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| PLAY GAME INFO TERMS OF SERVICES PRIVACY POLICY LOGOUT |
![]() Fast Start • Rounds • Turns • Points • Networth • Gangs • Crew members • Happiness • Market • Invest • Production & Collection • Bank • Attacks • Protection • Travel • Staff
1 - Go to the scout section to scout for some crew members. You get 2 times more hitmen, thugs and gangsters than employees (except managers). You get 3 times more managers than other employees. 2 - Go to the Make money or Produce sections to collect some cash or produce some drugs. Buy some weapons. This will make your crew members more effective during attacks. Buy some shares. Bonds produce $1.5 every 15 minutes. Stockshares prices varies between $90 and $110 every 5 minutes. The trick is to buy low and sell high. 3 - When you start feeling adventurous, click on Attack and see if there are hustlers within your attack range. Range is strictly based on networth. You can NOT attack hustlers that are more than 2 times poorer or more than 4 times richer. No one in your city that you can attack? Click on Travel and move to where there might be, or work on your networth to get some in your range. Beware though that traveling requires planes AND/OR money. 4 - Once you're big enough to gain the attention of other hustlers, 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. Being a member of a stronger gang (determined by networth) gives you a 10% increase in power advantage during attacks 7 - When in doubt, ask on the Board or the staff members - There must 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 (storage capacity). You can purchase more turns as well as subscriptions to double, triple, or quadruple the turns received each 5 minutes and the storage capacity under the Buy Turns section. These turns will go to your "Account turns" section. On this same page you'll be able to put those turns into the current round or save them for another round. Once turns have been spent on a round, they'll be placed into your "Reserve section" and will be available under Crib when you sign in. Each 1,000 turns transferred to the round will increase the jackpot by $0.75!!! Points Points have been implemented to keep track of the best hustlers through the rounds. The number of points accumulated appear in your profile. Each round, the top ten hustlers in the global/killer rankings score hall of fame/hall of pain 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 Bank: 100% 2 - Bonds: $650 4 - Stockshares: $60 5 - Weed: $6 6 - Crack: $25 7 - Coke: $35 8 - Heroine: $110 9 - M67 Grenade: $450 10 - G18 Glock: $1,250 11 - M16 AssaultRifle: $2,700 12 - Ak: $8,100 13 - Mercedes 2008 C-class: $6,500 14 - BMW 2008 7-series: $12,500 15 - Bombardier Challenger $60,000 16 - Boeing Business Jet: $70,000 17 - Employees: $4,000 18 - Outlaws: $8,000 Gangs You can either form 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. Gangs in this game are meant to be examples of teamwork; Members helping out each other get to the top. The gang code, determined by the leader, states the common goal of the gang members. Being a member of a stronger gang (determined by networth) gives you a 10% increase in power advantage during attacks. Gangs have a size limit of 5. Crew members The two main categories of crew members are employees and outlaws. Employees Employees are worth $4,000 each. Drug dealers - They produce drugs or you. Hoes; Publicists; Agents; Producers - They make money for you. Managers - They help your employees make money. The managers double the money collection of hoes, plubicists, producers and agents if they outnumber them. Outlaws All outlaws except bodyguards are 25% more powerfull when they are in an attacking position. Outlaws are worth $8,000 each. Hitmen - Are required for "drive-by" attacks. Gangsters - Are required for "hijack" attacks. Thugs - Are required for "battle" attacks. Bodyguards - They assist in all the attacks. Bodyguards are as powerfull as hitmen, gangsters and thugs defending. All outlaws are used for "take over" attacks. Happiness Having happy crew members is the key to being successful. Employees happiness and outlaws happiness are independant from each other. The minimum happiness level has been set at 33%. The maximum happiness level has been set at 99%. Employees need pay, investments, cars and planes to be happy. Pay determines 25% of your employees happiness. An employee payout of 0% will result in you keeping all the cash raised and drugs produced to yourself. However, it will also result in losing 25% of your employees happiness. An employee payout of 50% will make you lose half of the production and collection. However, it will result in keeping 25% of your employees happiness. Investments (shares) determine another 25% of your employees happiness. You need at least one stockshare and one bondshare per employee for a maximum happiness. The final 50% of their happiness is determined by cars and planes. You need at least one car per 15 employees and one plane per 150 employees for a maximum happiness. Outlaws need drugs, weapons, cars and planes to be happy. Drugs determine 25% of your outlaws happiness. You need at least 25 grams of each type of drugs per outlaw for a maximum happiness. The number of weapons determines another 25% of your outlaws happiness. You need at least one weapon of each type per outlaw for a maximum happiness. The final 50% of their happiness is determined by cars and planes. You need at least one car per 3 outlaws and one plane per 30 outlaw for a maximum happiness. All types of investments, cars, planes and drugs affect happiness the same way. Market In the Market you are able to buy