TOKYO RIVALS // CITY SIGNAL
Tokyo Rivals Player Manual
Read the Tokyo Rivals player manual for navigation, training, combat, districts, travel, jobs, crews, chat, Market and account safety.
TOKYO-RIVALS // PLAYER MANUAL
Know the device. Know the city.
This is the permanent reference for the current game. Everyday navigation starts on the device wheel; deeper systems live under More.
01Start here
Tokyo Rivals is one persistent account and one fighter. Create your account, verify your email when required, create your fighter and complete the six-lesson Player Guide once. No purchase is required.
New fighters start with 100 Cash. Choose Male or Female when prompted. An unset gender shows as None until you choose. Account access and your public fighter identity are separate.
Open Player Access02Your device HUD
The device wheel is the main navigation. From left to right it gives you Home, Train, Fight, City, Jobs, Crew, Chat, Profile, Invites, Market and More. On phones, swipe the wheel or use its arrows. Normal links still work without JavaScript.
Home is the at-a-glance screen. It shows Reserve, Cash, Reputation, XP, Rival Credits, Connection Marks, district, current activity, training, injuries, unread messages, crew and invite progress.
More is intentionally for deeper tools instead of repeating everyday routes. It contains Moves & loadout, Fighting styles, Traits, Clinic & recovery, relationships, player battles, city information, events, News, Roadmap, the Player Guide, this Manual, Account Security, purchase history and reports.
Open Home03Resources and your build
Reserve pays for training and many activities. Fight Stamina fuels combat. Condition and injuries can restrict actions. Cash is normal game money. Rival Credits (RC) are premium currency. Connection Marks are earned invite currency and do not add combat power.
Power is the offense stat. Speed, Toughness, Willpower and Fight IQ support your build. Fighting styles determine move access. Traits occupy up to three progression-unlocked slots. Your fight loadout has six move slots.
Use the exact costs, requirements and caps shown on each screen. The server owns settlement, combat results, purchases and reward state.
Open Home04Training, moves and riding
Training sessions last 15 minutes, 1 hour or 8 hours. Short sessions give the best progress per minute; longer sessions fit time away. The quote shows the exact Reserve cost, Cash fee and gain before you commit.
Free accounts have two training slots. Eligible active memberships can raise capacity, up to four. The same target cannot run in two slots at once. Canceling keeps elapsed progress minus the stated penalty; committed costs are not refunded.
Move training reaches 100. Meaningful combat use can continue toward 200. Motorcycle riding is trained separately and is required for motorcycle travel even when you own the vehicle.
Open Train05Combat and recovery
Fight is the direct street-combat route. Player battles are under More. Before starting, check your six equipped moves, Fight Stamina, Condition and injuries.
Fights are resolved by the server. The combat log explains effects and results. Reloading a page does not create another fight payout.
Clinic & recovery is under More. Serious injuries can block related training. Active combat and other activities may prevent recovery until they finish or are canceled under the rules shown on screen.
Open Fight06City, travel and jobs
City opens districts and travel. Coil Ward, Glass Quay, Furnace Mile and Crown Circuit are active districts. Pick a reachable destination and a transport mode you own or qualify to use, then let the timer finish.
New arrivals are distributed across the districts. To change home, first reach the chosen district hub. Home changes are free with a seven-day cooldown. District standing stays with its district; home loyalty tenure restarts when you move.
Jobs is a separate wheel route. Jobs pay Cash and can build standing or other tracked progress. Each job shows duration, requirements and payout. Repeated work follows the server-side limits shown in the game.
Open City07Crew, chat and relationships
Crew handles membership, hierarchy, resources and turf activity. Creating or joining a crew does not change your home district. Read any displayed costs, roster rules and event timers before committing.
Chat contains rooms, direct messages and mail. Blocking, room membership and moderation rules are enforced by the server. Relationships is under More.
The online directory shows players and appointed staff. Staff colors and badges identify roles. Event Admins can work with events and items but do not receive full administrator access.
Open Chat08Profile, collection and journal
Profile is your fighter identity surface, separate from Home. It contains Profile, Collection and Journal sections only; there is no second gameplay HUD inside it.
Profile controls your public character presentation. Collection manages eligible artwork and credits. Journal supports private drafts and explicitly published entries. Private account data, messages and unpublished content are not part of public discovery pages.
Use the Return to device action or the Home wheel spoke whenever you want to leave identity editing and resume play.
Open Profile09Player invites and Connection Marks
Invites gives each eligible player a permanent account-linked invite code, share link and QR. A recruit can confirm one inviter during the allowed claim window. The invite identifies referral credit only; it is never a login credential.
Connection Marks come from real retained play and the separate ordinary-play path described on the Invites screen. Pending, held and corrected amounts are shown separately. Connection rewards are permanent cosmetics and do not add stats, Cash, RC, storage or combat power.
Your direct network shows bounded fighter identity information and downstream counts. Private emails, login names, messages and deeper account data are not exposed.
Open Invites10Market, account safety and help
Market contains optional memberships, cosmetics and credit products. Purchases belong to the paying account and unlock only after verified payment. Purchase History shows account receipts. Read the current price and confirmation before paying.
Standard player sessions require a fresh login every 30 minutes even while active. Supporter, Premium and Rival Crew extend that forced re-login interval to 45, 60 and 90 minutes. Staff and administrator accounts keep their stricter security timers regardless of subscription. This creates regular reauthentication friction against unattended automation; rate limits and abuse checks still enforce the actual anti-bot rules.
Account Security is under More. Use unique credentials and keep passwords, passkeys and verification codes private. Staff never need those secrets to moderate your account. Use Ideas & reports or Report a bug for problems, and News/Roadmap for current Alpha changes.
Open Account SecurityNeed a guided walkthrough?
The required Player Guide is six short lessons with one check per lesson.
Open Player Guide