability
If a character belonging to the same team as CHARACTER loses a round, in the next round the Ability of CHARACTER’ opponent will be cancelled, if he has one.

Revenge: Stop Bonus
If a character belonging to the same team as CHARACTER loses a round, in the next round the Bonus of CHARACTER’ opponent will be cancelled, if he has one.

Stop : - X opp. life, min Y
If CHARACTER'S ability is cancelled by the opposing character and if CHARACTER wins his/her fight, the number of Life points of the player controlling the opposing character is reduced by X up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, then the ability has no effect.

Stop : -X opp Power, min Y
If CHARACTER’s ability is cancelled out by the opposing character, the Power of the opposing character is reduced by X points or up to a minimum of Y. If the opposing character’s Power is lower than or equal to Y, then the Ability has no effect.

Stop Opp. Ability
The opponent’s Ability is cancelled if they have one.

Stop Opp. Bonus
The opponent’s clan Bonus, if activated, is cancelled. If the opponent's clan Bonus is not activated, then the ability has no effect.

Stop: +X Life
If CHARACTER’S ability is cancelled by the opposing character and if CHARACTER wins his/her fight, the player controlling CHARACTER wins X Life points at the end of the round.

Stop: +X life per dmg.
If CHARACTER'S ability is cancelled by the opposing character, for each Damage inflicted by CHARACTER to the opposing player at the end of a round, the player controlling CHARACTER wins X Life points at the end of the round.

Stop: +X Pillz
If CHARACTER’S ability is cancelled by the opposing character and ifCHARACTER wins his/her fight, the player controlling CHARACTER receives X Pillz at the beginning of the next round.

Stop: -X opp Pow. & Dmg,min Y
If CHARACTER’s ability is cancelled out by the opposing character, The opponent’s Power and Damage are reduced by X points or up to a minimum of Y.

Stop: -X opp. dmg, min Y
If CHARACTER’S ability is cancelled by the opposing character and if CHARACTER loses his/her fight, the Damage inflicted on his/her owner will be reduced by X points up to a minimum of Y. If the winning character’s Damage points are lower than or equal to Y, then the ability has no effect.

Stop: -X Pillz opp. min Y
If CHARACTER'S ability is cancelled by the opposing character and if CHARACTER wins his/her fight, the number of Pillz of the player controlling the opposing character is reduced by X Pillz up to a minimum of Y. If the number of Pillz of the player controlling the opposing character is lower than or equal to Y, then the ability has no effect.

Stop: Atk. +X
If CHARACTER’S ability is cancelled by the opposing character, CHARACTER'S attack is increased by X points.

Stop: Damage +X
If CHARACTER’S ability is cancelled by the opposing character, CHARACTER'S damage is increased by X points.

Stop: Heal X max. Y
If CHARACTER’s ability is cancelled out by the opposing character, If CHARACTER wins the round, at the end of each of the following rounds the player controlling CHARACTER will earn X Life point(s) if he/she has fewer than Y Life points. If the player controlling CHARACTER has Y life points or more, the Heal effect is not triggered.

Stop: Poison X, min Y
If CHARACTER'S ability is cancelled by the opposing character and if CHARACTER wins the round, at the end of each of the following turns the opponent will lose X Life point(s) if he/she has more than Y Life point(s). If the opponent has Y or less Life point(s), the poison effect is not triggered.

Stop: Power +X
If CHARACTER’S ability is cancelled by the opposing character, CHARACTER'S power is increased by X points.

Stop: Power and Damage +X
If CHARACTER’s ability is cancelled out by the opposing character, the Power and Damage of CHARACTER are increased by X.

Support: + X Pillz
If CHARACTER wins the fight, the player controlling CHARACTER will receive X pillz at the start of the next round for each character in their team belonging to the same clan as CHARACTER. Remember that is also taken into account.

Support: +X Life
If CHARACTER wins the fight, the player controlling CHARACTER will receive X Life points at the end of the round for each character in their team belonging to the same clan as CHARACTER. Remember that CHARACTER is also taken into account.

Support: -X opp Attack, min Y
The opponent’s Attack points are reduced by X points or up to a minimum of Y for each character in their team belonging to the same clan as CHARACTER. Remember that CHARACTER is also taken into account. If the opponent’s number of Attack points are lower or equal to Y, then the ability has no effect.

Support: -X opp Damage, min Y
If CHARACTER loses their fight, the Damage inflicted on CHARACTER’s owner will be reduced by X points or up to a minimum of Y for each character belonging to CHARACTER's clan and who is part of their team. Remember that CHARACTER is also taken into account. If the winning character’s Damage points are lower than or equal to Y, then the Ability has no effect.

