OmertaEra is a Prohibition-era mafia game set in 1931 across 9 states: Illinois, Michigan, California, New York, Colorado, Pennsylvania, Louisiana, Nevada, New Jersey. You start as a Stranger in Chicago with $500, no gun, and 14 days of beginner protection. Everything you do — crimes, car theft, running booze, busting friends out of jail, organized crimes and whacks — earns rank points (hidden) and money. Climb the ladder to Legend without getting whacked.
Every action has a cooldown kept on the server: a crime every 01:30, a major crime every 03:00, a car theft every 04:00, a booze trade every 02:00, an organized crime every 8:00:00. The timer chips at the top of the page show them all at a glance. Nothing can be sped up by refreshing.
One character per account. When your character dies you can start a new one on the same login; the dead one goes to the graveyard and your profile keeps a list of past lives.
Ranks, with the points needed: Stranger (0) · Errand Runner (50) · Street Hand (150) · Associate (400) · Enforcer (900) · Operator (1,800) · Boss (3,200) · Broker (5,500) · Underboss (9,000) · Patron (14,000) · Don (22,000) · Kingmaker (34,000) · Legend (50,000). Each promotion pays a cash bonus, from $1,500 for Errand Runner to $1,000,000 for Legend. Your rank also sets the base “hit points” in the whack formula — a Don takes far more bullets than a street hand.
Above the ladder sit the State Dons (one per state, decided weekly by rank points earned there) and the Nation Don.
Profiles never show exact money, only a wealth tier from cash plus bank: Bankrupt · Lower Class · Middle Class · Upper Class · Wealthy · Millionaire · Multi-Millionaire · Excessively Rich · Incredibly Rich · Dangerously Rich · Notoriously Rich · Gloriously Rich · Billionaire · Multi-Billionaire · Tycoon. Millionaire starts at $1,000,000; Tycoon at $5,000,000,000.
Petty crimes are the businesses page: pick a business in your current city and commit. The Off / Def / Pol columns and your chance are shown; the chance grows with familiarity (successes at that business), rank, and gun perks, and shrinks with police presence. Payout is roughly $40–$120 scaled by rank (35% more per rank). On a failure you usually walk away with nothing; 30% of failures put you in jail for 01:30. Cooldown 01:30.
Major crimes unlock by rank: Pass counterfeit currency (Stranger) · Sell smuggled cigarettes (Errand Runner) · Knock over a gas station (Street Hand) · Run a shell game (Associate) · Traffic small arms (Enforcer) · Rob a pharmacy (Operator) · Mug a tourist (Boss) · Rob a mail truck (Broker) · Burglarize a pawn shop (Underboss). They pay 5–20× a petty crime and can drop items: cigarettes (sell for cash), counterfeit travel tickets, loot boxes, reefer (resets a cooldown). Cooldown 03:00.
Mastermind crimes have their own long cooldowns: Rob a diamond store — Underboss, 1:00:00 cooldown · Extort construction project funds — Don, 2:00:00 cooldown · Extort a politician — Kingmaker, 4:00:00 cooldown · Fix a national sporting event — Legend, 8:00:00 cooldown.
After 24 successful crimes a fence will take stolen cars. Four spots: Low Income Neighborhood, Middle Class Neighborhood, Downtown 5-Star Hotel, and the Fine Dining Restaurant, each with better cars and worse odds. Your Auto Theft skill (1–20) improves with every attempt; around level 7 the Low Income spot is a coin flip, the Hotel needs about 17, and the restaurant is a long shot even for masters. Cooldown 04:00; failing can mean jail.
Stolen cars arrive with random mileage and damage. In the garage you can sell (value less damage, less the fence’s 10%), crush for 20% instantly, smelt into bullets (a Fruit Truck yields 165, a Cadillac V-16 2,430), repair, or equip one car for travel and bootlegging — its cargo is your crate capacity. Garages hold 1–15 cars ($20,000–$1,000,000); garaged cars cannot be stolen and survive your death.
