[255D[1C[0;1m_ _______[6C/\______________________________________________________
o|[7C\__/\/[56C\/\  _
 |[29C[0;31mC [0;1;34mO [0;31mL [0;1;34mO [0;31mR [0;1;34mS[32C[0;1m\| 
o|[23C[0;1;35mI n s t r u c t i o n s[0;1m[27C|o
 |                                                                         | 
o|[23C[0;35mLAST UPDATED: [0;1;35m97-MAR-24[0;1m[27C|o
 |                                                                         | 
o| [0mSometime in the not too distant future...[0;1m[31C|o
 |                                                                         | 
o|    There was a time when people of this sprawling metropolis lived in   |o
 | relative peace.  With very few exceptions, they worked together to      | 
o| create a nice, beautiful place to live.  Kids played in the streets,    |o
 | families went to the park, police did their jobs.  It was a kinder,     | 
o| gentler time.  But now it's over.                                       |o
 |    Crime runs rampant through the streets; no one and nothing is safe.  | 
o| Murders, gang wars, drug deals, bombings, and thievery are all common   |o
 | placeCitizens live in fear and are forced to pay huge sums of           | 
o| protection money regularly.  Although a handful of police officers      |o
 | still believe in upholding the law, most have cashed-in and have        | 
o| allied themselves up with criminal organizations.                       |o
 |    A few particularly charasmatic 'offenders' have each proclaimed      | 
o| themselves city-wide dictators.  Their individual gangs of thugs each   |o
 | control a section of the city keeping the citizens in line and          | 
o| controlling their own blocks.  Fights over territory occur often and    |o
 | death counts rival football scores.                                     | 
o|    Now is the time for each gang leader to force out the other gangs    |o
 | and reign supreme over the city.  No technique is too low, no body      | 
o| count too high.  Bring the city to its knees...                         |o
 |[73C| 
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                                BLOCK TYPES
                                ~~~~~~~~~~~
[0;1;30mͻ
[0;1;33mG[0;1;30m [0;1;33mGhetto blocks [0;1mare the worst, dirtiest, most violent places in town.
[0;1;30m͹ [0;1mFor gangs, however, they are often the best places to recruit from.
[0;1;30m[0;1;33mL[0;1;30m [0;1;33mLow class blocks [0;1mare a step up from Ghettos.  Still, the people are poor
[0;1;30m͹ [0;1mand violence is common.  Again, these are good places to recruit from.
[0;1;30m[0;1;33mM[0;1;30m [0;1;33mMiddle class blocks [0;1mare the least valuable to a gang.  The people aren't
[0;1;30m͹ [0;1mrich or violent enough.  Recruit Infomen and use Extortion with these ones.
[0;1;30m[0;1;33mH[0;1;30m [0;1;33mHigh class blocks [0;1mare great places for income.  Drug Dealing and Extortion
[0;1;30m͹ [0;1mwork well, but Theivery here is far and away the best.
[0;1;30m[0;1;33mC[0;1;30m [0;1;33mCommercial blocks[0;1m, again, are good places for Theives to work.  Also,
[0;1;30m͹ [0;1mthese are the best places to recruit Infomen from.
[0;1;30m[0;1;33mS[0;1;30m [0;1;33mSchool blocks [0;1mare not very valuable.  The kids don't have enough cash,
[0;1;30m͹ [0;1mbut they're often stupid.  Pick up Warriors and Block Defenders here.
[0;1;30m[0;1;33mA[0;1;30m [0;1;33mAirport blocks [0;1mhave only one purpose:  Drug trafficking.  Your volume and
[0;1;30m͹ [0;1mprofits will sore if you can pick up one of these valuable ones.
[0;1;30m[0;1;33mP[0;1;30m [0;1;33mPolice blocks [0;1mare rare and very valuable.  Your risk of income members
[0;1;30mͼ [0;1mbeing arrested will decrease when the law's on your side.
[0;1m


                           GENERAL GAME INFORMATION
                           ~~~~~~~~~~~~~~~~~~~~~~~~
THE OBJECT

   Take over the city.  You need to control at least 59% of the blocks to win.
Once you have that much, no one else will be in any position to challenge you.
The game is virtually yours, so we give it to you.



TURNS

   You get one turn per day.  It represents one actual day in game time.
Income and expenses are calculated at the beginning of each day.
Once you use a gang member, you can't use him again that day.
You can't save up turns.  Play everyday or you'll fall quickly behind.
You'll notice the best players never miss a day.



BEGINNING

   You can't be attacked for your first few days, so use this time to build
up your income and recruiting forces.  You may not always use all your members
every day, but in the beginning it's probably a good idea to try.  These
first few days of "grace" period will run out whether you use them or not,
so try and play every day, especially in the beginning.



