1. Go to the Recruit section and recruit some operatives and defensive units. Operatives (Hookers, Smugglers & Bootleggers) work for you and make you money. Defensive units (Thugs, Bodyguards & Hitmen) protect you and your operatives.
2. Follow the bank link and withdraw your starting $5,000,000 and buy enough drugs/alcohol/guns to make your guys happy. Keep in mind that defensive units without weapons won't do a thing. Also keep an eye on your guy’s happiness. It's easy to keep them happy but if you don't they will start leaving you.
3. Once everyone is happy you can use some turns collecting cash with your operatives to buy more resources and increase your networth.
4. As you accumulate more turns, recruit more operatives and defensive units and repeat from step 1. The more operatives you have, the more cash you make when collecting.
5. When you feel strong and rich enough. *You can attack other mobsters in your range*. Be careful, most gangsters won't let you attack them without revenge. This is the real Mobster World where it's "an eye for an eye".
**RANGE**
You may only attack other mobsters who have a networth up to 4 times as high as your own or as low as 1/2 your networth. Mobsters not falling into this category will be considered "out of range". *You may revenge attack any mobster that has attacked you regardless of networth for 24 hours after he/she hits you.*
6. Don't forget to protect part of your money in the bank or you can loose it if somebody attacks you. You can deposit 15% of your "on hand" cash which costs 15 turns. Money in the bank earns interest daily at midnight CST.
7. Join a cartel since you won't be able to survive by yourself. Otherwise start your own and seek alliances.
8. Finally, have fun, enjoy the game as much as you can and watch your back.
Rounds
Each round will last 7 days to make it fair for newcomers, plus it gives everyone a better chance to win. Once the round ends everything starts over from scratch and you can change your playername and/or cartel name.
Turns & Reserves
Turns are what you use to do everything. Recruiting, attacking, producing, collecting etc. all require turns to work. Every 5 minutes you will receive a predetermined amount of turns, depending on the rounds settings. Each round, you also start off with a given amount of reserve turns. Reserve turns are basically turns used to get you started each round or can be saved for later in the round until you decide to use them. Turns earned by voting are added to your reserves. (Reserve turns must be used during the current round and can't be carried from one round to the next.)
Account turns are turns that are won or purchased and can be carried from round to round until you decide to transfer them into your reserves. Once account turns are transferred into reserves, they must be used by the end of the current round or they will be lost. Additional turns can be purchased through the "Buy, Transfer or Earn Turns" link as well as upgrade packages to increase the amount of turns you receive per 5 minutes.
Networth
Awards are given to Mobsters based on their networth ranking at the end of each round. Networth is calculated as follows:
Speed - $3 each
Whiskey - $7 each
Coke - $15 each
Hitmen - $1000 each
Thugs - $500 each
BodyGuards - $300 each
Hookers - $500 each
Smugglers - $300 each
Bootleggers - $200 each
Hummer H3 - $17,500 each
Stretch Escalade - $37,500 each
Boeing 747 - $3,500,000 each
Cargo Ship - $15,000,000 each
**Desert Eagle .50's - $750 each**
**Mac-10's - $1875 each**
**Ak-47's - $3750 each**
**Guns only count toward your total networth at the end of the round. You can see your actual networth (guns included) by viewing the stats bar on the right of the page next to the (a) under Money.**
Cartels
TheMobsterGame is a simulation of the mobster underworld. Just like the real mafia, you can join an existing cartel or even start your own. A cartel is a group of people who believe in the same thing, have the same ideas or just trust each other. A cartel brings protection, respect from other members and it gives you trust in other members. Trust and respect can save your life, but it can also get you killed. 20 mobsters per cartel are allowed.
To invite players to your cartel, go to that players profile, mouse over the cartel button in the options bar at the top of their profile page and click on "invite". When you receive an invite from another player, you must accept it to join his/her cartel. Click on "my messages", then click on "invites" in the options bar. You will see all open invites listed for you to accept or reject.
Hiring Assassins
One of the basics of organized crime is to be able to do things your way and not end up incarcerated or dead. Partly, this is accomplished by not doing any crimes yourself, instead paying others to do so. Under every players profile is a link to hire assassins to kill this mobster. Follow this link to hire out hit contracts on this mobsters operatives & defensive units. You can pay anywhere from $100 - $20,000 per defensive and operative unit killed to make the contract more attractive to potential killers. All money used for hiring assassins is kept in your very own escrow account until someone fulfills the contract.
