Our priority is to provide a outstanding quality of service to our players. If you have an issue, a question, or a suggestion, feel free to contact us. We'll do everything we can to answer you as quickly as possible.
If you give out your password, your responsability is engaged. In case of problem, we'll not be able to take back the stolen cards of stuff like that.
A player's progression is divided into 2 distinct categories:
- the RANKS
The ranks depend on the percentage of the Collection you own.
Here is a list of the 13 ranks:
Senior rank (less than 2% of the total collection)
Veteran rank (at least 5% of the total collection)
Hero rank (at least 10% of the total collection)
Master rank (at least 20% of the total collection)
Guru rank (at least 30% of the total collection)
Imperator rank (at least 50% of the total collection)
Titan rank (at least 70% of the total collection)
Colossus rank (at lest 100% of the total collection)
Legend rank (100% of the normal cards + 100% of the Leaders + 100% of the legendary cards)
Divinity rank (100% of the normal cards + 100% of the Leaders + 100% of the collector cards)
Eternal rank (100% of the collection)
Supreme rank (Eternal + Level 200 + 5 years member)
The level defines the stage you've reached in the game as a result of your experience. It's represented by a mauve gauge.
Experience is gained through fighting, and is commonly referred to as ""BATTLE POINTS"".
From the app, you can view these two Rank and Level gauges in the profile section!
You can personalize your interface with the clan skin of your choice!
There are 2 types of skin:
-The profile box becomes available once you own 60% of the cards of a particular clan!
-The combat arena becomes available once you have 80% of the cards of a particular clan!
So yes, you've got it: the aim of the game is to complete each clan.
Urban Rivals is a mini social networking site and as such you can follow players and be followed, enriching your chats and shared experiences through private messages or SPOT (see under the COMMUNITY tab)
No time for small talk in Clint City. The best thing to do is to read these 3 pages of the comic to get to grips with the basic concept. And then, try out the game in DOJO mode!
Each game mode (or room) requires a specific deck format. Below is the list of the main formats:
-EFC: the game's competitive mode, with its system of weekly voting to ban cards that are too strong, available on the MODES page
-The T1: fewer than 25* in the deck
-The T2: more than 26* in the deck
-The T3: a minimum of 35* in the deck
-TRAINING: only developing characters
-FREE FIGHT: totally free-form mode
And other ""custom"" formats for all the personalized events.
With every fight you take part in, you win:
Clintz, Battle points
Below is the list of the types of rewards the game offers:
- Battle points
As well as these rewards, there are two BONUSES, called Daily Boxes:
- one is available on the home page. You just need to win 10 rounds to open it.
- the other is available in the EFC room, and is exclusive to this mode. You just need to win 10 fight to open it.
As you can see, it's a very generous game!
In the game, you’ll find hundreds of different missions to complete! They’re all listed here: https://www.urban-rivals.com/missions/
To help you, the missions are sorted into categories (general missions, fighting missions, game mode missions and clan missions)!
But you can also sort them by alphabetical order or by completion!
Within the game, time goes by much faster! This is Clint City time, with a sun for the day and a moon for the night.
Do you remember the GhosTown card you played earlier? Its bonus is different depending on whether it’s day or night!
Wow! Take a look at that card! Its Power and Damage are humungous! Better not take any chances!
Try and KO your opponent before they play Nero!
Tip: by pressing here, you release Fury! Fury uses up 3 of your Pillz giving 2 more Damages to your character!
It’s a risky strategy but Fury can help you make quick work of the fight! Over to you!
There are a lot of clans in Urban Rivals! They each give you a particular advantage on one of the game aspects: Attack, Power, Damage, Pillz, etc. This advantage is the Bonus!
The Bonus is activated when you fight with at least two cards from the same clan!
You can see the Bonus at the bottom of each card. It’s the same for every card in a given clan!
Over to you! Win this fight with your active Bonuses!
A lot of cards also have an Ability, visible just below the Bonus.
Unlike Bonuses, Abilities are specific to each card you play. So, there’s no need to play two characters from the same clan to activate them!
To get started, use these Power and Damage modifications! Over to you!
Some characters modify their Attack or their opponent’s Attack using their Ability and/or their Bonus.
Unlike Power modifications, Attack modifications are activated after the Pillz have been played. As a result, they don’t vary based on the number of Pillz you play.
