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![]() Fast Start • Rounds • Turns • Points • Networth • Gangs • Subordinates • Happiness • Black market • Smuggling • Safe • Attacks • Protection • Staff
1 - Go to the Scout page to get some subordinates to work for you. You get on average the same number of drug dealers, male bitches, crooked guards, thieves and serial killers per turn. You get on average 50% more thugs, hustlers and bodyguards. Drug dealers are used for smuggling drugs. Male bitches are used to get sex points and increase your crew happiness. All the other subordinates are used for attack purposes. 2 - Go to the Happiness page now and do whatever it takes to keep your employees happy. Fitness, drug use, and sex determines a total of 50% of your crew happiness. 25% of your crew happiness is determined by the subordinates payout. The final 25% of your crew happiness is determined by the quantity of weapons (type of weapons not relevant here). The happiness level has been set between 33% and 99%. 3- Go to the Smuggle page now and use your drug dealers to smuggle drugs into the prison. You can smuggle tobacco, weed, cocaine and heroine. 3 - When you start feeling adventurous, buy some weapons and click on Attack and see if there are inmates within your attack range. Range is strictly based on networth. You can NOT attack inmates that are more than 2 times poorer or more than 4 times richer. No one that you can attack? Work on your networth to get some in your range. 4 - Once you're big enough to gain the attention of other players, you should seek out a Gang to join. They promote gameplay and cooperation to achieve group goals. They also serve to assist each other with learning the game. Most importantly, being a member of a stronger gang gives you 10% more power during attacks. 5 - When in doubt, ask on the Boards OR message the helpers - there is bound to be someone with an answer that is willing to help. Rounds Turns Every round you start off with 1,000 active turns and 1,000 reserve turns. Every 5 minutes you will get 5 more active turns (ONLY if you have less than 1,500 active turns). You can subscribe to double, triple or quadruple the turns received as well as your stotage capacity for one round. That would make you a lifetime supporter. Your reserve turns can be used at any time but do NOT carry on into a new round. You can purchase more turns under Turns page. That would make you a lifetime supporter! These turns will go to your "Account turns". On this same page you'll be able to put those turns into the current round or save them for another round. Once they've been spent on a round, they'll be placed into your "Reserve turns". Each 1,000 turns transferred increase the jackpot by $0.75. You can also bid $50 for up to 50,000 reserves. This is the best deal! Unfortunately, there is only one bidding winner per round. Points Points have been implemented to keep track of the best supporters through the rounds. (you can be ome a lifetime supporter for as low as $10) You can find the top supporters in the "Hall of Fame" and "Death Row" tanks. Each round, the top ten networth supporters and the top ten killer supporters score hall of fame and death row points as per the following: 1 - 20 2 - 16 3 - 12 4 - 10 5 - 8 6 - 6 7 - 4 8 - 3 9 - 2 10 - 1 Networth 1 - Cash on hand and safe: 100% 2 - Gram of tobacco: $5 3 - Gram of weed: $10 5 - Gram of cocaine: $40 5 - Gram of heroine: $50 6 - Homemade knife: $50 7 - Alcatraz knife: $250 8 - Bat: $50 9 - Shotgun: $1,100 10 - Subordinate: $1,000 Gangs Gangs in this game are meant to be examples of teamwork; Members helping out members to stay alive! You can either create your own gang or join one. In order to join a gang, you have to be invited by the leader or the co-leader of that gang. Being a member of the stronger gang gives you a 10% increase in power during attacks. Gangs have a size limit of 5. Subordinates Subordinates are the driving force behind your success. Without them, you will get whacked. Don't treat them right and they will quit. Learn to do what it takes to keep them happy. Drug dealers - They smuggle all kind of drugs for you. Male bitches- They please your guys. They are used to get sex points that are needed for thieves, serial killers and thugs happiness. Thieves - They steal cash from other inmates. Also one of the secondary units for extortion. Hustlers - They help your thieves stealing cash. Also one of the main units for extortion. Thieves are 2 times more powerfull than hustlers for the stealing cash attack. Hustlers are 2 times more powerfull than thieves for the extortion attack. While scouting, you get on average 50% more hustlers than thieves. Crooked guards- They sabotage other inmates' drugs operations for you. They are also one of the secondary units for extortion. Thugs - They assist crooked guards during sabotage. They are also one of the main units for extortion. Crooked guards are 2 times more powerfull than thugs for sabotage. Thugs are 2 times more powerfull than crooked guards for extortion. While scouting, you get on average 50% more thugs than crooked guards. Serial killers - They lead the battles for weapons against other inmates. They are also one of the secondary units for extortion. Bodyguards - They assist serial killers during battles. Also one of the main units for extortion. Serial killers are 2 times more powerfull than bodyguards during battles. Bodyguards are 2 times more powerfull than serial killers during extortions. While scouting, you get on average 50% more bodyguards than serial killers. Happiness Having happy subordinates is the key to survival. Unhappy subordinates will ditch you and leave you exposed to enemies! The minimum happiness level has ben set to 33%. The maximum happiness level has ben set to 99%. 3 times more dealers leave if the happiness level is 33% instead of 99%. Drug dealers and bitches need to get high. Crooked guards, hustlers and bodyguards need to work out in the gym. Killers, thugs and thieves need to fuck. In other words, the more drug dealers and male bitches you got, the more "get high points" you need. The more crooked guards, hustlers and bodyguards you have, the more "fitness points" you need. The more killers, thugs and thieves you have, the more "sex points" you need. "Get high points", "fitness points", and "sex points" combined determine 50% of your subordinates happiness. 