The city has 26 districts spread across its boroughs. Holding one is purely economic β no combat bonus. The gang collects protection from every personal business in the district, its own members included, receives the weekly upkeep of every home there, and pays a weekly land tax for the map it holds. Neutral districts charge no protection.
- Claiming a neutral district costs the base price multiplied by 2.2 for each territory your gang already controls. Only the Boss or a Capo can claim, paying from the treasury. Members' wealth, stock, revenue and deposits do not change the price. The table below shows the base price, paid by a gang with no territory. A district you BUY is immune for 24 hours; a district you WIN in war is immune for 5 days.
- Protection cut. The holder skims the district's percentage from the passive income of EVERY business on the turf, its own members included. Homes pay the gang their whole upkeep instead (see Real estate). In a neutral district, business owners keep their full collections. The rates in the table below apply only once a gang takes control.
- Weekly land tax. Holding territory is taxed at every weekly count, before the profit is split: 1% of the sum of your districts' base prices for every day of the week, multiplied by 1.6 for each district you hold β so every new district makes the whole map dearer, and giving one up makes all the others cheaper. If the treasury can't cover it, the government seizes districts until the tax fits, starting with the one losing the most money (the tax it adds minus what it earns); a district at war is never seized. The Boss can also give a district up at any time, with no refund.
- Declaring war on a held, non-immune district costs the SAME as claiming it: the base price in the table below, multiplied by 2.2 for each territory your gang already controls. A Wall in the district adds 50/100/200% to that price (see District works below). The defending gang's size doesn't enter the price. It comes out of the treasury when you declare (Boss or Capo) and doesn't come back if you lose.
- Phases. 2 hours of preparation (everyone is notified), then up to 24 hours of open PvP. When the war starts, every fighter still in it goes back to full HP, so a beating taken during the preparation doesn't carry into the war (a fighter in the hospital at that moment leaves it at full HP, as every discharge does). Only the two gangs' war rosters fight β up to 10 a side, ticked by the Boss or a Capo in Members β War roster β and the list is locked when war is declared. The bench watches. A gang is in one war at a time: a gang already at war, or preparing for one, on either side, can't declare another and can't be declared on.
- War attacks use the normal PvP formula but ignore the level rule and the same-target cooldown, and the hit is not flat: a street fight always costs the loser 20 HP, while a war hit is 20 Γ (1 + 1 Γ the winner's "PvP Power" Γ· 100), never less than 1. A fighter sent to the hospital is OUT of the war β whatever put them there: a war fight, a lost street fight, a failed raid, a bad dose β and counts against their side. So does a fighter who leaves the gang, or is kicked from it, while the war is on β preparation included. While a war is live, its fighters can't be attacked in normal PvP. The enemy's list shows your chance against every fighter still in the war β the same number as the PvP cards, with gear, active effects and residence on both sides.
- Winning. The side that took down more of the other wins (the board shows, for each side, how many enemies fell over their total); a tie keeps the district with the defender. The war ends the moment that result can no longer change β one side has no one left, or has already lost more fighters than the other side has in total (for the attacker, as many is enough, since a tie is the defender's) β or when 24 hours pass. The winner takes the district, 5 days of immunity and +100 respect, with nothing more to pay: the price left at declaration. From then on the district counts toward the weekly land tax.
- The war log. Once a war ends, open it in the history (Wars tab, in Gang) and tap "See the detailed log (blow by blow)": the whole war, line by line and timed to the second β every blow (weapon, damage, crit, wound, shield, knockout and who was under what effect), every heal, shield and flashbang, every elimination with its cause, and the end. Only after the end: during the war, the log would be intelligence about the other side.
