Game Rules
Contents
What is Take Over New York?
Take Over New York is a Persistent Browser-Based Game (PBBG). Your main goal as a gang leader is to build and control a very powerful gang. From humble beginnings you must build your turf into one of the largest and your gang into one of the richest, toughest and most notorious in the city. Your ultimate goal is to recruit other gangs and build a Crime Family to rule the whole city.
Your Gang
Cash Your money, used for paying your gang members and buying weapons, etc.
Income Protection money paid by the blocks on your turf. Protection money is paid each day you login, if you don't login, you don't collect.
Expenses Money paid to gang members. Gang members are paid each day when you login for the first time. Like protection if you don't login, your gang doesn't get paid - watch out though, they won't like it!
Notoriety This is how a gang is perceived by outsiders (city inhabitants, police and the mob). Notoriety will change according to the actions of your gang and as people read about your exploits in the news. Compare your notoriety with other gangs to see how well you are doing. Notoriety can go no lower than zero but has no upper limit.
Morale This is the state of your gang's spirit and confidence. Morale increases when things are going well and decreases if things turn bad. One surefire way to reduce the morale of your gang is not to pay them - so make sure you login every day. The easiest way to increase it is by partying! Morale is on a scale of 1-100 and can effect the outcome of actions, low morale can decrease the chances of success. Morale can also impact the range of your gang, the higher your morale, the further your gang members will be prepared to travel to carry out orders.
Turf Size Your turf consists of all the blocks under your control. You start the game in control of 1 city block, your home block.
| Item | Used by | Actions |
|---|---|---|
| Knives | 'Cruits | Ambush, Control, Mug |
| Handguns | Punks | Ambush, Control, Mug, Rob |
| Shotguns | Pros & Punks | Ambush, Control, Defend, Rob |
| Machine Guns | Pros | Ambush, Control, Defend, Rob |
| Firebombs | Pros & Punks | Firebomb |
| Walkie-talkies | Pros & Punks | Defend |
Gang Members There are three types of gang members. 'Cruits are your newest and least experienced members. Punks have gained some valuable experience and are superior to 'cruits. Pros are the leaders of your gang. 'Cruits and Punks can be promoted as they gain experience.
Weapons You can equip your gang with a variety of weapons, these will be used on certain actions in increase the chance of success.
Gang Income and Expenses
Each day you will receive income from the blocks under your control. This income is from protection money paid by businesses so that your gang will not hang-out in front of their buildings, harass customers etc. The income each block generates is based on the type and size of buildings present in the block.
The members of your gang need to be paid, each day, to cover their general expenses. Each pro receives $40, each punk $20 and each 'cruit $10. If your gang has insufficient funds to pay these general expenses, your gang's morale will drop fast.
The status bar shows the income you can expect from blocks and expenses you will have to pay. These figures do not include money expended and acquired from actions performed.
NOTE: Income is collected and expenses are paid the first time you login each day - if you don't login you won't collect and your gang won't get paid.
The City
The city has over 9,000 blocks, each block can have up to three different types of building. Think of a block as an area composed of building types which total up to 100%. If all of the building types add up to less than 100% it means the block has space for construction. It could also mean that a fire burned down some of the buildings in the block.
| Pitiful |
| Very Weak |
| Weak |
| Cautious |
| Alert |
| Guarded |
| Rough |
| Strong |
| Very Strong |
| Too Strong |
| Invulnerable |
Each block has a Defence Level. This represents how often the police patrol the block, and how resistive and alert the residents are to your actions. Lower defence levels increase your chances of success with Control orders on uncontrolled blocks as well as on Mug, Rob and Firebomb orders. A block's Defence Level has nothing to do with the defence of the gang which controls it.
Controlling Blocks
Each block in the city is either controlled by a gang or uncontrolled. To take control of a block, you issue a Control action and send a portion of your gang to the block to perform the task.
Taking control of as many blocks as possible is the key to success. Uncontrolled blocks are usually easier to capture than blocks controlled by another gang. Blocks which you attempt to take control of must be adjacent to blocks you already control.
You cannot control a block that consists of only derelict buildings.
Travelling in the City
Hop on the subway or bus or just walk. Public transportation is excellent in the city. Any orders that specify a Block Number will automatically move your gang members to that block where they will execute the order and then return to your turf. However, the further away from your turf that they attempt an action, the more likely they will get lost or side-tracked along the way. The higher your morale, the further your gang members are prepared to travel.
Communicating with Other Gangs
You can send messages to rival gangs using the built in messaging system accessible from the Intelligence page. This enables you to contact another gangs directly to exchange information, conduct peace talks, negotiate deals and more. Communication is the key to winning, it is unlikely you will be able to take over the city on your own!
Gang Warfare
Only two gangs will fight each other at a time, and battle will only occur when one issues an Ambush or a Control action on a block controlled by another gang.
The gang that issues the order will specify the percentage of the gang that will fight. The other gang will defend with a number of gang members assigned to defend the block (if any).
Gang Activity
This section will list all recent activity for your gang - including all orders you have issued and actions committed against you.
Finance
This section summarises all financial transactions that your gang has made, including collecting income, paying gang members and buying/selling weapons.
City Map
| Unknown | |
| Unknown adjacent | |
| Uncontrolled | |
| Controlled by your gang | |
| Controlled by a gang | |
| Controlled by a friendly gang | |
| Controlled by an enemy gang |
The City Map shows the your local neighbourhood. The city is composed of over 9,000 blocks. Picture it as a large grid with each box representing a block. Each block on the map is given a Block Number in the format XXYY. XX is the x-coordinate (horizontal) and YY is the map's y-coordinate (vertical). Therefore, the corners are numbered 0101 (south-west corner), 0199 (north-west), 9999 (north-east), and 9901 (south-east).
