| 52 | Tactic cards in 4 rarities, from The 1987 Lease to The Invisible Hand. Hold 8 at most, and only 1 legendary. |
| 20 | Extraction Plays in 3 tiers, plus the combo plays below, that score what you did, not what you meant. |
| 18 | Combo plays. Scored like poker hands, then multiplied by your cards up to a x4 cap. |
| 104 | Event cards (45 tenant, 14 inspection, 16 market, 16 media, 13 crisis), arriving as official paperwork. |
| 10 | Tenant archetypes, each with patience, a backstory and a breaking point. Some leave quietly. Some organize. |
| 6 | Hidden property stats (structural, electrical, plumbing, heating, mold, pests) that decay every month whether you look or not. |
| 7 | Scenarios with different starting conditions. You unlock 6 of them by how you play. |
| 40 | Unlockables in the Black Book between runs, including an IP Shop with 12 permanent upgrades paid for in Influence Points. |
| 10 | Scrutiny levels. Every win, the city looks a little closer. |
| 30 | Achievements on the Rap Sheet, in-game badges that judge how you played; 4 of them stay hidden until you earn them. |
| 84 | Local-news headlines that react to what you've been up to. The paper never quite prints your name. |
| ∞ | Moral Creep. The game counts every tenant you have ever displaced, across every run. Portraits gain faces, then names, then backstories. At 500 displaced, the Receipts screen lists every one of them. It never touches your score. It just remembers. |