| District | Tier | Base price | Protection when controlled |
|---|---|---|---|
| Harlem | 1 | $100,000 | 12% |
| Upper East Side | 3 | $400,000 | 22% |
| Hell's Kitchen | 1 | $120,000 | 15% |
| Midtown | 3 | $450,000 | 22% |
| Greenwich Village | 2 | $220,000 | 18% |
| SoHo | 2 | $250,000 | 20% |
| Lower East Side | 2 | $200,000 | 18% |
| Chinatown | 2 | $250,000 | 18% |
| Financial District | 3 | $500,000 | 25% |
| Washington Heights | 1 | $110,000 | 14% |
| Mott Haven | 1 | $50,000 | 11% |
| Hunts Point | 1 | $60,000 | 11% |
| Fordham | 1 | $70,000 | 12% |
| Soundview | 1 | $60,000 | 11% |
| Bedford-Stuyvesant | 1 | $80,000 | 14% |
| Red Hook | 2 | $180,000 | 18% |
| Brownsville | 1 | $40,000 | 10% |
| Brighton Beach | 2 | $240,000 | 20% |
| Bushwick | 1 | $90,000 | 13% |
| Williamsburg | 2 | $230,000 | 19% |
| Coney Island | 1 | $70,000 | 12% |
| JFK Cargo | 3 | $600,000 | 28% |
| Long Island City | 2 | $210,000 | 18% |
| Astoria | 1 | $90,000 | 13% |
| Flushing | 2 | $220,000 | 19% |
| St. George | 1 | $50,000 | 10% |
District works
A gang can build one work in each district it holds, paid from the treasury, by the Boss alone. Two kinds, 3 levels each. Every number below is the live one.
- Port. The weekly income the gang takes from the district rises by 20/40/60%, level by level: the cut from every business, the homes' upkeep and the sales of the gang's Trap Houses there. The bonus comes on top: owners and residents pay exactly what they paid before.
- Wall. Declaring war on the district costs the attacker 50/100/200% more, level by level, burned with the rest of the war price. Claiming a neutral district is not a war, so a Wall never raises a claim.
- Price. Each Port level costs weeks of what the district earns the gang, without the Port: 1 / 3 / 6 weeks, level by level, never less than $500,000 / $1,500,000 / $5,000,000 a week, tier by tier. A Wall has a fixed price by tier, in the table below; an upgrade pays the difference. The Boss sees the exact price on the district card before paying.
- One per district. Building the other kind means demolishing the work first, and demolishing refunds nothing.
- When the district changes hands (a war won, a claim, an abandon, a seizure for the land tax, a gang dissolved), the work stays and drops one level, and a work at the first level is lost. The next gang inherits what is left.
| Tier | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| 1 | $5,000,000 | $15,000,000 | $40,000,000 |
| 2 | $10,000,000 | $30,000,000 | $80,000,000 |
| 3 | $25,000,000 | $75,000,000 | $200,000,000 |
War loadout
- Where your loadout lives. On Character, in the "War loadout" card: tap Edit, pick the items from what you own and save. The war copies this set the moment preparation ends (full ammo); during preparation the war panel has the same button. Once the war is active the copy no longer changes β swapping the loadout counts for the next war.
- Three items for the war. It is 3 items: weapons only, or two weapons and ONE support tool β Ballistic Shield, Med Kit or Flashbang β never two. The Widow has its own rule: only blades and fists (melee) fit beside it, no second firearm, no tool. With nothing in hand you attack unarmed, exactly as today.
- Weapons. Every action of the war starts on the kit bar, pinned to the top of the panel with your card: tap a weapon (or Unarmed) and pick the enemy in the list that opens β each one with their HP, their state and your chance against them, the one you hit last first. When the hit lands, the damage is multiplied by the weapon's factor (table below); when it misses, the weapon does nothing. Melee never runs out and climbs with the piece's rarity (Street to Godfather β the Godfather hands hit harder than a plain pistol); pistols, bursts and shotguns have shots per war and, once they are gone, that weapon goes dark β Unarmed and any blade or fists in your kit still work. No hit takes more than 45% of the loser's max HP β a crit does: it multiplies the blow by Γ1.5 after the cap. Every class has a rule besides its factor: a pistol draws fast (the next action comes in 13 seconds, not 20); a burst rolls twice, each roll at 50% of the damage β each can land, crit and spend a shield charge, and each one that misses brings half a counter-hit; and a shotgun that lands breaks a raised shield whole instead of being cut by it. The result shows on the line under the bar, and the roster below is just to watch.
