Home Rules for Gangs

Rules for Gangs

All About the Rules for Members of Criminal Gangs
By Egor Goryainov
• 5 articles

Rules for Conducting Gang Wars

1. General Provisions 1.1. Gang wars take place in Edovo (45 territories) and Lytkarino (33 territories), a total of 78 territories. 1.2. Only the Leader or Deputy of the organization may start a territory capture while on enemy territory via the in-game menu. 1.3. The colors of the squares correspond to the colors of the gangs: Kavkaz: Turquoise, Tambov: Purple, Offniks: Green; 1.4. A war for a territory can be scheduled every 2 hours during the first five minutes after PayDay. After the war ends, a 2-hour cooldown applies. 1.5. The first organization to schedule a war becomes the attacking side. The gang that owns the territory becomes the defending side. 1.6. Each gang has 10 minutes for preparation and gathering before the shooting begins. 1.7. The actual battle for a territory lasts 15 minutes in the city where the territory capture was started. If the result is a 0:0 draw, the territory remains with the defenders. If the draw has a score (not 0:0), the territory goes to the attackers. 1.8. The war is for one specific square of the territory, but kills are counted across the entire red zone area of the city (see screenshot) where the war takes place. 1.9. The gang with the highest number of kills wins the war. The territory then transfers to the winning gang and is recolored. 1.10. A leader may take a Freeze for a maximum of 24 hours. 1.11. Every participant must wear clothing that identifies them as a gang member and follows the dress code. 1.12. A gang that captures all enemy territories receives full control (72 territories). 1.13. Gang war schedule: - Weekdays: 5 wars from 1:00 PM to 9:05 PM (1:00 PM, 3:00 PM, 5:00 PM, 7:00 PM, 9:00 PM). - Weekends: 6 wars from 11:00 AM to 9:05 PM (11:00 AM, 1:00 PM, 3:00 PM, 5:00 PM, 7:00 PM, 9:00 PM). 2. Prohibited 2.1. Being AFK during combat (more than 15 seconds) | Server kick 2.2. Canceling animations for medkits, meds, weapon pickup, or eating | 20-minute jail. 2.3. Off-topic messages in gang chat (/gg) | 20-minute chat mute. 2.4. Using spray cans or fire extinguishers | 60-minute jail 2.5. Any interference (DM, DB, Police tools) with gang members within 10 minutes before capture with intent to reduce their chances (anti-capture) | 60-minute jail, repeat violations = Account warning 2.6. Ping above 200 | Server kick 2.7. Using meds, medkits, or food during combat | 10-minute jail 2.8. Being out of uniform or wearing clothes that violate the dress code | 10-minute jail 2.9. Shooting at players before the fight starts | 60-minute jail Note: Only shooting in the direction of players is prohibited. Shooting into the air, for example, is allowed. 2.10. Using third-party software | Permanent ban + device ban 2.11. Entering any interiors | 10-minute jail 2.12. Wearing a mask during the war | 10-minute jail 2.13. Shooting/killing players who simply pass through the gang war territory and are not participating | 90-minute jail 2.14. Provoking an enemy gang | 10-minute chat mute 2.15. Any bug abuse | 60-minute jail, repeat violations = Account warning 2.16. Using a helicopter/bug to take high ground | Account warning 2.17. Third-party gangs, hospital workers, or unrelated players interfering in a gang war | Account warning Example: a hospital worker revives a knocked-out player during a war. 2.18. Spawn killing in entrances/houses within the ghetto | 60-minute jail 2.19. Using non-approved weapons (see 4.7) | 10-minute jail 2.20. Occupying rooftops of large buildings using tuning for cars/motorcycles/jetpacks | 20-minute jail 2.21. Leaving the ghetto (beyond the territory boundaries) is prohibited. | 20-minute jail Note: In the new Edovo, the rivers and the adjacent areas are considered part of the ghetto, so entering them is not prohibited. The relevant zones are outlined with squares. Leaving the red squares and markers is prohibited. Moving from the ghetto into thesezones is allowed only where expressly stated below. - Red zone = outside the active war zone. - Green zone = the area where the territories are located; kills made in this zone count toward the war score. - Orange zone = adjacent areas; players may be present in and move through these areas, but kills made there do not count toward the war score. Note: During combat, entering the orange zone is prohibited, as is dealing damage to players in that zone or dealing damage from that zone. Punishment: 20-minute jail. 2.22. Artificially boosting kill count | Account warning 2.23. Changing your nickname color from the faction color | Server kick 2.24. Going AFK or disconnecting to avoid death | 10-minute jail 3. Leader Punishments 3.1. Selling/buying/handing over territories or making truces with enemy gangs | Leader warning 3.2. Firing/demoting/promoting/accepting members or issuing warnings during war | Leader warning 3.3. Not arriving to the gang war in the city where it was scheduled | Leader warning 3.4. Mass violations by the team (8+ players) | Leader warning 3.5. Capturing a territory of a gang that is on Freeze | Leader warning 3.6. More than 3 players banned for cheats from one gang | Leader warning 3.7. Coming to a war with fewer than the minimum required number of participants from one gang | Leader warning 3.8. Scheduling war at the wrong time | Leader warning 4. Allowed 4.1. Caps and flooding 15 minutes before and during war by rank 7+ Note: Max 6 lines per minute. Only for coordination during preparation and combat. Not allowed for personal use. 4.2. Exceeding physical character limits (PG) 4.3. Returning to the war after death (RK) 4.4. Animation canceling for shooting (strafe canceling, +C, etc.) 4.5. Violating traffic rules 5 minutes before and during war 4.6. Minimum number of participants from one gang: 10 4.7. Allowed weapons: - Makarov Pistol - Silenced Pistol - AK47 - Shotgun - Rifle - Bat - Fists - AK74 - Brass Knuckles 5. Possible Reasons to Return a Territory 5.1. More than three players banned for cheats from one gang 5.2. Mass violations (8+ members) 5.3. Selling/buying/giving away territories or making truces with enemy gangs 5.4. Capturing a territory from a gang on Freeze 5.5. Mass disconnection when more than half of the initial team leaves the server 5.6. Scheduling a war at the wrong time

