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[PCjs Machine "ibm5170"]
Waiting for machine "ibm5170" to load....
It's the late 1990's in New York City. You're a gang leader determined
to build your gang into one of the richest, toughest and most notorious
in the city on your way to becoming the Godfather. Compete with up to
500 other players, some of whom will be your enemies, while others will
be your staunchest allies. Each turn, you will decide how to allocate
your resources, what moves you should make. Mail your "turn card" with
your moves. A computer will then process your information and send you
a "results" sheet. It's your move!
Disk No: 1825
Disk Title: It's A Crime
PC-SIG Version: S1
Program Title: It's A Crime!
Author Version: 1.5
Author Registration: $12.00
Special Requirements: None.
It's the late 1990's in New York City. You're a gang leader determined
to build your gang into one of the richest, toughest and most notorious
in the city on your way to becoming The Godfather. Compete with up to
500 other players, some of whom will be your enemies, while others will
be your staunchest allies. Each turn, you will decide how to allocate
your resources, what moves you should make. Mail your "Turn Card" with
your moves. A computer will then process your information and send you
a "Results" sheet. It's your move!
PC-SIG
1030D East Duane Avenue
Sunnyvale Ca. 94086
(408) 730-9291
(c) Copyright 1989 PC-SIG, Inc.
It's a Crime!
------------------------------------------------------------------------------
Gang #143 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: 5024, 4923, 4824, 4925
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 12 Morale: 27
Prev. Wealth: $2790 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 7 Streetdope: 0
Gang Expenses: $0
Current Wealth: $2790 Pros: 2 Punks: 4 'Cruits: 17
(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
----------------------------------------------------------------------------
4824 (UNCONTROLLED) 43% apts, 36% dere., 21% indust PITIFUL
4923 (UNCONTROLLED) 17% dere., 56% apts, 26% fin. CAUTIOUS
4924 (YOUR GANG'S BLOCK) 87% warehouses $87 ALERT
4925 (UNCONTROLLED) 40% schools, 19% ret., 40% apts ROUGH
5024 (UNCONTROLLED) 2% rest., 6% ent., 32% schools 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%
17 'Cruits 6% 12% 18% 24% 30% 36% 42% 48% 53% 59% 65% 71%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 12, you will send 0 pros, 0 punks, and 2 'cruits.
If %gang = 25, you will send 0 pros, 1 punk, and 4 'cruits.
If %gang = 49, you will send 0 pros, 1 punk, and 8 'cruits.
If %gang = 50, you will send 1 pro, 2 punks, and 8 'cruits.
If %gang = 80, you will send 1 pro, 3 punks, and 13 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #157 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: 842, 741, 642, 743
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 9 Morale: 27
Prev. Wealth: $3130 Shotguns: 2 Submachine Guns: 0
Block Income: $0 Small Bombs: 0 Streetdope: 0
Gang Expenses: $0
Current Wealth: $3130 Pros: 2 Punks: 4 'Cruits: 17
(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
----------------------------------------------------------------------------
642 (UNCONTROLLED) 6% offices, 84% warehouses VERY WEAK
741 (UNCONTROLLED) 77% apts, 2% fin., 21% wareh. STRONG
742 (YOUR GANG'S BLOCK) 73% apts, 23% derelict $29 STRONG
743 (UNCONTROLLED) 4% entertainment, 75% wareh. PITIFUL
842 (UNCONTROLLED) 90% warehouses, 4% restaurants GUARDED
------------------------------------------------------------------------------
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%
17 'Cruits 6% 12% 18% 24% 30% 36% 42% 48% 53% 59% 65% 71%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 12, you will send 0 pros, 0 punks, and 2 'cruits.
If %gang = 25, you will send 0 pros, 1 punk, and 4 'cruits.
If %gang = 49, you will send 0 pros, 1 punk, and 8 'cruits.
If %gang = 50, you will send 1 pro, 2 punks, and 8 'cruits.
If %gang = 80, you will send 1 pro, 3 punks, and 13 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #223 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: 5845, 5744, 5645, 5746
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 10 Morale: 32
Prev. Wealth: $3102 Shotguns: 0 Submachine Guns: 1
Block Income: $0 Small Bombs: 0 Streetdope: 0
Gang Expenses: $0
Current Wealth: $3102 Pros: 2 Punks: 4 'Cruits: 14
(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
----------------------------------------------------------------------------
5645 (UNCONTROLLED) 63% dere., 4% relig., 33% wareh. ROUGH
5744 (UNCONTROLLED) 67% retail, 29% industrial WEAK
5745 (YOUR GANG'S BLOCK) 63% sch., 2% fin., 35% indu. $39 CAUTIOUS
5746 (UNCONTROLLED) 4% rest., 51% apts., 45% wareh. PITIFUL
5845 (UNCONTROLLED) 95% apartments WEAK
------------------------------------------------------------------------------
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%
14 'Cruits 8% 15% 22% 29% 36% 43% 50% 58% 65% 72% 79% 86%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 15, 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 7 'cruits.
If %gang = 80, you will send 1 pro, 3 punks, and 11 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang # 30 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: 6771, 6670, 6571, 6672
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 11 Morale: 24
Prev. Wealth: $1403 Shotguns: 3 Submachine Guns: 0
Block Income: $0 Small Bombs: 0 Streetdope: 0
Gang Expenses: $0
Current Wealth: $1403 Pros: 2 Punks: 6 'Cruits: 16
(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
----------------------------------------------------------------------------
6571 (UNCONTROLLED) 43% financial, 57% apartments ALERT
6670 (UNCONTROLLED) 81% apartments ROUGH
6671 (YOUR GANG'S BLOCK) 7% off., 21% fin., 46% apts $ 81 ALERT
6672 (UNCONTROLLED) 86% apartments, 5% restaurants WEAK
6771 (UNCONTROLLED) 2% fin., 6% ent., 83% apts PITIFUL
------------------------------------------------------------------------------
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%
6 Punks 17% 34% 50% 67% 84%
16 'Cruits 7% 13% 19% 25% 32% 38% 44% 50% 57% 63% 69% 75%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 17, you will send 0 pros, 1 punks, and 2 'cruits.