and sell weapons, drugs and transportations. Selling prices are higher than value contribution to networth. Therefore, if an asset is not being used, sell it. We recommend that you sell everything the last seconds of the round. The following are the Purchase/Selling prices: Weed - $8 / $7 Crack - $35 / $30 Coke - $45 / $40 Heroine - $130 / $120 G18 Glock - $1,400 / $1,350 M16 Assault Rifle - $3,000 / $2,850 M67 Grenade - $500 / $475 Aks - $9,000 / $8,500 Mercedes C-class - $8,500 / $7,500 BMW 7-series - $17,500 / $15,000 Bombardier Challenger - $80,000 / $70,000 Boeing Business Jets - $110,000 / $90,000 Invest Bonds provide you with $1.5 each 15 minutes. Stockshares prices vary between $90 and $110 each 5 minutes. Therefore, you can time the market and benefit from their volatility. The following are the Purchase/Selling prices: Bonds - $1,000 / $750 Stockshares - Between $90 and $110 for buying and selling. There is a limit of 10,000,000 stockshares per transaction. Production & Collection How well you produce drugs and collect cash depends on how many turns you use, your actual number of employees, your level of happiness, and the number of hustlers in the same city. For each turn used, the value of weed produced is > than the value of crack produced which is > than the value of cocaine produced which is > than the value of heroine produced. However, the maximum number of drug dealers that may leave you is the highest for weed then crack then cocaine then heroine. Besides, during attacks, weed is easier to lose than crack which is easier to lose than cocaine, which is easier to lose than heroine. The managers double the money collection of hoes, plubicists, producers and agents if they outnumber them. If employees are not happy, they may quit. The maximum number of employees that quit is inversely proportional to their happiness level. The maximum number of employees that quit is 3 times higher for the minimum happiness compared to the maximum happiness. On average, the same number of employees leave while making money as drug dealers while producing weed everything else being equal. If the city is too crowded (over 50), your production and collection decrease. Bank Attacks In order to Attack someone, you need to go to the "Attack" section . He must be in your city as well as in your range for you to attack him. Your range is calculated based upon your networth. You can NOT attack hustlers that are more than 2 times poorer or more than 4 times richer. New players (the ones that registered during the current round) can only attack new players and old players can only attack old players. G18 Glocks, M67 Grenades, M16 Assault rifles and Ak-47s are a must. All outlaws except bodyguards are 25% more powerfull when they are in an attacking position. Bodyguards have the same power whether they are attacking OR defending. Bodyguards are valuable in all attacks. Bodyguards are as powerfull as hitmen, gangsters and thugs defending. Being a member of a stronger gang (determined by networth) gives you a 10% increase in power advantage during attacks. Drive-by - It requires hitmen. It also requires cars. The number of outlaws you can attack with is limited to your cars capacity. Your BMWs can take up to 7 crew members and your Mercedes can take up to 4 members. The attacker may win between 1% and 2.5% of his opponent's weapons (higher percentage for stronger weapons) but risks loosing 0.5% of the cars and weapons he uses. The attacker may also win 0.5% of dealers or lose 0.25%. Battle - It requires thugs. The attacker can win between 0.5% and 2% of drugs (2% weed, 1.5% crack, 1% cocaine and 0.5% heroine) OR lose between 0.25% and 1% of drugs (1% weed, 0.75% crack, 0.5% cocaine and 0.25% heroine) He may also win 0.5% of producers and agents or lose 0.25%. Hijack - It requires gangsters. The attacker can win 1.5% of cars and 0.5% of planes OR lose 0.75% of cars and 0.25% of planes. He may also win 0.5% of hoes and publicists or lose 0.25% Take over - All outlaws are valuable. The attacker can win 2.5% of bondshares, 3% of cash and 3.5% of stocks OR lose 1.25% of bondshares, 1.5% of cash and 1.75% of stocks. The outlaws are defeated in a random order except for bodyguards who are always killed last Protection The protection feature has been implemented to limit attacks. When you get attacked, if you lose soe outlaws, your protection is activated. You get randomly between 45 and 60 seconds if you lose OR between 30 and 45 seconds if you win. You always get 60 seconds protection against your last attacker whether you lose some outlaws or not, and whether you win or not. Travel Traveling is used for different purposes. You may want to do that to track down a particular hustler or to run away from someone that is trying to Attack you. You also may want to travel to do business in a less saturated market. While traveling, your Boeing Business Jets can transport 9 crew members; your Bombardier Challengers can take6 crew members. It will cost you $500 per additional person. Staff Owner and Admin: Karim - Bachelor of Commerce from McGill University - Master in Finance from HEC - CFA title - 3 years experience in the gaming business - Also the owner of The Prison Inmate (www.theprisoninmate.com) and Da Hustla (www.dahustla.com). Contact me 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. Staff members are not allowed to share account info with the other players. Staff members can not win any cash prizes. Staff members must act with professionalism at all times. All staff members can be found in your "staff" 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 an alliance with no staff; and be recommended by at least 2 staff members. |