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IACRULES.TXT
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1989-08-03
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IT'S A CRIME!
Official Game Rules
Copyright (c) 1988
by Adventures by Mail, Inc.
All rights reserved.
Designed, Written, and Programmed
by Jack. B. Everitt, Robert I. Cook,
and Michael Popolizio
IAC! Utility Program Designed, Written,
and Programmed by Bruce H. Graw
WHAT THE HECK IS THIS?
This is an introductory play-by-mail game. Yes, a game that is played
using our postal service. Why would you want to play a game through the mail?
Many people think it is the most enjoyable way to play. This particular game
makes use of all of the advantages a play-by-mail game has over other types of
games. For instance, unlike games where each player knows everything, you
know only what you need to know to begin--our computer system knows the rest.
This makes for exciting mystery and allows you to make discoveries as you
play.
You will find It's A Crime! a fun and interesting game. You may find
yourself rushing home each day hoping to receive your results. It's also a
great way to meet new people and make new friends because there are hundreds
of players in each game.
Adventures By Mail is the impartial moderator (referee) for the game.
Our computer carries out your instructions. The computer programs for It's A
Crime! are extremely sophisticated and, as you will discover, there's a lot
more to this game than meets the eye!
HOW DO I PLAY?
You use two things to play: the TURN CARD and the RESULTS SHEET. You
write your orders on the turn card and then mail the card to us. We input
your orders into our computer. The computer processes your orders and prints
out a results sheet. We mail this results sheet back to you.
When the envelope arrives, you open and examine the results sheet. You
have now completed one turn. After reading it, you decide what your next set
of orders will be. You then fill out another turn card and mail it to us.
You repeat this procedure for as long as you want to play or until the game
ends (but not more often than once per game week).
YOUR POSITION
You play the part of a gangleader who controls a group of misguided
youths. Your gang is one of roughly 500 gangs inhabiting New York City in the
late 1990s.
New York City is in bad shape. The brave citizens who remain are now in
a life-and-death struggle with the growing number of drug-crazed street gangs.
The NYPD is severely undermanned. The street gangs rule the city.
WHAT DOES IT COST TO PLAY?
Answer: NOT MUCH! You have all of the materials you need to begin play,
or can get them FREE from Adventures by Mail by simply sending in a postcard.
YOUR FIRST TWO TURNS ARE FREE. Thereafter the cost of a single turn is $1.50.
The only other cost to you is a stamp to mail your turn card to Adventures By
Mail. See the House Rules card for further information.
THE OBJECT OF THE GAME
Your main goal as a gang leader is to control a very powerful gang. 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 become the Godfather, whereupon you are declared
the winner and the game ends. There are several steps which you must complete
before you can even try to become the Godfather. See the section on the Boss
Level for more information.
We award MANY prizes for various achievements. For example, if you
become Godfather you can play your next gang free for the entire game. If you
are Capo (the Godfather's most notorious gang), you get 50 turn credits.
GANG COMPONENTS
GANG NAME AND GANG#: You must give your gang a name. Although several
gangs may have the same or similar names, each gang has a unique gang number
identifying it. When you read about the actions of any gang you will always
see the gang name followed by its gang number.
GANG MEMBERS: There are three types of gang members. 'CRUITS are your
newest recruits and are your least experienced members. PUNKS have gained
some valuable experience and are superior to 'cruits. PROS are the leaders of
your gang.
TURF: Your turf consists of all the blocks under your control. You
start the game in control of 1 city block.
NOTORIETY: This is how strong your gang is perceived to be by outsiders
(city inhabitants, police, and the mob). Notoriety will change according to
the actions of your gang. 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.
WEALTH: This is your money.
MORALE: This is the state of your gang's spirit and confidence. Morale
decreases naturally each turn (usually by one or two points). The easiest way
to increase it is by partying! Morale is on a scale of 1-100. Keep your
morale above 10!
WEAPONS: Gangs have a sufficient supply of handguns, chains, bottles,
and knives. You can also acquire special items which increase the chance of
success of certain orders.
CITY BLOCKS
The city has almost 10,000 blocks. Each block can have from one to three
different types of buildings.
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.
