NORDKRIM
Guide

Gangs and territories

A gang gives you people to play with: a shared treasury, a headquarters, organized crime and the fight for the cities. You can join a gang or found your own from rank Løpegutt (runner). Territories open at rank Håndhever (enforcer).

Join a gang, or start your own

Go to Gangs to found your own gang (it costs kroner and you become its leader) or join an existing one by invitation. Joining a gang and founding one both open at rank Løpegutt (runner). The gang roles are Don (leader), Underboss, Capo and Soldat, and the gang shares a treasury. Gangs fight for control of the eight cities: an unowned city can be taken for a large sum from the treasury, while a city held by another gang has to be besieged in a battle both gangs can join. You choose when the attack lands, between 2 and 24 hours ahead.

Territories

Gangs fight over the eight cities of the Nordics. A city without an owner can be taken directly for a large sum from the gang fund. A city already held by another gang must be BESIEGED — and a siege is not one roll of the dice, but a fight both gangs can turn up for. You choose WHEN the attack lands yourselves — between 2 and 24 hours ahead — so the gang can gather at a time that actually suits. The fund pays the price at once, everyone in BOTH gangs gets a personal message with the time, and anyone can turn up at any time before it lands. If the city has Guard posts, you must give notice even earlier: each level forces an extra hour. YOU MUST BE IN THE CITY to take part, on both sides — travel there in time. Each member who joins uses 100 Bullets and 15 energy, and when it is decided both sides take damage according to how big the loss was; if you lose badly you end up in the hospital. If you have not turned up when it gets close, you get a last reminder. What decides it is the combined POWER of those who actually showed up: your combat stats, your weapon and armor, and the training facilities at the gang’s headquarters. Ten ordinary members weigh about as much as two maxed players — this is a gang fight, not a test of who has the strongest single player. On top of the defenders’ power come the city’s own walls and guards, which are there regardless of whether anyone shows up, so a sleeping gang is never free to rob. The chance is shown on the city card BEFORE you attack, and shows three numbers you can move yourself: what you manage alone, what those in your gang who are already in the city manage, and what the whole gang manages if everyone travels there — plus how much the defense can field. The chance is always between 2% and 88%.

Defending a city

The city you just took is UNSETTLED for 12 hours: it gives only 40% income, and attackers have an easier time taking it from you. Flipping a city is easy — holding it through the unrest is the feat. A conquest also resets all the defense the city had, because the walls came down in the fight and no lookout, informants or bribed people work for the new owner. You can then build up four things, and you choose what to prioritize yourselves: WALLS (up to 5 levels) are pure defensive power that counts even if nobody shows up. GUARD POSTS (up to 3) make the siege window longer, so you get more time to gather people. INFORMANTS (up to 3) warn you when a foreign gang starts to gather in the city — before they get to attack. BRIBES (up to 3) mean that the police are in your pocket: attackers who lose a siege against you risk being picked up and put in prison. Everything is paid from the gang fund.

What it costs to hold a city

Yes. Each city costs upkeep per day from the gang fund, and the cost is MULTIPLIED by how many cities the gang holds — so the fifth city costs five times what the first does. Owning the whole map should hurt. If the fund cannot pay the bill you do not lose the city automatically: it falls into decay, which means it gives no income at all and the walls erode one level per day until you pay. So the city never disappears by itself — but a rival who sees that you cannot afford it can come and take it.

What a city gives you

Beyond the passive income to the gang fund: the city has room for ONE EXTRA business of each type as long as you hold it, the smuggling route at the headquarters gives 8% more per city you control, and it is 25% cheaper to fly to or from your own city. If you are in a declared gang war and take a city from the opponent, it counts 25 of the 100 points that decide the war.

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