Example: Rowdy Cr played with the free Pillz will make 6 x 1 = 6 Attack, +12 with his Ability = 18 Attack. Every extra Pillz played on him will increase his Attack by 6.
Make these Attack modifications work for you! Over to you!
Every card has a level, represented by the number of stars it has. At the maximum level, your card reaches its full potential. You can evolve your cards in Training mode, or by paying with Clintz.
The number of stars is important for 3 reasons. Firstly, some game modes have a limited number of stars. For example, the EFC is limited to 25 stars.
Next, the player with the most stars in their hand plays first in the first round of combat. If players have the same number of stars in their hands, the first to play is randomly selected.
Finally, in the event of an equal Attack score, the card with the LOWEST level wins the round. If both cards have the same number of stars, the card that was played first wins.
But be warned! Your opponent will almost certainly keep back their cards with the highest number of stars for the end of the fight! Over to you!
Most of the cards unlock their ability when they reach their highest level. However, this isn’t true of all cards.
Cards that unlock an ability before reaching their highest level are called semi-evos (semi-evolved).
The advantage of semi-evos is to be able to select the level that suits your tactics or deck best!
Their only inconvenience is that they gain experience after every fight. So, as soon as a semi-evo is evolved, you need to get your hands on a new one!
But new semi-evo cards are not released very often! Win this fight using semi-evos! Over to you!
Some abilities are not applied during a round but at the end of it.
This is the case with Life modifications. For example, +3 Life gives the player controlling the card 3 life points, but only after the card has won the round.
Conversely, the Defeat abilities like Defeat: +3 Life only activate if the card has lost the round.
Your opponent will almost certainly try to lose the round to activate his Defeat abilities! Over to you!
Just as some cards modify Life, others modify Pillz.
These modifications can also be negative. In general, they are then applied to the opponent and the ability will say “Opp.”. For example: -2 Pillz Opp. Min 1.
Negative modifications always have a Minimum (Min). Below this minimum, the effect no longer activates!
Sometimes, the positive modifications can have a Maximum (Max). Similarly, above this Maximum, the effect no longer activates!
Use these Pillz manipulators to your advantage (they work best at the start of a match)! Over to you!
Characters +Life per Damage and +Pillz per Damage can totally turn a match around! For every damage inflicted on an opponent, they win back a Pillz or Life for the player controlling them.
The more damage there is, the more dangerous these cards are! Fury can be useful here… Over to you!
A character with Poison will take away Life points from the opponent at the end of each round, after the round in which it was played. Example: if Sylth Cr wins round 1, he will take away 3 lives from the opponent at the end of round 2, 3 and 4 up to a minimum of 1.
A card with Care does the exact opposite: it wins back lives after the round during which it was played. For example, if Mina wins round 1, you’ll retrieve 1 life at the end of rounds 2,3 and 4 up to a maximum of 15.
If two Poisons or two Cares are activated, the second one will replace the first. But a Poison and a Care can be active at the same time.
Over to you! Make Poison and Care work for you!
Toxin and Regeneration are strengthened versions of Poison and Care: they take effect straight after the round in which they are played!
For example, if Drak wins round 1, you’ll retrieve 1 life at the end of rounds 2, 3 and 4 up to a maximum of 16.
As with Poison and Care, a Toxin and Regeneration can be active at the same time.
Over to you! Make Toxin and Regeneration work for you!
The Consume and Dope mechanics work in the same way as Toxin and Regeneration, but they affect Pillz! Consume and Dope abilities can be activated at the same time, and with other effects affecting Lives.
Over to you! Make Consume and Dope work for you!
With the Defeat: Recoup Pillz ability, you’ll recuperate Pillz at the end of the round, depending on the amount of Pillz you played on the losing card.
Defeat: Recoup 1 out of 2 Pillz allows you to recuperate half of the pillz played on the losing card, rounded down to the nearest unit, with a minimum of 1.
Similarly, Defeat: Recoup 1 out of 3 Pillz recuperates a third of pillz played and Defeat: Recoup 2 out of 3 Pillz recuperates two thirds of Pillz played.
Conversely, Death Adder's ability, Recoup 1 out of 2 Pillz, allows you to recuperate your Pillz if you win!
Try to see how many Pillz you can recuperate with these cards! Over to you!
