How to play GangstaBigHouse.com

GANGSTABIGHOUSE GAME GUIDE


QUICK START

1. Click Hire and use some turns to hire some Operatives and Defensive Units

2. Go to the Market page to buy drugs and alcohol to keep your people happy and fuel attacks, also buy enough weapons for all your defensive units. Watch the happiness meters--low happiness is a sign you need to buy more drugs or weapons

3. Start collecting money from your operatives

4. Every ten minutes you will get free additional turns, so after you are repleted go back and get more operatives, defensive units, and contraband

5. When you are strong enough, you can start attacking other convicts within your prison (as long as they are within your networth range). Click on a convict's link to see his/her profile, then select the attack button. As a rough guide, you probably don't want to attack people with more defensive units than you---although total numbers is not the only thing that determines the outcome: types of dus, types of weapons, and what kind of attack make a difference.

6. Consider joining a gang -- it's hard to survive by yourself. You will receive invitations to join gangs, or form your own.

7. Protect some of your cash by hiding it under your mattress -- you can hide up to 15% at any one time.

8. Whatever you do, don't drop the soap!!!


ROUNDS

Each round will last 9 days. You can join the round at any time, but once the round ends, everything starts over from scratch -- convict names, gang names, all assets and turns do not carry over to the next round. (Any purchased game credits not yet redeemed for turns will carry over until you choose to redeem them).


TURNS

Everything you do in the game requires turns. Attacks, transfers, and placing the money in the bank use up a specific amount of turns. You can choose how many turns to use for hiring and collecting money (more turns get you more hires and money). When you first start playing, you will be given a number of turns (current and reserve) to get started. Every ten minutes, you will be replenished an additional 25 turns as long as your current turns are less than 2500. Reserve turns do not count towards this maximum, so you can keep turns in reserve until later in the round when you are ready to use them.


NET WORTH

All rankings in the game are based on networth, which is calculated based on the sum of your available cash, money under your mattress, a dollar value for each of your operatives and defensive units, and the wholesale cost of your weapons, drugs, carts, and travel items. The following are the networth values for each of the assets:
Operatives: sissies -- $1000, hustlers -- $2500
Defensive units: bullies -- $150,000, heavies -- $250,000, 5150s -- $500,000
Drugs: chronic -- $5, cigarettes -- $10, meth -- $50, booze -- $2
Weapons: razors -- $125, pipes -- $250, shanks -- $625, gas cans -- $1250
Travel items: fake IDs -- $25,000, guard uniforms -- $150,000
Attack Carts: library carts -- $5,000, food carts -- $25,000


PRISON GANGS

Just like in real-world prisons, convicts join gangs in order to gain respect and protection. Any player can start a gang and invite other players to join. The gang's boss can invite or kick out other members at any time, to a maximum of 20 convicts per gang. Each gang has its own set of private gang message boards, where they can coordinate attacks, discuss strategy, etc. Gang members are not allowed to attack other members of the same gang.


HIRING

In order to move ahead in the prison, you need to hire others to do the dirty work. Operatives will make money for you, while defensive units can attack other convicts, killing their operatives and stealing from them, as well as defend you from attacks. You decide how many turns to spend scouting for help. Unlike other games out there, we don't force you to spend turns getting two types of operatives together--you decide precisely who you want to hire. At the time of hiring, you can determine the payout percentage you will give out to your operatives in order to keep them happy.


OPERATIVES

Operatives work the prison making money for you, which you later collect in order to buy more drugs, weapons, etc. Sissies are the prison whores, while hustlers do xyz... Hustlers make money faster, but they are harder to find, so you can hire more sissies while using the same number of turns.


DEFENSIVE UNITS

These guys can attack other convict players (as long as they are armed) and will protect your assets from attacks. The three types of defensive units (in increasing order of strength) are:
bullies -- easiest to hire but weakest of the three
heavies -- middle of the road units, reliable soldiers
5150s -- the meanest, craziest, most dangerous guys in the prison. True killing machines, but require the most turns to find and hire


COLLECT

Decide which type of operative to send to work in your prison, and how many turns to spend. The payout percentage will be taken from your proceeds and given back to the operatives. If you try to push unhappy operatives too hard, they will start leaving you.


HAPPINESS

There are happiness meters to keep track of how happy your operatives and defensive units are. If their happiness drops, they will start to leave you if you work them. Operatives want a decent payout, chronic and cigarettes, and enough defensive units to protect them. Defensive units like to have booze and enough weapons around.


