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The Tombs
Spring a soul from county jail and you bank respect — and a favor owed. Each bust sharpens the skill, raising your odds on the next.
{{ cityName }} — Territory
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The Five Families
Respect is the only ledger that counts. Climb it. Click any family to scope their operation.
The {{ famName }} Family
No Family Yet
You can't run a crew until you've been made. Earn your stripes, take the oath, then found your own outfit.
You've been made. Time to stitch your name into history — found your own outfit.
Your Crew
Soldiers don't come from nowhere. Put associates on the payroll and each earns his keep — muscle rides shotgun on your turf assaults, earners fatten the rackets, wheelmen pad your scores and dodge the law, fixers grease the locks at the Tombs. Keep them paid, or watch their loyalty walk out the door.
The Hit List
Settle scores and soften rival families before you move on their blocks. Lose, and you wake up in a hospital bed.
Rackets
Buy a joint and let it earn. Every racket fills its envelope around the clock — collect before it overflows, then plow the cash back in to grow it.
The Armory
Cash buys hardware, and hardware wins fights. Carry one melee weapon and one primary firearm into every brawl — damage and accuracy decide the hit, while a firearm's magazine and rounds-of-fire decide how long it keeps talking before you reload.
The Den
Two games. Two ways to get richer — or broker. The house has an edge, but a lucky night has made more than a few careers.
Smuggling Routes
Buy low in {{ cityLabelLine }}, move it to {{ otherCityName }}, sell high. Every run carries real risk.
The Hideout
Where you lay your head sets the rhythm of the whole operation. Better quarters mean faster recovery, a bigger crew, and a lighter touch with the law.