As its name suggests, a card with Stop Opp. Ability cancels the opposing Ability, irrespective of what it is.
And similarly, a card with Stop Opp. Bonus cancels the opposing Bonus, irrespective of what it is.
Make the most of the strength of your Stop Opp. Bonus and Stop Opp. Ability! Over to you!
Protection allows you to immunize one of your card’s characteristics against reducers or the Stop Opp. Ability/Stop Opp. Bonus! Protection is therefore a weaker version of Cancel.
Protection: Attack protects your character against all attack reducers. Similarly, Defeat: Damage protects you from Damage reducers and Protection: Power protects you from Power reducers. Protection: Power and Damage is a combination of the two!
Protection: Bonus protects your Bonus from Stop Opp. Bonus, but not from a suitable Cancel or Protection card.
Similarly, Protection: Ability protects your Ability from Stop Opp. Ability, but not from a suitable Cancel or Protection card.
Protection can also cancel out the negative effects of a Leader! Over to you! Use Protection to come out on top!
Just like Stop Opp. Ability and Stop Opp. Bonus, Cancel allows you to cancel adverse effects, but only ones of a specific sort.
For example, Cancel Opp. Power Modif. allows you to cancel all the Power modifications that the opposing card has, whether they’re in Ability or Bonus.
The same principle applies to the other types of Cancel abilities (Damage, Attack, Pillz and Life).
But be warned! A Cancel Opp. Life Modif. only cancels a permanent effect (like Poison, Care, Toxin, Regen) during the round in which it is played. The effect will be reactivated in the following round. The same goes for Cancel Opp. Pillz Modif. up against a Dope or Consume.
Note: Cancel Opp. Damage Modif. does not cancel out a Fury. Over to you!
Leaders are a special clan: if their Bonus (Cancel Leader) is activated, their abilities are cancelled out! It is therefore better to have just one Leader in your deck!
But on the other hand, Leaders have an Ability that works on all the cards in the game!
The Stop Ability or Stop Bonus cannot block Leaders. However, a suitable Cancel ability can stop a Leader’s Ability for the corresponding round.
Make your Leader work for you! Over to you!
A mechanic has been designed to counter the Stop Opp Ability and that is the Stop mechanic.
If an Ability is preceded by the word “Stop:” as in Stop: +3 Life, then it will only activate when up against a Stop Opp. Ability.
But remember: the Stop mechanic does not activate against Cancel cards!
Make your Stop cards work for you! Over to you!
The “Copy” Ability allows you to copy one of the characteristics of the opposing card.
Copy: Opp. Bonus allows you to copy the Bonus of the opposing card, if it is active.
Copy: Opp. Damage allows you to copy the starting Damage of the opposing card, without taking into account the Damage modifiers caused by other Abilities or Bonuses.
Similarly, Copy: Opp. Power allows you to copy the starting Power of the opposing card, and Copy: Opp. Power and Damage is a combination of the two!
Make your Copy cards work for you! Over to you!
“Power Exchange” and “Damage Exchange” are more powerful versions of the “Copy Power” and “Copy Damage” abilities.
The starting Damage and/or Power of the two cards are then exchanged, even if the opposing card has a suitable Protection ability.
However, if the opposing card has a suitable Cancel ability, the Exchange is cancelled out!
Just one thing: if an Exchange card is up against another Copy or Exchange card of the same type, only your Exchange ability will work!
Win this fight using the Exchange cards! Over to you!
Some abilities only activate under certain conditions.
For example, a Courage ability only activates if the card is played first in the round (before the opponent plays their card).
Conversely, a Reprisal ability only activates if the card is played second in the round (after the opponent has played their card).
Use your Courage and Reprisal cards at just the right moment! Over to you!
Here are two other mechanics: Confidence and Revenge!
A Confidence ability activates if you won the previous round!
A Revenge ability activates if you lost the previous round!
As a result, these two mechanics cannot be activated in the first round! Use your Courage and Reprisal cards at just the right moment! Over to you!
Other mechanics allow you to increase your Ability and Bonus. This is the case for Support and Brawl.
An effect in Support is multiplied by the number of cards in your hand that belong to the same clan as the card in play!
An effect in Brawl is multiplied by the number of cards in your opponent’s hand that belong to the same clan as the card you’re up against!
Make the most of the strength of your Support cards and use your Brawl card at just the right moment! Over to you!
