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Top Prize

2,270,434 turns

Activity

Players Online: 25

Active Cartels: 17

Crime

Crime (Day): 219

Crime (Week): 873

Leaderboard

Highest Net Worth (Player)
D BLOCK
$53,287,293,733,756

Highest Net Worth (Cartel)
Bad Intentions
$53,310,688,656,728

Quick Start Guide
1. Go to the Recruit section and recruit some operatives and defensive units. Operatives (Hookers, Smugglers & Bootleggers) work for you and make you money. Defensive units (Thugs, Bodyguards & Hitmen) protect you and your operatives.

2. Follow the bank link and withdraw your starting $5,000,000 and buy enough drugs/alcohol/guns to make your guys happy. Keep in mind that defensive units without weapons won't do a thing. Also keep an eye on your guy’s happiness. It's easy to keep them happy but if you don't they will start leaving you.

3. Once everyone is happy you can use some turns collecting cash with your operatives to buy more resources and increase your networth.

4. As you accumulate more turns, recruit more operatives and defensive units and repeat from step 1. The more operatives you have, the more cash you make when collecting.

5. When you feel strong and rich enough. *You can attack other mobsters in your range*. Be careful, most gangsters won't let you attack them without revenge. This is the real Mobster World where it's "an eye for an eye".

**RANGE**
You may only attack other mobsters who have a networth up to 4 times as high as your own or as low as 1/2 your networth. Mobsters not falling into this category will be considered "out of range". *You may revenge attack any mobster that has attacked you regardless of networth for 24 hours after he/she hits you.*

6. Don't forget to protect part of your money in the bank or you can lose it if somebody attacks you. You can deposit 15% of your "on hand" cash which costs 15 turns. Money in the bank earns interest daily at midnight CST.

7. Join a cartel since you won't be able to survive by yourself. Otherwise start your own and seek alliances.

8. Finally, have fun, enjoy the game as much as you can and watch your back.


Rounds

Each round will last 7 days to make it fair for newcomers, plus it gives everyone a better chance to win. Once the round ends everything starts over from scratch and you can change your player name and/or cartel name.


Turns & Reserves

Turns are what you use to do everything. Recruiting, attacking, producing, collecting etc. all require turns to work. Every 5 minutes you will receive a predetermined amount of turns, depending on the rounds settings. Each round, you also start off with a given amount of reserve turns. Reserve turns are basically turns used to get you started each round or can be saved for later in the round until you decide to use them. Turns earned by voting are added to your (r) reserve turns. (Reserve turns must be used during the current round and can't be carried from one round to the next.)

Account turns are turns that are won or purchased and can be carried from round to round until you decide to transfer them into your reserves. Once account turns are transferred into reserves, they must be used by the end of the current round or they will be lost. Additional turns can be purchased through the "Buy, Transfer or Earn Turns" link.

You may also transfer (a) account turns in your account to other players should you so choose by utilizing our turns transfer option. If you use this option, you are transferring ownership of your account to another player which can't be undone. Each player is responsible for their own account turns so make sure you think it through before giving them away!!

Upgrades

Upgrades give you the ability to accrue turns at a higher rate than the standard 20 turns every 5 minutes. Anywhere from 40 turns up to 300 turns every 5 minutes. These upgrades can be activated by trading account turns for them on the "Buy, transfer or earn turns" page. The turn trade price for upgrades will decrease as the round progresses. All upgrades will run throughout the round they're activated in. Once acquired, upgrades will change your tier status from Associates to Made Men, unless the 300 turn "GodFather" upgrade is used. In this case your tier status would move into the Godfather tier.