If %gang = 33, you will send 0 pros, 1 punk, and 5 'cruits.
If %gang = 34, you will send 0 pros, 2 punk, and 5 'cruits.
If %gang = 50, you will send 1 pro, 3 punks, and 8 'cruits.
If %gang = 67, you will send 1 pro, 4 punks, and 10 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 12 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang # 34 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: 8060, 7959, 7860, 7961
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 12 Morale: 25
Prev. Wealth: $2171 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 7 Streetdope: 0
Gang Expenses: $0
Current Wealth: $2171 Pros: 2 Punks: 5 'Cruits: 16
(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
----------------------------------------------------------------------------
7860 (UNCONTROLLED) 2% ent., 40% ret., 24% apts. CAUTIOUS
7959 (UNCONTROLLED) 7% ret., 3% fin., 65% indu. PITIFUL
7960 (YOUR GANG'S BLOCK) 54% offices, 44% warehouses $206 ROUGH
7961 (UNCONTROLLED) 60% apts., 6% fin., 5% indu. PITIFUL
8060 (UNCONTROLLED) 3% fin., 19% ent., 33% apts. 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%
5 Punks 20% 40% 60% 80%
16 'Cruits 7% 13% 19% 25% 32% 38% 44% 50% 57% 63% 69% 75%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 13, you will send 0 pros, 0 punks, and 2 'cruits.
If %gang = 20, you will send 0 pros, 1 punk, and 3 'cruits.
If %gang = 39, you will send 0 pros, 1 punk, and 6 'cruits.
If %gang = 40, you will send 0 pros, 2 punks, and 6 'cruits.
If %gang = 50, you will send 1 pro, 2 punks, and 8 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 12 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #352 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: 3563, 3462, 3363, 3464
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 11 Morale: 27
Prev. Wealth: $1840 Shotguns: 0 Submachine Guns: 1
Block Income: $0 Small Bombs: 0 Streetdope: 0
Gang Expenses: $0
Current Wealth: $1840 Pros: 2 Punks: 6 '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
----------------------------------------------------------------------------
3363 (UNCONTROLLED) 83% apartments, 13% entertnmt WEAK
3462 (UNCONTROLLED) 7% fin., 24% ret., 69% ware. ROUGH
3463 (YOUR GANG'S BLOCK) 39% sch., 19% ret., 42% ware. $156 VERY WEAK
3464 (UNCONTROLLED) 19% dere., 5% rest., 70% indu. ALERT
3563 (UNCONTROLLED) 18% off., 12% dere., 70% indu. ALERT
------------------------------------------------------------------------------
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%
6 Punks 17% 34% 50% 67% 84%
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 = 17, you will send 0 pros, 1 punks, and 2 'cruits.
If %gang = 33, you will send 0 pros, 1 punk, and 4 'cruits.
If %gang = 34, you will send 0 pros, 2 punks, and 4 'cruits.
If %gang = 50, you will send 1 pro, 3 punks, and 6 'cruits.
If %gang = 67, you will send 1 pro, 4 punks, and 8 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 10 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #387 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: 8003, 7902, 7803, 7904
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 9 Morale: 26
Prev. Wealth: $1911 Shotguns: 2 Submachine Guns: 0
Block Income: $0 Small Bombs: 0 Streetdope: 0
Gang Expenses: $0
Current Wealth: $1911 Pros: 2 Punks: 6 '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
----------------------------------------------------------------------------
7803 (UNCONTROLLED) 9% ret., 21% dere., 54% apts WEAK
7902 (UNCONTROLLED) 2% fin., 17% ent., 55% indu. VERY WEAK
7903 (YOUR GANG'S BLOCK) 79% apartments, 18% financial $68 CAUTIOUS
7904 (UNCONTROLLED) 6% ent., 55% apts, 3% offices ROUGH
8003 (UNCONTROLLED) 3% offices, 94% warehouses ALERT
------------------------------------------------------------------------------
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%
6 Punks 17% 34% 50% 67% 84%
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 = 17, you will send 0 pros, 1 punks, and 2 'cruits.
If %gang = 33, you will send 0 pros, 1 punk, and 4 'cruits.
If %gang = 34, you will send 0 pros, 2 punk, and 4 'cruits.
If %gang = 50, you will send 1 pro, 3 punks, and 6 'cruits.
If %gang = 67, you will send 1 pro, 4 punks, and 8 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 10 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #389 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: 9836, 9735, 9636, 9737
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 12 Morale: 23
Prev. Wealth: $1490 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 0 Streetdope: 28
Gang Expenses: $0
Current Wealth: $1490 Pros: 2 Punks: 6 'Cruits: 16
(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
----------------------------------------------------------------------------
9636 (UNCONTROLLED) 38% apts, 7% ent., 55% wareh. ROUGH
9735 (UNCONTROLLED) 4% dere., 17% ret., 7% ent. WEAK
9736 (YOUR GANG'S BLOCK) 15% dere., 3% fin., 81% apts $ 38 CAUTIOUS
9737 (UNCONTROLLED) 24% off., 23% ret., 41% wareh. VERY STRONG
9836 (UNCONTROLLED) 2% restaurants, 94% apartments GUARDED
------------------------------------------------------------------------------
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%
6 Punks 17% 34% 50% 67% 84%
16 'Cruits 7% 13% 19% 25% 32% 38% 44% 50% 57% 63% 69% 75%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 17, you will send 0 pros, 1 punks, and 2 'cruits.
If %gang = 33, you will send 0 pros, 1 punk, and 5 'cruits.