Among the mechanics that multiply in effect are Growth and Degrowth.
A Growth effect is multiplied by the number of rounds in which it’s played: x1 in round 1, x2 in round 2, etc.
A Degrowth effect is multiplied by the number of rounds remaining at the moment it is played: x4 in round 1, x3 in round 2, etc.
Use your Growth and Degrowth cards at just the right moment! Over to you!
Here is another mechanic: Equalizer.
An Equalizer effect is multiplied by the number of stars on the opposing card: x2 against a 2*, x3 against a 3*, etc.
Use your Equalizer cards at just the right moment! Over to you!
The “Per Life Left” mechanic multiplies your ability by the number of Lives you have left before adding Pillz to your card.
Similarly, “Per Pillz Left” multiplies your ability by the number of Pillz you have left before adding Pillz to your card (without counting the free Pillz).
With Lady Ametia Cr, you will therefore have 13 Power in the first round (1+12)! And with Scooty, your Attack will increase by 12 points! Winning Lives or Pillz during the match will strengthen these effects. Whereas, losing Lives or Pillz during the match will weaken these effects!
Now try to optimize your cards Per Pillz/Life Left! Over to you!
Here are two other mechanics that multiply your Ability: Per Opp. Power and Per Opp. Damage
The Attack boost of the cards in your hand is multiplied by the starting Power and Damage of the opposing card.
For example, when up against a card with a starting Power of 8 and a starting Damage of 5, Mel-T has a 16 Attack Boost and Kalija has a 10 Attack Boost. For example, when up against a card with a starting Power of 5 and a starting Damage of 8, Mel-T has a 10 Attack Boost and Kalija has a 16 Attack Boost.
Use your Per Opp. Power and Per Opp. Damage cards at just the right moment! Over to you!
The Killshot mechanic is the hardest to activate, and the most dangerous!
To activate your Killshot, you need to win the round with at least twice as much Attack as the opposing card!
Make the most of your Killshot to remove as many Lives as possible from your opponent! Over to you!
Some Abilities are dangerous for you! The cards with these abilities generally have very good starting stats to make up for it.
This is the case for Backlash abilities, that cause you to lose your own Lives or Pillz.
This is also the case for Defeat abilities: +X Opp. Life that gives lives to your opponent if you lose the round.
Over to you! Tip: to avoid giving your opponent the advantage, try playing your cards against a Stop Opp. Ability or an appropriate Cancel ability!
The GhosTown clan has introduced a new mechanic: the Night and Day cycle! In Clint City, time moves forward more quickly than in other places: Night and Day each last for just 4 hours!
To see whether it’s Night or Day in Clint City, look on the left of the main menu bar: there’ll be a sun for daytime and a moon for nighttime!
But remember: the Abilities and Bonuses change as it moves from Day to Night, and vice versa!
Over to you!
It would take hours of reading to appreciate the array of different clan styles on offer in Clint City.
Each clan has its own graphic style and a strategic Bonus.
To immerse yourself in this fantastical world, we advise you to read the character bios, the comics and to chat to some of the most experienced players.
The more you find out about it, the more you'll want from it! And that's just as well because every two weeks, on Fridays, 4 new characters are released who then add to the gameplay and storyline!
The list of clans is available here: https://www.urban-rivals.com/game/characters/list.php
And the latest character releases can be seen here: https://www.urban-rivals.com/game/newblood.php
As explained in the Comic tutorial (LINK), your fighters (8 in general) make up your Deck/team/hand.
Starting from the Collection or Pro Collection, below is the list of the basic steps required to build a deck:
-select your favorite clan
-select cards from this clan
-select your second favorite clan
-select cards from this second clan
-take a look at the number of stars, banned characters (everything depends on the mode in which you want to play, and for that there's a Mode filter), etc.
-save your selection and you're off!
Of course, the more you play, the more you'll appreciate the level of game strategy on offer, and the almost infinite combinations available for building a deck, but that's up to you to discover!
To get some inspiration, take a look in the Preset section that is made up of Decks PUBLISHED by players!
Like any decent card game, UR offers different levels of card rareness. Below is the list of these in ascending order of prestige:
These three rarities are available in the packs (https://www.urban-rivals.com/shop/#packs ) and can be purchased with Credits and/or on the Market (https://www.urban-rivals.com/market/ ) in exchange for Clintz.