- Ballistic Shield. Tap it on the kit bar and pick who gets it: on you, the next 3 hits that LAND deal only 50% damage (crits included); on an ally of your side who is still in the war, 2 β covering someone else holds less. On the last hit the shield drops. A miss does not spend it, the enemy's hit chance does not change, and a fighter carries one shield at a time. 2x per war (charged to whoever raises it), on the same cooldown and energy as an attack. Whoever carries the shield is the tank (π‘ beside the name), and the roster shows how many hits each raised shield still absorbs.
- Med Kit. The heal button sits on the kit bar and asks who gets it: you or an ally still in the war. Heals 30 HP, 2x per war, on the same cooldown and energy as an attack. Whoever carries the kit is the healer (β); whoever brings three weapons is the shooter (π«). The icon shows on both rosters, so every enemy's role is public too.
- Flashbang. The third support tool (one per loadout). The button sits on the kit bar and asks whom: an enemy still in the war. They are dazed for 45 seconds β no attacks, no tools β and then immune to another flashbang for 180 seconds. 2x per war, on the same cooldown and energy as an attack. Whoever carries it is support (π₯).
- Serrated Machete. A blade with no ammo and the damage of the weakest blade in the game (1.1Γ, the same as the Street blades), whose hit WOUNDS: whoever takes it cannot be healed by the Med Kit for 180 seconds. The cut is its value β it trades damage for the wound.
- The Widow. The Godfather rifle: 6 shots per war, a 1.8Γ factor, and +25% crit chance on her shots, on top of yours (a raised shield halves a crit like any hit). It is the whole arsenal: only blades and fists beside it. Whoever carries it is the sniper (π―) β the role stands even over a shield or a kit in the loadout, because with the Widow there is no tool.
- Your card. During a war, your card β HP and state: Shield (with the hits it still absorbs), Dazed and Wounded, each with the seconds left β rides pinned to the top of the panel with the kit bar and the line of your last result, while the rosters scroll underneath. While dazed you can't attack or use a tool, and the bar says how long is left. While wounded, nobody can patch you up with the Med Kit until the wound closes β and the Med Kit's list shows every ally's HP and who is wounded before the tap. On a computer, the two rosters sit side by side.
| Weapon | Class | Damage | Shots per war | Effect |
|---|---|---|---|---|
| Switchblade | Melee | 1.1Γ | unlimited | β |
| Crowbar | Melee | 1.1Γ | unlimited | β |
| Sap Gloves | Melee | 1.1Γ | unlimited | β |
| Brass Knuckles | Melee | 1.15Γ | unlimited | β |
| Tactical Gloves | Melee | 1.15Γ | unlimited | β |
| Spiked Knuckles | Melee | 1.15Γ | unlimited | β |
| Karambit Claw | Melee | 1.2Γ | unlimited | β |
| Titanium War-Knuckles | Melee | 1.25Γ | unlimited | β |
| The Bodyguard's Gloves | Melee | 1.25Γ | unlimited | β |
| The Commission Rings | Melee | 1.35Γ | unlimited | β |
| The Enforcer's Hands | Melee | 1.35Γ | unlimited | β |
| Serrated Machete | Melee | 1.1Γ | unlimited | wounds (180s no healing) |
| .38 Pistol (Trezoitao) | Pistol | 1.3Γ | 8 | quick draw (13s) |
| Silenced Pistol | Pistol | 1.3Γ | 8 | quick draw (13s) |
| Golden Glock | Pistol | 1.4Γ | 8 | quick draw (13s) |
| .50 Desert Eagle | Pistol | 1.5Γ | 8 | quick draw (13s) |
| AK-47 | Burst | 1.8Γ | 5 | burst: 2Γ 50% |
| My Little Friend | Burst | 1.9Γ | 5 | burst: 2Γ 50% |
| Sawed-Off Shotgun | Shotgun | 1.7Γ | 4 | breaks shields |
| The Widow | Rifle | 1.8Γ | 6 | +25% crit |
Corners (1v1)
The Corners tab of Territory holds 10 street corners, each held by ONE player at a time. No gang and no treasury: the cash is your own (pocket first, then bank), the energy is your own bar, and a duel decides it.