25% is determined by the subordinates payout percentage. The remaining 25% is determined by the quantity of weapons. The number of "Fitness points" you get is proportional to the quantity of cocaine you have. You may lose some cocaine. The maximum quantity of cocaine lost is proportional to the number of turns used and the quantity of cocaine you have. For example if you use 1,000 turns, you may lose up to 100% of your cocaine. If you use 100 turns, you may lose up to 10% of your cocaine. The number of "Get high points" you get is proportional to the quantity of heroine you have. You may lose some heroine. The maximum quantity of heroine lost is proportional to the number of turns used and the quantity of heroine you have. For example if you use 1,000 turns, you may lose up to 100% of your heroine. If you use 100 turns, you may lose up to 10% of your heroine. The number of "Sex points" you get is proportional to the number of male bitches you have. Some male bitches may leave you when you fuck them. The maximum number of male bitches that leaves is proportional to the number of turns used and the number of male bitches you have. For example if you use 1,000 turns, you may lose up to 100% of your male bitches. If you use 100 turns, you may lose up to 10% of your male bitches. Each 5 minutes, you lose 0.2% of your sex, get high and fitness points. This means that you lose on average 50% of your points each 24 hours. Happiness determines how many drug dealers leaves you during smuggling. 3 times more dealers leave if the happiness level is 33% instead of 99%. Happiness is also determinant in attacks. The number of your kills is proportional to the happiness level. Market In the black market you are able to buy and sell weapons and drugs. Selling prices are higher than value contribution to networth. Therefore, if an asset is not being used, sell it for more value. The following are the Purchase/Selling prices: Tobacco - $5 / $5 Weed - $10 / $10 Cocaine - $60 / $50 Heroine - $90 / $60 homemade knives - $50 / $50 Alcatraz knives - $400 / $300 Bats - $50 / $50 Shotguns - $2,000 / $1,300 Smuggling Smuggling results depend on how many turns you use, your actual number of drug dealers, your level of happiness and your subordinates payout. There is also a little random factor to smuggling. Whatever type of drugs you decide to smuggle, you get the same selling values worth. It is more than likely that some drug dealers will leave you. The maximum number that leaves is inversely proportional to the happiness level. 3 times more dealers leave if the happiness level is 33% instead of 99%. Safe Attacks In order to attack someone, go to the "attack" section. New members that have registered during the current round can only participate in attacks against other new players. Inmates must be in your range for you to attack them. Your range is calculated based upon your networth. You can NOT attack inmates that are more than 2 times poorer or more than 4 times richer. Shotguns and bats are a must when the attack involves crooked guards. Shotguns do 2 times more damage than bats. However, they are easier to lose during attacks. Shotguns and bats can only be used by Crooked guards. Alcatraz and homemade knives are a must when the attack involves all the other types of attacking units. Crooked guards can not use Alcatraz knives and homemade knives. Alcatraz knives do 2 times more damage than homemade knives. However, they are easier to lose during attacks. Everything else being equal, shotguns have the same power as Alcatraz knives and Bats have the same power as home made knives. Subordinates happiness and overall gang networth are also important. The number of your kills is proportional to your happiness level. Being a member of the stronger gang gives you a 10% increase in power during attacks. Having more drugs worth than your opponent gives you a 10% increase in power during attacks. Having more weapons worth than your opponent gives you a 10% increase in power during attacks. You may lose some attacking units during the attack process. The stronger units are the first to be lost. It means that thieves are lost first in the "steal cash" attack, crooked guards are lost first in the "sabotage" attack and serial killers are lost first in the "battle" attack. Hustlers, thugs and bodyguards are lost first in the "extortion" attack. They are followed by crooked guards, thieves and serial killers. Steal cash - It requires thieves. Hustlers are also valuable. Thieves are 2 times more powerfull than hustlers. The attacker may win 3% cash OR lose 1.5% cash. Sabotage - It requires crooked guards. Thugs are also valuable. Crooked guards are 2 times more powerfull thans thugs. The attacker may win 1.5% drugs OR lose 0.75% drugs. Battle - It requires serial killers. Bodyguards are also valuable. Killers are 2 times more powerfull than bodyguards. The attacker may win 2% shotguns and Alcatraz knives and 1% bats and regular knives OR lose 1% shotguns and Alcatraz knives and 0.5% bats and regular knives. Extortion - It requires at leat one strong attacking unit (one hustler or one thug or one bodyguard). All of your attacking units participate in this attack. The most important types of subordinates are hustlers, thugs and bodyguards (all equals) followed by crooked guards, thieves and serial killers (all equals). Hustlers, thugs and bodyguards are 2 times more powerfull than crooked guards, thieves and serial killers. Since all the attacking units paricipate in this attack, their killing power is reduced. The attacker may win 1% drug dealers and male bitches OR lose 0.5% drug dealers and male bitches. Protection The protection feature has been implemented to limit the madness in this game. When you get attacked, if some of your subordinates get killed, the protection is activated. You get randomly between 45 and 60 seconds to pull yourself together if you lose or between 30 and 45 seconds if you win. You always get 60 seconds protection from your last attacker whether some of your subordinates are killed or not, whether you win or lose. Staff Owner and Admin: Bachelor of Commerce from McGill University - Master in Finance from HEC - CFA title - 5 years experience in the gaming business - Also the owner of The Ultimate Businessman (www.theubm.com), Da Hustla (www.dahustla.com) and The Mobster (www.themobster.com). Contact him for technical issues, rule issues and staff issues. Moderators: Contact them for multiple accounts issues, players issues and general help with the game. Helpers: Contact them for general help with the game. All staff members can be found in your "contacts" page. In order to apply for a helper position, you need to have a clean record; to be a player for more than 3 months; to have some points; to be in a gang with no staff; and be recommended by at least 2 staff members. Staff members can not win any cash prizes. Staff members must act with professionalism at all times. Staff members are not allowed to share account info with the other players. | ||||||