ContentsPolice and the underworld · Cops & Robbers

Police and the underworld

Cops & Robbers

One player runs in a gold Gold Rush. Up to three players chase in Interceptors with a light bar. A small piece of the city, two minutes on the clock, and a game of tag at full throttle.

  • 1 runner vs 1–3 cops
  • Two hits and you're busted

A match

From the lobby to the result

Everything starts in your phone's Pursuit app (V, then Pursuit): set a chase up where you stand, or join one from the list.

  1. 01Set it up

    Pick the police team (one, two or three cops), your seat, and practice or chips. It starts where you're standing, so be on the street with no stars, flight, race or run on.
  2. 02Fill the seats

    Friends join from the list or an invite. When every seat is taken a countdown starts; it's quicker once everyone taps Ready.
  3. 03The set-up

    The cops get 25 seconds on a map of the arena to stand their roadblocks. The runner waits, and sees none of it.
  4. 04The lights

    3, 2, 1: the runner goes. The cops are held two seconds longer, so the chase starts in sight.
  5. 05The chase

    Cops hunt for two hits on the runner's car. The runner has to last until the clock runs out without taking the second.
  6. 06The result

    BUSTED or SURVIVED on every screen, the runner's route, and one tap to swap seats for a rematch.

The cars

On the house

Nobody picks a car and nobody needs to own one. The room hands them out and takes them back at the end. Both drive exactly as they do in the city, drifts and all.

  • Gold RushThe runnerOne of the fastest cars Stonk Motors sells. It pulls harder out of every corner and holds a tighter drift.
  • Stonk PD InterceptorEach copA touch faster on a straight and heavier in the turns. The traffic pulls over for its siren.

Winning

The clock and two hits

Both screens show the same two things: the time left, and the hits the cops have landed. That is the whole game.

  • Cops win by touching the runner's car twice before the clock runs out. The first hit is a warning: the runner can't be hit again for four seconds, and loses a little speed for a moment.
  • The runner wins by lasting until the clock runs out without the second hit. Hiding doesn't win on its own: out of sight, the cops only get a ping of where you were every few seconds instead of seeing you live, so it buys you room.
  • The last seconds are "ALL UNITS": the runner is lit up for every cop. A cop still close at 0:00 sends it to a short overtime.
  • Leaving the car or the arena for more than a few seconds busts the runner.

The arena

A small piece of the city

The chase stays inside a ring a few blocks across, marked by a low wall of light on the street and a ring on the map. Small on purpose: a cop on your street can always see you, so you shake them by turning, not by out-running.

The runner's start and routeThe cop, two blocks behindA roadblock, its gap at the kerbThe arena's edge
MatchDuel
1 vs 1
Classic
1 vs 2
Manhunt
1 vs 3
The clock120 s110 s100 s
Hits to a bust222
The arena240 m across270 m across300 m across
Hidden roadblocks4 for the cops5 for the cops6 for the cops
Cops' top speed+7% on the runner's+5% on the runner's+3% on the runner's
The game's current rules for each size of match.

The set-up

Hidden roadblocks

Before the lights, the cops play chess. After them, the runner finds out.

  • Cops: tap a street on the map, check where it will stand, and press Enter. Take one down with Delete and stand it somewhere else. Not right on top of the runner's start.
  • Every roadblock leaves a gap at one kerb that a car fits through. Nothing can seal a street completely.
  • The runner learns of one only when their car has it in sight: down the street ahead, or round the corner. The HUD says "ROADBLOCK 60 m · gap on the LEFT".
  • It's a wall. Thread the gap at speed and you lose nothing. Clip it and you stop dead, with a cop behind you.

Controls

The keys

On a computer. The match also has touch controls on a phone-sized screen.

Runner
  • DriveWASD
  • Drift (release for a small boost)Space
  • Nitro: a burst of speed, a few charges1
Cop
  • DriveWASD
  • DriftSpace
  • Siren on or off: traffic pulls over, and the runner hears where you are1
The set-up (cops)
  • Pick a streetClick
  • Stand the roadblockEnter
  • Take one downDel

Practice or chips

Playing for a pot

A practice match costs nothing. A chip match puts on it: each cop stakes the same amount, the runner matches every cop.

The runnerstakes S × copsEach copstakes SThe potheld till the endThe winnerssplit what's left10% city cutIllegal Street RacingThe runnerstakes S × copsEach copstakes SThe potheld till the endThe winnerssplit what's left10% city cutIllegal Street Racing
  • Stakes from 10 chips to 100 chips a cop. The city keeps 10% of the pot: it is Illegal Street Racing's revenue on the Stonk Exchange.
  • Chip matches go through the casino's gate (your age confirmed, no break running), and a chip match with more than one cop is invitation only.
  • Leaving a lobby refunds your entry. Giving up after the lights forfeits it.

Not the same as

Cops & Robbers and the city police