ATTACK

This is most exciting part of the game. Once you have enough well-armed defensive units, you can attack other convict players in your same prison. You can only attack convicts whose networth is between 1/2 to 4 times your own networth. To attack, click on a convict's name to see his profile--in the profile page then click on the attack button (if the convict is not within your networth range you will see "out of range" and if the convict is currently in a different prison you will see a "travel" button instead). In every attack, you will try to kill your opponents defensive units. The convict that brings more strength to the fight (combination of unit and weapon strength and numbers, also taking into account the significant protection that the carts provide during a cart attack) wins the attack. If the attacker loses, in addition to the dead defensive units, he risks losing a portion of his available cash. If he wins, the spoils of the fight depend on the type of attack:

Run up the cell -- Pure fight between defensive units. Whoever wins gets to steal a percentage of the available cash from the loser

Rob drug stash -- The attacker, if he wins, gets to steal a portion of the target's drugs

Steal carts -- The successful attacker gets to steal some of the attack target's carts

Steal travel items -- Attacker tries to steal id's and guard uniforms

Attack operatives -- If the attacker wins the fight, he gets to kill some of the target's operatives (in addition to the massacred defensive units)

Cart attack -- The attacker only brings to the fight as many defensive units as fit behind the food and library carts. The carts also provide VERY SIGNIFICANT additional protection -- the chance of getting killed from behind a cart is only about ONE HALF of the chance of getting killed from other types of attacks (everything else being equal). This attack is only about killing other operatives -- no stealing takes place. Only the attacker's units that fit behind the carts are at risk of being killed. The carts DO NOT OFFER PROTECTION to the convict being attacked, only to the attacker during a cart attack.


GASSING

You can gas (throw feces and body fluids at) any other convict in your prison, regardless of networth. This is your chance to embarrass the big guys! The last person to gas a convict will show in the gassing victim's profile. Watch out, though, since gassing lets the victim revenge-attack you back for 24 hours (any kind of attack, not just gassing).


PROTECTION

If you are attacked--and lose those attacks--too much (more than 24 times in one hour) you are protected from further attacks. You are then open to attacks at the rate of 1 per hour after that. If you try to attack a convict that is protected, you will get a message that he has been attacked too many times. This protection does not prevent you from being gassed or from revenge attacks. Keep in mind that attacks in which the attacker loses also do not count against the protection total (in order to prevent deliberate weak friendly fire as a way to achieve easy protection). Also, this protection disappears during the last hour of each round.

You are also protected after you hire. You will get 1 second of protection for each turn used for hiring, with a maximum of 60 seconds of protection from your most recent hire.


REVENGES

Once a convict is attacked, he has a revenge option on the attacker. This means that, for 24 hours, he can answer his attacker with other attacks regardless of the networth or of protection status. Of course, a revenge attack then creates a revenge back on the revenge attacker.


TRAVEL

Since you can only attack convicts in your own prison, travel is a way to escape attack, or to chase someone in another prison. If you want to switch prisons, you need either fake ID's and/or guard uniforms in order to move all your operatives and defensive units. If you do not have enough travel items for your guys, you need to pay bribe money.


BLACK MARKET

Here you can obtain all the necessary goods. The buttons at the top determine whether you want to buy, sell, or trade.Once you buy items, you can only sell them for half of their original price. Weapons cannot be sold, only traded with other weapons based on their price. If you want to buy the maximum amount of one kind of item (using all of your available cash) use the MAX button below the item. Similarly, if you want to sell all of your inventory of an item, click on the MAX button for that item. The following can be found in the black market:

Drugs -- needed to keep your operatives and defensive units happy. They are used up during collection and attacks, so keep your stash well stocked. Meth is special in that it gives your defensive units additional strength during an attack you initiate (it gets used up quickly)

Weapons -- used for attacks. The more expensive the weapon, the more deadly it is

Carts -- used for cart attacks. Each library cart can hold 5 defensive units, while each food cart hides 10

Travel items -- used for smuggling your operatives and defensive units into a different prison. A fake ID is good for 40 guys, while each prison guard uniform lets you smuggle 300.

Tattoos -- creates the sense of greater strength, so you can intimidate other convicts. Tattoos increase the number of defensive units other convicts see in your profile. Tattoos do not actually affect the outcome of the attacks.


MATTRESS

You can hide up to 15% of your available cash under the mattress. While under the mattress, the money cannot be stolen by another convict during an attack. You can retrieve the money later at any time.


MONEY TRANSFER

You can transfer any portion of your available cash to another convict, up to a total maximum transfer of $100 billion (combined transfer from you to any other convicts) in one round. The convict has to accept the transfer before it becomes final. Any convict can exercise the option of automatically accepting all transfers---this can be setup in the profile page. By default, transfers from fellow gang members are automatically accepted, but this can be changed from the profile page.

Transfer also affect the prize tiers. A transfer from a convict in a higher tier, if accepted, pulls the convict who receives the transfer up to that tier.


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