Each block has a "defense level." This represents how often the police
patrol the block, and how resistive and alert the residents are to your
actions. Lower defense levels increase your chances of success with Control
orders vs. Uncontrolled blocks as well as on Mug, Rob, and Firebomb orders. A
block's defense level has nothing to do with the defense of the gang which
controls it.
MAPPING THE CITY
Mapping is very easy and a lot of fun. Once you start playing, you will
want to create a map of your gang's turf and the surrounding blocks. The city
is composed of 99 x 99 blocks. Picture it as a large grid with each box
representing a block. Each block on the map is numbered in the following
format: block# = XXYY. "XX" is the x-coordinate (horizontal), while "YY" is
the map's y-coordinate (vertical). Therefore, the corners are numbered 0101
(southwest corner), 0199 (northwest), 9999 (northeast), and 9901 (southeast).
EACH BLOCK IS ADJACENT TO 4 OTHER BLOCKS (except for blocks located along
the edges of the city). 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.
Be careful to number your map correctly. On the back page of the rules
you will find a sample map. Refer to it if you make your own map using the
blank map card. (Note: This sample map is not included in this computerized
rulebook. However, since the IAC! Utility program will handle all block map-
ping functions, it isn't really necessary.)
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 order 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 which consists of only derelict buildings.
A gang may control no more than 40 blocks.
GANG INCOME AND EXPENSES
Each turn 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.
Members of your gang receive some of the gang's funds each turn 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.
Your results sheet shows the income you received from blocks and gang
expenses you paid. These figures do not include money expended and acquired
from actions performed during this turn.
TRAVELING IN THE CITY
Hop on the subway or bus or just walk. Public transportation is excel-
lent 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 farther away from your turf that they attempt an
action, the more likely they will get lost or sidetracked 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 write
a letter to 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 or an Ambush 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 Adventures
By Mail. 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 labeled "Double Turn Area." (Note that the First Gang Turn Card
will not show this 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
Orders Turn must be filled in on a single turn card by using the Double Turn
Area on the card. Do not use a second turn card!
%GANG
The concept of %gang is the most difficult thing to understand and ex-
plain 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 you to specify a %gang
number. %Gang is the percentage of your gang you send on your order. It is
calculated for each of the three 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 %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 turn (i.e. the one you are about to send in) and are 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 Orders Turn, your %gang numbers must
still total no more than 100%. You do NOT get to send 200% of your gang.
ORDER TYPES
It is now time for you to learn how to issue orders to your gang. The
following paragraphs contain all the information about each order, including
its format, an explanation, and an example. Some order types simply consist
of a single letter while others are made up of a single letter followed by a
series of numbers. The parts of the order enclosed in parenthesis are numbers
you must supply. The parenthesis are NOT a part of the order and should not
be copied. THE ORDER IN WHICH YOU WRITE YOUR INSTRUCTIONS ON THE TURN CARD IS
THE ORDER IN WHICH THEY ARE PROCESSED. ORDER #1 IS PROCESSED BEFORE ORDER #2,
AND SO ON.
The specification of "bldg#" (building#) is a number from 1 to 3. In
section 2 of your results sheet you will see up to 3 building types listed for
each block. Specify "1" for bldg#1 to target the first building type listed,
"2" for the second, and "3" for the third.
Warning: It is not advisable to issue the same order type many times
during one turn (e.g. 7 Control orders is excessive).
All of the order types benefit you in some way and you should try each of
them at appropriate times to see what effect they have.
A (%gang) (block#)
AMBUSH. 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#
which is controlled by the gang you wish to ambush. Note that the total %gang
you specify in all of your Ambush orders during a turn may not exceed your
gang's morale (i.e. if you 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.
For example: A 24 4838 would send 24% of your gang to ambush the gang
which controls block 4838.
B (amount of money) (item#)
BUY. Spend gang money attempting to purchase special items. Items are:
(1) shotguns, (2) submachine guns, (3) small bombs, and (4) streetdope. The
number shown in parenthesis before each item is the item# used in the order.
You can use items on the same turn you purchased them, but only in orders that
occur AFTER the Buy order.