This rarity is not available in ANY of the packs and is not accessible on the Market.
It can only be obtained through completing Missions and some of these only in Arcade mode (https://www.urban-rivals.com/game/gamemodes/arcade.php )
All the cards can one day turn Collectors for a variety of reasons.
This rarity is available in the Collector packs, which can bought with CRyptocoinz.
All the Collector cards can one day turn Mythic for a variety of reasons.
This rarity isn't available in ANY of the packs.
These cards have an in-built boost when played that will multiply a player's Clintz or battle points.
The XP gauge basically fills up as you play. The gauge fills up based on your Level. With XP, you can evolve your characters, and as a result see their graphics change, which is pretty cool! Evolving is a key part of the game and it increases the strength of your decks!
If you're in a hurry but low on XP, there's another way to evolve your characters and that's with Clintz!
Trading is one of the cornerstones of the game. To get the most from it, you need to validate your account with a valid email address (LINK).
You can buy and sell to players privately.
You can buy and sell publicly on the Market.
You can sell back to Kate (https://www.urban-rivals.com/game/rules/faq/#question-35 ).
For each Market transaction, Kate will impose a pre-established tax of around 5%.
Don't hesitate to ask for help from our Moderators (https://www.urban-rivals.com/staff/moderators.php )
The Presets are quite simply decks that players publish.
For example, you might publish a deck that you've had a run of successes with in Survivor mode or a top place in a Tournament. There's something for everyone, from the strategic to the most fun, and they're a great source of inspiration if you don't quite know where to start!
And if you have the cards in question, you can copy the deck with just one click of the mouse!
Although many players are unaware of this, you can actually choose your own fighting arena*!
An arena represents your favorite clan's neighborhood.
In this arena, you'll find:
- small animations that activate when certain items are touched
- a clan specific KO animation that activates when you wipe out your opponent!
OK, awesome! But how do you activate it?
Arenas are free: you just have to own 60% of your favorite clan.
Here's how you activate an arena from the Web:
- on profile
- click on ""Settings""
- select ""Arena xxx"" from the drop-down list
- if you select ""Random"", it will randomly change for each fight
- if you have 60% of a clan, you can choose that clan's arena
To active an arena from the app:
- on profile
- click the ""edit"" button in the lower bar
- on the right, click the ""Change Current Arena"" button
- an interface with arena images will pop up and now all you need to do is hit "activate"
The place to be for traders.
Here people speculate Wall Street style… This is a fascinating and dangerous place full of amazing deals and missed opportunities…
The idea is simple: you can put your characters on sale publicly and they'll go straight to the Market.
If you've got Clintz, you can either buy what you need, or invest in cards that you think are worth having because you get the feeling they're going to turn Collector or Mythic...
And when cards do turn CR or MT, they become more valuable as Kate sets a new minimum price for them. So, keep your ear to the ground and get help from players with more trading experience than you (via the Forums or SPOT).
Spot is a sort of Twitt…social network available on the game's homepage and on your profile where you can view the history of everything you've posted.
Here sharing is the name of the game, but it's also the place where you can find out about surprise announcements, leaked information...and Memes!
To keep it going, you can follow players and they can follow you.
The more useful things you post, the more followers you'll have and the more influence you'll then have on the game!
Even though Urban Rivals is available on the various social networks, we prefer to focus on SPOT so our community doesn't become too scattered!
There's no need to explain what the forums are. You just need to visit them to see the different headings and take part in what can be some pretty heated debates…
The term “CLUB” is generic and replaces that of “Guild”.
You pay in Clintz to set up a CLUB.
For the CLUB to remain active, it must have at least 2 players.
The club ranking is awarded based on its “Reputation level” (term replacing “Level”):
There are 6 rankings:
Each ranking will give you access to new Bonuses.
Each Bonus level will be unlocked through a Clintz-based purchase.
Each Bonus has 10 levels that can be purchased with Clintz.
When the Club is involved in a Battle for Power, an 11th Bonus level can temporarily be unlocked.
When you first create a CLUB, it will automatically be awarded “Gang” ranking, and the first “Bonus” levels will be unlocked.
You’ll have the chance to increase your Reputation level by carrying out daily Missions.
