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STREET GUIDE/ECONOMY

Racing

Put your car - or your rival's - on the line.

Street racing is what a full Garage & Car Theft is for. Players open race lobbies, rivals join with their own cars, and the field resolves in one run. The car decides most of it - top speed and acceleration, scaled by its condition, so a neglected machine races at half its worth. Driving skill is the next biggest edge, earned on the track itself. A touch of Resistance - the nerve to hold the line - rounds it out, and a real dash of luck keeps close fields honest.

Race modes

ModeStakesWear
TrainingNothing but pride - and driving skill for everyone.Gentlest
Cash potEveryone puts cash in; the winner takes 90%, the house keeps 10%.Standard
$CRIME potSame deal, staked in $CRIME - the token pot for real stakes.Higher
Pink slipEvery loser stakes a car; the winner drives home with one from each of them. No second place.Brutal

Wear and tear

Every race damages every car - 1% minimum, up to 60% on a catastrophic night. Finishing first softens the hit; limping in last, in a battered car, in a pink-slip race, compounds it. High driving skill cuts wear by up to 30%, and 4% of damage rolls trigger a 2.5× incident multiplier before the 60% cap. Repair is a separate garage action paid later from cash in hand, so price the damage in before you stake a fortune.

What you take away

Beyond the pot, driving skill grows for every finisher. Winners gain the most and lower places receive a proportional share. Your win/loss record sits on your public profile - but your skill number doesn't: other players only see the title it earns you.

TitleDriving skill
No License0
Sunday Driver1 - 499
Street Racer500 - 1,499
Wheelman1,500 - 2,999
Road Shark3,000 - 4,999
Speed Demon5,000 - 6,999
Ace Driver7,000 - 8,499
Road Phantom8,500 - 9,999
Untouchable10,000+
Pink slip wisdom
Never stake a car you can't walk away from - and read a stranger's driving title before you agree to race them.
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