# New Season: Rampage

## **Introducing Gangster Arena 4: Rampage**

Crew wars was a interesting idea but needs work. We're back to individual rewards this season with a  goal of diversifying the gameplay to make the game more fun and unpredictable.

Super excited to introduce two major additions to the game:

1. **Auction House:** Blind auction bidding mini-game to convert xGREED to $GREED
2. **Raid Score**: Reputation isn't everything. Compete and earn based on your raiding prowess.

Gangster Arena 4 will last for 2 weeks.&#x20;

## **Rewards**

We will seed the starting prize pool to make it more rewarding for players

* 15m $GREED (\~5% of supply)
* 100% of ETH spent in Gangster presale
* 0.2% $xU (2M)
* 229k Blast Gold\*

In addition, prize pool will grow whenever players spend or trade $GREED

* 90% of $GREED spend to player rewards (remaining 10% burned)
  * 30% auction house
  * 30% reputation ranking
  * 30% raid score
* 2% of $GREED trading goes to reputation and raid rewards as ETH

{% hint style="info" %}
**\* Blast Gold** will be distributed as mid-season rewards based on a snapshot of U points as at **30th August midnight UTC**, due to requirements from Blast to distribute before Sep.&#x20;
{% endhint %}

## **Auction House**

We want to introduce a new way for players to earn $GREED during the season, while adhering to our  core pillar of game theory.&#x20;

**How it works:**

* 30% of all $GREED spent will go to auction house rewards
* Players can spend xGREED to make any number of non-refundable (and hidden) bids
* The highest bids will win $GREED prizes each day

Will you spend your precious xGREED to compete in the auction house?&#x20;

<figure><img src="/files/V0JDooTyaIFke0WtqcoY" alt="" width="375"><figcaption></figcaption></figure>

## **Raid Score**

We want to introduce a new goal for players that isn't just about reputation, so that there are more strategic trade-offs in the game.

**How it works:**

* 30% of all $GREED spent will go to Raid Rank rewards, which ranks players by **raid points**
* Players steal **Raid Points** for successful attacks and defences in gang wars (players may have negative raid points)
* The amount of raid points that a player can get is based on their total attack and defence, meaning bigger accounts can gain more points but also risk losing more.&#x20;
* Players can buy **Pistols** and **Shields** to boost their attack and defence. These items do not increase earning or reputation, but will help win gang wars.&#x20;

{% hint style="info" %}
Note: Raid scores are a novel system designed to make gang wars more fun & earning more strategic. We will closely monitor how it plays out in practice and if changes are needed.
{% endhint %}

## **Other Key Changes**

* Removed crews and crew ranking
* Removed gang war def bonus of safehouses and earning bonus of goons
* Reduced minimum number of gangsters for gang war to 5
* Added gang war filter for raid score
* Added new feature where winning a gang war also steals reputation
* Added individual reputation ranking
* Added gangster presale where ETH spent goes to prize pool
* Added raid score as increasing U points
* Changed contract logic so purchases can't be made at exact same time
* Changed daily spin rewards to include goons, pistols and shields


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