If %gang = 34, you will send 0 pros, 2 punk, and 5 'cruits.
If %gang = 50, you will send 1 pro, 3 punks, and 8 'cruits.
If %gang = 67, you will send 1 pro, 4 punks, and 10 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 12 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #551 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: 9750, 9649, 9550, 9651
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 12 Morale: 27
Prev. Wealth: $1489 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 0 Streetdope: 29
Gang Expenses: $0
Current Wealth: $1489 Pros: 2 Punks: 6 '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
----------------------------------------------------------------------------
9550 (UNCONTROLLED) 78% apts, 19% ent., 3% fina. ALERT
9649 (UNCONTROLLED) 61% derelict, 35% apartments ALERT
9650 (YOUR GANG'S BLOCK) 21% ret., 15% rest., 63% apts $211 ROUGH
9651 (UNCONTROLLED) 3% fina., 37% apts, 60% indust. ROUGH
9750 (UNCONTROLLED) 2% schools, 57% apts, 25% retail TOO STRONG
------------------------------------------------------------------------------
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%
6 Punks 17% 34% 50% 67% 84%
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 = 17, you will send 0 pros, 1 punks, and 2 'cruits.
If %gang = 33, you will send 0 pros, 1 punk, and 4 'cruits.
If %gang = 34, you will send 0 pros, 2 punk, and 4 'cruits.
If %gang = 50, you will send 1 pro, 3 punks, and 6 'cruits.
If %gang = 67, you will send 1 pro, 4 punks, and 8 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 10 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #569 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: 6714, 6613, 6514, 6615
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 11 Morale: 25
Prev. Wealth: $2413 Shotguns: 2 Submachine Guns: 0
Block Income: $0 Small Bombs: 0 Streetdope: 0
Gang Expenses: $0
Current Wealth: $2413 Pros: 2 Punks: 5 'Cruits: 17
(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
----------------------------------------------------------------------------
6514 (UNCONTROLLED) 83% apartments, 16% financial CAUTIOUS
6613 (UNCONTROLLED) 6% retail, 94% apartments GUARDED
6614 (YOUR GANG'S BLOCK) 18% apts, 60% sch., 21% indu. $28 ALERT
6615 (UNCONTROLLED) 2% ent., 11% off., 75% apts GUARDED
6714 (UNCONTROLLED) 6% rest., 55% off., 39% apts. VERY WEAK
------------------------------------------------------------------------------
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%
5 Punks 20% 40% 60% 80%
17 'Cruits 6% 12% 18% 24% 30% 36% 42% 48% 53% 59% 65% 71%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 12, you will send 0 pros, 0 punks, and 2 'cruits.
If %gang = 20, you will send 0 pros, 1 punk, and 3 'cruits.
If %gang = 39, you will send 0 pros, 1 punk, and 6 'cruits.
If %gang = 40, you will send 0 pros, 2 punks, and 6 'cruits.
If %gang = 50, you will send 1 pro, 2 punks, and 8 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 13 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #660 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: 8986, 8885, 8786, 8887
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 10 Morale: 24
Prev. Wealth: $1569 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 0 Streetdope: 26
Gang Expenses: $0
Current Wealth: $1569 Pros: 2 Punks: 6 'Cruits: 14
(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
----------------------------------------------------------------------------
8786 (UNCONTROLLED) 12% apts, 37% dere., 50% wareh. WEAK
8885 (UNCONTROLLED) 79% apts, 7% restaurants WEAK
8886 (YOUR GANG'S BLOCK) 11% derelict, 79% apartments $32 GUARDED
8887 (UNCONTROLLED) 75% wareh., 3% fin., 22% apts ALERT
8986 (UNCONTROLLED) 44% apts, 26% rest., 30% wareh. 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%
6 Punks 17% 34% 50% 67% 84%
14 'Cruits 8% 15% 22% 29% 36% 43% 50% 58% 65% 72% 79% 86%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 17, you will send 0 pros, 1 punks, and 2 'cruits.
If %gang = 33, you will send 0 pros, 1 punk, and 4 'cruits.
If %gang = 34, you will send 0 pros, 2 punk, and 4 'cruits.
If %gang = 50, you will send 1 pro, 3 punks, and 7 'cruits.
If %gang = 67, you will send 1 pro, 4 punks, and 9 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 11 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #676 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: 2847, 2746, 2647, 2748
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 8 Morale: 28
Prev. Wealth: $2133 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 0 Streetdope: 26
Gang Expenses: $0
Current Wealth: $2133 Pros: 2 Punks: 5 '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
----------------------------------------------------------------------------
2647 (UNCONTROLLED) 2% ent., 5% dere., 69% wareh. GUARDED
2746 (UNCONTROLLED) 35% apts, 10% office, 3% indu. ALERT
2747 (YOUR GANG'S BLOCK) 16% dere., 5% office, 14% apts $21 ALERT
2748 (UNCONTROLLED) 74% apts, 2% ent., 9% wareh. GUARDED
2847 (UNCONTROLLED) 4% rest., 6% retail, 79% wareh. PITIFUL
------------------------------------------------------------------------------
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%
5 Punks 20% 40% 60% 80%
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 = 20, you will send 0 pros, 1 punk, and 2 'cruits.
If %gang = 39, you will send 0 pros, 1 punk, and 5 'cruits.
If %gang = 40, you will send 0 pros, 2 punks, and 5 'cruits.