- Who can hold one. From level 5, with an account at least 24 hours old, and never while you are in a territory war: not in the 10 minutes before it starts, nor while you are still standing in it. One corner per player: taking a second one drops the first. Each corner belongs to a level band (table below); outgrow the band and the corner opens on its own.
- Taking an empty corner costs 10 energy and half the band's call-out price, paid from your pocket and then your bank and gone for good β the price is a sink, not a transfer. The corner is immune for 24 h β the same as winning it in a duel. (Not if someone from your own gang just left it: see below.)
- Calling the boss out costs 20 energy and the band's full price, also gone for good; at most 3 call-outs an hour, never on a corner that is immune, already in a duel, held by someone who shares your device, or held by a boss who is in a territory war (in the 10 minutes before it starts or while they are still standing in it). The boss has 5 minutes to start the duel; when the clock runs out it starts anyway. Either way the first game waits 10 seconds, so both sides can get to the duel screen: nobody strikes before it. The boss hears when they are called out, and both sides when the duel starts (an alert in the game and a push). If you call a boss out and lose, that corner is off for you for 24 h β every other corner stays open to you.
- The duel. A best of 3: the first to win 2 games takes it. Both sides are photographed when it starts β attack, defense and PvP Power with gear, active effects and residence, exactly as a war blow β and the roll is the war's: your chance is attack Γ· (attack + defense), clamped between 2% and 98%; a hit deals the war damage (base Γ (1 + scale Γ PvP Power Γ· 100)) times the weapon's factor, never more than 45% of the loser's max HP; a miss costs you a counter-hit. One blow every 3 seconds, from your war kit (the tool too β see below). When the duel starts, both fighters see each other's kit β the weapons with the ammo left, the tools, the skills and the crit chance; spectators don't. A knockout wins the game; after a break of 8 seconds the next one starts with both at full HP and the kit as the duel began. There is no clock, so nothing ends by time: the house plays a side that left the duel screen β 6 seconds without acting and without the screen open (or in jail, or in hospital) β and a side that keeps the screen open but spends 30 seconds without a move, one blow every 6 seconds with the kit's best blade β never a tool. Any blow can crit and the class rules hold as in a war (a burst rolls twice, a shotgun breaks the shield); a pistol draws fast: the next blow comes in 2 seconds, not 3. Wounds count too (see below). Your duel's score shows at the top of every screen in the game.
- The tools. The tool in your war kit comes into the duel too, and using it takes the turn, like a blow: Med Kit heals 30 HP, never above your max; Ballistic Shield makes the next 2 blows that land on you do only 50% of their damage (the counter-hit of your own miss is not cut); Flashbang leaves the other side 12 seconds unable to act β no blow, no tool, and the house waits too. Uses per game (every game starts with them full): Med Kit 1, Ballistic Shield 1, Flashbang 1. The house never uses a tool for an absent side. And the Serrated Machete wounds: a blow of it that lands leaves the other side 20 seconds unable to use the Med Kit β a new wound never shortens an open one, and a counter-hit never wounds.
- After. If the challenger wins, they hold the corner, immune for 24 h; if the boss holds it, the corner opens to the next call-out after only 60 seconds β a defense buys a breather, not an immunity. The loser pays nothing more. While you hold a corner you wear the "Corner Boss" title, a crown shows next to your name on every screen, and you get the band's movement: energy regenerating faster, a bigger energy bar and more XP from the crimes on the list (The Big Score has its own XP) β the "The movement" table has the numbers. The movement starts and ends on the spot: the bar changes the moment the hold does. Inside a gang there is no immunity: taking a corner from someone in your own gang β or from someone who left it, or whose gang you left, less than 24 h ago β buys only those 60 seconds, in a duel or on the empty corner they just left.
- Achievements. Six in the "Corners" category: your first corner, a call-out answered in person (you threw at least one blow yourself and kept the corner), five defenses of the same corner in a row, five different corners in your life, 168 hours held in total (which award the "Corner King" title), and The Castle.
