Crime Rules

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CLICK HERE to download this rulebook in MS Word format.

It's a Crime On-line Rulebook

Copyright © 1986, 1987 by Adventures By Mail, Inc. All rights reserved.

HDS Ltd. (d.b.a. Adventure Guild) has the exclusive license to moderate the

English language version of It’s a Crime! in The United States.

 

WHAT THE HECK IS THIS ANYWAY?

This is a play-by-email game. Why would you want to play a game through the email? Many people think it is the most enjoyable way to play. This particular game makes use of all of the advantages a play-by-email 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 checking your computer every three minutes to see if you've crushed your neighbor. It's also a great way to meet new people and make new friends because there are hundreds of players in each game.

Adventure Guild 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, so 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: your brain and the results sheet. You write out your orders and then email them to us. We input your orders into our computer. The computer processes your orders and spits out a results sheet. The results sheet tells you what happened to your gang that turn. We email this results sheet back to you.
When the email arrives, you download 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 set of orders and email 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 gang leader who controls a group of misguided youths. Your gang is one of roughly100-125 gangs inhabiting New York City in the late 1990's.
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?

Not much!  Each player starts play with 2 gangs.  You are allowed 1 turn per week with each gang  for a flat $5 per player so the starting cost works out to about $2.50 per turn.  As your gangs grow and develop, you may want to split them in half and play both halves as separate gang positions.  If you are really successful, you may even get the chance to run a Mob Boss in the later stages of the game.  All your positions are covered by the flat fee, so you can see that the more successful you are as a gang leader the more value you will get for your dollar.


THE OBJECT OF THE GAME

You 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 end. 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.

 

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 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 parting! 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 2500 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 50 X 50 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), 0150 (northwest), 5050 (northeast), and 5001 (southeast). Each block is adjacent to 4 other blocks (except for blocks located along the edges of the city). Example: 4933 is adjacent to bocks 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. Below is a sample map. Refer to it when you make your own map using the enclosed blank map card.

 

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 (C) 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 that consists of only derelict buildings. A gang may control no more than 40 blocks.


GANG INCOME & 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 sheets 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 excellent 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.

COMMUNICATION 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 (C) or an Ambush (A) 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 Adventure Guild. 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 orders 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 Orders 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 explain 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 on pages 14-15. It should help you understand the %gang concepts.
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 "%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 your are about to send in) and 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 use 200% of your gang.

 

ORDER TYPES

It is now time for you to learn how to issue orders to your gang. On the following pages, each order is detailed, 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 parentheses are numbers you must supply. The parentheses 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# 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 the 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 gang's morale (i.e. if your 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) assault rifles, (3) small bombs, and (4) streetdope. The number shown in parentheses 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 purchasing 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 specify 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 to take control 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 it 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 effectiveness, 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 bldg#2. If the 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 buck. Send more the one gang member, but not a whole lot of your gang.
For example: T 8 will cause 8% of your gang to hang our 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

In addition to these orders, you can scout any for blocks in the city each turn. You will also receive a report of all the blocks where you conducted 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+ members to scout a 5th block, 7-+ for a 6th block 85+ for a 7th, and 100+ for an 8th.

SPECIAL CODES

There are several special two-letter codes which you can use to perform unusual functions. To issue a special code you should write it in the space on your turn card where you are instructed to write 'CN' to subscribe to the Crime newsletter. The Special Codes include:

H1 / H2 / H3 / H4
HALVE GANG

The action can be done when your gang controls over 30 blocks, thus approaching the 40 block limit. It costs an extra turn credit and generates two results sheets, It will cause your gang to split in half creating a new gang for you to control. Everything is divided as evenly as possible, except that the original gang keeps 75% of the money and all of the assault rifles. The new gang gets all of the shotguns. They cannot ever be rejoined. When determining which hangs are chosen to become Crime Families, halved hags are each judged individually.  This action will be the last item processed when your turn is run (not including "scout blocks").

H1 to have the original gang in the north and the new gang in the south.
H2 for original south, new gang north
H3 for original east, new west
H4 - for original west, new east

TO
TAKEOVER GANG

If you have less than 2 gang (not counting gangs created via halving), you may take over an inactive gang by writing this special code.