Last updated on Sep 22, 2026

Kidnapping Rules

1.1. Kidnapping is the intentional unlawful seizure of a person, either secretly or openly, followed by moving and holding them against their will. Who Can Kidnap and How Often: 1.2. Only gang members may kidnap people or participate in kidnappings. Civilians are prohibited from doing so. 1.3. No more than three leader kidnappings may be carried out per day. A leader from the same organization may be kidnapped no more than once per day. 1.4. The interval between kidnappings must be at least 3 hours. 1.5. Kidnapping two or more people at once is prohibited. 1.6. Leaders of government agencies may be kidnapped only between 12:00 PM and 8:00 PM. 1.7. Government employees (non-leaders) may be kidnapped without limits, but there must be at least a 2-hour interval between kidnappings. Rules for the Hostage 1.8. Powergaming (PG) is prohibited: you may not attempt to escape or fight back if there are more than three kidnappers or if at least one of them is armed. 1.9. It is prohibited to call kidnappers by their names, mention their factions, or engage in unnecessary conversation. 1.10. During a kidnapping, you may not go AFK or leave the game to avoid death. 1.11. Provoking criminals is prohibited (insults, rudeness, disobedience). 1.12. While stunned, you may not perform any actions (for example, typing, laughing, or shouting). 1.13. If you have been gagged, you are not allowed to speak. Rules for Police and FIB 1.14. You may not arrest the kidnappers while they are holding a hostage. 1.15. You may not approach the hostage or interact with them in any way. 1.16. You may not fire in the hostage's direction, including at the kidnappers or the vehicle the hostage is in. Negotiation Rules: 1.17. Each side must appoint one negotiator: one representing the kidnappers and one representing the government agencies. 1.18. Negotiators may not wear masks or open fire. Body armor is allowed. 1.19. It is prohibited to kill, fire at, or kidnap negotiators. Planning and Restrictions: 1.20. The kidnapping plan must be prepared in advance. 1.21. You must plan: - kidnapping location - time - victim - where the hostage will be held - escape plan 1.22. Kidnapping is allowed only in secluded areas. Kidnapping in crowded places or near police officers is prohibited. 1.23. Kidnapping in a green zone (GZ) is prohibited. 1.24. Players may not be kidnapped at their workplace, while performing starter jobs, attending interviews, or taking part in RP situations. 1.25. It is prohibited to keep the hostage in an apartment, house, gang base, or spawn points. 1.26. It is prohibited to kidnap medics, civilians, or negotiators. 1.27. The hostage must be kept alive to receive a ransom. 1.28. Roleplaying the killing of leaders is prohibited. 1.29. If the kidnappers demand a ransom, they must prove that the hostage is alive, for example, by showing the hostage to the agents. Proper roleplay is required. 1.30. The number of kidnappers must be at least twice the number of hostages. 1.31. Kidnappers must be wearing masks and armed. 1.32. It is prohibited to kill the hostage after receiving the ransom. 1.33. Immediately after the kidnapping, it must be reported over the department radio. At the kidnappers' instruction, the hostage must send the report. Ransom Amounts Government: Governor: 250,000 units of in-game currency Deputy Governors: 100,000 units of in-game currency Faction members: 20,000 units of in-game currency Police: Colonel: 150,000 units of in-game currency Deputy Colonels: 75,000 units of in-game currency Faction members: 20,000 units of in-game currency FIB: Chief: 200,000 units of in-game currency Deputy Chiefs: 100,000 units of in-game currency Faction members: 25,000 units of in-game currency Army: Colonel: 150,000 units of in-game currency Deputy Colonels: 75,000 units of in-game currency Faction members: 20,000 units of in-game currency Temp Media: Director: 150,000 units of in-game currency Deputy Directors: 75,000 units of in-game currency Faction members: 20,000 units of in-game currency Emergency Response Service (ERS): Colonel: 150,000 units of in-game currency Deputy Colonels: 75,000 units of in-game currency Faction members: 20,000 units of in-game currency