INCOME

   You bring in money from Drug Deals, Prostitution, Thefts, and Extortion.
Future mods will have more varied types.  Make sure you actually assign them
to blocks after you've recruited them.  They'll be happy sitting around doing
nothing all day if you want to let them, but you'll still be paying for them
in your expenses.



EXPENSES

   It costs money to keep your gang members around.  If you don't pay them,
morale drops and people start to leave.  Different members cost different
amounts; Block Defenders are quite cheap, where as Hitmen are really very
expensive.



SCOUTING

   There are three types of scouting currently available.  Scouting is always
done by your gang's Infomen.

   You will be able to see almost the entire city when you begin.  After the
game goes on, you won't be able to see into another gang's turf, unless you
are allied with that gang.  If you want to see unrevealed blocks in another
gang's turf, send Infomen in to investigate.  You pick the block to scout and
the number of Infomen to send.  If they quickly discover what kind of block
it is, you can choose for them to scout out the surrounding blocks also.
Speed and success of this sort of scouting mission depends on how many
Block Defenders and Infomen the gang controlling that block has.

   Combat scouting is quick and useful right before a take-over.  If you
have unused Infomen in your gang, when you go to take-over a block, you'll
have the option of first sending in a few scouts to determine the number of
enemy Block Defenders occupying that block.  This information will let you
attack en masse, virtually ensuring a win.  The more Infomen you send on a
combat scout mission, the more likely you'll get accurate information back.
However, depending on how many Block Defenders and Infomen the target gang
has, there is a chance that your scout may be caught and killed.

   The last type of scouting assignment is gathering enemy gang information.
This is easily the most dangerous of the scouting missions as your Infomen
frequently have to infiltrate and mingle with the enemy themselves to acquire
this info.  Info that can be gathered ranges from simple things like morale,
money stores, and notoriety to detailed information on the number of border
blocks, member strengths, and more.  Many an Infoman has lost his life
attempting to get valuable information like this.  The more Infomen you send,
the more information you'll get back.  Getting caught again depends mostly on
the number of Infomen and Block Defenders the target gang has.



TAKE-OVERS

   When attacking a rival block for control, to ensure a win, try to have
almost twice as many attackers as your opponent's Defenders for that block.
So, to keep your blocks safe, have plenty of Block Defenders (Infomen help
improve the odds automatically a bit too).  You can use Infomen to scout
ahead into a block and try to size up how many enemy Block Defenders are in
the area.  The more infomen you send, the greater chance of getting an
accurate estimate.

   Also, the longer a fight takes, the greater chance that reinforcement
defenders (if there are any) will join the scrap.

   Unlike Drive-Bys which can take place anywhere, you can only attempt to
take-over a block that touches one of your own blocks at the beginning of
your turn for the day.  Finally, you can't attack a new gang's turf until
after a few days when their Grace period is over.  This Grace Period will
end whether a gang plays every day or not.



DRIVE-BY SHOOTINGS

   You can use drive-by shootings to elimate some enemy gang-bangers from
blocks.  Although Warriors are typically sent on these drive-bys, Hitmen are
much more successful.  However, only four gang members can be sent on a
drive-by at any one time.

   Members sent on drive-bys can occasionally get arrested or killed.  This
danger level varies by how many members are sent, how many of them are Hitmen,
how many people are killed, gang notoriety, etc.

   Drive-bys are good for killing off income-type members and recruiters.
This will especially hurt other gangs on their next turn as they'll bring in
less money and won't be able to recruit as many new members.  Also, drive-bys
are a great way of increasing your gang's notoriety and decreasing the
enemies' morale.



RECRUITING

   You start the game with very few men, use your initial recruiters to
bring in more.  You have to balance income type members with fighting types.
You'll never make it to the end unless you have both.  Each gang is different
and it'll be up to you to find the way you like things run.  You'll notice
it's easier to recruit certain types of members in certain types of blocks.
For example, Ghetto and Low class blocks are prime locations for finding
Drug Dealers.  Whereas the chance of finding more Recruiters there is low.

   In the beginning, while you're still in your Grace period, recruit as many
men as possible.  It is only in this short time that you'll be given such a
great opportunity to get ahead.  It is an especially good chance to recruit
more recruiters so that you'll be able to bring in even more men next turn.



ALLIES

   It works well if you can make allies.  A few inexperienced gangs working
together can beat any gang, not matter how many years they've played.