Your CLUB members will also be awarded rankings and it will be up to the Club Boss to manage these:
Here’s the list:
-Boss (CLUB founder)
In your Club, you’ll have at your disposal:
- The Vault:
Thanks to the Club’s funds, authorized members can access the Market to buy Cards.
These cards can then be lent to any member of the Club.
Cards bought by the Club on the Market will be purchased at a much higher price than that of transactions between players.
The cards can be sold back to Kate at the normal price.
The old system of lending will therefore be replaced by cards belonging to the Club.
- The Bank:
Here you can store the Clintz you’ve amassed by completing the Club’s daily mission or by plundering other Clubz. These can ONLY be used to activate bonuses and/or to buy cards on the Market to then be stored in the Vault.
Club members can also make Clintz donations to their Club. These donations will immediately be stored in the Bank.
The battles for power are a bit like an ELO mode for Clubz.
They allow all the Clubz to challenge each other, using different types of objectives to wipe out the opposing Clubz and, in doing so, become Clint City’s most powerful and influential club.
All the participating Clubz will then be ranked to find out who is the city’s ultimate Club, who are hot on their heels with their eye on the prize, and who are second-division Clubz unable to make their influence felt beyond their own neighborhoods!
When “Battle” mode is activated in the Club’s settings, you can declare a Battle for Power at any point, just as one can be declared against you.
So, be sure to be ready before activating it!
This is how a Battle for Power works:
When a Battle for Power is declared, you have 24 hours, from the moment the declaration is made, to warn your members and prepare them for war.
The fighting then lasts for 5 days i.e. 120 hours.
During this time, various randomly selected objectives need to be completed.
IMPORTANT: be sure to think carefully about exactly when to declare a Battle for Power.
These objectives will be the same for both competing Clubz, but they will also be adjusted to the size of your Club.
For example: if one of the objectives is to win games in EFC, a Club of 20 members will need to win 20 games, whereas the opposing Club of 70 members will need to win 70.
IMPORTANT: you need to watch out for inactive members as they’ll draw out your objectives unnecessarily; these battles for power are designed to get active players fighting. So, if needs be, now might be a good time to do a bit of spring cleaning!
Each completed objective unlocks a new objective.
These objectives will be the same for both Clubz, unlocked one by one.
Each completed objective will earn you points based on their estimated difficulty.
Once the 5 days of fighting are over, the Club with the most points wins the Battle for Power and moves to the top of the ranking table, while the loser drops down.
The two Clubz will have a day’s (24 hours) respite to rest and catch their breath.
Then they will both be available for challenges in new Battles for Power.
There are a whole bunch of objectives to complete, which will enable all the different styles of player to take part in the Battles for Power. For example, there will be:
Sales to Kate objectives.
General fighting objectives.
Specific game mode objectives.
Card XP objectives.
Battle point objectives.
Did you know?
At the end of a Battle for Power, the winner plunders their opponent's resources by destroying their bonuses, i.e. the loser's bonuses lose levels so the winner can pocket Clintz.
The plundered Clintz are shared out between the winning Club members and their Club bank: the Club bank takes a minimum of 30% of the value of the plunder and members active during the battle take a maximum of 5% of the plunder value, which means that a Club with 10 active members gives 5% of the total to the 10 active members while the bank takes 50% of the total.
As well as this, all active members from the winning Club receive a surprise pack at the end of the battle!
Temporary bonuses are bonuses that can only be activated when your battle mode is activated. It's an additional level for all existing bonuses that can only be activated for a period of one week. If you want to have permanent access to it, you have to pay for it again the following week and any subsequent weeks.
If a President is inactive for more than 30 days, then the Club Associates can cast a vote to elect a new President from among the Club Associates. Only Associates can be candidates and have the right to vote. The voting process lasts for a total of 72 hours from the first vote cast to the end of the ballot. The Associate with the most votes will automatically be promoted to new Club President, while their predecessor is downgraded to Associate ranking.
And what if I withdraw from play?
You can withdraw from play in a Battle for Power if you realize you won’t be able to win the battle before the five days of fighting are up:
Withdrawing will cost your Club's bank Clintz.
These Clintz are a percentage of what you would have lost by finishing the battle, calculated on the amount of time already fought.
The more advanced the battle is, the higher the percentage will be:
Withdrawing during the early stages of battle will cost you 50% of the total amount of Clintz you’d have lost in the case of a defeat.
