Game build 17
data from 10/21/2026 00:08 (UTC−3)
page updated 10/21/2026 03:05 (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.
- 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.
| Band | Levels | Challenge | Take empty | Regeneration | Max energy | XP 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 12 s (no hit, no tool, no skill): they lose about 4 actions (12 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 Training.