For example, B 800 4 would have your gang attempt to spend $800 purchas-
ing streetdope.
C (%gang) (block#)
CONTROL. Attempt 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 speci-
fy a block ADJACENT (connecting) to one that your gang already controls.
Diagonal blocks are not considered to be adjacent.
For example, C 35 4934 would send 35% of your gang to try and take con-
trol of block 4934.
Special note: If you already control the block or if it is not adjacent
to your turf, your gang will then try to retake control of a block your gang
lost since your last turn was processed (if there were any).
D (gang#)
DEFEND AGAINST GANG. Your gang will watch out for this particular gang.
This is a standing order that will be in effect until you change it. Each
turn you will learn this gang's notoriety and how many blocks it controls.
Further, if this gang tries to grab one of your blocks or attempts to ambush
you, your gang will respond with greater effectiveness and take fewer losses
than normal. You may only defend against one enemy gang at a time.
The one disadvantage of this order is that your gang members tend not to
run away when heavily outnumbered.
For example, D 481 defends your turf against gang# 481.
E (%gang)
ENLIST RECRUITS. 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).
For example, E 22 uses 22% of your gang to enlist new members.
F (%gang) (block#) (bldg#)
FIREBOMB. Your gang commits 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 effec-
tiveness, and, if they are available, your gang will use as many as necessary.
For example, F 18 3463 2 will send 18% of your gang into block 3463, who
will attempt to burn down building #2. If they succeed, you may receive a
payoff.
M (%gang) (block#)
MUG. Mug a defenseless-looking person found on the block. Try to send
at least one pro or punk.
For example, M 11 3088 sends 11% of your gang into block 3088 to mug the
first unfortunate soul they find.
P (amount of streetdope)
PUSH DRUGS. Sell drugs for profit. Warning: Big time pushers come to
the attention of the police narcotics unit.
For example, P 9 orders your gang to try to sell 9 streetdope.
R (%gang) (block#) (bldg#)
ROB. Rob a particular building. Send a pro, but not a large number of
gang members.
For example, R 13 2309 1 would send 13% of your gang into block 2309 to
rob something from one of the bldg#1 buildings.
S (gang#)
SPY ON GANG. Secretly check out a rival gang.
For example, S 903 will cause your gang to scout gang# 903.
T (%gang)
ACT TOUGH. Act tough/rowdy, play ghetto blasters at deafening volume,
etc. Your gang members will seize the first opportunity to cause some trouble
or make some bucks. Send more than one gang member, but not a whole lot of
your gang.
For example, T 8 will cause 8% of your gang to hang out and act tough on
your turf.
U (amount of streetdope)
USE DRUGS. Party! Get your gang high. Very good for boosting low
morale.
For example, U 12 will cause your gang to throw a party and use 12 of the
gang's streetdope.
SCOUTING
You can scout any four blocks in the city each turn. You will also
receive a report of all the blocks you control and of blocks where you con-
ducted actions.
If your gang is large enough, you can scout up to four more blocks when
you do a Double Orders Turn. Your gang must have 55 or more members to scout
a 5th block, 70+ for a 6th block, 85+ for a 7th, and 100+ for an 8th.
BOSS LEVEL
If your gang is very successful, your gang leader may become a mob boss.
You can then get into prostitution, big-time drug dealing, bookmaking, fencing
stolen goods, and laundering money. You will employ enforcers and may even
hire an out-of-town hitman to do your dirtiest deeds.
The Boss Level will begin around the middle of game week 21. Gangs who
form Crime Families will receive a Boss rulebook, results sheet, and an update
of their gang. Only 30-45 gangs form Crime Families at the start of the Boss
Level. To be considered, your gang must be the toughest in your section of
the city and have at least 30 blocks, 13 pros, $5,000, 5 submachine guns, and
400 Notoriety. The more you exceed these minimums, the greater your chances
of forming a Crime Family.
PLAYING NOTES
You now know quite a bit about It's A Crime!. Still, there is much more
to the game than what you have just read because these rules contain only the
information we want you to know at the start of the game. You will learn much
more about the game through playing. Discovering how things work, deducing
the parameters which affect the success of your actions, determining whether
or not to participate in special deals, etc., are all part of the learning
process.