Last updated on Sep 15, 2026

Military Base Raid Rules

General Rules for Attackers: - Only gang members are allowed to attack. - It is prohibited to violate any project rules. General Rules: - Only gang members are allowed to be on the military base during a raid. - The minimum number of attackers is 5 people. Only Army members and Police/FIB employees of rank 3 or higher are allowed on the territory. - The army personnel have the right to let other organizations pass (as long as they are not robbing the warehouse). - Army employees may not be on the military base territory while not wearing their work uniform. - Attacking the military base is allowed from 8:00 AM to 10:00 PM. Allowed: - Using meds and medkits (not during combat). - Bribing military personnel. - Killing military personnel on the military base territory. - Setting your own conditions for leaving the military base. Prohibited: - Being on the military base without a mask: [/jail 30] - Running into interiors used by / occupied by military personnel: [/jail 30 /warn] - Using medkits or meds during combat: [/jail 30] - DM outside the Military Base territory (against non-military players): [/jail 90] - Being on the Military Base while not wearing the work uniform: [/jail 10] - Using animations to avoid death: [/jail 30] - Violating server rules: [according to the general administrative regulations] - Attacking with fewer than 5 people: [/jail 30] IMPORTANT The administration reserves the right to choose a punishment for violating the rules in accordance with established regulations. Ignorance of the rules does not exempt you from punishment according to these regulations. Entry is allowed only from the checkpoint side or through the side sections where the gaps are located. Entering from any other side is considered off-road driving.