When someone takes your contract, the money will move from your escrow account to their bank account. If nobody completes your contracts, the money in escrow will be added to your acyual worth at the end of the round.
***Informants*** At one point or another you may want to find out who hired hit contracts on you. For 250 turns, the informant in your city will give you a list of all the other mobsters who hired those hits.
Operatives
Operatives are the guys/gals that would work in your businesses and produce different kind of goods. The operatives that could be part of your crew are:
*Hookers* - turn tricks in the local hotels and split their cash with you.
*Smugglers* - sell coke on the street corners for you.
*Bootleggers* - sell your whiskey to the local taverns.
Operatives produce and collect considerably better the higher their happiness is.
Defensive Units
Defensive units are guys that would protect you and your operatives, and would attack other mobsters. The defensive units that could be part of your crew are:
*Hitmen* - Intelligent with superb tactical skills. The ability to carry 2 weapons makes them very efficient killers. They are not very good thieves so aren't very effective for theft attacks.
*Thugs* - Smart, strong and offer good protection against attacks though not as efficient as Hitmen for killing. They are mediocre thieves.
*BodyGuards* - Not as intelligent and well mannered as Thugs but follow orders well and are very loyal. They are very efficient thieves which make them extremely valuable for theft attacks.
Defensives attack, defend and steal considerably better the higher their happiness is.
Happiness
Having your crew happy is one of the most important things that you can do. If your operatives or defensive units are not happy, they will start leaving you as soon as you ask them to operate. Your operatives need to have defensive units to protect them at work which make them happy as well. Your defensive units also need guns to keep them happy. Happiness can go as high as 150% by bribing officials in your city to look the other way while you do your business. (Don't forget that Hitmen require 2 guns each to keep them happy.)
Purchase
In the Mobster Store you are able to get whatever you need for you guys. You’re able to buy narcotics, weapons, cars and transports.
*Narcotics are mainly used to make your guys happy. Your defensive units need drugs and alcohol to be happy. Your operatives need the same to be happy too. Try to get a big stock of them.
*Weapons are used for attacks and are important for your guys happiness. You can buy Desert Eagle .50's, Mac 10's and Ak47's. The more expensive the weapon, the more effective it is in attacks.
*Cars are used to do a drive-by or to steal other mobster's cars. Cars can be sold for half their value when and if you need cash.
Transports (Planes & Cargo Ships) are used for decreasing your cost to travel and can be sold for 75% of their purchase price.
Produce
Producing narcotics and alcohol are part of your illegal activities. You can use turns to produce speed, whiskey and coke.
*Your Hookers are used to produce speed.
*Your Bootleggers are used to produce alcohol.
*Your Smugglers are used to produce coke.
Collect
You can use turns to make your operatives work for you. The more turns you use, the more cash they will provide for you assuming they're happy.
*Your Hookers are used to turn tricks in your hotels.
*Your Bootleggers distill whiskey and sell it to the local taverns for you.
*Your Smugglers import coke and sell it on the street corners for you.
Cash/Bank
Just like the real world, you have money in your pocket and a bank account. Keeping money in your pocket is risky since another mobster can attack and take whatever you have on you. Depositing part of you're on hand cash in the bank is a good idea since money in the bank can't be taken from you when you're attacked.
You have the ability to deposit 15% of your on hand cash into your bank account which will cost you 15 turns each time. Later, in order to add more money in the bank, you will have to withdraw all your money and then deposit 15% of all the cash you've got. You can withdraw it when you need it at anytime for free.
Money in the bank earns interest every 24 hours at midnight CST and this interest rate can vary from round to round.
Although your money in the bank is relatively safe, there is no FDIC insurance to completely protect all your money. There is always the chance that The Mobster Game National Banks computers could be hacked by savvy mobsters breaking through their security systems. A mobster lucky enough to break the banks security login could easily steal up to 10% of all the banked money in whatever city they're located in.