We used common sense in designing the possible results for each order
type. Every order type, as you will discover, has a wide range of results,
but none are purely random. They depend on important factors such as the num-
ber and quality of your gang members and block defense levels.
The It's A Crime! newsletter is published 3-6 times per year and costs 2
turn credits per issue. It contains questions and answers, articles, free
player ads, and a whole lot more. While it is not mandatory for you to sub-
scribe, it is very important that you at least read a friend's copy. To
subscribe, write "CN" in the appropriate space on your turn card for only one
gang under your control.
A FEW HINTS
You will occasionally receive hints picked up on the street. Here are a
few to start you off: On your first couple of turns you should attempt to
capture at least two blocks each turn. It is quite important to establish a
good-sized turf early in the game. Always use 100% of your gang every turn.
Do not use an E order if your turf is smaller than 6 blocks--do a C order
instead (you'll get more guys taking over a block than trying to recruit from
a small turn). Don't use the A order for a while. Buy and push drugs to make
some quick dough. Do not worry if you have a low notoriety early on--it is
more important to build up a strong gang and sizable turf than get lots of
notoriety.
PROCESSING PERIODS
Each game of It's A Crime! has its own game#. YOUR STARTUP RESULTS SHEET
DOES NOT STATE A GAME#, BUT DON'T WORRY--YOUR NEXT RESULTS SHEET WILL CONTAIN
THIS INFORMATION.
Depending on the game, a processing period (also called a game week)
lasts 11 or more days. You may have one turn processed in each game week.
The dates of the next processing period for your game appear at the top of
your results sheet.
1. IF YOUR TURN CARD ARRIVES AT ADVENTURES BY MAIL EARLY, it will be
processed on the first day of the next period. However, your turn is proc-
essed right away if you are eligible for a make-up turn.
2. IF YOUR TURN CARD ARRIVES ON TIME, it is processed immediately.
3. IF YOUR TURN CARD ARRIVES LATE, it is processed immediately. You
have missed one or more periods--but you can make them up.
MAKE-UP TURNS
For whatever reason, there may be times when you fail to have a turn
processed during a particular game week. You can make up every missed turn,
at the rate of one every three game weeks. The top of your results sheet will
inform you when you can submit a make-up turn.
A MAKE-UP TURN IS DEFINES AD THE SECOND TURN PROCESSED FOR A GANG IN A
SINGLE GAME WEEK.
The best way to make up turns is to send in turns as quickly as possible
until you catch up. It is risky to submit a turn before you get back the
results of your last turn.
INACTIVITY
If you do not submit a turn card for your gang for 3 or more consecutive
game weeks, we reserve the right to turn your game over to someone who wishes
to send in turns on a regular basis.
SEQUENCE OF PROCESSING
Turn events occur in this order:
1. Your orders are processed in the order you write them.
2. New 'cruits acquired during the turn are inducted into the gang.
3. Block income is determined and added to your gang's wealth.
4. Gang expenses are determined and subtracted from your gang's wealth.
5. Gang members are promoted.
WARNING
Your results sheet is current when it is printed, but things may have
changed by the time your next turn is processed. You will have to anticipate
these changes (such as enemy gangs capturing your blocks). It is a skill you
must develop to succeed in It's A Crime!.
You CANNOT specify the input order for turn cards of different gangs.
READY TO PLAY?
You've finished reading the rules. If you've decided this game just
isn't for you, please pass these rules and the other game materials on to a
friend.
However, if you want to give it a try, look over your enclosed results
sheet while re-reading the rules. If you did not receive a start-up results
sheet, fill in a turn card (or postcard) with your name and address, and write
on it that you wish to be set up. We will send you a start-up results sheet,
along with credit for two free turns.
When you've finished reading over your start-up results sheet, begin
filling in your turn card. Look over how we filled in the sample turn. When
you have filled in your turn card, mail it to us. We start a new game every
3-5 weeks and you will be in the next game started.
If you are really excited about playing, you can start with up to 2 gangs
in each new game.
