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Getting started

Your first days in Omertane

Never played before? Start here: a checklist for your first session, a plan for the first week and every step in order. For how each system works in detail, open The game.

A plan for the first week

The first 72 hours are under shield, so there is no rush, only a good order.

  1. Day 1

    Found the family and take the guided tour. Spend the starting stock on the Villa and the production buildings, and aim for Villa level 3. Train your first Brawlers, send a gathering convoy and claim the Daily Newspaper rewards. Do not attack anyone yet: launching an attack drops your newcomer shield, and the game asks you to confirm first.

  2. Day 2

    Read your reports and spend what the convoys brought home. Queue a long research before bed and recruit more Capos. When the army is ready, attack a low-level racket, knowing that the attack ends your shield.

  3. The rest of the week

    Build the Wall and keep troops at home before the shield ends, then join a syndicate for reinforcements and chat. Come back every day for the newspaper and the weekly check-in, and watch your Heat.

The steps in detail

  1. Create your account

    Pick a username (3 to 15 letters, digits or underscores), an email address and a password. Your username is the one other players see as “Don <username>” and it cannot be changed later, so choose with care. One account is all you need. Either you are signed in right away or, while account confirmation emails are switched on, we first email you a link to confirm your address (open it within 60 minutes).

  2. Found the family

    Name your family (3–10 characters, unique) and pick a crest. You will get a villa in a neighbourhood with a free plot, a 72-hour shield, 500 gold and two Common Capos, free of charge.

  3. Take the guided tour

    The first time you enter the game, a short tour offers to walk you through the game: your family, the buildings, the army, the map and the rewards, in 5 lessons and 17 steps, with the real screens highlighted. You can start it, postpone it or skip it, and replay any lesson later from the Tutorials button on your profile in the game. Finishing all of them earns the Learned the Ropes achievement: 100 gold, a resource pack, a Capo box and a one-hour construction speeder.

  4. Put the wood to work

    You get 2,000 wood, 600 iron and 2,400 cash, plus a resource pack, two relocation passes and starter speeders (20 × 1 minute, 10 × 15 minutes, 5 × 30 minutes and one of an hour, for each type). The Villa, the Lumber mill, the Clubhouse, Metallurgy and the Wall are already built at level 1. Raise the Villa to level 3 to unlock the Depot and the Barracks. Keep the construction queue busy: you start with one queue place, and a second one (500 gold) lets the next order wait in line. Watch out: the Villa caps the other buildings, so upgrade it too.

    More in The game: The compound
    The family compound in the game: the Don’s Villa in the centre, buildings with their name and level, the resource bar on top, the bottom menu and the Active operations panel with a running construction (Constructions 2/2) and a queued one.
  5. Build the Barracks

    You do not start with an army. The Barracks unlocks at Villa level 3 and needs the Lumber mill, Metallurgy and the Clubhouse at level 1 or more. Once it is up, train your first men. A few Brawlers work very well at the start. Hauling vehicles are assembled in the Garage, unlocked at Villa level 4.

    More in The game: The army
  6. Send your first convoy

    Open the map, pick a resource point in your neighbourhood and click it. Choose troops, choose a Capo (mandatory) and send the convoy. You will watch it drive along the streets, gather resources and come back.

    More in The game: Map and neighbourhoods
    The city map: named neighbourhoods, family compounds with blue force-field cubes for shielded families, a gold cube for the Jubilee shield and a red ring for a Vendetta target, rackets, resource points and the legend.
  7. Earn Capos and hit the racket

    With the cash you gather, recruit more Capos at the Recruitment office, which unlocks at Villa level 5. When the army is ready, attack a low-level racket. If you win it, you occupy it for 2 hours, earn income every minute and Capo fragments, and your Capo gains a level.

    More in The game: Combat and shields
    The Recruitment office window on its Recruiting tab: your Capos sorted by rarity with their level, status and bonus and a New badge on freshly recruited ones, the Recruit a Capo card and the cash-priced candidates it opens, then the fragments.
  8. Defend yourself wisely

    After the 72 hours, any compound without a shield can be attacked. Keep troops at home, build the Wall, put two Capos on guard and do not leave your depots full: the safehouse only covers a share. Watch the attack alarm in the top bar.

