The rules of the street
How it works
Krasnograd is one world, shared by every comrade in it. Most crimes rob the city, but some rob you. This is how comrades get in each other's way, and how to stay out of it.
The exact numbers, from chances to waiting times, are on the rules page in the game. The Party tunes them now and then.
Energy, practice and rank
Every crime, stolen car, breakout and train ride costs energy, and energy comes back by itself over time. Each crime has its own wait before you can try it again.
Practice makes perfect: every attempt at a crime raises your skill at it, a success more than a failure, and skill raises your chance. Experience raises your rank, and rank opens the bigger crimes, families, guns and factories.
Where your money is safe
| Where | Pickpocket | Burglar | Shot |
|---|---|---|---|
| Pocket cash | A share | Safe | All of it |
| Mattress (your flat) | Safe | A share | Safe |
| Bank | Safe | Safe | Safe |
Goods in your flat's stash are a burglar's too. Your cargo, your warehouse, your cars and your bullets are safe from other comrades. The bank takes a commission when you pay in, and you cannot reach it from a cell or a hospital bed.
Pickpockets
A pickpocket robs a real comrade: someone in the same city who has been out and about lately and has cash in their pocket. The thief takes a share of it.
The victim gets a notice with the thief's name and the sum, too late to do anything but bank the rest. A comrade in the cell is left alone; one waiting for a train is not. A pocket just picked is left alone for a while, by every thief.
Burglars
Your flat stays in your home city all round, and a burglar in that city can break in while you are away or asleep. They take a share of the cash under the mattress, and a share of the goods in the stash as far as their own cargo has room. Stolen goods count against your smuggling score.
A flat that was just burgled is left alone for a few hours. A better flat holds more, so it also has more to lose. You get a notice with the burglar's name and what is gone.
Shooting
Once you have climbed high enough, you can shoot a comrade in your own city, as long as they have climbed far enough too and are not in a cell or on a train: newcomers are out of reach. You need bullets, more for a higher-ranked target, and then the shot always hits.
The target loses all the cash in their pocket to the shooter, and any bullet factory they own, and lands in hospital. They keep their mattress, bank, cargo, warehouse, cars and bullets. The shooter goes free and only waits before the next shot.
A family is no shield: even members of the same family can shoot each other.
The hospital
In hospital you can look around, read your telegrams, block and report, but not act: no crimes, no travel, no market, no bank. A train that leaves while you are in bed goes without you.
Nobody can shoot you in hospital, nor for a while after you leave it. Your flat, though, can still be burgled.
The cell and breakouts
A failed crime can end in the cell, for a few minutes at most. Wait it out, pay bail for yourself, or hope a comrade breaks you out.
Any comrade in the same city can try to break a prisoner out. The higher their rank against the prisoner's, the better the chance, and the jail list shows it. Fail, and the breaker is in the cell too. Succeed, and the prisoner walks free while the breaker earns experience and a place on the breakouts board, though not twice a day for the same prisoner, nor for freeing someone jailed for a failed breakout.
Smuggling
Every city has one market price per good, the same for everyone. Prices drift by themselves over time; nobody's buying or selling moves them. Buy where it is cheap, ride the train and sell where it is dear. Selling goods back where you bought them, before they have travelled, costs you.
When you arrive with goods, customs may check you. If they do, everything you carry is gone, and some smugglers go to the cell as well.
Your warehouse in each city keeps the goods that came through customs. Now and then the militia raids it as you take goods out, and keeps a share. The rent runs by the day and is paid when you take the goods out; abandon them and the debt goes, as a loss.
Cars
Cars are stolen off the street, never out of another comrade's garage. What you park is yours until you sell it or crush it for scrap, in the city where it stands.
Bullet factories
Every city has one bullet factory. It belongs to the state until a comrade of high enough rank buys it. The owner sets the price of bullets within the Party's limits, and every other comrade who buys bullets in that city pays the owner.
Shoot the owner and the factory is yours. Or skip the factory and melt your own scrap into bullets.
Families
A boss founds a family and invites comrades by telegram. A family has a name, a crest and its members, and that is all: members share no money, no bullets and no protection. The boss can show a member the door, and the member keeps everything but the family.
Telegrams
Send one line to any comrade, with a wait between telegrams. Block a comrade and their telegrams and invitations stop. Report a telegram that crosses the line, and the Party office reads it and can mute the sender for the round.
When the round ends
Cash, rubles in the bank, goods, cars, flats, families and ranks go; your name, your portrait and your Baksy stay. How a season runs.