SAMPLE RESULTS SHEET
------------------------------------------------------------------------------
Gang #160 in the next new game
ACCT# (none yet) TURN CREDITS = 2
TURN# 0 WEEK# 0
-- YOUR NEXT RESULTS SHEET WILL SHOW YOUR GAME# --
-- If you already have an ACCT# with us, please use it for this gang --
* * YOUR GANG'S RESULTS SHEET * *
Welcome to It's A Crime!
YOU SCOUTED THE FOLLOWING BLOCKS: 4833, 4932, 4934, 5033
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 8 Morale: 27
Prev. Wealth: $2014 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 12 Streetdope: 0
Gang Expenses: $0
Current Wealth: $2014 Pros: 2 Punks: 4 'Cruits: 13
(adjustments) (+0) (+0) (+0) (+0)
------------------------------------------------------------------------------
Section 2: Report of your turf
BLOCK BLOCK BUILDING TYPE PERCENTAGES BLOCK DEFENSE ACTIVITIES
# CONTROLLED BY BLDG#1, BLDG#2, BLDG#3 INCOME LEVEL DISCOVERED
----------------------------------------------------------------------------
4833 (UNCONTROLLED) 47% apts.,4%financial,49%indust. VERY WEAK
4932 (UNCONTROLLED) 88% apartments WEAK
4933 (YOUR GANG'S BLOCK) 59% offices, 29% restaurants $293 VERY STRONG
4934 (UNCONTROLLED) 16% financial, 84% apts. STRONG
5033 (UNCONTROLLED) 6% finan.,19%apts.,75%warehouses CAUTIOUS
------------------------------------------------------------------------------
Section 3: %GANG Chart for your gang
(used to figure out how many gang members are sent,
depending on the %gang you specify in an order)
YOUR GANG NUMBER TO BE SENT
HAS 1 2 3 4 5 6 7 8 9 10 11 12
-------------------------------------------------------------
2 Pros 50%
4 Punks 25% 50% 75%
13 'Cruits 8% 16% 24% 31% 39% 47% 54% 62% 70% 77% 85% 93%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 16, you will send 0 pros, 0 punks, and 2 'cruits.
If %gang = 25, you will send 0 pros, 1 punk, and 3 'cruits.
If %gang = 49, you will send 0 pros, 1 punk, and 6 'cruits.
If %gang = 50, you will send 1 pro, 2 punks, and 6 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
------------------------------------------------------------------------------
SAMPLE FIRST TURN CARD
Gang Name: KINGPINS
Your Name: KYLE GOODWIN
Street/Box: SHEA STADIUM RD. #1
City/St/Zip: FLUSHING, NY 10048-0276
Gang#: 160
Acct#:
(gang#)
(amount) (item#)
(letter) (%gang) (block#) (bldg#)
Order #1: R 19 49321
Order #2: C 75 4934
Order #3: B 1550 4
Order #4: C 6 4833
Scout blocks: 5032 4832 5034 4733
------------------------------------------------------------------------------
HOW WE FILLED OUT THE SAMPLE TURN CARD
GANG NAME: We chose a gang name, which can be up to 20 characters in
length, including spaces, and filled this in. Do not choose a name that
begins with "The" or the leader's name. Good choices are "Shamrocks" and
"Death Scavengers." Bad choices are "The Shamrocks" and "Dirk's Scavengers."
NAME AND ADDRESS: We filled in our name and complete address.
GANG#: We carefully copied the gang# from our results sheet.
ACCT#: We don't have an account number yet, so we left this area blank
and we will then be assigned one.
ORDER #1: We decided to have 19% of our gang members attempt to rob an
apartment complex on block 4932. (2 'cruits went plus 1 pro because it is the
first order with a %gang.)
ORDER #2: We decided to send 75% of our gang to attempt to take control
of a tough block, 4934. (1 pro, 3 punks, and 9 'cruits.)
ORDER #3: We decided to purchase drugs and try to spend $1550.
ORDER #4: We decided to send 6% of our gang to attempt to take control
of block 4833, which should be a pushover. 6% would normally not send any
gang members--it's not enough to send even one 'cruit--but this 6% puts our
total %gang at 100% and so whatever remains of our gang is sent. In this
case, 1 punk and 2 'cruits remain unallocated.
