Turf Initiation & Engagement Regulations
Turf initiation exists to ensure structured, fair, and immersive roleplay
when attempting to claim, challenge, or remove control over an active gang turf.
Initiation Requirements
A turf must be properly initiated before any hostile actions occur.
To initiate a turf:
- The initiating party must be physically present within the turf zone.
- Clear verbal initiation must be given (voice roleplay is required).
- The initiation must clearly state:
- Your intent (e.g., claiming, taxing, or removing presence).
- A reasonable demand or warning.
Example of Valid Initiation:
“This is [Gang Name]. You’re standing on our block. You have 2 minutes to leave or this becomes a problem.”
Time to Comply
The defending party must be given a minimum of 2 full minutes
to respond or vacate the turf.
During this period, no shooting, kidnapping, or physical aggression may occur
unless the defending party escalates first.
Valid Escalation
Once the warning timer has expired, both parties may engage in hostile roleplay.
Third-party involvement is strictly prohibited unless they have been
properly initiated into the situation.
New Life Rule (Turf-Specific)
If you are downed during a turf initiation or active turf conflict:
- You may not return to the ongoing turf fight.
- You may not relay active tactical information after being downed.
Cooldown Period
Once a turf fight concludes, a 30-minute cooldown will apply.
During this cooldown period, the winning party maintains control
of the turf. No additional pushes or hostile attempts may occur until the cooldown has expired.
FAILURE TO FOLLOW THESE REGULATIONS MAY RESULT IN STAFF ACTION.