How Turf works
You run one gang in one city. Cities last 12 weeks, then the map is wiped and a new city opens. Your account and diamonds carry over; your gang does not.
The loop
- Rackets on your blocks earn dirty cash every hour, and add heat.
- Dirty cash pays crew wages, recruits crew and bribes cops.
- Fronts launder dirty cash into clean cash, keeping a cut. Clean cash pays for buildings and lieutenants.
- Recruit crew, raid neighbourhood blocks for cash and respect, then send lieutenants to take blocks over.
- Respect raises your rank, and your rank caps how many blocks you can run.
Travel
Blocks are 200 metres east to west and 100 metres north to south. Crews drive along the street, then up or down the avenue. A crew moves at the speed of its slowest member, so mixing corner boys with cars slows the cars to walking pace. Travel never speeds up with the city.
Crew
| Crew | Attack | Defence | km/h | Carries | Cost | Wages/h | Gym | Notes |
|---|---|---|---|---|---|---|---|---|
| Corner boys | 10 | 15 | 4.8 | 25 | $60 | 1 | 0 | Cheap. Hold corners and soak up hits. Travel on foot. |
| Lookouts | 0 | 2 | 15 | 0 | $80 | 1 | 0 | Scout rival blocks on bicycles. No use in a fight. |
| Enforcers | 40 | 20 | 14 | 40 | $220 | 4 | 0 | Your main attackers. Travel by car. |
| Wheelmen | 15 | 10 | 22 | 120 | $180 | 3 | 0 | Fast on motorbikes and carry the most cash home from raids. |
| Muscle | 15 | 45 | 4.8 | 10 | $150 | 2.5 | 1 | Heavy defence. Slow, on foot. |
| Shooters | 110 | 40 | 14 | 20 | $650 | 10 | 4 | Devastating in an attack and bring a lot of heat. |
| Lieutenants | 20 | 20 | 12 | 0 | $1,000 + $2,500 clean | 25 | 2 | Needed to take over a block. Each win drops the block's loyalty by 20 to 35. |
Buildings
| Building | Level 1 cost | Max | What it does |
|---|---|---|---|
| Hangout | $300 clean | 20 | Your base on the block. Each level builds everything else 5% faster. |
| Racket | $200 clean | 25 | Earns dirty cash every hour and adds heat. |
| Front | $400 clean | 20 | Launders dirty cash into clean cash, minus a cut. Only on residential, commercial, nightlife, docks, landmark blocks. |
| Stash | $250 clean | 20 | Raises how much dirty cash you can hold and hides part of it from raiders. |
| Trap house | $350 clean | 20 | Recruits crew. Each level recruits faster and houses 25 more crew. |
| Lab | $600 clean | 20 | Cooks product, which your nightlife blocks sell for dirty cash. Only on industrial, docks blocks. |
| Fortifications | $500 clean | 20 | Steel doors, cameras, sandbags. +6% defence per level. |
| Lookout post | $300 clean | 15 | See further across the map and spot incoming crews earlier. |
| Lawyer's office | $1,500 clean | 10 | Heat falls faster, police take less and jail time is shorter. HQ only. |
| Training gym | $1,200 clean | 10 | Unlocks stronger crew. HQ only. |
Blocks
| Type | Racket at level 1, $/h | Heat | Crew room | Defence bonus | Racket |
|---|---|---|---|---|---|
| Residential | 200 | ×1 | 40 | 0% | Protection racket |
| Commercial | 350 | ×1.2 | 15 | 0% | Shakedown and numbers |
| Nightlife | 550 | ×2.5 | 15 | 0% | Clubs and card games |
| Industrial | 250 | ×0.8 | 15 | 15% | Chop shop |
| Docks | 450 | ×1.5 | 15 | 10% | Smuggling |
| Projects | 220 | ×0.6 | 60 | 25% | Corner trade |
| Landmark | 800 | ×2 | 20 | 30% | Inside job |
Nightlife blocks also sell the product your labs cook, at $25 a unit. Neighbourhood crews hold every block nobody owns; they get tougher towards downtown, and grow back within a day after you hit them.
Landmarks
| City Hall | Holding it counts towards winning the city. |
| Police Plaza | Owner's heat falls 2 points an hour faster. |
| The Meridian Casino | Launders 3,000 an hour at a 5% cut. |
| Harbor Stadium | +10% income on every block the owner holds. |
| Federal Savings Tower | Police can never freeze the owner's clean cash. |
| Container Port | Produces 60 product an hour. |
| Grand Union Station | Crew leaving the owner's blocks travel 15% faster. |
| County Courthouse | Owner's crew serve half their jail time. |
Heat
| Level | From | What happens |
|---|---|---|
| Cold | 0 | The police are not interested in you. |
| Noticed | 20 | Patrols on your corners cut racket income by 10%. |
| Wanted | 40 | Random raids seize stash cash and arrest crew. |
| Investigated | 60 | Detectives can freeze your clean cash and arrest more crew. |
| Task force | 80 | Major raids on your HQ. You can lose blocks. |
Heat falls by itself, faster with a lawyer's office, by going quiet, or with a bribe. Tipping off the police about a rival adds 8 heat to them, but word gets out three times in ten.
Ranks
| Rank | Respect | Blocks you can run |
|---|---|---|
| Street punk | 0 | 3 |
| Hustler | 300 | 6 |
| Soldier | 1,200 | 10 |
| Capo | 4,000 | 16 |
| Underboss | 12,000 | 25 |
| Boss | 30,000 | 40 |
| Kingpin | 80,000 | 70 |
| Don | 200,000 | 120 |
Fighting
When a crew arrives, its attack is set against the defence of everyone standing on the block, plus fortifications, the block type's bonus and a 20-strong crowd of locals. Luck moves the attack by up to 15% either way. A much bigger gang hitting a small one fights at reduced strength. The loser is wiped out; the winner loses a share of its crew that grows the closer the fight was.
Winning
A family (or a lone gang) that holds City Hall and 60% of the city's blocks for 7 days takes the city. If nobody does, the biggest holder when the 12 weeks are up wins. Winners get 200 diamonds and a win on their record.
Diamonds
Diamonds are bought with real money and spent in the store on cash, weapons, armour, hired guns, heat relief and finishing builds early. Every new account gets 50.