A family war is a public campaign between two families. Once confirmed, the conflict lasts exactly 72 hours. Normal PvP actions against the enemy family advance three war fronts and determine the final score.
The Don selects an opponent and files the declaration of war. A member of the family's own Top 3 must then confirm the request. Until that happens the war is pending: no war bonuses apply and actions award no War Points.
A target needs at least 34% of the attacker's family respect and 34% of its member count. A smaller family may still challenge a larger family. Each family can fight only one war at a time.
Confirmation immediately starts a campaign of three relative 24-hour periods. These periods follow the war's start time rather than the calendar day.
A player can contribute in a period if they were already a member when that period began. Someone joining later can contribute from the next period. Joining during the third period means that player cannot contribute War Points in that war.
Each family works together on three fronts in every period:
A family can therefore earn at most 3 War Points per period and 9 War Points per war. Only normal actions that succeeded server-side and actually targeted the enemy family count. Bots, staff accounts, actions against your own family and duplicate registrations do not count.
Once a front is complete, it awards no further points during that period. Additional kills, kidnappings and sabotages remain normal gameplay with their usual effects, but cannot earn another War Point for that front.
These benefits apply only during a genuinely active, mutually registered war. A declaration that has not yet been confirmed is not sufficient.
A sabotage attempt costs 200 bullets and 2 energy. Its cooldown is 6 hours per attacker and city. The success chance is 70%, minus 8 percentage points for every full security level, with a minimum of 20%.
Success adds 5–10 factory damage, lowers security by 0.5 and reduces production by 30% for 2–4 hours. On failure the attacker is always identified to the owner and has a 30% chance of receiving 5 minutes in jail with $5,000 bail.
The war ends automatically after exactly 72 hours. The family with the most War Points wins. An equal final score is a draw.
The Don can surrender at any time during the campaign. The opponent wins immediately and receives 5% of the losing family's respect.
The winner becomes the new holder of the rotating family title Heersers van de Onderwereld. A draw does not change the title holder. The live score, front progress and recent valid actions are available in the game under War > Score and war fronts.