Each block is adjacent to 4 other blocks (except for blocks located along the edges of the city). For example, 4933 is adjacent to blocks 4934 (which is to the north), 5033 (east), 4932 (south), and 4833 (west). Diagonal blocks are not considered to be adjacent.
The City Map will show the blocks that make up your turf plus any blocks you have scouted this turn. Block details can be seen by moving your mouse pointer over a block - the details will then be displayed.
Scouting
In addition to these orders, you can scout any blocks in the city that are adjacent to a your turf. You will also be able to see the details of all the blocks you control and of blocks where you conducted actions.
Scouting a block requires a gang member, as it is a simple job you will send a 'cruit. If you have no 'cruits available, then a punk will go, and if you have no available punks you can send a pro - although this is a waste of such an experienced gang member. If you have no gang members available you won't be able to scout anymore blocks until tomorrow.
Orders
Percentage Gang
The concept of Percentage Gang is the most important thing to understand as it is used to determine how many of each gang member are used with each order.
All of the orders you will give your gang require to specify a Percentage Gang. Percentage Gang is the amount of your gang you send on your order. It is calculated for each of the 3 types of members (pros, punks and 'cruits). The resulting number is rounded down. For example, 4.84 'cruits is just 4 'cruits.
To assist you in figuring out what numbers to specify for your Percentage Gang, the Orders page has two Percentage Gang charts for your gang. The first one shows how many members of each type will be sent for a range of percentages from 10% to 100%. The second shows how many members of each type will be sent if you specify certain percentages.
On the order in which your total Percentage Gang for the turn reaches or exceeds 100%, all unallocated gang members will be sent. Members are usually left over because Number to be Sent is always rounded down.
Each day you get to use 100% of your gang, once you have used all gang members, you will have to wait until the next day when the gang members return before you can issue more orders.
Block Number
Building
The specification of Building is the name of the building type. You can see the buildings in a block by moving your mouse over the block, the Block Details will popup. You can select a building by clicking on it in the Block Details. Alternatively, specify 1 to select the first building listed, 2 for the second, and 3 for the third.
Actions
Ambush Sends gang members to ambush another gang on their turf. This is the best way to reduce the number of enemy gang members. Be sure that you specify a Block Number which is controlled by the gang you wish to ambush. Note that the total Percentage Gang you specify in all of your Ambush orders during a turn may not exceed your gang's morale (for example, if your morale is 51 you can order no more than 51% of your gang to perform ambushes this turn). You need to send at least one pro to lead the ambush.
Control Sends gang members to take control of a block. Be sure you send at least one pro or punk along, as 'cruits by themselves will fail. Be sure you specify a block adjacent to one that your gang already controls. Diagonal blocks are not considered to be adjacent.
Defend Sends gang members to defend a controlled block. The gang members will stay there until they are recalled.
Enlist Your gang attempts to recruit new gang members. You can use new 'cruits on your next turn (not the turn in which you recruit them).
Firebomb Your gang commits an act of arson by firebombing a particular building. Arson works best on a block controlled by another gang. The order will fail if you do not send a pro (punks and 'cruits need a leader). It is risky to send a large portion of your gang. You need small bombs for maximum effectiveness, and, if they are available, your gang will use as many as necessary.
Mug Sends gang members to mug a defenceless-looking person found on the block. Try to send at least one pro or punk.
Party It party time! If your morale is low, the best way to increase it is to throw a party. You must specify the amount of your gang you will allow to party - this will determine how much the party costs. The bigger the party, the bigger the morale increase. Watch out though, you don't get anything for free and if you don't have enough cash to pay for the party, your morale may go down.
Recall Call gang members back from defending a block, these gang members will be available immediately for other orders.
Rob Sends gang members to rob a particular building. Send a pro, but not a large number of gang members.
Sack If your gang's expenses are getting out of control you can sack gang members, be careful though as this will have a detrimental effect on your gang's morale.
Dealer
You can spend your ill-gotten gains by visiting your local dealer, he should be able to provide you with knives, guns, walkie-talkies and firebombs. Availability and prices do vary according to demand, so check regularly to ensure you get what you want at a good price. Items you buy are available for use immediately. If times are hard, the dealer will offer to buy back these items, but don't expect to make a profit.
Intelligence
From here you can see and search all the gangs in the city. Limited information is available to you, only their name, notoriety and the City District of their home block.
There are four intelligence actions you can carry out. Select the target gang by clicking on their name (or typing their name) and then select Message, Spy, Defend or Make Boss.
Message allows you to send a message to the gang. Type a subject and your message and click Send. The message will appear in the Gang Activity section so they can read it next time they login.
Spy sends a Punk or a Pro (depending on who is available) to check out the target gang. Punks are used in preference to Pros, although a Pro will have a greater chance of finding out about the gang. If you have no Punks or Pros available, you will have to wait until tomorrow to spy.
Defend tells your gang will watch out for the target gang. You will always see the gang's notoriety and how many blocks it controls, but more importantly, if you are attacked by the gang, you will be expecting it and will gain a bonus when defend yourselves - this applies to Ambush and Control orders. You can only defend against one gang at a time, but can change as often as you like.
Make Boss declares loyalty to another gang. This allows the formation of Crime Families and is route to success. The winning Crime Family must control the entire city.
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