Last updated on Sep 22, 2026

Cash-Transit Truck Robbery Rules

Main provisions and requirements: - Follow all roleplay rules. - Ignorance of the rules is no excuse. - Robbers must be gang members. | 40-minute jail if you are not a member of a gang. - Robbers must belong to the same faction (if you have an alliance with another gang, you will be punished). | 30-minute jail. - The punishment is given to the player who is in the minority faction. If all players are from different factions, all will be jailed. Example: if 3 members of the Offniks gang and 1 member of the Tambov gang take part, the player from Tambov will be jailed. - During a robbery, one of the players must be rank 6+. | If not, all participants receive jail for 30 minutes. - The minimum number of cash-transit truck robbers is 4. | 30-minute jail/Warn. - Robbers must have a clear action plan before attacking. - Robbers must have masks and firearms. - If at least one member does not have these items, the robbery will be considered invalid. - 60–90-minute jail/Warn for any player who attacks cash-transit guards with bare hands or is not wearing a mask. - Every robbery must include full RP interaction. | 30-minute jail /warn. - Using a medkit is allowed only under full cover of your gang members, or after the robbery is completed. | 30-minute jail. - Only personal/family/faction vehicles may be used during the attack. | 30-minute jail. - Robbing cash-transit trucks is allowed only outside city limits. | 60-minute jail/Warn. If, after the attack, the cash-transit truck enters the city, robbers must act based on the situation: if the area is not crowded, the robbery may continue; if the area is crowded, robbers must withdraw immediately. - If special services (FIB, LE, Army) interfere with the robbery, the robbers must retreat and escape. | 60-minute jail. Prohibited: - Blocking the road in advance with any vehicles (setting up checkpoints). | 30-minute jail/Warn. - Cutting off the cash-transit truck using ping/desync. | 30-minute jail. - You must carefully cut off or ram the cash-transit truck from the side. - Shooting from a car window at the vehicle or the cash-transit guards. | \Warn. - Using any exploits or game bugs. | 30-minute jail. - Using meds during the shootout. | 30-minute jail. - Leaving the game during the robbery. | 30-minute jail/Warn. Entering nearby shops or interiors during the robbery, or healing inside them, is prohibited. | 60-minute jail. - Repairing your vehicle after the robbery has already started. | 60-minute jail. If the cash-transit truck manages to escape after the attack, you are allowed to repair your vehicle. Important: Robbing cash-transit trucks during nighttime (12:00 AM–6:00 AM server time) is prohibited. | 60-minute jail.

Last updated on Sep 15, 2026

Rules for Hijacking Trucks Carrying Supplies

Supplies are delivered to four factions: 1. Police 2. FIB 3. Government 4. Army Supplies must be delivered strictly along the designated routes. Any violation of delivery rules or deviation from the route results in 10 minutes in jail. 1. Police 2. FIB (black route) and Government (light green route) 3. Army Materials can be delivered no more than 12 times per day: - 6 times to the Army's Military Base - 2 times to FIB - 2 times to Police - 2 times to the Government Deliveries are available from 10:00 AM to 11:00 PM. There must be at least 1 hour between deliveries. Before starting the delivery, the Army leader must announce it in the department chat (/d). Example: /d ""Starting supply delivery to Police."" Deliveries may only be performed by a team of at least 4 people: Two must be in the truck. Two must provide escort in any faction vehicle. During loading: Two employees carry supplies to the truck. Two others guard the warehouse. Police and FIB employees may assist Army employees during supply delivery by escorting them or by providing support in the event of a gang attack. Hospital employees may heal state organization employees involved in the supply delivery only if they successfully repel the attack. If a gang attacks the convoy, government employees must roleplay all their actions, and must stop and fight back if needed. Rules for Hijacking Trucks Carrying Supplies Attacking on the territory of the warehouse or the mine is STRICTLY prohibited. Gangs may attack only in specific allowed locations. For deliveries to the Military Base: For deliveries to the FIB, Police, and Government: On the route to the FIB, Government, or Police, the robbery can be carried out anywhere on the federal Arzamas–Yuzhny highway, provided that you do not interfere with other players. The robbery must be carried out before the truck enters the bridge to Yuzhny. Exception: The location shown in the screenshot above. Players are jailed for attacking in zones that are not allowed by the project rules. Only one gang may attack a truck. Whoever starts the attack first gets the loot. General Rules: - DMing gang members or government employees at the warehouse or mine is prohibited (/jail 90). - DMing players at the mine is prohibited (/warn); mass DM is punishable by /ban 1–3 days. - Attacking a truck outside the areas permitted by the rules is prohibited — /jail 90. - It is prohibited to take a tank: (/warn) - It is prohibited to attack a truck in a location not permitted by the rules — (/jail 90) It is prohibited to interfere with army personnel when they exit the supply loading area (for example, intentionally blocking the exit with family or faction vehicles, including personal vehicles) - During the robbery, government employees and gang members are allowed to engage each other in combat.

Last updated on Sep 15, 2026