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The Prison Takeover is LIVE!

on July 03, 2026 11:32:15am, by [P.G] SmoothSL StarSL StarSL StarSL StarSL StarSL StarSL Star 

PRISON TAKEOVER — Now Live

The yard is up for grabs. Every prison can be conquered. Only the strongest gangs will hold them.

Starting now, all 12 prisons are more than just places to do time. They are territory. Gangs can go head-to-head to seize a prison, and the gang that holds it earns passive buffs, access to the Yard Store, and bragging rights over the whole block.

Here is everything you need to know.

Taking a Prison

Your gang leader, or a member with war permission, can declare from the Prison Takeover page. A gang can only hold one prison at a time.

Neutral Prisons

Claim it. You plant your flag and begin a 12-hour uncontested claim. Hold it untouched for the full 12 hours and the prison becomes yours with no fight required.

If a rival gang moves in before the timer runs out, the claim turns into a real war. Your gang becomes the defender, and they become the attacker.

Enemy-Held Prisons

Challenge it. The war starts immediately: challenger vs. defender, head-to-head.

Not every prison is conquerable at launch. More will open up over time.

The War — Best 2 of 3

A takeover is fought over rounds. Each round has a 4-hour combat window, followed by a 4-hour downtime period to heal and regroup. The first side to win 2 rounds takes the prison.

Your first point each round counts big. Your opening score is amplified by x5, so get your gang involved early.

Home advantage matters. A gang defending a prison it already owns scores +25%. A fight over a neutral prison has no home bonus, so it is a fair brawl.

Scores reset each round, and scoring pauses during downtime.

How to Score

Rack up territory points for your side however you can.

Attack enemy gang members for full war-point scoring, including level scaling and Warlord bonuses. Attacks have a 10-minute cooldown.

Mug enemy members. Mugs have a 30-minute cooldown per target.

Complete Territory Gang Crimes. There are 10 tiers, ranging from shanking a snitch to overrunning the cell block. Bigger jobs require more of your gang online at once and pay much more.

Host or join boss fights, fortify your hold, and bust enemies out of the showers.

Team bonuses are also available. When your entire crew scores an objective, everyone earns a bonus. Clear every objective for a grand bonus.

One-click strikes make fighting faster. Hit Attack or Mug directly from the war roster and you will auto-travel to their prison and strike in one motion. Enemies in the hospital, showers, or on Guard Protection cannot be touched. Guard Protection shows blue.

Hourly Cap

Untimed tasks, such as boss fights and shower busts, are capped at 100 points per hour so they cannot be grinded endlessly.

Attacks, mugs, gang crimes, and fortifies are not capped because they already have their own timers.

Random Events and Combat Items

While a war is active, the yard gets chaotic. Roughly every hour, there is a chance of a live event. These include Riot Hour for +20% attacks, Crime Spree for +25% gang crimes, Mug Surge, Prison Lockdown for +50% everything, and Hitman Double.

Watch the Active Event panel on the war page.

Hitmen and Mercenaries work here too. Arm a Hitman to auto-win your next attack, or arm a Mercenary to auto-defend your next defense. They are used from your inventory and apply per round.

If you are in both a territory war and another fight, you will be asked exactly where you want to use it.

Cheer Your Champions

Not in the war? You can still help swing it.

Visit an active war and Cheer one fighter. They receive +5% to all points for 15 minutes, stacking up to 5 cheers for a total of +25%.

You get one cheer per person per day, so back your pick wisely. If you get cheered, you will know who is in your corner.

What You Get for Holding a Prison

Control is not just a trophy. It pays.

You receive home defense advantage on every defense.

You gain access to rotating Territory Perks. A fresh set of 2 perks re-rolls every day from a pool that can include gym gains, PG Gym gains, double Wise Old Man shards, bonus crime cash, extra EXP, boss drop and reward boosts, an all-stats buff, and a daily points payout.

You also get daily claims, including daily points and a free Daily PMC, which is a random fully awake PMC item.

Earn your keep. To unlock perks and claims, you must have scored at least 100 points in your gang’s last territory war. No free-loaders riding the win.

To prevent any gang from gatekeeping forever, guards may eventually storm a prison after it has been held for a while and reset it back to neutral. Nothing is yours forever.

The Yard Store and Yard Credits

Scoring in a takeover earns you Yard Credits, a personal currency. Winning the war also pays a bonus lump sum on top.

Spend Yard Credits in the Yard Store on energy and nerve boosts, boss-reward bonuses, war-point buffs, Mercenary and Hitman buffs, extra combat items, and more.

We will slowly add more items to the Yard Store as we determine proper balance based on how many credits everyone obtains. Expect PMC, party horns, and more to be added over time.

Yard Credit Expiration

Yard Credits expire 30 days after you earn them. The store shows a live countdown to your next expiring credits, and your soonest-to-expire credits are always spent first.

Do not sit on them. Spend them.

Fight Logs

Every war has a full fight log showing who scored, how they scored, and who they scored from.

There is also a clean contributions chart so your gang can see exactly who carried the fight.

Bugs, Hot Fixes, and Feedback

This is a massive feature, so please let us know if you find any bugs. We will be watching closely and working on hot fixing issues immediately.

We will also be hosting surveys to gather feedback on how to improve and better balance Prison Takeover as everyone gets more time with it.

The Yard Is Open

Rally your gang, pick your prison, and take it. Hold it if you can.

See the Prison Takeover page on your gang page to get started.

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