    More in The game: Combat and shields
  9. Claim your rewards

    In the Objectives tab, on the Daily Newspaper, you press Claim on every completed mission before the next edition at 08:00. You get resources, gold and items that land in your Inventory: resource packs and speeders that shorten constructions, research and training.

    More in The game: Objectives and inventory
    The Objectives tab: the Omertane Daily Newspaper with its edition, the countdown to the next one and the front-page story, above the missions of the day.
  10. Do not stay alone

    After you build the Syndicate hall (Villa level 4), with 1,000 gold you found a syndicate, or you can join one that still has room, or send a join request. Members do not attack each other, they send reinforcements, talk in the shared chat and make allies.

    More in The game: Syndicates
    The Syndicate tab: the Velvet Hand [VEL] home page with members, total power, ranking, the latest announcement and the recent events.
  11. Discover the underworld

    As you raise the Villa, new buildings appear: the Garage and the Syndicate hall at level 4, the Law firm and the Switchboard at level 5. The Clubhouse opens the Club from level 2, and the Black Market is open from the start.

    More in The game: The underworld
    The Switchboard window on its Switchboard tab, next to the Details and Incoming events tabs: the attack warning gauge, the convoy intel level, the district microphones, the federal wiretap card and the spies with their training status.

Advice from people who have already lost

  • Never leave the construction queue empty overnight. You pay when you order, and an order cannot be cancelled.
  • Queue the long researches before bed. You have one research slot at the start, so time matters, and gold can add two more.
  • Mix the classes. A one-type army loses easily to its counter.
  • Gather with vehicles: they have the biggest carrying capacity and bring back more from every trip.
  • Do not attack a compound without enough bullets and troops left at home: revenge comes fast.
  • Read the reports, and check the power comparison in the convoy dialog before you send: it shows the verdict, the luck range and every factor.
  • Read speeders carefully: a speeder bigger than the time left is wasted, and the game warns you first.
  • Use an inventory shield before you leave for a long time. It costs less than a plundered depot.
  • Keep Heat under 50%: from there attacks on players cost 25% more ammunition, and at 100% the federal raid arrives.
  • Pick up the phone: the call on the hour rings for only 5 minutes, and every choice has its cost and risk written down beforehand.
  • Follow the gold and red badges: a gold one means a reward to claim, a red one means a decision or an answer is waiting, and the number tells you how many.
  • Open Customize on the Compound screen to pick a title, pin your best trophies and decorate the gate, roof, yard and street of your compound. It is only style, but everyone sees it.

What an ordinary day looks like

You do not have to be glued to the screen. Five short visits a day are enough to keep a family on its feet.

  1. Morning

    Collect and invest

    You check the depot: wood, iron and cash piled up overnight. You line up an upgrade and a research, then read the daily newspaper and claim the rewards of the missions you completed.

  2. Noon

    Send convoys

    You load your trucks and send them to a resource point in the neighbourhood or, if you feel bold, to a gang racket.

  3. Afternoon

    Gather the troops

    The Barracks finishes a training batch. The wounded from the last clash walk out of the hospital and go back on duty.

  4. Evening

    Read the reports

    The convoys are back. You see what they brought, who took losses, which Capo gained a level and which fragments dropped.

  5. Night

    Sleep tight

    The night bonus helps your defence. By morning the city is still yours, or at least you will know exactly who knocked on your door.

Play anywhere

Built for phones too

The interface adapts to your screen: the resource bar, the map and the building windows work as well on a phone as on a big monitor. There is nothing to install, so pop in for five minutes on your lunch break, send your convoys and get back to work.

The compound in game, seen on a phone, with the resource bar and top menu.
The city map on a phone, with neighbourhood names and navigation buttons.

Where to get help

The FAQ answers the common questions in a few lines, and Support replies to every ticket by email. Fair play and respect between players are set out in the Rules.

Need more?Read the FAQContact supportServer status

Read the Rules

Ready to roll?

The first 72 hours are under shield. That is all the time you need to get your family on its feet.