FAMILIES AND GANGS
Your territory reflects
your power: the more territory you have, the more powerful you are.
The only way to expand your territory is to recruit youth gangs into
your "extended family." Although the gangs exert actual control over
the turf, the boss must have the loyalty of a gang in order to add
its turf to his territory. The size of a boss' territory is limited
only by the number of street gangs that can be loyal.
A gang issues an 'L' order
to declare loyalty to a mob boss. A gang may only be loyal to one mob
boss at a time. If a loyal gang splits itself in half, the new gang
is automatically loyal to the same boss. A gang's centre of turf also
needs to be in close proximity to at least two mbz of the boss they wish to declare loyalty to.
A gang which declares loyalty
to a mob boss gets many advantages. A mob boss can give money only
to loyal gangs ('W' order) as payment for "services." A boss can acquire
map data showing who controls which blocks ('M' order), and pass this
on to his loyal gangs. A Family's enforcers will help protect a block
('B' and 'P' orders). A mob boss can send his enforcers to terrorise
an uncooperative (i.e. non-loyal) gang ('T' order). And a mob boss
can dispatch enforcers to a particular block to "shake it up" ('D'
order).
In return for a gang's
loyalty, a Crime Family gets control of every mob business in the loyal
gang's turf, plus any businesses on blocks taken in the future. Mob
Businesses undergo a week of disruption should there be a
change or declaration of loyalty, as the new management takes over.
In fact a Mob Business acquired through any means
undergoes a week of disruption.
KEEPING YOUR MOB BOSS
ALIVE
All enforcers not assigned
to protect a particular mob business are protecting you. Only these
enforcers perform orders on your turn. Your defence is not weakened
if you use all of your enforcers on orders each turn.
In times of panic, a mob
boss can go underground (see 'U' order).
MOB BUSINESSES
The mob controls the highly
profitable and highly illegal activities in the city. You can get involved
in five types of mob businesses: narcotics, bookmaking, prostitution,
fencing high value stolen goods, and laundering money through legitimate
businesses. There are roughly 50 of each of these business types in
the city at the start of the Boss Level.
Each business you control
will generate income each turn. The amount fluctuates and depends on
many factors, including the number of pimps who run the business.
Each block will have no
more than one mob business which will be specifically located in one
of the buildings on that block. Only one Crime Family at a time can
control each mob business. As mob boss, you will often assign some
of your enforcers to guard yours.
If a gang loyal to another
mob boss takes over a block containing one of your mob businesses,
the business is picked up by that gang's boss. If the gang is not loyal
to a mob boss, the mob business becomes uncontrolled.
Buildings which house mob
businesses guarded by enforcers are pretty much impervious to robbings
and firebombings. But if there are no enforcers on guard, "watch out
brudda." A gang must use the Control order to attack a mob business
which is protected by enforcers. When this happens, the enforcers defend
the gang which controls the block because it is loyal to their family.
If both the attacking and defending gangs are loyal to the same boss,
the enforcers simply become spectators.
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