If %gang = 50, you will send 1 pro, 2 punks, and 6 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 10 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #710 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: 3735, 3634, 3535, 3636
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 10 Morale: 30
Prev. Wealth: $2845 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 0 Streetdope: 25
Gang Expenses: $0
Current Wealth: $2845 Pros: 2 Punks: 4 'Cruits: 15
(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
----------------------------------------------------------------------------
3535 (UNCONTROLLED) 5% fin., 71% indust, 24% apts WEAK
3634 (UNCONTROLLED) 49% apts, 47% warehouses ALERT
3635 (YOUR GANG'S BLOCK) 88% schools, 11% derelict $ 0 CAUTIOUS
3636 (UNCONTROLLED) 94% apartments ROUGH
3735 (UNCONTROLLED) 29% apts, 15% retail, 9% offices ROUGH
------------------------------------------------------------------------------
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%
15 'Cruits 7% 14% 20% 27% 34% 40% 47% 54% 60% 67% 74% 80%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 14, 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 7 'cruits.
If %gang = 50, you will send 1 pro, 2 punks, and 7 'cruits.
If %gang = 80, you will send 1 pro, 3 punks, and 12 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #720 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: 9015, 8914, 8815, 8916
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 12 Morale: 27
Prev. Wealth: $2169 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 7 Streetdope: 0
Gang Expenses: $0
Current Wealth: $2169 Pros: 2 Punks: 5 '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
----------------------------------------------------------------------------
8815 (UNCONTROLLED) 44% apts, 8% ent., 48% wareh. TOO STRONG
8914 (UNCONTROLLED) 14% ent., 13% indu., 73% apts CAUTIOUS
8915 (YOUR GANG'S BLOCK) 7% ent., 56% sch., 37% indu. $ 58 CAUTIOUS
8916 (UNCONTROLLED) 25% rest., 38% ret., 37% apts GUARDED
9015 (UNCONTROLLED) 31% ret., 5% relig., 52% wareh. VERY WEAK
------------------------------------------------------------------------------
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%
5 Punks 20% 40% 60% 80%
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 = 20, you will send 0 pros, 1 punk, and 2 'cruits.
If %gang = 39, you will send 0 pros, 1 punk, and 5 'cruits.
If %gang = 40, you will send 0 pros, 2 punks, and 5 'cruits.
If %gang = 50, you will send 1 pro, 2 punks, and 6 'cruits.
If %gang = 80, you will send 1 pro, 4 punks, and 10 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
It's a Crime!
------------------------------------------------------------------------------
Gang #726 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: 8824, 8723, 8624, 8725
------------------------------------------------------------------------------
Section 1: Your gang's statistics
Blocks Controlled: 1 Notoriety: 9 Morale: 28
Prev. Wealth: $2999 Shotguns: 0 Submachine Guns: 0
Block Income: $0 Small Bombs: 6 Streetdope: 0
Gang Expenses: $0
Current Wealth: $2999 Pros: 2 Punks: 4 'Cruits: 17
(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
----------------------------------------------------------------------------
8624 (UNCONTROLLED) 19% ret., 16% ent., 2% derelict CAUTIOUS
8723 (UNCONTROLLED) 51% apts, 4% ent., 6% rest. WEAK
8724 (YOUR GANG'S BLOCK) 4% fin., 85% ware., 11% apts $97 GUARDED
8725 (UNCONTROLLED) 11% rest., 7% off., 81% apts ALERT
8824 (UNCONTROLLED) 25% off., 72% apts, 3% indu. GUARDED
------------------------------------------------------------------------------
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%
17 'Cruits 6% 12% 18% 24% 30% 36% 42% 48% 53% 59% 65% 71%
(The numbers in this table are %gang numbers.)
Remember: 1 pro always goes on your first order using %gang.
If %gang = 12, you will send 0 pros, 0 punks, and 2 'cruits.
If %gang = 25, you will send 0 pros, 1 punk, and 4 'cruits.
If %gang = 49, you will send 0 pros, 1 punk, and 8 'cruits.
If %gang = 50, you will send 1 pro, 2 punks, and 8 'cruits.
If %gang = 80, you will send 1 pro, 3 punks, and 13 'cruits.
------------------------------------------------------------------------------
WATCH HERE NEXT TURN FOR THE NEW YORK CITY POST REPORT
╔═════════════════════════════════════════════════════════════════════════╗
║ <<<< Disk #1825 IT'S A CRIME >>>> ║
╠═════════════════════════════════════════════════════════════════════════╣
║ To start program, type: IAC (press enter) ║
║ ║
║ To print documentation, type: COPY IACMAN.TXT PRN ║
╚═════════════════════════════════════════════════════════════════════════╝
The It's A Crime! Utility
User's Manual
Version 1.5 - August 1989
By Bruce H. Graw
INTRODUCTION
The IAC! Utility is a program designed to help the general
It's A Crime! gang leader plan his strategies and enter his turns
from week to week. It keeps track of the last reported statis-
tics of blocks, makes suggestions of which blocks to perform
actions on, and automatically calculates how many men and guns
are being sent on each order and how many points of strength you
are attacking with. What's more, the program is so easy to use
that even an inexperienced computer user can use it to make his
life as a gang leader easier.
Before reading this manual, you should be familiar with the
It's a Crime! game itself. If you don't already know how to
play, print out the IAC! Rules (IACRULES.TXT), found on the
program disk, and read through them. You might also want to
print one or more of the sample gang files (.TXT files that begin
with GANG followed by a number) and the TURNCARD.TXT file. These
are all you need to have to get started with It's A Crime!
STARTING THE PROGRAM
The program (IAC.EXE), this help file (IACMAN.TXT), and all
gang data files (which end in the extension .IAC) must be on the
current drive of your computer. I recommend you copy them (and
all files on the IAC! Utility disk) to a hard disk in a specific
directory, to make access time faster. However, they will work
from a floppy drive without any problems. Remember, if you use a
hard drive, you must be in the directory with your gang data
files in order to use them properly.
To start the IAC! Utility, type IAC followed by a space and
your game number. For example, if you are running a gang in game
number 35, enter IAC 35 and hit Return. This accesses the data
files for game number 35. These files are named MAP, GANGS, and
CARD, each followed by the game number and the .IAC extension.
