Smash & Grab

A five-minute heist card game. Flip mugshot cards against a rival crew, ride one shared alarm, and bag it before it blows. Every take you earn comes back graded, slabbed, and Steam-tradable.

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Об игре Smash & Grab

Sable City only exists after dark. Years ago the police department's "Known Associates" files leaked, and the mugshots became the hottest trading cards on the street. You run a crew. Your reputation is Cred. Your collection is the Stash. The Job takes five minutes. Two crews of twelve walk into the same vault. You take turns flipping crew cards: every flip adds Haul to your bag and Heat to the alarm. The meter is shared. When it trips, everyone still inside loses everything. Bag It early and walk with a small take, or push one more flip and go for the double. Three vaults. Biggest take wins. Every pull is graded. Win Cred, buy a Case File from The Fence, and every card inside goes to Lockbox, the only grading house that never asks where you got it. Four subgrades, one final grade, a seven-digit tag, sealed in acrylic. A perfect 10 is one pull in two hundred and fifty. That slab is a Steam inventory item: yours to keep, trade, or sell on the Community Market. Calm outside the vault. No PvP, no ladders, no timers. Rival crews are NPC bosses with their own signature crews and their own opinions about you. The Hideout is a place to hang out with your Stash. Features The Job: a push-your-luck card match built on one number. One shared 18-bar alarm, three vaults, Full Crew doubles the bag. First Job in under three minutes, no tutorial text longer than a sentence. 120 mugshots, one police file: the Sable City set. Brains, Muscle, Wheels, Face. Three numbers and a role, no card text. Lockbox grading: four subgrades, published odds, Poor to Pristine. The grade is what makes your copy yours. Steam Inventory native: Case Files and slabs are Steam items. Trade and sell on the Community Market; the game never runs its own marketplace. Rival ladder: Rookie, Pro, and Mastermind crews. Tripwire cards. Hot crews that pay big and trip the alarm. Neon noir, on paper: painted mugshots, booking placards, rubber stamps, acrylic slabs, and a heist-jazz breakbeat that thickens as the meter fills.

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