CELLS GUIDE                                                                                                       

CELLS GUIDE                                                                                                       

Tap OFF                                                                                                              

 A cell is a group of up to 10 antitappers. Control map sectors, fight neighbors, earn OFF bonuses.                                                            

  

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 ◈ BASICS                          

      

 Create or join a cell. Each has a unique tag, color, emblem, and specialization. The leader manages roster and assigns roles.

                                                                                                              

 ◈ ROLES

                                                                                                              

 - LEADER — full control, management, voting        

 - GUARDIAN — sets up sector defense

 - SCOUT — initiates raids, conducts recon                                                                                        

 - DIPLOMAT — negotiates pacts with other cells

 - SOLDIER — participates in raids and votes                                                                                       

                                                                                                              

 ◈ MAP & SECTORS

                                                                                                              

 Hexagonal grid with different sector types:        

 - REGULAR — rent 50 SHARES/week

 - SPECIAL — rent 150 SHARES/week + bonus (+OFF, −Stars, +retry)                                                                             

 - CENTRAL — rent 500 SHARES/week, ×2 bonuses          

 - EXTRACTION ISLAND — token mining zone                                                                                         

                                                                                                              

 Max sectors = members × 2.

                                                                                                              

 ◈ CAPTURING SECTORS                    

                                                                                                              

 Two ways to capture a neutral or vulnerable sector:    

 - BRIBE — instant for SHARES (100/300/1000 by type)

 - CONQUEST — beat SETKA level 8. Each capture = new game.


 Sector must be adjacent to your territory.                                                                                        

  

 ◈ DEFENSE                                                                                                        

                               

 Guardian or leader sets up sector protection:

 - Play SETKA and win at level 8-12

 - Your completion level = defense level                                                                                         

 - Your completion time = benchmark for raiders

 - Defense lasts 7 days (14 for FORTRESS)                                                                                         

 - Without defense, sector becomes vulnerable after 7 days, neutral after 3 more

                                                                                                              

 ◈ RAIDS

                                                                                                              

 Capturing an enemy sector:                                                                                                

 - Scout/leader starts a raid on an enemy sector

 - 3 participants must join and beat SETKA at the sector's defense level                                                                         

 - All 3 must win within 4 hours                     

 - Team's average time is compared to guardian's time

 - Faster → victory, sector captured                                                                                           

 - Slower → failure         

                                                                                                              

 Limit: 1 raid/day (+ boosts from bank)           

                                                                                                              

 ◈ WARS

                                                                                                              

 Large-scale conflict between cells:            

 - Declared via vote (majority required)

 - Lasts 48 hours                                                                                                     

 - Raids during war count as points

 - Cell with more wins takes it (tie = defender)                                                                                     

 - Winner takes a border sector from the loser       

 - 72 hours truce after war (skip for 100 SHARES)                                                                                     

  

 ◈ BANK (SHARES)                                                                                                     

                               

 Internal cell currency:                                                                                                 

 - Deposit OFF or Stars → converts to SHARES        

 - SHARES spent on: sector bribes, raid boosts, defense extension, cosmetics, war cooldown skip

 - Sector rent is collected every Monday

                                                                                                              

 ◈ DIPLOMACY

                                                                                                              

 Three pact types:                                                                                                    

 - NON-AGGRESSION PACT — no raids against each other

 - ALLIANCE — shared bonuses                                                                                               

 - TRANSIT — ability to raid through ally territory     


 ◈ SPECIALIZATIONS                                                                                                    

  

 - AGGRESSOR — −1 target defense level on raids                                                                                      

 - FORTRESS — defense lasts 14 days instead of 7      

 - ECONOMY — ×2 all sector bonuses

 - RECON — +1 vision range, scout 3 hexes deep                                                                                      

  

 Can be changed once every 30 days.                                                                                            

                               

 ◈ TIMERS & LIMITS                                                                                                    

                               

 - Raid: 4 hours to complete

 - War: 48 hours

 - Defense: 7 days (14 for FORTRESS)

 - Vulnerable → neutral: 3 days

 - Rent: every Monday 00:00 UTC                                                                                              

 - Raid slots: reset daily

 - Post-war truce: 72 hours                                                                                                

 - Spec change: 30-day cooldown               

                                                                                                              

 ◈ COMING SOON

                                                                                                              

 - Raid MVP — bonus for the fastest fighter         

 - Weekly rewards for top cells (OFF, SHARES, unique bonuses)

 - Individual ranking within cell (best raider, guardian, scout)                                                                             

 - Seasonal tournaments between cells

 - Bank loot distribution among active members                                                                                      

 - Achievements for cell contribution                                                                                           

  

 Launch, test, iterate. The honest scam never stands still.   




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