For example, the map data file for game #35 would be MAP35.IAC.
Note that you are not required to use a game number. If you
don't, a null (blank) game number is assumed. However, I recom-
mend you use the number in case you should ever start a second
game while the first is still going. This will avoid confusion,
since you will need two separate sets of data files for these
different games.
If you have two or more gangs in the same game, you can
store the information for each under the same game number. There
is no need to use different numbers when loading the program,
unless your gangs are in different games. This is to your advan-
tage, as it enables gangs in the same game to cooperate, and
helps you avoid any duplication of effort.
1
THE DATA FILES
The Utility will start by reading in information on your
gang from the data files MAP.IAC, GANGS.IAC, and CARD.IAC.
(Remember that the game number you used when activating the
program will precede the .IAC extension, as previously described,
as in MAP35.IAC.) The MAP file holds all the data on the map of
the city as you have entered it so far. The GANGS file stores
the names and numbers of all gangs you have met during the course
of the game. Finally, the CARD file keeps a copy of the last
turn card and gang statistics you entered for this game. That
way, if you have to quit while filling in a turn card, you can
come back to it later and not have to re-enter the information
again.
IMPORTANT: The IAC! Utility saves changes to your data only
when you quit the program or use the "V" command. If you just
turn the computer off, or hit Control-Break, the data will NOT be
saved and you'll have to re-enter it. Of course, sometimes you
may want this to happen, if you've made a terrible mistake some-
where, but aborting like that should be used with caution.
If any of the data files do not exist, the information they
normally store will be blank. Thus, if you are starting a new
game, the map, gang list, and turn card will contain no informa-
tion. The same thing will happen if you delete these files, so
be careful. All Utility data files end in the suffix .IAC for
easy copying.
USING THE PROGRAM
Once you've started the program, you will see a map on the
screen. This map is a 5x5 view of the city, as though you were
on a helicopter flying above the buildings, looking down on
glorious New York. The next question you'll have is, "What do I
do now?"
At this point the IAC! Utility is waiting for you to enter
commands. To enter a command, press a single key on the keypad.
For example, pressing "?" will display the Utility's Help, an
online list of commands. "?" should be used whenever you need
your memory refreshed as to what keys perform what actions.
The IAC Utility's commands are further described in the
following sections.
MOVING AROUND IN THE CITY
Every square you see on the screen is a block of the city.
The numbers on the right and bottom are the X- and Y-coordinates
of these blocks. You read across the bottom for the first two
numbers (the X-coordinate) of any block, then up along the side
for the second number pair, the Y-coordinate.
To view any block, you first have to get to it by moving
around in your "helicopter." You can go directly to any block by
using the "G" command. This will prompt you for a block number
to go to. Enter the 4-digit number (no commas) and press Return.
The map will shift to a view of the correct block, which will be
in the center of the screen. The block in the middle of the
2
screen, which will also be highlighted if it contains any infor-
mation, is the one all later operations will affect.
Another way to get to a block is to use the arrow keys on
your computer's keypad. This will move up, down, left or right
in the city depending on which arrow you pressed. Note that you
cannot move outside the edges of the city, even though you can
see squares in those directions. If you don't have a keypad on
your computer, use "H" to move left, "J" to move down, "K" to
move up, and "L" to move right.
BLOCK EDITING
Once you're at the block you want, you can press "E" to edit
it. You will be asked several questions about the contents of
the block, described in the following paragraphs.
OWNER: Enter the NUMBER of the gang who owns the block and
press Return. If it's uncontrolled, enter "-" instead of a
number. If the police own it, enter "Police".
If you enter a gang number the computer doesn't know about,
it will prompt you to enter the name of the gang. Type in the
name and hit Return. Now the computer knows the name of that
gang and won't ask you for it any more, and it will appear next
to the owner number in the block on the map.
Note: You can enter any information you want in this space
(not necessarily a number), but if you don't use a gang number,
the block will not work properly with the control or ambush
selection commands, and it won't count the block when determining
gang statistics such as block income.
DEFENSE LEVEL: Enter the NUMERIC code for the defense level
of the block. These are listed on the Map/House Rules card you
received with your IAC! Rulebook. So you don't have to look
these up, they are shown in a box in the upper right corner of
the screen when this question is being asked. Remember that the
lower a defense level, the better chance you will have at suc-
ceeding in any action you attempt on that block.
BUILDING INFORMATION: When asked, enter the percentage of
each set of buildings on the block and hit Return, followed by a
NUMERIC code for the type of building. Numeric codes will be
listed in the upper right hand corner of the screen. Note that
there is no need to type in the dollar value of the block, as the
IAC! Utility automatically calculates and displays this for you!
FIREBOMB/ROB/MUG: This is a set of three "flags" you can
use to note whether or not you have performed any of these ac-
tions on a block recently. If you enter "F" here, for example,
it will toggle the firebombing flag so that an F will appear on
the block to remind you not to bomb it again for a while. You
can enter any combination of "F", "R", and "M" as an answer to
this question; for example, "FM" will turn on both the firebomb
and mugging flags.
If you just hit Return here, the current set of flags will
remain unchanged. To clear the flags, enter a "-" by itself.
3
After you've entered all the answers to these questions, the
editing function is complete and the Utility will display the new
block information on the map. The owner of the block appears
first, followed by the buildings, defense level, and F/R/M flags
(if set). You will also see the value of the block in the lower
right corner, as calculated automatically by the computer.
If something on a block has changed, you can use the "E"
command again to modify it. When editing, if you just hit Return
to answer any question (without entering any information), the
current info for that question will not be changed.
You can also edit a specific part of a block without having
to answer all the questions by using any of these commands:
"C" - Edit block owner
"D" - Edit block defense level
"P" - Edit building percentages
"F" - Edit F/R/M flags
SUGGESTIONS
If you are looking around for a block to perform a specific
action on, the IAC! Utility can help you out. Built into the
program are several commands that suggest possible blocks to use.