Networth

Awards are given to Mobsters based on their networth ranking at the end of each round. Networth is calculated as follows:

Speed - $3 each
Whiskey - $7 each
Heroin - $9 each
Coke - $15 each
Assassins - $1250 each
Hitmen - $1000 each
Thugs - $500 each
BodyGuards - $300 each
Hustlers - $750 each
Hookers - $500 each
Smugglers - $300 each
Bootleggers - $200 each
Ducati - $7,500 each
Hummer H3 - $17,500 each
Stretch Escalade - $37,500 each
Armored Limo - $100,000 each
Boeing 747 - $3,500,000 each
Cargo Ship - $15,000,000 each
**Desert Eagle .50's - $750 each**
**Mac-10's - $1875 each**
**Ak-47's - $3750 each**
**Aguila HV's - $11,250 each**

**Guns only count toward your total networth at the end of the round. You can see your actual networth (guns included) by viewing the stats bar on the right of the page next to the (a) under Money.**


Cartels

TheMobsterGame is a simulation of the mobster underworld. Just like the real mafia, you can join an existing cartel or even start your own. A cartel is a group of people who believe in the same thing, have the same ideas or just trust each other. A cartel brings protection, respect from other members and it gives you trust in other members. Trust and respect can save your life, but it can also get you killed. Currently, 10 mobsters per cartel are allowed.

To invite players to your cartel, go to that players profile, mouse over the cartel button in the options bar at the top of their profile page and click on "invite". When you receive an invite from another player, you must accept it to join his/her cartel. Click on "my messages", then click on "invites" in the options bar. You will see all open invites listed for you to accept or reject.


Hiring Assassins

One of the basics of organized crime is to be able to do things your way and not end up incarcerated or dead. Partly, this is accomplished by not doing any crimes yourself, instead paying others to do so. Under every players profile is a link to "hire assassins to kill this mobster". Follow this link to hire out hit contracts on this mobsters operatives & defensive units. You can pay anywhere from $100 - $1,000,000 per defensive and operative unit killed to make the contract more attractive to potential killers. All money used for hiring assassins is kept in your very own escrow account until someone fulfills the contract.

Members of your cartel are not able to collect on contracts hired by you. They can still attack the contracted player but will receive no contract money.

When someone takes your contract, the money will move from your escrow account to their bank account. If nobody completes your contracts, the money in escrow will be added to your actual worth at the end of the round.

***Informants*** At one point or another you may want to find out who hired hit contracts on you. For 1,000 (a) turns, the informant in your city will give you a list of all the other mobsters who hired those hits.


Operatives

Operatives are the guys/gals that would work in your businesses and produce different kind of goods. The operatives that could be part of your crew are:

Hustlers - collect protection money from local businesses and split it with you.

Hookers - turn tricks in the local hotels and split their cash with you.

Smugglers - sell coke on the street corners for you.

Bootleggers - sell your whiskey to the local taverns.

Operatives produce and collect considerably better the higher their happiness is.


Defensive Units

Defensive units are your first line of defense. They protect you and your operatives, and are used to attack other mobsters. The defensive units that could be part of your crew are:

Assassins - Intelligent with stealth maneuverability. They are precision shooters with the Aguila sniper rifle. They have the ability to carry two weapons so make sure to equip them properly to keep them happy.

Hitmen - Intelligent with superb tactical skills. The ability to carry 2 weapons makes them very efficient killers. They are not very good thieves so aren't very effective for theft attacks.

Thugs - Smart, strong and offer good protection against attacks though not as efficient as Hitmen for killing. They are mediocre thieves.

BodyGuards - Not as intelligent and well mannered as Thugs but follow orders well and are very loyal. They are very efficient thieves which make them extremely valuable for theft attacks.

Defensive Units attack, defend and steal considerably better the higher their happiness is.


Happiness

Having your crew happy is one of the most important things that you can do. If your operatives or defensive units are not happy, they will start leaving you as soon as you ask them to operate. Your operatives need to have defensive units to protect them at work which make them happy as well. Your defensive units also need guns to keep them happy. Happiness can go as high as 150% by bribing officials in your city to look the other way while you do your business. (Don't forget that Hitmen & Assassins require 2 guns each to keep them happy.


Purchase

In the Mobster Store you are able to get whatever you need for your guys. You’re able to buy narcotics, weapons, cars and transports.