NT
NEW TURF/GANG

If at some point you decide that things are hopeless for your current gang, issue this special code. It will cause your leader to disband the gang and assume control of an inactive gang. Your remaining turn credits are transferred to the new gang.

 

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.

 

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. 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 sub-guns, and 400 Notoriety. The more you exceed these minimums, the greater your chance 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 this rulebook contains 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 leaning 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 number and quality of your gang members and block defense levels.

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 turf). 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 sizeable 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 game week) lasts seven 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 Adventure Guild early, it will be processed on the first day of the next period. However, your turn is processed right away if you are eligible for make-up turn. See below for more information about make-up turns
  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 later.

WARNING

Your results sheet is current when it is printed, but things may have changed by the time your next turn card 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!   The exact letters and numbers that were input for each order are shown on your results sheet. They may not match exactly what you write on your turn card if you write an incorrect order (and we corrected it) or we made an input error. Our processing method results in very few input errors.  You cannot specify the input order for turn cards of different gangs.


RESULTS SHEET LATE?

If you don't receive your results sheet when you expect it, just send us an email. We will resolve the problem as quickly as possible.


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. You do not need to note anything special on your turn card-the computer will recognize a make-up turn automatically.  A make-up turn is defined as 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.

READY TO PLAY?

You've finished reading the rules. If you've decided this just isn't for you, please pass this rulebook and the other game materials on to a friend.  However, if you want to five 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 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 card on page 15. When you have filled in your turn card mail it to us. We start a new game every 3-5 months 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.


DECIDED TO STOP PLAYING?

Please send in a turn card with the heading portion filled in. Then, in the orders section, write "Dropping out" . Thank you.

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 gang over to someone who wishes to send in turns on a regular basis.

Here is a sample "Rollup" showing our gangs initial position and statistics.

Create your own map in the following way:

  1. Number it so that the one block you control is in the center, like the map above (which is based on the sample starting results sheet.

  2. Decide what you wish to show on your map. The most important thing to show is who controls each block. This is the only thing we noted on our sample map. Thus block 1210 shows 354 (the sample gang #) in it.

Note: Excel or other spreadsheet programs are great for mapping the city.

How we filled out the sample turn card

  1. 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 "Shamrock" and "Death Scavengers". Bad choices are "The Shamrocks" and "Dirk’s Scavengers".

  2. We left the Game No. blank but ticked the "first turn for this" box

  3. We filled in our name. Had we not got an account number we’d also need to fill in our full address.

  4. We carefully copied the gang # from our results sheet.

  5. We filled in our account number. If we hadn’t got an account number, this area would be left blank and we would then be assigned one.

  6. Order # 1 - We decided to have 19% of our gang members attempt to rob a warehouse complex on block 1310. (2 ‘cruits went plus 1 pro because it is the first order with a %gang.)

  7. Order # 2 - We decided to send 75% of our gang to attempt to take control of a tough block, 1110. (1 pro, 3 punks & 10 ‘cruits. The pro and two of the punks were armed with our 3 shotguns).

  8. Order # 3 - We decided to purchase drugs and try to spend $550.

  9. Order # 4 - We decided to send 6% of our gang to attempt to take control of block 1211, 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, 2 punks and 2 ‘cruits remain unallocated.

  10. We decided to scout blocks 1209, 1111, 1109, and 1311. Although our start-up results sheet already shows block 1209, we scouted it again to see if anyone has taken control of the block in the past week.

 

Note: This game was originally programmed for 200 - 250 players per game.  There are currently less than 50 players per game, so some special rules have been implemented to keep things competitive.  If you enjoy this game, please tell your friends.  Maybe some day we won't need supplemental rules, but until then... <<Click Here for the current rule addendum>>

 

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 A,C

2 submachine guns $1000 R,C

3 small bombs $200 F

4 streetdope $50 P,U

*Pros and punks will be allocated shotguns and submachine guns at the first opportunity. That is, on your first C, A and R orders, until all are allocated.

 

BLOCK DEFENCE LEVELS

  1. Pitiful

  2. Very Weak

  3. Weak

  4. Cautious

  5. Alert

  6. Guarded

  7. Rough

  8. Strong

  9. Very Strong

  10. Too Strong

  11. Invulnerable

 

COMBAT VALUES

‘cruit = 1

punk = 3

pro = 9

 

shotgun = 6

submachine gun = 13

 

 
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