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Family war: 72 hours, war fronts and War Points

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.

Starting a war

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.

72 hours and three periods

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.

War fronts and War Points

Each family works together on three fronts in every period:

  • Violence — 1 successful kill of an enemy family member awards 1 War Point.
  • Disruption — 2 successful kidnappings of enemy family members together award 1 War Point.
  • Sabotage — 2 successful sabotages of a local bullet factory owned by the enemy family together award 1 War Point.

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.

Bonuses during an active war

  • Murder: both families deal 5% additional murder damage to each other.
  • Kidnapping: both families receive 10 percentage points of additional success chance when kidnapping each other.
  • Local bullet factory: factories owned by the enemy family can be sabotaged.

These benefits apply only during a genuinely active, mutually registered war. A declaration that has not yet been confirmed is not sufficient.

Sabotaging a local bullet factory

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.

Ending, surrender and title

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.

Good to know

  • Progress belongs to the entire family: every eligible family member can contribute.
  • Only successful actions count; normal costs, cooldowns and risks still apply.
  • An action against a player or factory belonging to anyone other than the war opponent creates no war progress.
  • There is no separate Saturday registration, entry fee or prize pot: scoring belongs directly to the active family war.