Withdrawing after the third day (i.e. 72 hours) of battle will cost 100% of the Clintz you’d have lost in the case of a defeat.
In the event of a withdrawal, the withdrawing Club will lose as many influence points as it would in a normal defeat. The main point of this option is to save on Clintz, if used early on in battle, and to save on time.
The withdrawing Club will lose as many influence points as in a normal defeat. But if the option is used early on, it will help save on Clintz and time.
IMPORTANT: if a Club withdraws it is entitled to 24 hours’ rest when the battle ends. The rest phase for both Clubz starts from the moment the withdrawal is declared, so you need to think carefully before withdrawing.
And what happens if it’s a draw?
Easy, the advantage is given to the defending Club. It wins 25% of what it would have won in the case of a win and the attacking Club loses 25% of what it would have lost in the case of a defeat.
Reputation level = your CLUB level
Influential Club = the Club that obtains the highest number of points in the Battles for Power
Club Bank = here you can store the Clintz you’ve amassed/plundered in the Battles for Power.
The Vault = here you can store the cards the Club has bought on the Market
Objectives = missions to complete when a Battle is declared
Qu’est-ce qu’une IRL Urban Rivals ?
Une IRL Urban Rivals est une rencontre entre amis, nouveaux et de longue date, qui se réunissent pour jouer à Urban Rivals !
Si tu le souhaites, il est possible d’organiser toi-même une rencontre.
Tu trouveras ci-dessous quelques étapes importantes à suivre pour que ton IRL Urban Rivals remporte un franc succès.
Je n’ai pas encore trouvé le lieu idéal ! Si tu cherches encore où organiser ton IRL, opte pour des endroits publics assez vastes pour accueillir plusieurs tables et chaises, et qui disposent d’une connexion Internet fiable.
Tu auras ainsi réuni les conditions idéales pour jouer.
Favorise les salles ou bâtiments équipés de plusieurs prises électriques afin que les joueurs puissent brancher leurs appareils de jeu.
Quelques suggestions de locaux adaptés aux IRL :
•Salles de pause
•Salles de ciné
•Centres de loisir
•Magasins de jeux
Bien sûr, nous t'encourageons à prendre des photos le jour J, afin de les partager avec la communauté !
Cependant, n’oublie pas que, dans un lieu public, il te faudra afficher bien en vue un avertissement indiquant qu’une rencontre susceptible d’être filmée ou photographiée est en cours.
Notre mot-clic officiel est #URLive!, alors, à vos hashtags !
J’ai trouvé un local ! Que me reste-t-il à faire ?
Parfait ! Maintenant que tu as trouvé le lieu idéal où organiser ta rencontre, il ne te reste plus qu’à t'assurer que tu n’as oublié aucun détail important.
Tout d’abord, il est essentiel de vérifier la capacité électrique du local qui accueillera l’événement. En effet, si le branchement d’un ordinateur portable venait à provoquer une surcharge, le disjoncteur couperait aussitôt l’électricité, ce qui interromprait soudainement l’évènement.
Par ailleurs, rallonges et multiprises pourront s’avérer utiles pour permettre aux joueurs de recharger leurs appareils de jeu.
Autres points importants
Autres éléments techniques essentiels à vérifier : le routeur et la connexion à Internet.
Disposer d’un réseau sans fil t'épargnera bien des difficultés avec les câbles réseau, routeurs et autres commutateurs réseau.
Si tu n’as accès qu’à un réseau filaire, il te faudra t'équiper d’un routeur à ports multiples.
Tu peux également te procurer un commutateur réseau qui te permettra de connecter jusqu’à 48 joueurs supplémentaires !
N’oublie pas de préciser à tes invités s’ils doivent apporter un appareil compatible Wi-Fi ou un câble Ethernet.
Il est également recommandé de vérifier le nombre de joueurs que peut accueillir ton réseau sans fil avant le début de l’événement.
La plupart des routeurs disponibles dans le commerce sont configurés de façon à autoriser un nombre limité de connexions, mais leurs paramètres peuvent être modifiés.
Si tu ignores la capacité de connexion de ton réseau sans fil, ou n’es pas en mesure de le configurer toi-même, essaie de ne pas dépasser 10 connexions simultanées.
Vérifie bien que ton local dispose d’un nombre suffisant de sièges et de tables.
