

You owe the Shark, and you have thirty days. Deal across seven gritty New York neighborhoods with one deck: Hustle cards bend the market; Street cards shake the cops. Take turf from rival crews, survive Collection Day, then risk it all for one more week!
Overview
You owe the Shark, and you have thirty days. Deal across seven gritty New York neighborhoods with one deck: Hustle cards bend the market; Street cards shake the cops. Take turf from rival crews, survive Collection Day, then risk it all for one more week!
Description
You owe the Shark 10% a day, and he wants it back in thirty days. You've got a little cash, a coat with a hundred pockets, and a deck of cards. Every day you draw six cards, work the market, and move on before the heat catches up.
Hustle cards bend the market: buy in bulk, hype a price, haggle, fence hot goods, cook your own.
Street cards get you out alive when Detective Hardass comes around the corner: sprint, juke, take cover, go up the fire escape.
Tip: A Hustle card is dead weight in a chase, and a Street card makes you nothing on the corner. Every card you draft is a bet: more profit, or better odds of getting away. Stack them right and every big sale shows you the math as it lands.
Big deals bring heat. Hardass and his deputies show you their next move: close in, open fire, radio for backup. Play Street cards to build distance and cover, and reach the escape line before they reach you. Get busted, and you lose the stash. Get shot, and it's over.
Most mornings the street talks: a shipment landing in Red Hook tomorrow, a shortage in Harlem, a sweep in Midtown. Most of it is true. Plan your route around it, or don't. The expensive stuff only comes in so much a day, so when a block sells out, the rest of your coat has to come from somewhere else.
Two rival crews want your corners. King Vega runs Harlem from a barbershop on Lenox, Mickey Doyle owns the Red Hook piers, Nando holds the Bushwick warehouses. Walk onto their block, and they want a toll. Leave them alone, and they grow stronger: they flood your market, hit your fronts, and poach your crew. Fight them with your whole deck and their neighborhood becomes your turf, and their boss's prize is yours: King Vega's chain, Doyle's cargo hook, Nando's ledger.
On day 15, Rico wants your corner. On day 30, whoever holds your marker comes to collect: the Shark, the Accountant, or the Widow, each with their own muscle and moves. Pay and walk, or fight with your whole deck, where every card has a use. Break them and the debt is gone.
Then the real question: walk away with your street value, or take Kingpin's Gambit. Seven more days with every cop in the city after you. Make it, and your score is multiplied. Don't, and you lose it all.
Draft and upgrade 51 cards, many found for the first time mid-run, plus a different street kit in your starting deck every run. Cash, Heat, Speed, and Muscle cards feed off each other, so every deck leans a different way. 15 connects that change how a run plays.
Six secret fusions: own the right two cards, upgrade one, and they become something new. Find them all.
A market that remembers: dump fifty kilos in Midtown and the price there crashes for days. Each drug tile shows its recent prices and the best you've seen.
Every run ends on a shareable summary card: your net worth day by day, your deck, your turf, your best sale. Save it as an image or copy it for your friends.
Buy fronts (an arcade, hot dog cart, and more) to keep product and cash safe from a bust, move cheap product over the counter, and hire a crew with names, perks, and loyalty. Pay them, or they talk.
Side jobs: move fronted weight, sit on a stash, draw the heat. Miss the deadline, and some cost you.
Tons of street events: muggings, snitches, blackouts, a rival crew, a stray dog that follows you home.
Twelve drugs, from knockoff vapes and ludes to heroin and cocaine, across seven neighborhoods with their own prices, patrols, and chase ground: the Harlem rooftops, the Midtown subway, the Red Hook containers.
Five hustlers, each with their own deck and twist, and ten Heat levels per hustler that rewrite the rules.
A daily street and a weekly street, each with twists and its own leaderboard. Or type in any seed and share it.
Windows, macOS (native on Apple Silicon and Intel), Linux, and Steam Deck.
Full controller support with Xbox, PlayStation, and Steam Deck button prompts. Text size options.
Steam achievements, daily, weekly, and all-time leaderboards, and Steam Cloud saves.
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