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Smash & Grab

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About Smash & Grab

Smash & Grab is a card game set in Sable City, a place that comes alive after dark. You run a crew, build a collection of mugshots known as your Stash, and earn Cred for your reputation. The mugshots come from leaked police “Known Associates” files and are traded as cards.

The Job

Each Job is a five-minute match between two crews of twelve competing in the same vault. Players take turns flipping crew cards: each flip adds Haul to your bag and Heat to a shared alarm meter. If the meter trips, everyone still inside loses everything. You can Bag It early to leave with a smaller take or risk another flip for the double; the match has three vaults, and the biggest take wins. Full Crew doubles the bag, and the alarm has 18 bars. The first Job takes under three minutes, and no tutorial text is longer than a sentence.

Cards and grading

The collection has 120 mugshots in the Sable City set, divided into Brains, Muscle, Wheels and Face. Each card has three numbers and a role, with no card text. Winning earns Cred, which you use to buy Case Files from The Fence; each card inside goes to Lockbox, a grading house that does not ask where it came from.

Lockbox assigns four subgrades and a final grade, from Poor to Pristine, with published odds. Each graded card receives a seven-digit tag and is sealed in acrylic. A perfect 10 occurs once in every 250 pulls. Graded cards, or slabs, are Steam inventory items that you can keep, trade or sell on the Community Market. Case Files and slabs are Steam items, and the game has no marketplace of its own.

Crews and the Hideout

Rival crews are NPC bosses with signature crews and their own opinions of you. The rival ladder has Rookie, Pro and Mastermind crews, as well as Tripwire cards and Hot crews that pay big but trip the alarm. There is no PvP, ladder system or timer outside the vault matches, and the Hideout is a place to spend time with your Stash.

Visuals and sound

The game presents its neon-noir setting through painted mugshots, booking placards, rubber stamps and acrylic slabs. Its heist-jazz breakbeat grows thicker as the alarm meter fills.

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