*Narcotics are mainly used to make your guys happy. Your defensive units need drugs and alcohol to be happy. Your operatives need the same to be happy too. Try to get a big stock of them.

*Weapons are used for attacks and are important for your guys happiness. You can buy Desert Eagle .50's, Mac 10's, Ak47's and Aguila HV's. The more expensive the weapon, the more effective it is in attacks.

*Cars are used to do a drive-by or to steal other mobster's cars. Cars can be sold for half their value when and if you need cash.

*Transports (Planes & Cargo Ships) are used for transporting your resources, decreasing your cost to travel and can be sold for 75% of their purchase price.


Produce

Producing narcotics and alcohol are part of your illegal activities. You can use turns to produce speed, whiskey, heroin and coke.

*Your Hustlers are used to produce heroin.

*Your Hookers are used to produce speed.

*Your Bootleggers are used to produce alcohol.

*Your Smugglers are used to produce coke.

**Note** After the round's halfway point, the max amount of turns your operatives may use to produce will progressively rise from 5,000 up to 25,000. Your operatives legal standing will also be affected more adversely as the progresses from the halfway point to the end of the round.


Collect

You can use turns to make your operatives work for you. The more turns you use, the more cash they will provide for you assuming their happiness level is high.

*Your Hustlers collect protection money strongarming local businesses.

*Your Hookers collect cash by turning tricks in the local hotels.

*Your Bootleggers distill whiskey and sell it to the local taverns for you.

*Your Smugglers import coke and sell it on the street corners for you.

**Note** After the round's halfway point, the max amount of turns your operatives may use to collect will progressively rise from 5,000 up to 25,000. Your operatives legal standing will also be affected more adversely as the progresses from the halfway point to the end of the round.


Cash/Bank

Just like the real world, you have money in your pocket and a bank account. Keeping money in your pocket is risky since another mobster can attack and take whatever you have on you. Depositing part of you're on hand cash in the bank is a good idea since money in the bank can't be taken from you when you're attacked.

You have the ability to deposit 15% of your on hand cash into your bank account which will cost you 15 turns each time. Later, in order to add more money in the bank, you will have to withdraw all your money and then deposit 15% of all the cash you've got. You can withdraw it when you need it at anytime for free.

Money in the bank earns interest every 24 hours at midnight CST and this interest rate can vary from round to round.

Although your money in the bank is relatively safe, there is no FDIC insurance to completely protect all your money. There is always the chance that The Mobster Game National Banks computers could be hacked by savvy mobsters breaking through their security systems. A mobster lucky enough to break the banks security login could easily steal up to 10% of all the banked money in whatever city they're located in.


Attacking

To attack a player, go to attack or search for the mobster you want to attack and click on his/her name. When you're viewing his profile, mouse over "Action" in the options bar and then choose "Attack" from the drop down menu. If you see Out of Range, you may not attack this mobster. Also if the mobster you want to attack is in another city, you need to mouse over "Action" and then click "Follow" in the drop down menu to move to that mobsters city in order to attack him.

TheMobsterGame will automatically take your best crew members armed with the best weapons you've got in order to have the most efficient attacks. If you win the attack, your guys will pick up all the guns off the dead defensives of your enemy.

*Headquarter Attacks* - Most common attack done by mobsters. Invade your enemies headquarter and whack his defensive units! You can also steal money if you killed enough of his defensives.

*Operative Attacks* - Another common attack done by mobsters. Invade your enemies businesses and whack his operatives! You will be able to kill some of his operatives but watch out!! His/her defensives will be sure to retaliate once they realize what you're doing. Also, keep in mind that his operatives could be toting weapons of their own and may be willing to defend themselves.

*Drive-by Attacks* - This attack is sort of like a headquarter invasion, except the enemy has a harder time killing your defesive units in the drive-by since they're driving in vehicles. The more cars you have, the more guys you can carry on a drive-by attack.