   Becoming Defense allies with another gang will allow the two gangs to kind
of pool their Block Defenders together.  Further, with any alliance, your
Block Defenders will no longer be posted on blocks touching the ally.
Instead, the Block Defenders will be hanging in blocks bordering only enemy
hoods.

   A Money alliance will allow the two ally gangs to borrow and lend money
from each other.  This is good if one of the two gangs has more money than
they can even spend.  Both gangs can set borrow maximums so that the other
gang can't go crazy and borrow every last dime.

   Only one gang can win a game, however.  Eventually there will come a time
to break the alliance and start fighting again.  Allies can't attack each
other until the alliance is broken.  There is always a delay when breaking
off.  The gang breaking the alliance must send word of it and the other gang
must receive the news.  This prevents anyone from playing too dirty.




                             GANG MEMBER TYPES
                             ~~~~~~~~~~~~~~~~~
WARRIORS

   Warriors are a gang's foot soldiers.  They're used to do the majority of
offensive fighting.  They're fairly cheap to keep around and do much better
when attacking in large numbers.



HITMEN

   Hitmen are the more intelligent killers for a gang.  They're outstanding
fighters and usually good shots.  They're also the only ones with the skills
to pull off an explosives job.  Hitmen are always expensive to keep around,
but it varies with their skill levels.  A hitman's skills increase with each
job and with training.  Keep your wallet open though.  You may train a hitman
as a deadly assassin, but if you're morale drops low, he'll leave without a
second thought.



BLOCK DEFENDERS

   Without Block Defenders, enemy gangs would stomp all over your blocks, so
they're very important.  They split themselves up automatically between all
blocks bordering on enemy controlled blocks.  If another gang tries a take-
over, these are the guys who stand between them and success.

   Block Defenders are very cheap when it comes to expenses.  However, a
gang with huge amounts of territory will need a lot of Block Defenders and
the costs quickly add up.  Defenders are only needed on the edges of your
overall territory.  To maximize their number per block, take-over blocks
close together rather than spidering out.



INFOMEN

   Infomen are your ears on the street.  You can send them on various
scouting assignments, but they also have a more subtle use.  Having a few
Infomen in your gang will help you out automatically, without you even
knowning, in moves against you by other gangs and police.  They're fairly
expensive, though, so you may not want to keep a huge horde of them around.



RECRUITERS

   You want a LOT of Recruiters.  These guys are your only way of bringing
in new members.  The more you have, the more men you can recruit each turn.
Be careful not to over-extend yourself here though.  You still need the other
types to win.



DRUG DEALERS

   A fairly self-explanatory income-type person.  They're cheap to keep around
and are a good reliable source of regular income.



PROSTITUTES

   Bringing income in with prostitutes is very safe.  Chance of being
arrested or killed is quite low, but they don't bring in as much money as
some of the other types.



THIEVES

   Thieves are often the income-type member of choice.  On good days the
amount of money they bring in can be staggering.  However some days hardly a
cent will be made.  Complement Thief income with some other types to be safe.
Thieves are a little more expensive to retain.  They have this habit of
keeping a little more of the booty than they should.



ENFORCERS

   These are your public Extortion strong-arms.  The money they bring in is
very regular, but often small.  Expenses for Enforcers are about average
for income-type members.





                                   HINTS
                                   ~~~~~

 -  When you choose where you want to start, pick something away from other
occupied blocks.  This'll give you time and space to build up a good size
gang without having to worry about defense too much initially.  Also, corners
are good places as you'll only have to protect two sides later.

 -  When you start, capture a few surrounding blocks right away.  Unoccupied
blocks bordering yours will be undefended, of course, and therefore virtually
free!

 -  Recruit more recruiters.  You need to build your gang as quickly as
possible and more recruiters will let this happen.  I know you want Hitmen
and Warriors right away, but they're not much good until you're bringing in
some money and are ready to expand.  Later you can always fire off any
Recruiters you think you don't need.

 -  Watch that you have enough income-type members.  Otherwise you'll run out
of money and things'll fall apart as morale drops and your members start
leaving in droves.

 -  Don't be afraid to kick out members if they're not doing you any good.
Except for Hitmen.  Be very afraid of kicking them out lightly.

 -  Hitmen are extremely strong fighters/killers.  Bringing a Hitman to a
fight is like bringing anywhere from three to ten normal Warriors.  They're
expensive, though, so only toy with them once you're bringing in enough cash.

 -  Beware The Punisher.
                                                                           | 
o|                                                                        |o
 | Feel free to email the creator, Brent "Cowboy" Kyle, at "bkyle@sfu.ca" | 
o| if you have any other questions.  Have fun, and...  Watch your back.   |o
_|_____________________________________________________        /\  _______|_
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