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The Undercityplayer's manual

Corners

What it costs to fight for a corner, how the duel for the crown works and what it earns you in energy and XP.

Game build 18 data from 10/28/2026 11:45 (UTC−3) page updated 10/29/2026 01:07 (UTC−3)

Corners (1v1): the duel for the crown

Straight talk

  • A corner is energy, and energy is XP and money. Whoever holds a corner gets the band's “movement” (table below): energy comes back faster, max energy goes up and crimes give more XP. Energy comes back 1 point every 3 min (480 a day).

How it works

  • There are 10 corners, each held by a single player, no gang and no treasury. To hold one: level 5+, an account at least 24 h old, and never while you're a living fighter in a turf war. One corner per player.
  • Blocks: you can't challenge an immune corner (24 h) or a boss who is in a war. The war lock starts 10 min before it. A corner opens on its own when you pass the level band.
  • Costs: empty corner, 10 energy + half the band's price; challenging the boss, 20 energy + the full price, at most 3 challenges per hour. Nobody gets the money back. Challenge and lose: that corner stays closed to you for 24 h. The empty corner is the cheapest way in: half the energy and half the price of a challenge.
  • The duel: best of 3 (first to 2 games takes it), one action every 3 s, with your war kit. The same hit, damage, crit and counter math as war applies; the pistol draws in 2 s, not 3. Between games, there's an 8 s pause and both come back with full HP and kit.
  • After: a challenger who wins keeps the corner, immune for 24 h. If the boss wins, the corner can be called out again after only 60 s: defending buys a breather, not immunity. Exception inside the gang: no 24 h of immunity. Taking the corner of someone in your gang (or of someone who left it, or whose gang you left, less than 24 h ago) protects the corner for only 60 s: after that it can be called out again. It applies whether you win the duel or take the empty corner the person just dropped.
  • Don't leave the duel screen. There's no clock, so nothing ends on time: the house plays for whoever leaves the screen (6 s without acting and without the screen open, or in jail, or in the hospital) and for whoever keeps the screen open but goes 30 s without playing, one hit every 6 s with the best melee weapon in the kit. The house never uses a tool for someone who is absent, nor a skill for someone who is off the duel screen.
BandLevelsChallengeTake emptyRegenerationMax energyXP on crimes
1 5–9$5,000$2,500 −8%+10%+0%
2 10–19$30,000$15,000 −10%+10%+5%
3 20–34$250,000$125,000 −12%+15%+8%
4 35+$1,000,000$500,000 −15%+15%+10%

Tools in the duel

Each tool works once per game (it comes back full in the next game), and using one spends an action, like a hit.

  • Flashbang: the other side can't act for 9 s (no hit, no tool, no skill): they lose about 3 actions (9 s ÷ 3 s); the Flashbang costs you 1 action.
  • Ballistic Shield: the next 2 hits that land on you only deal half. The counter from your own miss is not cut: the shield doesn't replace hitting. A shotgun that lands breaks the whole shield.
  • Field Med Kit: heals 30 HP. Serrated Machete: whoever takes the hit goes 20 s without healing.

To test your build in this duel, use the Calculator: it simulates the 1v1 without a tool, a skill or a drug. The skills (duel and war) are in Skills.