TRAVELLING IN THE CITY
Hop on the subway or bus
or just walk. Public transportation is excellent in the city. Any orders
that use a block # 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.
COMMUNICATING WITH OTHER
PLAYERS
When you see another gang
you will be told its name and gang # as well as the name and address
of the player who controls it. This enables you to contact another
player directly and exchange information, conduct 'peace
talks', negotiate deals and more. We heartily recommend that you
write to other players you meet in the game.
BATTLE BETWEEN GANGS
Only two gangs will fight
each other at a time, and battle will only occur when one issues a
Control (C) or an Ambush (A) order.
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 based upon the
total number of members and the size of its turf.
THE TURN CARD
This is the printed card
you write your orders on and mail to KJC Games. On your results sheet
you will find your game #, gang # and account # (near the top) - NEVER
forget to write them on your turn card. If you do forget, we may
be unable to process your turn card.
To fill out your turn card,
write your game #, gang # and account # in the space provided. Next
fill in your name and gang name. The top half of the turn card has
room for 4 orders, which can be any of the types discussed in the following
section. Beneath this are spaces to write the block numbers of four
blocks for your gang to scout.
Beginning with turn 3, if
you wish to issue more than 4 orders, you may write up to 6 additional
orders (for a total of 10) in the bottom half of the turn card labelled 'Double
Turn Area'. However, it may be unwise to do this. When a small
gang issues a lot of orders, it could be spreading its members too
thinly, possibly failing at everything it attempts. Note: a Double
Turn Area turn must be filled in on a single turn card by using the
Double Turn Area on the card. Do not use a second card.
%GANG
The concept of %gang is
the most difficult thing to understand and explain in this game. Don't
expect to understand it instantly. Once you have read this section
once or twice, look at the sample turn sheet. It should help you understand
the %gang concept.
Many of the orders you will
give your gang require to specify a %gang number. %Gang is the percentage
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. Special
rule: at least one pro will go on the first order that requires a %gang
number.
To assist you in figuring
out what numbers to specify for your %gang your results sheet has a '%GANG
Chart' for your gang. The left half shows how many members of
each type will be sent if you specify certain percentages. The right
half shows several examples.
On the order in which your
total %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.
The %gang numbers shown
in section 3 of your results sheet are valid for your next (i.e. the
one you are about to send in) and not dependent on how many gang members
you lose between turns. If you lose gang members between turns, fewer
gang members will be sent on your last order(s).
One other note: when using
a Double Turn Area turn your %gang numbers must still total no more
than 100%. You do not get to use 200% of your gang.
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