Failed crimes, thefts and booze checkpoints land you in county jail — 01:30 base, longer for bigger offences and for booze by the crate. While inside you can wait, try to escape (agility and the Colt M1903 perk help; a failed escape puts your cell in lockdown, nobody can bust you, and the sentence grows), or hope another player busts you out.
Busting: anyone free can try to spring an inmate every 20 seconds. Agility (+0.5% per level), your busting record and the Remington M10 perk raise the odds; a failed bust jails the buster for a minute or two. Busts pay a $50 tip and count toward the weekly busting leaderboard rather than rank. The jail has its own chat room.
Three stats — Strength, Stamina, Agility — with three exercises each (+3 gain with 02:00 rest, +7 with 05:00, +13 with 10:00). Every 60 gain is a level, up to level 40. Strength improves smelting and organized-crime gear and gates guns; Stamina speeds recovery; Agility helps busting and escaping. A Family Gymnasium halves the rest.
Train with your gun at $5,500 per hour. Each gun has hours-to-master and five skill levels with a perk: .38 S&W Special (4 h — +2% police-shootout success per skill level) · Colt M1903 (8 h — +2% self-escape per skill level) · Remington M10 (12 h — +2% jail busting & booze negotiating per level) · M1903 Springfield (18 h — 2%/level chance a whack uses only 10% bullets) · Thompson M1921 (25 h — +5% police-shootout success per level) · BAR M1918 (25 h — +3% bullets per level). Skill also feeds the whack formula.
Guns (firepower / price): .38 S&W Special 5 / $100,000 · Colt M1903 7 / $125,000 · Remington M10 20 / $4,000,000 · M1903 Springfield 30 / $8,500,000 · Thompson M1921 32 / $10,000,000 · BAR M1918 40 / 100 points. Guns have strength, stamina and agility requirements.
Vests add hit points: Layered Fabric Vest +200 / $75,000 · Scrap Metal Vest +425 / $500,000 · Light Military Vest +950 / $2,800,000 · Tailored Ballistic Vest +2,000 / $12,000,000 · Premier Tailored Body Armor +5,000 / 150 points.
Bodyguards add hit points too and bill hourly from your cash: Vinny Two Guns $100,000 + $35,000/h · Ralph the Dentist $500,000 + $125,000/h · Frankie the Bear $2,500,000 + $500,000/h. If you cannot pay, they walk.
You can also buy garages and showroom cars, and sell guns, vests and garages back at 50%.
Nine kinds of booze — Moonshine, Beer, Gin, Whisky, Rum, Tequila, Cognac, Vodka, Wine — with base prices from $45 to $1,163 a crate. Every type has two cheap states (where it is made) and two thirsty ones; prices drift every 15 minutes with supply and demand. Buy low, travel, sell high. One buy or sell every 02:00; you may negotiate once per trade (Remington perk helps).
Capacity is your equipped car’s cargo, or 25 crates on the train. Deputies at the station check travellers: the risk is 2% plus 0.3% per crate over your safe limit; get caught and you lose the load and sit in jail scaled by the crates. If a Family holds State Control where you sell, it takes 10%.
The train takes 05:00 and costs a fare by distance. An equipped car takes 02:00–04:00 depending on speed and comfort, with a small breakdown chance. A counterfeit travel ticket is an instant hop inside one region (West, Central, East); a golden ticket goes anywhere. Changing city inside a state is free but takes 30 seconds. Where you stand decides which businesses, prices, casinos, jail lists and whack targets you can see.
Deposits cost 2%. Three account tiers pay daily interest — Low 1%, Medium 2%, High 3% — capped at $50,000 a day, but the higher tiers fail at random (about every 120 / 60 / 40 days) and wipe the account. Interest is paid at 00:00 UTC.
Transfers to other players need an account 72 hours old and rank Street Hand+, carry a 5% tax, and are capped daily by rank. On death the bank pays a 40% death tax; banking $10,000,000 or more ends beginner protection.
Beginner protection keeps new players safe for 14 days. It ends early when you reach Boss, bank $10,000,000, own a property, join a Family, or attempt a whack.
