Game Guide

Hoes

Hoes are your primary income source. More hoes + higher happiness + better city = more cash per turn trick.

Happiness

Hoe happiness is made up of four factors worth 25 points each (max 100):

  • Payout — your payout % ÷ 100 × 25. Lower payout = less happy.
  • Condoms — need 1 condom per hoe for full 25 pts.
  • Crack — need 0.5 crack per hoe for full 25 pts.
  • Thugs — need 1 thug per hoe for full 25 pts (protection).

Once you have full condoms, crack, and thugs, you can drop payout to 1% and still stay near 75%. Tip: log out with payout at 99% so hoes stay happy if you get hit while offline.

Effects of Happiness

  • Happiness scales your income — 70% happiness = 70% of max possible earnings per trick.
  • Below 70% happiness, hoes start walking out every 10 minutes.
  • Keep your supply ratios topped up to stay above 70%.

Losing Hoes

  • Hoes leave passively if happiness falls below 70%.
  • Enemies can steal hoes by weakening your thugs and sending crack.
  • A crack bomb attack kills some hoes outright and consumes the attacker's crack.
Thugs

Thugs defend your hoes and attack enemies. Every attack type requires Lowriders to carry them — each ride holds 6 thugs.

Happiness

Thug happiness = weed coverage (50 pts) + weapon coverage (50 pts). 80% of thugs armed with weed and 80% with weapons = 80% happiness.

  • Need 1 weed per thug — each thug without weed costs 1 happiness.
  • Need 1 weapon per thug (Glocks, Shotguns, AKs, or Tek9s) — each unarmed thug costs 1 happiness.
  • Equal weed and weapons to your thug count = 100% happiness.

Gear

  • AK-47s — +30% attack power when armed (1 per thug for full effect)
  • Kevlar Vests — +25% defense (1 per thug for full effect)
  • Glocks — +8% attack bonus
  • Shotguns — +18% attack bonus

Lowriders

  • Required for every attack type.
  • Each ride carries 6 thugs — active attackers = min(thugs, rides × 6).
  • Extra thugs beyond your ride capacity sit out the fight.
  • Each ride also gives a 2% travel cost discount (up to 50% off).
Scouting

Scouting sends your crew out to recruit hoes from the streets of your city. Each run costs turns and consumes supplies — bring enough or you'll lose most of what you find.

How It Works

  • Each turn spent scouting finds a random number of hoes, modified by your city's recruit multiplier and the district you choose.
  • Results have built-in randomness — the same inputs can produce different outcomes each run.
  • While your crew is out, your existing hoes and thugs continue to earn street income.
  • You cannot be attacked while jumping (scouting). The protection lasts as long as the scout run took in turns.

Supplies

  • Condoms — one used per hoe found. Without them, 50% of unprotected hoes catch STDs and have to go.
  • Crack — half a unit per hoe found keeps them happy. Without enough, up to 40% will refuse to stay.
  • Stock up at the Market and Pips before long runs.

Districts

Each district trades off hoe recruitment, income, and bonus finds differently.

District Hoes Income Bonus Finds Best For
Low Rent District Average Average Average All-around
Nightclub District High Good Low Recruiting hoes
Casino District Low Best Good Street income
Urban Ghetto Good Low Best Bonus finds
Wino Slums Lowest Lowest Low

Bonus Finds

Each run has a small random chance of finding extras alongside your hoes:

  • Thugs — hungry guys looking for work
  • Glocks, Shotguns, AKs — weapons stashed in alleys and abandoned cars
  • Lowrider — rare; just sitting there with keys in it

Bonus find rates scale with the district's bonus multiplier. Urban Ghetto has the highest odds.

Tips

  • Run 12–14 turns per scout for consistent returns.
  • Always have condoms and crack before a run — losing recruits to STDs or walkouts wastes your turns.
  • If you're light on supplies, hit the Market first, then scout.
  • Use the Casino District when your stable is already large and income matters more than new recruits.
  • Scout again from the results page — no need to go back to the form.
Combat

All attacks require Lowriders. Each ride carries up to 6 thugs into battle — your active attacker count is min(thugs, rides × 6). Stack both.

Weapons

Weapon Attack Bonus Notes
Glocks +8% Entry-level firepower
Shotguns +18% Mid-tier upgrade
AK-47s +30% Best attack weapon; also required for Home Invasion

Kevlar Vests boost defense (+25%) — each vest protects one thug. Arm your thugs before fighting anyone with heavy firepower.

Attack Types

Attack Win Reward Notes
Home Invasion Steal cash Casualties both sides. Requires AKs.
Drive-By Kill thugs Reduced attacker casualties. No cash theft.
Jack Vehicles Steal Lowriders Need 6 thugs per ride stolen. No killing.
Steal Hoes Steal hoes Send crack to lure hoes. Weaken thugs first.
Crack Bomb Kill hoes Destroys enemy hoes. Crack is consumed.

Tips

  • Balance rides and thugs — extra thugs beyond rides × 6 sit out the fight.
  • Drive-By first to drain enemy thugs, then Steal Hoes for maximum take.
  • Use the Crackulator on the attack page to estimate how much crack to send.
  • Kevlar and AKs both matter — don't go in naked.
Cities & Travel

Each city has two multipliers that affect your entire operation while you're there. Choose your city based on what you're trying to optimize.

Income Multiplier

Scales all money your hoes and thugs earn — from Turn Tricks, scouting street income, and any passive income. A city with a 1.5× income multiplier means your stable earns 50% more per turn than in a baseline city.

Recruit Multiplier

Scales how many hoes you find per scout turn and reduces the effective cost of thugs and hoes at the market. A city with a high recruit multiplier is the best place to build up your numbers fast.

Travel Cost

  • Each city has a base travel cost. The actual cost is shown on the Travel page.
  • Lowriders reduce your travel cost — each ride gives a 2% discount, up to a maximum of 50% off.

Strategy

  • Early in the round: favor high recruit multiplier cities to build your stable fast.
  • Once you have a large stable: move to a high income multiplier city to maximize earnings.
  • Stock up on Lowriders — they cut travel cost and let you move around cheaply mid-round.
  • Check the Travel page for current city multipliers and your exact travel costs.
Producing Crack

Crack is produced at Produce Crack by spending turns. More thugs means bigger batches.

How It Works

  • Base production is 5 crack per turn.
  • Thugs add up to a 3× multiplier — 0.5% per thug, capped at a 200% bonus.
  • Output has a ±20% random swing each run.

Uses for Crack

  • Steal Hoes — send crack to lure enemy hoes away from their pimp.
  • Crack Bomb — send crack to kill enemy hoes outright; crack is consumed.
  • Supply (Happiness) — 0.5 crack per hoe keeps your girls happy and earning.
  • Market — sell surplus crack for cash.

Tips

  • Build up thugs before cooking — the multiplier scales hard with numbers.
  • Keep a crack buffer at roughly 0.5× your hoe count to maintain happiness.
  • Don't over-stockpile — crack sitting idle is cash you could have from selling it.