Support: -X opp Power, min Y
The Power of the opposing character is reduced by X points or up to a minimum of Y for each character belonging to CHARACTER's clan and who is part of their team. Remember that CHARACTER is also taken into account. If the opposing character’s Power is lower than or equal to Y, then the Ability has no effect.

Support: -X opp. Life, min Y
If CHARACTER wins their fight, the number of Life points of the player controlling the opposing character is reduced by X up to a minimum of Y for each character belonging to CHARACTER’s clan and who is also part of their team. Remember that CHARACTER is also taken into account. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, then the ability has no effect.

Support: Attack +X
CHARACTER’s attack points are increased by X points for each character belonging to CHARACTER’s clan and who is part of their team. Remember that CHARACTER is also taken into account.

Support: Damage +X
CHARACTER's damage points are increased by X points for each character belonging to CHARACTER's clan and who is part of their team. Remember that CHARACTER is also taken into account.

Support: Power +X
CHARACTER's power is increased by X point(s) for each character belonging to CHARACTER's clan and who is also part of their team. Remember that CHARACTER is also taken into account.

Support: Reanimate: +X Life
If CHARACTER loses the fight, the player controlling CHARACTER will win X Life points at the end of the round for each character in their team belonging to the same clan as CHARACTER. Remember that CHARACTER is also taken into account. This ability is able to prevent you from going KO.

Team: +X Attack
All the characters in CHARACTER’s team get X Attack points. (Remember: Power * Pillz = Attack)

Team: +X Damage
All the characters in CHARACTER’s team win X Damage point.

Team: -X opp. damage, min Y
If one of the characters loses their fight, the Damage inflicted on CHARACTER’s owner will be reduced by X points or up to a minimum of Y. If the winning character’s Damage points are lower than or equal to Y, then the Ability has no effect.

Team: -X opp. power, min Y
The Power of the opposing character is reduced by X points or up to a minimum of Y. If the opposing character’s Power is lower than or equal to Y, then the Ability has no effect.

Team: Courage, Power +X, max. Y
All the characters in CHARACTER’s team receive the Courage, Power +X ability. When they are played first in a round, their Power is increased by X points, to a maximum of 10 points.

Team: Defeat: Rec. X Pillz out of Y
If one of your characters loses the fight, at the start of the next round the player controlling the character will receive X/Y of the Pillz placed on CHARACTER, rounded down to the nearest unit, with a minimum of 1.

Team: Reprisal: -X Pow. & Dmg, min Y
All the characters in CHARACTER’s team receive the " Reprisal: -X Opponent Power & Damage minimum Y " ability. When they are played second in the round, the opponent’s Power and Damage are reduced by X points or down to a minimum of Y.

Team: XP +X0%
The Experience points won during the fight by each character in CHARACTER’s team are increased by X0%.

Tie-break
During the entire fight, if your attack is equal to your opponent’s, you will always win the round. If your and your opponent’s Life points are equal at the end of the fight, you will win the fight. (These effects are cancelled out if your opponent also has CHARACTER)

Toxin X, min Y
If CHARACTER wins the round, your opponent will lose X Life points, minimum Y. This effect will be felt at the end of each of the following rounds. (If two poisons or toxins are applied, the second will replace the first as soon as the latter takes effect).

Vict. or Def.: -X opp Life & Pillz min Y
If CHARACTER wins or loses the fight, the number of Life points & Pillz of the player controlling the opposing character will be reduced by X, or up to a minimum of Y. If the number of Life points / Pillz of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

Victory or Defeat : +X Life
If CHARACTER wins or loses the fight, the player controlling CHARACTER will receive X Life at the end of the round.

Victory or Defeat : +X pillz
If CHARACTER wins or loses the fight, the player controlling CHARACTER will receive X Pillz at the end of the round.

Victory or Defeat: - X opp. Life min Y
If CHARACTER wins or loses the fight, the number of Life points of the player controlling the opposing character will be reduced by X, or up to a minimum of Y. If the number of Life points of the player controlling the opposing character is lower than or equal to Y, the ability will have no effect.

Xantiax: -X Life, min. Y
Whether the character wins or loses the round, the two competing players lose X life point(s) or up to a minimum of Y life point(s).

Cancel Leader
Your Leader Bonuses are deactivated if you have more than one Leader in your team.

Day: Power and Damage + X
The Power and Damage of CHARACTER are increased by X.