These commands are all used by holding down on the control key
while pressing the required letter. To remind you of this they
are designated with a caret, for example, "^F".
ROBBERY: To suggest a block to rob, use the "^R" command.
The Utility will look for any block with a low defense level that
contains office or financial buildings. It won't suggest any
blocks more than 25 away from any block you own, or that you have
noted with the R flag as having recently robbed.
By the way, before any of these commands you may be asked
what gang you are. This is because the program has to know where
your blocks are located so it won't suggest blocks farther than
25 away from your turf. Enter the NUMBER of your gang and hit
Return. The Utility won't ask you this if you've previously
entered it, and it can be changed at any time with the "I" com-
mand.
ARSON: You can find a block to firebomb by using the "^F"
command. Blocks suggested will always have industrial, ware-
house, religious, school, or police buildings, and will have a
defense level of 4 or less. They will also be within 25 blocks
of your turf and mustn't have an F flag turned on.
Note: You get money from bombing warehouses and industrial
buildings, and notoriety for the others mentioned above. The
larger percentage of block you can use, the better, but make sure
you have enough bombs!
Note also that it isn't easy to find a police block with a
defense level less than Invulnerable, but it can be done! Figur-
ing out how to accomplish this feat (and what to do with it when
you have) is one of the more interesting side attractions of this
game.
4
MUGGING: Blocks that the Utility will suggest for muggings
(when you use the "^G" command) contain restaurants, entertain-
ment, retail, or apartments, and have a low defense level. As
you might expect, they also won't be selected if they are too far
away or have been recently mugged. You never get much from a
mugging, but it's good for gang promotions.
CONTROL: The IAC! Utility is capable of suggesting blocks
for you to control whenever you press "^C". These will always be
adjacent to one of your blocks, but there is no defense level
requirement, plus they can be owned by anyone.
AMBUSH: If you use the "^A" command, the Utility will look
for a block controlled by a gang you specify (it will actually
ask you which gang to ambush, and you can get a list of known
gangs by entering a "?"). If there is no such block within 25
blocks of your turf, the suggest command will fail. Defense
levels have no effect on which block is selected.
NICE: The Utility can choose blocks to be nice to if you
use the "^N" command. These will always be blocks you own and
will contain either firebombable or robbable buildings. They
will always have a high defense level (at least 6) to make being
nice worthwhile. If you ever manage to control a police block
(which is possible, by the way), these may also be selected.
The Utility does not keep track of which game week you are
currently on, as this has very little effect on play. Be aware,
however, that Nice orders (and certain others) do not work before
week 5 or after Boss Level has started.
Note that the IAC! Utility does not attempt to suggest the
BEST block, only an ACCEPTABLE block to use with the above or-
ders. Thus, some of your own judgment will be required. For
example, you will get more money by firebombing a larger percent-
age of buildings, so if it suggests several blocks, you should
pick the one with the larger percentage of industrial or ware-
houses on it.
The IAC! Utility knows only the basic parameters of block
percentages and defense levels, and cannot know other attributes
of the database used by IAC!. Thus, on occasion an order will
fail on a block this program suggests. The author takes no
responsibility for such failures. Determining which of the
suggested blocks to use, and why, is YOUR decision.
OTHER COMMANDS
The following miscellaneous commands are also available:
GANG STATS: You can enter the statistics for your gang
(amount of pros, punks, 'cruits, shotguns, submachine guns, small
bombs, streetdope, walkie-talkies, and morale) using the "S"
command. After entering the correct stats, the program tells you
your total gang strength, calculated as the attack factors of all
men and weapons added together. (Walkie-talkies are special
5
items not available until around game week 15.)
Note that while asking you these questions, you will see a
number in brackets, such as [0]. This is the "default value" for
that statistic and indicates its current value. If you just hit
Return without entering a new value, this amount will not be
changed (the old value, between the brackets, will be retained).
IDENTIFY YOURSELF: This command, "I", is used to let the
computer know which gang you are playing. Type the NUMBER of
your gang, not the name! This information is required for var-
ious actions such as block suggestion commands. Normally you
will only have to tell the computer who you are one time (the
first time you run the IAC! Utility), unless you are starting a
new game, or are playing more than one gang in the same game and
switching between them. In this latter case, be sure to change
your gang stats as well before trying to create a Turn Card.
After you enter your gang number, you will be shown a page
of statistics on your gang. This includes the normal statistics
entered with the "S" command, as well as a breakdown of your gang
strength, the last gang you were suggested to ambush, how many
blocks you own, your total block income and gang expenses, and
how many blocks are entered in the computer's memory. Be sure to
check these stats, especially the number of blocks and block
income, as they are a handy way of locating errors in your data
entry, as well as turf changes that occurred between turns.
You might notice that on this page the Gang Expenses may not
match the similar stat shown on your Results Sheet. This is
because on the Results Sheet, the amount is calculated BEFORE the
gang promotions have been added in. The number the computer
calculates is the amount from AFTER the promotions.
Note that there are a maximum number of blocks that your
computer can have in memory. If you try to add more blocks, you
will not be allowed to do so, and commands such as "E" will fail.
This is not likely to happen unless you control a LOT of gangs,
so it isn't something you should have to worry about.
NAME GANG: If you've met another gang recently, you can
enter its name using the "N" command. If you ever attempt to
perform an action on another gang (such as find a block to am-
bush) that doesn't have a name yet, this same command will be
executed automatically so no confusion results.
You can also use this command to change a gang's name if
you've mis-entered it, or if the gang splits and you wish to name
each one separately (such as Bad Guys #1 and Bad Guys #2). The
"N" command also works equally well with Mob Boss names.