SCOUTING: We decided to scout blocks 5032, 4832, 5034, and 4733.
HOUSE RULES
COST: Startup is FREE. The first two turns are FREE for your first
gang. Turns thereafter are $1.50 each. You must pay for at least eight turn
credits at a time ($12.00). Beginning on turn 3, you have the option of doing
a "Double Orders Turn," which costs two turn credits instead of one.
TURN CREDITS: At the top left side of your results sheet is something
labeled "Turn Credits = #." This is the number of turn credits you have left.
IF TURN CREDITS = 0, BE SURE YOU SEND A CHECK OR MONEY ORDER FOR AT LEAST $12
IN AN ENVELOPE WITH YOUR TURN CARD. You must have a sufficient number of turn
credits for your turn to be processed. The computer will not process a turn
for any gang if it has insufficient turn credits. There are no exceptions.
Gangs may not share turn credits. Each gang must have its own supply of
turn credits.
PAYMENTS: Make checks and money orders payable to Adventures By Mail,
Inc. Be sure you send your payment with your turn card. Please write your
ACCT# on your check as well as the GANG# for which you are purchasing turn
credits.
YOUR ACCOUNT: Upon entering an Adventures By Mail game, you are assigned
an ACCT#, and all money sent to Adventures By Mail is logged in this account.
AUTOMATIC TURN CREDIT DEDUCTION: Players who maintain funds on account,
usually because they are playing other Adventures By Mail games, can request
that turn credits automatically be added to their gang and the amount deducted
from their account. A minimum of 16 turn credits must be specified.
VISA/MASTERCARD WITH AUTOMATIC TURN CREDIT DEDUCTION: Players wishing to
pay by this method must first obtain an authorization form from us. Just
write on the turn card, "Send me a VISA/MC form." When you return it, please
specify on your turn card how many turn credits you want to pay for at a time
(minimum of 16) and whenever a gang of yours has its turn credits drop to
zero, its turn credits will automatically be increased by the number you
specified and your account will be charged accordingly.
PHONING IN ORDERS: You may phone-in your turn at any time. Our office
hours are 8 a.m. - 4 p.m. Eastern Time. From 4 p.m.- 8 a.m. you read your
turn card to our answering machine. You are charged a one-turn-credit,
phone-in fee. If you are phoning from outside the continental U.S., you will
not be charged the phone-in fee if you mention so when phoning in your turn.
NOTE: Upon joining this game you agree to abide by all decisions made by
Adventures By Mail that pertain to this game.
QUICK REFERENCE
ORDERS SUMMARY
Ambush A (%gang) (block#)
Buy B (amount of money) (item#)
Control C (%gang) (block#)
Defend D (gang#)
Enlist E (%gang)
Firebomb F (%gang) (block#) (bldg#)
Mug M (%gang) (block#)
Push drugs P (amount of streetdope)
Rob R (%gang) (block#) (bldg#)
Spy on gang S (gang#)
Act tough T (%gang)
Use drugs U (amount of streetdope)
SPECIAL ITEMS
Item # Special Item Rough Cost Used in Orders
1 shotguns $500 Ambush, Control
2 submachine guns $1000 Rob, Control
3 small bombs $200 Firebomb
4 streetdope $50 Push, Use
Pros and punks will be allocated shotguns and submachine guns at the first
opportunity. That is, on your first Control, Ambush, and Rob orders, until
all are allocated.
BLOCK DEFENSE LEVELS COMBAT VALUES
1 Pitiful 'cruit = 1
2 Very Weak punk = 3
3 Weak pro = 9
4 Cautious
5 Alert shotgun = 6
6 Guarded submachine gun = 13
7 Rough
8 Strong
9 Very Strong
10 Too Strong
11 Invulnerable
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ADVENTURES BY MAIL, INC.
P.O. BOX 436
COHOES, NY 12047-0436
KJC GAMES, P.O. BOX 11,
CLEVELEYS, BLACKPOOL,
LANCASHIRE FY5 2UL
HOTLINE: (518) 237-4870
MONDAY-FRIDAY, 8 a.m. - 4 p.m.