Equalizer: -X opp Attack, min Y
The opponent’s Attack points are reduced by X points or up to a minimum of Y. If the opponent’s number of Attack points are lower or equal to Y, then the ability has no effect. This effect is multiplied by the level (number of stars) of the opponent's card it is up against.

Protection: Ability
The Ability of CHARACTER can not be blocked while the Protection: Ability Bonus is activated.

4. Game Modes and Formats

4.1. Rule about time allotted for playing and timeout

Time to choose a character (in seconds:)


  1st round 2nd round 3rd round 4th round
Normal 120 100 80 60
Normal (Tournament period) 60 50 40 30
Elo 150 120 90 60
Event 150 120 90 60
Survivor 80 70 60 50
Coliseum 120 100 80 60
Leader Wars  120 100 80 60
Training 120 100 80 60
Training no pillz 120 100 80 60
Tutorial 600 600 600 600
Solo 600 600 600 600
Duel 600 600 600 600

4.2. The T1 Format

The T1 Format is an obligatory format for playing in T1 mode.
It is formed as follows:

• Your Deck cannot contain fewer than 8 characters.
• The sum of the levels of the characters within your Deck cannot go beyond 25.
• Your Deck cannot contain card doubles.

4.3. The T2 Format

The T2 Format is a compulsory format for playing in T2 mode.
It is formed as follows:

• Your Deck cannot contain fewer than 8 characters.
• Your Deck cannot contain more than 10 characters.
• The sum of the levels of the characters within your Deck cannot be lower than 26.
• Your Deck cannot contain card doubles.

4.4. The T3 Format (Survivor)

The T3 Format is a compulsory format for playing in Survivor mode. 
It is formed as follows:

• Your Deck cannot contain fewer than 10 characters.
• The sum of the levels of the characters within your Deck cannot be lower than 35.
• Your Deck cannot contain card doubles.


4.5. The EFC Mode Format

DECK RULES

The deck rules of Leagues mode are as follows:
The sum of the levels of the characters within your Deck cannot surpass 25.
Your Deck cannot contain fewer than 8 characters.
Your Deck cannot contain doubles.
Only cards from the current level are allowed.

There are 6 different Zones:
1- Dark corners (0-299 elo)
2- Chocomuscle ring (300-599 elo)
3- Danger zone (600-899 elo)
4- EFC Tower (900-1199 elo)
5- Polit arena (1200-1499 elo)
6- Z palace (1500+ elo)

All players start on the "Dark corners" level.
On this level, as in T1, you can play with any card you like.
When you win, your score increases which enables you to access the next level.
The more you progress, the more restricted the list of authorized characters becomes.

On the "Z palace" level, no more than the last 10 characters released from each clan are authorized.
On the "Polit arena" level, no more than the last 20 characters released from each clan are authorized.
On the "EFC Tower" level, no more than the last 30 characters released from each clan are authorized.
On the "Danger zone" level, no more than the last 40 characters released from each clan are authorized.
On the "ChocoMuscle Ring" level, no more than the last 50 characters released from each clan are authorized.
On the "Dark corners" level, all characters are authorized.

However, there are a few exceptions:
Legendary cards will always be authorized on every level.
The last two Leaders to be released will be authorized on the "Z palace" zone. The last four Leaders to be released will be authorized on the "Polit arena" zone. And so on, with two additional Leaders being authorized as you descend through the levels. For example, all Leader cards will be authorized on the "Dark corners" zone.
Cards that are deemed too powerful will be banned on certain levels. If a card is banned, it will be replaced by the next card in the list of unauthorized cards

4.6. Daily Tournaments Format

Tournaments are hosted in Type 1 and Type 2 formats, but each has a specific list of banned cards.

Don’t forget you can only enter the room if you have a deck whose format meets the room requirements.

http://www.urban-rivals.com/collection/formats/

4.7. Event Formats

Event formats are formats invented by players or by game admins. They are restricted to certain game rooms.


To find out more about Events, go to this section of the FAQs: link Community > Events.

Any player above level 40 can create their own Event and Event format by visiting this page.

4.8. Coliseum Formats

Coliseum formats are formats invented by the admins of the game. They change regularly and are limited to the Coliseum playroom.

5. The Urban Rivals App

5.1. Where can I download the Urban Rivals app?

Having problems with the game? Be sure to contact our support team that is on-hand to help you Monday to Friday from 9am to 5pm (Paris' time).

The game app is available on:

Appstore
Playstore
Steam

Webgl, Desktop Version

Each version is identical and when it needs upgrading, you will be alerted by an in-game message.