Private investigators find people: Affordable PI, LLC ($2,500 per state, 240 min, 75% accurate) · Nelson Investigative Services ($6,000 per state, 150 min, 85% accurate) · Private Eye, Inc. ($12,000 per state, 90 min, 92% accurate) · JP Investigations, Inc. ($25,000 per state, 45 min, 97% accurate) · Wesley Hugh Agency ($60,000 per state, 20 min, 100% accurate). Pick states to search or everywhere; the report names a state with a confidence phrase and opens a 6:00:00 surveillance window. The target is told someone is looking.
Whacks: be in the target’s state with a live PI result, pick a certainty (low 0.6× / medium 1× / high 1.5×), and fire. Bullets needed = (rank HP + vest HP + bodyguard HP) × certainty ÷ gun power; kill chance rises with bullets fired and your range skill, never above 95%. Failing wounds the target into the hospital, costs you the PI window and your protection, and can backfire and kill you (3%). Three random players in the state receive witness statements naming the shooter; they can post them on the grave or trade them. The hitlist takes public or anonymous bounties, paid on the kill. The hospital heals 15 HP a minute, or pay $200 per point to leave now.
A Young Family can be founded at Associate: up to 10 members (a Boss, 3 Lieutenants, 6 Soldiers). An Established Family needs a Boss-rank founder and one of only ten Family seats; up to 20 members in layers Boss → Council → Lieutenants → Soldiers, with a weekly graft payment from the Family Treasury. The Boss names a successor; an Established Family whose Boss dies without one drops back to a Young Family.
The Family Treasury takes donations and 10% of members’ earnings; $75,000,000 is always protected, and a wipe loots 10% of the rest to the shooter. Layers are the war rule: you cannot whack someone in a higher layer until half the layer below is dead — trying backfires instantly. The Family Estate holds the Gymnasium (shorter workouts), the Range (free practice) and the Doctor (twice the hospital speed). Three-week revenue scoring crowns the Leading Families.
Four roles: Leader (pays the $25,000 startup and sets the cuts), Driver (brings the car), Weapons Expert and Explosives Expert (buy gear). Recruit through invites, the Classifieds forum, or hire NPC hands. The job runs at its scheduled time: vaults of $200k–$600k scaled by gear and ranks, never a sure thing. Failure hurts and jails some of the job team. Cooldown 8:00:00 per player. It is the main source of rank points (50–200 per job).
Roulette (36× on a number), Slots (up to 500× for three sevens), Blackjack (2×, blackjack 2.5×), Keno (pick 10 of 80, up to 10,000×), the Race Track (2×–11×), Jacks or Better (up to 800×), Casino Hold’em (ante, see the flop, then call or fold against the house), and the Lottery (Wednesday and Saturday at 5 PM, winner takes 80% of the pot, 250 tickets max at $1,000 each). Texas Hold’em is a different game and has its own section: it is players against players and the house takes nothing.
Every casino and bullet factory is a property owned by a player. Every win and loss flows through the owner’s cash in hand: empty the owner and the table is yours (they get 05:00 to fund a new one). A vacant property costs $10,000,000. Owners set the max bet (from $2,500 to unlimited). Properties are lost on death.
No-Limit Texas Hold’em, players against players. Two cards down each, five in the middle — three on the flop, one on the turn, one on the river — with a betting round on each of the four streets. Make the best five-card hand from your two and the board, using both, one or neither of your own cards.
On your turn you may check if nothing is owed, bet or raise, call to match, go all in, or fold. A raise must increase the bet by at least the last full bet or raise; a player without the chips for that may still go all in, and a short all-in does not reopen the betting. Blinds are a fiftieth of the buy-in, so a table plays the same at any stake. Heads up, the button posts the small blind and acts first before the flop and last after it.
Hands rank royal flush, straight flush, four of a kind, full house, flush, straight, three of a kind, two pair, one pair, high card. An ace plays high or low but a straight never wraps round, so Q-K-A-2-3 is nothing. Identical hands split the pot and suits never break a tie. An all-in player can only win what they matched from each opponent; anything above that goes to a side pot for the players who covered it.