De nombreux joueurs se passeront peut-être de tables pendant les parties, mais apprécieront sûrement de pouvoir poser leurs tablettes ou ordinateurs portables de temps à autre. Nous recommandons une table d’environ 1,80 m de long pour que deux joueurs puissent être installés confortablement, mais fais au mieux avec ce dont tu disposes !
Les joueurs seront d’autant plus ravis s’ils peuvent se procurer des boissons et de quoi se restaurer.
Apporte à tes invités de quoi grignoter ou demande-leur de venir avec leur propre collation pour rester en pleine forme tout au long de leurs parties d'Urban Rivals !
Maintenant que tout est en place, il ne te reste plus qu’à réfléchir aux types de parties qui vont être jouées. Nous conseillons des parties ouvertes, afin de permettre aux joueurs de les rejoindre à tout moment.
Pour faciliter les appariements, demande aux joueurs d’inscrire leurs noms et ID dans une liste prévue à cet effet.
Tu peux également diviser les participants selon leur classement ou leur laisser le choix de rejoindre le groupe des novices ou celui des vétérans. Cela permet de s'assurer que les parties seront amusantes pour tout le monde.
Nous espérons que ces quelques conseils te seront utiles et que ton IRL Urban Rivals connaîtra un franc succès !
Amuse-toi bien avec Urban Rivals et fais-toi de nouveaux amis !
ATTENTION : l’organisateur de l'IRL doit respecter toutes les lois et règles en vigueur dans le lieu choisi pour héberger l'IRL, y compris obtenir l’autorisation des participants pour les filmer ou les prendre en photos. Tu trouveras ci-dessous un exemple de demande d’autorisation, mais les règles peuvent varier en fonction des pays. Il est de la seule et entière responsabilité de l’organisateur d’obtenir cette autorisation, et ce en accord avec les lois en vigueur.
SOURIEZ, VOUS ÊTES FILMÉ !
NOUS VOUS INFORMONS QUE
______________________________ (« ORGANISATEUR »)
FILMERA OU PHOTOGRAPHIERA UN ÉVÉNEMENT ICI :
EN ENTRANT SUR CE SITE PENDANT QUE L’ORGANISATEUR FILME OU PHOTOGRAPHIE L’ÉVÉNEMENT, VOUS CONSENTEZ À CE QUI SUIT ET AUTORISEZ DE MANIÈRE IRRÉVOCABLE L’ORGANISATEUR :
I) À VOUS PHOTOGRAPHIER, À VOUS ENREGISTRER SUR UN SUPPORT VIDÉO ET/OU AUDIO SUR LE SITE ET
II) À UTILISER CES PHOTOGRAPHIES, ENREGISTREMENTS VIDÉO ET AUDIO À QUELQUE FIN QUE CE SOIT, DE QUELQUE MANIÈRE OU SUR QUELQUE SUPPORT QUE CE SOIT, ACTUELLEMENT CONNU OU CONÇU ULTÉRIEUREMENT, DANS LE MONDE ENTIER, DE FAÇON PERPÉTUELLE ET LIBRE DE REDEVANCES.
Clint City is awash with secrets… and to get to the bottom of them, we now offer little stories in digital comic format.
Each story presents new characters that will be exclusively released soon after the Comic's release, and then 2 months later in the shop. But be warned, it's possible that some of these characters will be released as limited editions, as a few characters from the various episodes are destined to become Collectors very soon after their release.
Kate… Kate is with you from the start. She's there to help you integrate into the huge megalopolis that is Clint City…
She can sometimes seem perplexing...and mysterious…
She has a tattoo that looks like a logo you'll soon uncover and that you may have already noticed...
She's seem to have a connection with a character called Memento and an organization called the Government or even the Eye...
In any case, as you proceed in the game, you'll begin to understand just who Kate is...maybe...
They've been here since the beginning of the game, so make the most of them and ask for their help!
They're listed on this page, by country, and are specifically there to help you out as they know all the tricks of the trade, or almost: https://www.urban-rivals.com/staff/moderators.php
Need help? First stop: go to the search box!
Using the search bar, tap in a key word, a nickname, a guild name, a clan and look through the results!
With all the results that will pop up, you're bound to find the answer to your question!
Still no luck? https://www.urban-rivals.com/staff/contactus.php