While being asked for the gang name to change, you may enter
a ? to see a list of all the gang names entered so far. This
will help you find the correct gang. This list may cover several
screen pages, so press any key when asked to do so until you have
returned to the gang name entry line.
SAVE DATA: To force the Utility to save all changes you've
made so far, use the "V" command. This writes the new files to
disk. Use this command if you want to be absolutely sure you
don't lose a lot of changes by accidentally hitting Control-Break
6
or turning the computer off. It's also useful if you're working
on your computer during a thunderstorm....
ERASE BLOCK: You can erase the information in any block by
using the "X" command. This will completely blank out the cur-
rent block shown in the center of the screen. BE SURE you are
looking at the correct block or you'll have to retype all the
information in again.
SET HOME BLOCK: The "Y" command will identify the current
block as your "home" block. All this means is that when you
start the IAC! Utility, this will be the block you see first.
ERASE MAP: To completely erase the entire map, use the "^Z"
(Zap) command. This will delete all block information, but won't
affect the gang names or gang stats you may have previously
entered, nor will it affect your current turn card. It has the
same effect as deleting the MAP.IAC file for your game.
BLOCK BORDERS: To set a border around a block, use the "B"
command followed by the direction to place the border. If you do
this, a thick line will appear in that direction from the current
block. This is commonly used to easily show the edge of your
turf, or to identify police blocks.
Blocks with an Invulnerable defense level (11) are automati-
cally surrounded by borders after editing is complete. Addition-
ally, a block on the edge of the city automatically gets a border
in the appropriate direction. However, placing and updating your
turf borders are your responsibility!
NOTE MOB BUSINESS: The IAC Utility does not (as yet) per-
form Mob Boss functions, but it does have the ability to note the
positions of mob businesses. To do this, press the "*" key.
This toggles the mob business flag on or off for the current
block. The flag appears as a "*" on the map, indicating that
there is a business there. The presence of this flag does not
affect block suggestions or any other action, although as a
player you should be wary of performing any actions there as they
may have a reduced chance of success.
ZOOM MODE: When you press "Z", your "helicopter" rises
higher into the sky, and you get a long-range view of the city
from farther away. When in zoom mode, you see an 11x11 map
instead of a 5x5 one. Obviously, at this range you can't see the
intricate details of each block, so only the owner, defense
levels, and mob businesses are displayed. You can still move
around in zoom mode or do anything else you normally could in the
regular mode. Use "Z" again to return to the normal 5x5 view.
MOVE BLOCK: The "M" command is used when you wish to move a
given block to another location. Typically, when you start a new
game, your initial block and surrounding 4 blocks will be relo-
cated by Adventures By Mail, so that they can adequately fill up
the city with gangs. Thus, when you get back your first Results
Sheet, you may have to move your initial blocks.
7
To do this, simply go to the block you wish to move and use
the "M" command. You will be asked where you want to relocate
the block, so type in the new location. The block will be in-
stantly moved (in its entirety) to that spot, retaining all its
borders, flags, and other attributes. In addition, if another
block is already at that location, it will trade places with the
other one, effectively swapping block positions.
QUITTING THE PROGRAM: Use the "Q" command when you are done
with the IAC! Utility. After you confirm that this is really
what you want to do, all your changes (if any) will be saved on
disk for later use. If you don't want these changes saved, hit
Control-Break instead of using "Q".
THE TURN CARD
Now it's time to learn how to use the second major feature
of the IAC! Utility, the Turn Card Editor (TCE). The "T" command
gets you into the Editor, from which you are able to fill out a
normal IAC! turn card, but with a few advantages over the paper
version.
Note: If you try to enter the Editor without having previ-
ously used the "S" Gang Stats command, that command will be
automatically executed beforehand. Fill in the required data as
requested, and the TCE will then appear. Accurate entry of these
values is essential to the TCE's accuracy, as you will see.
The Turn Card Editor shows 10 orders at the top of the
screen (these will be blank on a new turn card) and asks you
which one you wish to edit. To modify a given order, press the
number of that order (note that order #10 is accessed by pressing
the "0" key).
You will then be asked for the order type. Press the single
letter of that order, such as "A" for Ambush, "B" for Buy, etc.
The TCE will then proceed to the next question, unless you
pressed an illegal key, in which case it will abort and go back
to asking you which order you wish to edit.
Now, depending on which order you entered above, the TCE
will ask up to three additional questions, enabling you to fill
in the rest of the order parameters as described in the It's A
Crime! Rulebook. These questions are explained below.
BLOCK NUMBER: Many orders, such a Rob and Firebomb, require
a block number. Enter the block number you've decided to use,
"?" for a suggestion, or "*" for the current block (your location
on the map before you entered the TCE). Hit Return after enter-
ing either of these options. Note that the suggestion order
works exactly like the appropriate command does at the map. For
example, if you're entering a Control order and type "?", it
works just like the "^C" command does.
After you enter a block number or get a suggestion, it will
appear on the screen next to the appropriate order, and a de-
scription of that block will appear. At this point the Turn Card
is waiting for you to confirm this choice, so press Return again
to accept it, or try a different block. The Editor will not
proceed from this point until you press Return by itself.
8
%GANG: A good number of orders require a %Gang as described
in the IAC! Rulebook. As with the block number, you can directly
enter a value here or use "?" for a suggestion. Again, the TCE
will wait until you press Return on a line by itself before
moving to the next question.
Sometimes the suggested value will not meet your specifica-
tions. In this case, you can enter "+" to increment the %Gang
parameter to the next value which adds a new pro, punk, or
'cruit. Occasionally, it is wise to do this once or twice to
send extra 'cruits or punks as "padding" in case you get caught
(but not always!). Note that because of the suggestion and
increment feature, you should never have to look at a %Gang chart
again!
BUILDING NUMBER: This question is asked for Rob and Fire-
bomb orders, and requests a building to "hit." If you just press
Return, enter an illegal number, or the block has no building
information entered, a "1" is assumed. The building type you
enter will be highlighted for easy reference.