You have 45 seconds to act. Let it run out and the table checks for you, or folds if there is a bet to answer. The house deals and takes nothing: every chip that comes off the table goes back to a player. Nobody sees your cards until the showdown, and every shuffle is recorded so a finished hand can be replayed card for card.
Multiplayer tables — Hold’em, Russian roulette, organized crime and bust parties — are matched by city and state, so two cities of the same name in different states never share a table. The city that matters is the one your gangster is standing in, the one the train changes: you can browse tables in your city, across your state or everywhere, but sitting down at one means being in that city.
Quick Join finds the nearest table closest to dealing — your own city first, then your state, then anywhere — and opens one for you when there is nothing. Tables can be public or invitation only, and a table nobody joins closes after 20 minutes. Your seat survives a dropped connection for two minutes, so a reload does not cost you your place. Other players only ever see your city and state, never anything more precise.
Attention is what the law thinks of you. It never changes how often a job pays or how much it pays — it changes what happens when things go wrong: how long a cell holds you, how hard a deputy looks at your crates, and whether a raid comes through your door. Botched jobs, caught loads and bodies all raise it.
It bleeds away while you keep your head down, and it dies with you. A bribe at the precinct buries most of it but never all — there is always something on file — and it costs more the higher you have climbed. At the top bands the police come looking: a raid takes a quarter of the cash in your pocket, never a cent of the bank, and holds you in a cell.
Rackets are passive income collected up to 72 hours at a time: No-Show Job $2,000/h (Stranger) · Numbers Racket $660/h (Associate) · Ice Delivery $3,750/h (Operator) · Street Protection $7,500/h (Broker) · Loan Shark Operation $16,250/h (Patron). Each adds Influence; the Family with the most Influence in a state holds State Control and skims 10% of booze sales there.
Bullet factories sell bullets at a market price that rises with demand and decays toward $10; the owner adds a margin and may change it every 2:00:00.
Caporegime Tony T hands out 20 jobs in order — from “Welcome to the neighbourhood” to “Legend”. Each lists its requirements and progress; when everything is done, collect the reward (cash, points, bullets) on the Missions page. Missions are lost on death.
45 achievements with 100 tiers in all, covering crime, cars, jail, booze, combat, rank, wealth, social life, the gym, travel and survival. Each tier pays premium points once. Feature up to five on your profile from the Achievements page.
Points are the premium currency — and there is nothing to buy them with; they come from achievements, missions and events. Spend them on the BAR M1918, the Premier vest, plane tickets, cheap bullets, a name change and Family Colours, or trade them on the marketplace and in escrow.
Trade cash, points, bullets and cars with another player without trusting them. Open a trade by name (one open trade per pair), both of you set your side, both confirm, and the swap happens at once. Any change to either offer clears both confirmations. Cars given in escrow leave the garage. Points can also be sold for cash on the marketplace order book.
When you die you lose cash on hand, bullets, cars on the street, missions and rank. You keep points, garaged cars, and the bank minus the 40% death tax. Your grave appears in the graveyard, where players leave flowers, deface it, sign the guestbook, and post witness statements. Your profile lists every past life.
Re-register from the same login to start a new character (a new name, or the old one if nobody living took it). The old character stays in history. You can also end a life yourself from Settings.
Every percentage the game shows you is the exact number your roll is compared against, and both are logged. The rolls themselves come from a seed pair — a server seed the house commits to by hash before you play, a client seed you control, and a nonce that counts your actions — so the house cannot alter an outcome after the fact. Rotate the pair on the Provably Fair page to reveal the old server seed and recompute any crime, theft, bust, escape, checkpoint, whack or casino bet with one click, or by hand on the public verifier. A running statistical audit of every table and every chance band is published there too.
One account per person. Accounts that share devices or addresses are flagged; loot between linked accounts is zero and transfers are limited. One registration per address per day. Staff can ban, and every staff action is logged. Be a gangster in the game, not to the people playing it.
Numbers on this page are read from the live game configuration. Back to top