You can see the links to all of them on our Landing Page.

Having problems with the game? Be sure to contact our support team that is on-hand to help you Monday to Friday from 9am to 5pm (Paris' time).

5.2. Can I play on it with the same account I opened on the website?

Of course, that’s the whole point of it! Just sign up to the app with your identifiers to ensure the entire contents of your account is available on your app.

6. Missions

6.1. How do I unlock a mission?

There are two types of missions:

•Missions unlocked with no conditions. These missions are visible in the missions screen from the very first match.

Missions unlocked with conditions. The conditions of unlocking can vary: having a particular character or clan or having previously unlocked another mission, etc. You can discover all these hidden missions over the course of the game!

6.2. The Flash Missions

The Flash Missions will only be available for a limited period. You must complete them before the deadline shown to claim your prizes.

Every Monday a new set of weekly missions is released, and by completing it you will win a random Legendary card you don't already possess (excluded the ones of the last Arcade season). If you own all the LDs, you will gain 7 Credits instead.

7. Game Winnings

7.1. Battle Points

At the end of each fight and depending on the outcome,
you’ll receive a certain number of points that will allow you to increase your own personal level as well as your position within the players’ ranking table.

Your ranking in the Daily Tournaments is based on the number of battle points obtained over the course of the tournament.

7.2. Character XP

Your characters gain experience each time they take part in a battle. This XP enables them to level up and become stronger and stronger. Their current level is displayed on the character’s card in yellow stars, the maximum level being indicated by the total number of stars.

Your characters gain more XP if they confront characters of a higher level and if you win the match (with a bonus if you achieve a KO).

In addition, once your character is at the maximum level, the XP points that he would have normally won at the end of a round are directly transferred to your XP Reserve.


If you're addicted to statistics or you want to maximize your earnings these tables are just the thing for you :)

Experience (XP)

You will gain experience by fighting your characters. Experience makes your characters level up and become stronger. Remember, you’re still a winner even if you lose, so don’t give up!

XP won by round based on the 2 characters played (winner on the left)
  Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Lvl 1 120 XP 150 XP 200 XP 250 XP 300 XP
Lvl 2 100 XP 120 XP 150 XP 200 XP 250 XP
Lvl 3 80 XP 100 XP 120 XP 150 XP 200 XP
Lvl 4 60 XP 80 XP 100 XP 120 XP 150 XP
Lvl 5 - - - - -


XP bonus victory: 40 XP, XP bonus victory by KO: 60 XP, XP bonus draw: 30 XP, XP character lost round: 20 XP

7.3. Level

Your level is based on your battle points. The higher you go, the more points you’ll need to reach the top levels. Your characters also have a level, based on the experience they’ve accumulated while fighting.

The total number of battle points needed to reach a level is the level’s number squared. (e.g. you’ll need 10x10x10 = 1000 battle points to reach level 10).

From Level 5, you can join a Guild and play in the “Free Fight” room.
From Level 7, you can join the Daily Tournament rooms.
From Level 10 onwards, you can create your own Guild and play in Training.
From Level 15 onwards, you can play in ELO mode and Survivor.
From Level 21 onwards, you can buy and sell cards privately with other players.
From Level 40 onwards, you can create your own Event.



7.4. Clintz

Clintz is the Urban Rivals’ currency. It enables you to:

• Purchase cards from the Market or privately.
• Participate in paying Events.

You can get hold of them by:

• Buying Packs of Clintz from the Shop;
• Completing Missions;
• Selling cards on the Market;
• Fighting in different game modes, particularly Daily Tournaments.

7.5. Credits

Credits are the other form of currency within Urban Rivals. They enable you to buy packs and to unlock certain parts of the game.

To get hold of characters quickly and complete a clan or your collection, the quickest and easiest way is to go to the shop and buy credits (Audiotel, SMS, CC). If you are a minor, you must ask permission from your parents or legal guardian before buying credits.

Credits can also be won in several game modes (Daily Tournament, ELO, Survivor) and by completing Missions.

7.6. Mission Points

Once completed, each permanent mission gives you mission points. The amount of mission points is defined by how a mission is difficult to achieve.

These mission points enable you to be ranked within the players with the most missions achieved. You can see the number of mission points you have and compare it to those of your friends here.

7.7. Cryptocoinz

Cryptocoinz will give you access to Collector Cards via the game shop.

6000 Cryptocoinz = 1 random Cr.

Cryptocoinz can be won in every competitive game mode, or via missions.