πŸ—ΊοΈ Turf Wars

Gangs, stash houses & the fight for London

πŸ’· The idea

Turf Wars is a territory game layered on top of gangs. London is carved into 10 boroughs, each with a business and a stash house. Your gang stakes treasury PAT to hold a borough, lives off its business, and raids rival stashes for their loot.

The one rule that shapes everything: you can never hold turf for free. Claiming a borough locks treasury PAT into its stash β€” and that same staked PAT is exactly what an invader walks away with if they crack it. Hold more, expose more. Grow the roster, owe more wages. Push toward the centre, and your borders multiply faster than your income. Ambition is the risk.

The reward is worth it, though: controlling turf pays your members daily wages, feeds the gang treasury, and grants perks that make your crew better at heists, the arena and the shop.

πŸš€ Getting started
  • Be in a gang β€” !gang create <name> (50,000 PAT) or get invited with !gang invite / !gang accept.
  • Bank some money into the treasury: !gang deposit <amount>. Claims, wages, fortifications and upgrades all come out of the treasury.
  • Take a borough: !claim <area>. Your first claim can be any free borough; after that you can only claim or !invade a borough that borders turf you already hold.
  • Check the map any time with !map, or a single borough with !turf <area>. The live map is at /turf.

No land-grabs. Every gang starts with a territory cap of 2 boroughs β€” no matter how high your level is. The cap only grows as your gang earns rep after turf launches, and there's a cooldown between claims. So no one gang can seize the whole map on day one; empires are built over time.

πŸ™οΈ The map β€” 10 boroughs

A ring of cheap outer boroughs surrounds a pricier midtown, with the Mayfair casino at the centre. Midtown boroughs border five others each (the most exposed on the map) and are the only way in to Mayfair β€” so the richest ground is also the hardest to defend. Each business hands its controlling gang a perk.

BoroughBusinessTierControlling-gang perk
CroydonAutoshopouterCheaper invasion buy-ins; shorter war cooldowns
BrixtonFight ClubouterArena & brawl winnings +10% for members
PeckhamGun Storeouter+1 to members' invasion rolls
HackneyWarehouseouterMove stake between your areas; βˆ’20% upkeep
TottenhamBunkerouterHeist-shop gear βˆ’20% for members
CamdenDispensaryouterMembers' heist heat cools 50% faster
Canary WharfMoney Launderingmidtown+2%/day treasury interest; softer police raids
ShoreditchCounterfeit CashmidtownBig income β€” but runs hot (more heat)
SohoNightclubmidtownPassive income + a daily bonus per member
MayfairThe CasinocasinoSkims the room's casino rake; huge prestige & bounty
πŸ’° The economy

Businesses don't print money β€” they capture spend that already leaves players' pockets. When someone pays the wheel, queues a song, buys heist gear, tips, or loses at the tables, a slice flows to whoever controls the matching business. A borough sitting on live activity earns its full income (and even more when it's busy); a quiet one earns much less. Each day the treasury settles up:

  • Income in β€” every held borough pays its business earnings into the treasury.
  • Wages out β€” 10,000 PAT/day to every member (more from a Nightclub). Wages are paid only if the treasury can afford it after upkeep.
  • Upkeep out β€” each borough costs daily upkeep, and the per-borough cost rises the more you hold. Stretch too far and upkeep eats you alive.

Insolvency bites. If the treasury can't cover upkeep + wages, boroughs go neglected (income and defences drop) and members who go unpaid for 2 days can !defect and walk. Over-expanding doesn't just stall you β€” it unwinds you.

πŸ’₯ Invasions

To take an enemy borough you raid it β€” a heist-style assault on its stash house. !invade <area> (a borough bordering your turf) musters a crew for a buy-in; your gang-mates !join. The defending gang rallies with !defend β€” each online defender raises the wall (capped by their gang level).

The crew rolls through a few rounds against the stash's defence DC (base + fortifications + defenders). Raiders who fail a round are repelled; survive to the end and you crack the stash.

  • Win β€” you seize 60% of the staked PAT (split between the crew and the treasury), flip the borough and its business to your gang, and its defences reset. A short cooldown protects the new holder.
  • Lose β€” the raiders' buy-ins go to the defenders' treasury, and your gang takes a cooldown before it can raid again.

Wars play out live in chat β€” and on the stream overlay, where the crew's avatars and dice roll out on screen.

🧱 Defence & upgrades

Holding turf means defending it. Spend the treasury to harden your stashes and level up your gang:

  • !fortify <area> <amount> β€” pump PAT into a stash's defence DC (capped by gang level; it decays a little each day, so keep topping it up).
  • !turf upgrade <area> <name> β€” permanent stash upgrades: Guards (defend even when nobody's online), Panic Room (protect more of your stake when you lose), Laundering Kit (+income).
  • !gang upgrade <name> β€” gang-wide: Recruiter (+member cap), War Chest (treasury interest), Armory (+raid-crew rolls), Lookouts (+defence capacity), Bribed Officials (less heat & softer police raids).
🚨 Heat, police & Most Wanted

The bigger and richer you get, the hotter you run β€” and the bigger the target on your back:

  • Heat builds from holding (rich) turf and from raiding. High heat makes your stashes easier to invade and can trigger police raids that confiscate treasury and smash defences. Bribed Officials and Camden's Dispensary cool it down.
  • Most Wanted β€” any gang controlling 40%+ of the map becomes fair game for the whole room: their boroughs are free to invade, at a difficulty discount, with a jackpot-funded bounty for whoever dethrones them.

The takeaway: a small, elite crew on prime turf is safe. A sprawling empire is taxed, exposed and hunted. Reach for too much and the map turns on you.

⌨️ Command reference
!mapThe London control map β€” who holds what, plus a link to the live page.
!turf <area>Details on one borough β€” owner, business, stake, defence, income, borders.
!claim <area>Stake treasury PAT to take a free borough adjacent to your turf (first claim can be anywhere).
!invade <area>Muster a crew to raid an adjacent enemy stash. !invade stop to call it off.
!joinJoin the attacking crew (attackers) during the muster window.
!defendRally to your gang's stash while it's under attack.
!fortify <area> <amount>Spend treasury to raise a stash's defence DC (decays daily).
!turf upgrade <area> <name>Buy a stash upgrade: guards Β· panicroom Β· laundromat.
!turf name <area> <name>Rebrand your borough's business.
!turf sinksSee which businesses captured the most player spend last cycle.
!gang upgrade <name>Gang-wide upgrades: recruiter Β· warchest Β· armory Β· lookouts Β· bribes.
!gang deposit / withdrawMove PAT in and out of the gang treasury (boss/officers). Withdrawals are capped at 100,000 PAT/day; the daily member wages are separate and unaffected.
!defectWalk out on a gang that's stiffed you on wages for 2+ days.