*Jacking Car Attacks* - This attack allows you to sneek up on your rivals headquarters and steal his cars. The better your defensives are at stealing, the more cars they will be able to steal without being caught. You will need to own cars in order to use this attack feature.

*Destroy Transports Attack* - Use this attack to take out your opponents transports. Destroying his planes and ships will decrease his networth and cause him to pay more to travel.

*Rob Warehouse Attacks* - This attack involves stealing a mobsters drugs and alcohol from his storage warehouses. The better your defensives are at stealing, the more resources they will be able to steal without being caught. You will need to own cars in order to use haul away the stolen resources.

**Revenge Attacks**

Any time you attack someone, that player has 24 hours to return the favor regardless of your networth. Same applies to anyone attacking you. You have 24 hours to attack them back regardless of their networth.


**Cartel Relationships**

As in real life, some cartels get along and some do not. As a Don or Consigliere of a cartel, you have the ability to make alliances with other cartels or make them sworn enemies. If you choose to have an alliance with another cartel just go to that cartels page and in the "Cartel Relationship" dropdown, choose "Ally" and that will take away the ability for any of your cartel members to attack that cartel. The allied cartel must also make your cartel an ally to keep their members from attacking yours.

If you have a beef with another cartel, just place them as an enemy cartel by clicking on "Enemy" and when any of your cartel members look through the attack list, they will find these cartel members under the enemy link.


Travel

Traveling is used for different purposes: running away from someone that is trying to kill you, moving to a less corrupt city to do your collecting, doing booze runs or traveling to and from your hometown where your family is located. Being in your own city has pros and cons. A pro is that you're family offers you more protection in your hometown, a con is that it’s more likely for your enemies to find you! Just like real life, traveling costs money. The price of travel is factored by calculating how many operatives, defensives and items you have to move, along with the distance traveled between the 2 cities.

**Note** After the round's halfway point, the cost of moving your operatives and items becomes progressively more expensive. (Up to 10x the cost of moving them during the first half of a round)


Legal Standing & Criminal Activity

As you embark on your criminal enterprises, you will, from time to time, attract the attention of law enforcement. In addition you can bribe officials to either stop paying attention to you, or to make them pay attention to another player. Legal standing can be either positive or negative, both of which will affect the happiness of your employees (dus and ops) and the success of your criminal activities.

Legal standing is on a per-city basis, so if it gets too hot in one town, you can move elsewhere until the heat is off.

Committing crimes such as Attacking, Collecting, Producing, and attempting to Crack the Bank will all attract unwanted attention in the city in which the crimes are committed. Not to worry though, the Cops have a short attention span (2 hours in fact), after which they'll once again be more interested in donuts than in your illicit activities.

As it gets closer to the end of a round, your Legal Standing is progressively more affected by criminal activity, and the authorities are significantly more attentive to your criminal activity. This will adversely affect your operative/defensive happiness level the closer it gets to the end of a round as you collect and/or produce.


Bribery

Local officials are rarely honest (hell, they do work for government), and so they're more than happy to take your money in exchange for legal favors. There are two ways to bribe officials.

*For Yourself: By bribing officials directly, they will raise your legal status in your local city. This makes your employees (ops and dus) happier (up to 150%), which makes their attacks more accurate, and their collecting and producing more profitable. Bribes to raise your legal standing last for 6 hours.

*Against other Players: By bribing officials against another player, you can make law enforcement in your city watch them closer. This will lower their employee (ops and dus) morale, making them produce and collect less, and their attacks less successful. Bribes to lower another player's legal standing last for 2 hours.

Please note: Politicians are pigs, and will take whatever you give them. There are limits to the influence a single politician can peddle, so multiple smaller bribes spread around many politicans are often more effective than one large bribe.


Cheating or game bugs

If you have any problems, find a bug in the game or found a game abuser (cheater), let us know by sending a message to a MobsterGame admin or moderator so we can take the appropriate action. You will be rewarded for providing us this information.