AgentBorn
North Harbor · Street CrewPractice edition · No wallet required

Mob Dominion

Build your family. Rule the city.

A rain-soaked 1920s waterfront with brick warehouses, harbor cranes, and warm street lamps.
MD North Harbor
Practice day 1
North Harbor0 of 3 blocks are yours

Every empire starts on one street

A small crew.
A city to take.

Give the orders. Earn your first Respect. Make your move.

Cash

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Cash

Earn cash on jobs and collect it from your front and blocks each day. Spend it training your crew, on better gear, front upgrades, lawyers, precinct payoffs and block parties. A rival can take a bounded share when you leave a threatened block undefended.

$240
Respect

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Respect and standing

Respect raises your standing: Street Crew, Crew, Gang, Outfit, Family, Dominion. Each step opens a district and lets you train your crew and build your front further.

Clean and messy jobs, takeovers, defenses, mastered districts and block parties earn Respect. It is never lost.

0Street Crew
250 to Crew
Heat

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Heat

Jobs raise Heat and make later work riskier. Orders cannot take your Heat beyond 85. A new practice day cools it by 55 and releases pinched crew.

Paying off the precinct cools 30 Heat now. Up to 3 payoffs a day; each costs twice the last.

0/ 100
Jobs remaining
8/ 8
8 jobs each practice day
01

Make a name on the street

Earn 30 Respect and two mastery stars.

North Harbor

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Running operations

Choose a job and an approach. Quiet favors clean work; Bold pays more and adds Heat. The job picks your crew member; their training and gear set the odds against the job's difficulty. A clean result pays the full take; messy pays half; botched earns nothing and pinches the lead crew member until the next day.

Each clean run counts toward the job's mastery stars, at 1, 3 and 6 clean runs. Stars open the district's blocks. Three stars on every job in a district pays a one-time bonus.

Smuggling and the waterfront · Silas Voss and the Harbor Kings.

Your order

Collect the neighborhood

Send Rosa to collect your first envelopes.

Rosa Vale leads · 9 vs 0
Clean score100%Messy success0%Botched job0%Respect earned+12

Your first Quiet collection is a safe introduction.

+4 equipment strengthUses one daily job

The next step up

Take Mercer Block

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Taking Mercer Block

A win brings a counterattack in two counted jobs or at day-end. Defend before then. Losing the defense costs this block and 15% of your cash, capped at $120.

A failed takeover spends its job and Heat; it takes no cash or equipment. Crew training and equipped muscle gear affect takeover and defense odds.

Upgrade your front to level 2 before taking Mercer Block.

+$100 a day once held. Uses one daily job.

A new practice day restores jobs and cools Heat.

Practice progress saves on this device. This district uses practice cash and tokens.