Attacking
To attack a player, go to attack or search for the mobster you want to attack and click on his/her name. When you're viewing his profile, mouse over "Action" in the options bar and then choose "Attack" from the drop down menu. If you see Out of Range, you may not attack this mobster. Also if the mobster you want to attack is in another city, you need to mouse over "Action" and then click "Follow" in the drop down menu to move to that mobsters city in order to attack him.
TheMobsterGame will automatically take your best crew members armed with the best weapons you've got in order to have the most efficient attacks. If you win the attack, your guys will pick up all the guns off the dead defensives of your enemy.
*Headquarter Attacks*- Most common attack done by mobsters. Invade your enemies headquarter and whack his defensive units! You can also steal money if you killed enough of his defensives.
*Operative Attacks* - Another common attack done by mobsters. Invade your enemies businesses and whack his defensive units and operatives! You will be able to kill some of his operatives if you killed enough of his defensives. Keep in mind that his operatives could be toting weapons of their own and may be willing to defend themselves.
*Drive-by Attacks* - This attack is sort of like a headquarter invasion, except the enemy has a harder time killing your defesive units in the drive-by since they're driving in vehicles. The more cars you have, the more guys you can carry on a drive-by attack.
***Vehicles used for drive-by attacks***
Each Ducati will carry one guy.
Each Hummer H3 will carry 5 guys.
Each Stretch Escalade will carry 10 guys.
*Jacking Car Attacks* - This attack allows you to sneek up on your rivals headquarters and steal his cars. The better your defensives are at stealing, the more cars they will be able to steal without being caught. You will need to own cars in order to use this attack feature.
*Destroy Transports Attack* - Use this attack to take out your opponents transports. Destroying his planes and ships will decrease his networth and cause him to pay more to travel.
*Rob Warehouse Attacks* - This attack involves stealing a mobsters drugs and alcohol from his storage warehouses. The better your defensives are at stealing, the more resources they will be able to steal without being caught. You will need to own cars in order to use haul away the stolen resources.
**Revenge Attacks**
Any time you attack someone, that player has 24 hours to return the favor regardless of your networth. Same applies to anyone attacking you. You have 24 hours to attack them back regardless of their networth.
Travel
Traveling is used for different purposes: running away from someone that is trying to kill you, doing booze runs or traveling to and from your hometown where your family is located. Being in your own city has pros and cons. A pro is that you're family offers you more protection in your hometown, a con is that it’s more likely for your enemies to find you! Just like real life, traveling costs money. The price of travel is factored by calculating how many operatives, defensives and items you have to move along with the distance between the 2 cities your traveling between.
Legal Standing & Criminal Activity
As you embark on your criminal enterprises, you will, from time to time, attract the attention of law enforcement. In addition you can bribe officials to either stop paying attention to you, or to make them pay attention to another player. Legal standing can be either positive or negative, both of which will affect the happiness of your employees (dus and ops) and the success of your criminal activities.
Legal standing is on a per-city basis, so if it gets too hot in one town, you can move elsewhere until the heat is off.
Committing crimes such as Attacking, Collecting, Producing, and attempting to Crack the Bank will all attract unwanted attention in the city in which the crimes are committed. Not to worry though, the Cops have a short attention span (2 hours in fact), after which they'll once again be more interested in donuts than in your illicit activities.
Bribery
Local officials are rarely honest (hell, they do work for government), and so they're more than happy to take your money in exchange for legal favors. There are two ways to bribe officials.
* For Yourself: By bribing officials directly, they will raise your legal status in your local city. This makes your employees (ops and dus) happier (up to 150%), which makes their attacks more accurate, and their collecting and producing more profitable. Bribes to raise your legal standing last for 6 hours.
* Against other Players: By bribing officials against another player, you can make law enforcement in your city watch them closer. This will lower their employee (ops and dus) morale, making them produce and collect less, and their attacks less successful. Bribes to lower another player's legal standing last for 2 hours.
Please note: Politicians are pigs, and will take whatever you give them. There are limits to the influence a single politician can
peddle, so multiple smaller bribes spread around many politicans are often more effective than one large bribe.
Cheating or game bugs
If you have any problems, find a bug in the game or found a game abuser (cheater), let us know by sending a message to a MobsterGame admin or moderator so we can take the appropriate action. You will be rewarded for providing us this information. |