OTHER QUESTIONS: The Editor may also ask you for an amount
of money to spend, a gang number to spy on or defend against, or
similar things. Answer these questions with your best judgment;
there is no suggestion capability here.
If you are being asked for a gang number (such as in the Spy
or Defend order types), you can use ? to get a list of previously
entered gang names. This works exactly as the ? query does when
changing a gang name with the "N" command.
Notice that in the middle of the screen there is a list of
the current amount of your gang's people and items remaining
unused. As you enter orders on the turn card, this will decrease
appropriately. The number of men and guns you send on any order
will be displayed to the right of that order, along with any
other relevant comments.
Items you Buy as an order on the turn card are NOT added to
your gang's statistics. This intentionally pessimistic attitude
is meant as a warning to you: if you utilize items you assume
you are going to acquire, you are taking a risk that you won't
get them as you expect to. For example, if you Buy drugs and
then try to Push them later, you are taking the chance that your
Buy order will fail (for whatever reason), and then the Push
order will fail as a result. Because of this possibility, the
Turn Card Editor will not show the drugs you bought being Pushed.
You can edit any of the orders you've previously entered.
Simply choose the appropriate order number and make the changes
you need. Pressing Return at any question will leave the exist-
ing value unchanged. Note that you can enter orders in any
order; you don't have to start from number 1. Many players put
an "E 99" as their last order; this might be the first thing you
enter, so you won't forget to do it!
Street actions, with the W, X, and Y orders, sometimes
require different parameters than the Editor will ask. This is
because it is impossible to prepare for all the different actions
9
you might receive as part of IAC! In these situations use your
best judgment.
Block scouting is implemented in a very simple way in the
TCE. Simply type "S" when asked for an order number, and then
type in the scouting slot (there are eight such slots, as shown
on the IAC turn card). Then enter the block to be scouted (or
"*" for your current location on the map before you entered the
TCE); the block information will be shown on the screen to verify
that you entered the correct number. No suggestion feature is
implemented here; only YOU can know what blocks are best for you
to scout. This limited function is intended only as a handy way
for you to record the blocks you scouted along with the rest of
your turn card for the current game week.
When you're done with your turn card, you should copy it
onto the IAC! official card and mail it in. I suggest that you
also use the Shift-PrtSc key combination to dump the turn card to
your printer, just to be sure the Adventures by Mail people don't
mis-enter any of your moves. (This is very rare, but it can
happen.) Alternately, after you quit the program, this turn card
will be saved in the appropriate CARD file, which you could then
copy elsewhere as an archive.
To clear the Turn Card, use "Z" when you are being asked to
select an order to edit. This is known as "zapping" your turn
card. It does not clear your gang statistics.
To exit the Turn Card Editor, press "Q" when you are being
asked to choose an order. This will return you to the normal map
"helicopter" view.
CONCLUSION
You now know everything you need to use the IAC! Utility.
This program is Shareware, so if you enjoy using it, send $12 (10
pounds in the U.K.) to the following address:
LZ Software, Inc.
Bruce H. Graw
1003 Courtney Drive, Suite C
Dayton, OH 45431
Your payment will make you eligible to receive any later
upgrades or additional software, such as a possible Boss Level
Utility, or similar products. If you have any suggestions or
comments, or discover any errors, let me know by mail.
The IAC! Utility Version 1.5 was completed in August 1989.
10
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.
Gang Name:___________________________________ Game#______
Your Name:___________________________________
PRINT your address to the
right if you are new or
your address has changed.
Gang#_____________ I T ' S A C R I M E !
Acct#_____________ STARTING GANG TURN CARD
Note: Use this turn card facsimilie only when starting a new
game. After you start playing, you will receive turn cards each
week with your Results Sheet. You may order two spare cards by
writing "SE2" in the Special Codes Area.
-----------------------------
| | If payment enclosed, amount to
| SPECIAL ____________ |
| | be used for turn credits for
| CODES ____________ |
| | this gang = $ ________________
| AREA ____________ |
| |
-----------------------------
(gang#)
(amount) (item#)
(letter) (%gang) (block#) (bldg#)
Order #1 ________ ________ ________ ________
Order #2 ________ ________ ________ ________
Order #3 ________ ________ ________ ________
Order #4 ________ ________ ________ ________
Scout blocks: ________ ________ ________ ________
Note: Double Orders Turns cannot be used until week #3.
Volume in drive A has no label
Directory of A:\
FILE1825 TXT 1703 12-20-89 5:32p
GANG143 TXT 2944 8-28-89 12:04p
GANG157 TXT 2944 8-28-89 11:59a
GANG223 TXT 2944 8-29-89 11:25a
GANG30 TXT 2944 8-29-89 12:02p
GANG34 TXT 2944 8-28-89 12:23p
GANG352 TXT 2944 8-29-89 12:03p
GANG387 TXT 2944 8-29-89 11:29a
GANG389 TXT 2944 8-28-89 12:18p
GANG551 TXT 2944 8-28-89 11:54a
GANG569 TXT 2944 8-29-89 11:37a
GANG660 TXT 2944 8-28-89 12:07p
GANG676 TXT 2944 8-28-89 11:48a
GANG710 TXT 2944 8-28-89 11:42a
GANG720 TXT 2944 8-28-89 12:13p
GANG726 TXT 2944 8-29-89 11:33a
GO BAT 38 1-01-80 1:37a
GO TXT 540 12-21-89 1:40p
IAC EXE 49392 9-04-89 11:45a
IACMAN TXT 34432 9-04-89 12:08p
IACRULES TXT 36514 8-03-89 8:59p
INFOFORM ASC 2772 10-23-89 9:20a
TURNCARD TXT 1792 9-01-89 10:31p
23 file(s) 171343 bytes
145408 bytes free