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 ------------------------------------------------------------------------------ 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.