- Watching. The city's live duels show in a strip at the top of every screen for everyone who is not fighting in them β a call-out with its countdown, a fight with its best-of-3 score β and "Watch" opens one on the Corners tab, where only the two fighters act. It is an alert in the game for whoever is playing, never a push.
| Band | Levels | Call-out | Empty claim |
|---|---|---|---|
| 1 | 5β9 | $5,000 | $2,500 |
| 2 | 10β19 | $30,000 | $15,000 |
| 3 | 20β34 | $250,000 | $125,000 |
| 4 | 35 and up | $1,000,000 | $500,000 |
| Band | Regeneration | Max energy | XP from crimes |
|---|---|---|---|
| 1 | -8% | +10% | +0% |
| 2 | -10% | +10% | +5% |
| 3 | -12% | +15% | +8% |
| 4 | -15% | +15% | +10% |
| Corner | Band | District |
|---|---|---|
| The Bridge | 1 | Williamsburg |
| The Stairs | 1 | between districts |
| The Boardwalk | 1 | Coney Island |
| The Yard | 2 | Long Island City |
| The Silo | 2 | Red Hook |
| The Overpass | 2 | between districts |
| The Pier | 3 | Financial District |
| The Ferry | 3 | St. George |
| The Island | 4 | between districts |
| The Castle | 4 | Upper East Side |
Skills
Seven skills for the Corners duel, taught by the instructor on the Skills tab of Training. They work there and in territory wars; PvP never uses them. Where a skill has ranks, the values below read rank 1 / 2 / 3.
- In a territory war. The same two skills work in a war: each one 2 times per war, and using one costs what an attack costs, the energy and the turn. A duel second becomes 10 seconds in a war, so Haste runs 40 / 60 / 80 seconds, Intimidation lasts 80 / 90 / 100 seconds. A poison hits every 5 seconds for 60 seconds and deals in total what it deals in the duel. Intimidation goes on an enemy you pick; every other skill on yourself. A poison can knock a fighter out, and so out of the war; a med kit cures it, even at full HP.
- Books. Each skill is learned from its book: reading it uses the book up and teaches rank 1. A successful crime of tier 5 rolls for a book (0.05%) and one of tier 4 too (0.02%), on its own roll; a success that already dropped an item drops no book. A book sells on the Market like any item, and the instructor sells it for $5,000,000. She also teaches it outright for the same price, no book needed.
- Ranks. At the instructor, rank 2 costs $25,000,000 and rank 3 $100,000,000. It leaves your pocket first, then the bank, one statement line each. Or spend the skill's own books instead: 5 more for rank 2 and 10 more for rank 3, consumed. Gold never buys a skill. Second Chance has one rank only.
- Equipped. You equip 2 on Character; swapping is free except during a duel or while you stand in an active war. A duel takes the equipped skills and their ranks when it starts, so a swap mid-duel counts from the next one.
- In the duel. Each equipped skill works once per game and comes back in the next game. Using one takes the turn and waits for the interval, like a tool. The house never uses a skill for whoever is off the duel screen.
- On the blow. Evade cuts the chance of the attacks against you, and a miss still brings the counter-hit. Aim makes your attack land and can make it a critical. Fury multiplies after the critical and before the shield. Second Chance also holds against a counter-hit and a poison tick.
- Evade: covers the next 1 / 2 / 2 attacks against you, and each loses 55% / 40% / 50% of its chance to land; in total it erases 55% / 80% / 100% of a hit on average.
- Fury: your next landed hits deal Γ1.2 / Γ1.25 / Γ1.35 (hits: 3).
- Aim: your next attack cannot miss; extra critical chance 0% / 50% / 100%.
- Haste: your interval between moves is halved for 4 / 6 / 8 seconds.
- Poison: your next landed hit poisons: 2% / 2.5% / 3% of the duel's max HP every 3 seconds, 5 times. It can knock out.
- Intimidation: the opponent's attack power is Γ0.72 / Γ0.68 / Γ0.65 for 8 / 9 / 10 seconds.
- Second Chance: the next blow that would knock you out this game leaves you at 1 HP.
