Police Chief Guides

Mafia Attack Guide

(v1.1 โ€” last updated 6/25/26)

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An alliance-wide PvE defense event. An officer schedules a run; 20 waves of Mafia march on every member's PD and the Alliance HQ over ~33 minutes. It looks like 20 fights โ€” but the points live in just 5 of them. Show up for those five and you've played it right.

Alliance PvE Defense20 Waves / ~33 Min~72% of Points in 5 WavesOffice Lvl 7+

01. Overview & What Actually Matters

An R4 or R5 officer schedules a run at a chosen difficulty. Once it starts, 20 waves of Mafia squads march on every alliance member's PD โ€” and on the Alliance HQ โ€” across ~33 minutes. You defend your own PD, you can reinforce allies, and killing Mafia earns Solo and Alliance Defense Points that drive milestone rewards and two leaderboards. Rewards are mailed after. Simple enough โ€” but the way the points are distributed is the whole game.

โœ“ The Three Facts That Decide Your Score

  • โ–ธ~72% of all points are in just 5 of the 20 waves. Two Velvet Dons (waves 10 & 20) and three Mobsters (waves 7, 14, 17) carry the event. Wave 20 alone is 37% of the entire point pool. The other 15 squad waves are small, frequent filler.
  • โ–ธThe two Velvet Dons march on the Alliance HQ, not your PD. If nobody stations a strong squad at HQ before they land (14:30 and 33:00), your alliance forfeits the two biggest point waves in the event.
  • โ–ธThe three Mobsters only attack chiefs who are online. Be logged in at 8:00, 21:00, and 26:30. Offline, you don't get those waves โ€” or their points โ€” at all.

๐Ÿ’ก You Never Waste a Defense

The "eliminate 50% to win" line is a win/lose label only. As the defender of your own PD, you bank the full wave score โ€” flat, whether you win or lose, even at zero kills. The 50% rule only sets the win/lose flag and counts a strike toward the 2-loss elimination cap; it never touches your points. Reinforcing allies then stacks extra points on top. So the correct default is simple: always defend, always reinforce.

02. Schedule & Setup

Who can start itR5 (Leader) and R4 only. Lower ranks can't schedule or start a run.
DifficultyChosen at setup, 1โ€“11 (subject to the unlock gates in Section 06)
Start modeManual ("Start Now" โ€” begins immediately, all members are attacked) or Schedule ("Schedule Start" โ€” pick a future day/hour/minute; mails the alliance)
When you can scheduleOfficers can set or modify the schedule during day 1 and day 3 of the activity window โ€” day 2 is a closed gap
Participation gateChief's Office Lvl 7+ and being in an alliance
Event window4-day activity window; entry appears ~14 days ahead
Reward payoutsMailed at 12:00 server time on day 2 and day 4 (an interim payout and a final one)
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03. The 20-Wave Timeline

A Mafia Squad โ€” the standard attacker in the 15 filler waves

Every difficulty uses the same timing and the same wave structure โ€” only the point values scale (~5% per difficulty step). Times below are minutes:seconds from the start of the run. Scores shown are for Difficulty 1. The five highlighted rows are the boss waves.

WaveSpawns @TypeScore (Lvl 1)
10:30Mafia Squad3,000
21:30Mafia Squad4,200
32:30Mafia Squad5,400
43:30Mafia Squad6,600
54:30Mafia Squad7,800
65:30Mafia Squad9,000
78:00Mobster (online only)20,400
810:00Mafia Squad11,400
911:00Mafia Squad12,600
1014:30Velvet Don (โ†’ HQ)138,000
1116:30Mafia Squad15,000
1217:30Mafia Squad16,200
1318:30Mafia Squad17,400
1421:00Mobster (online only)37,200
1523:00Mafia Squad19,800
1624:00Mafia Squad21,000
1726:30Mobster (online only)44,400
1828:30Mafia Squad23,400
1929:30Mafia Squad24,600
2033:00Velvet Don (โ†’ HQ)258,000

Summing all 20 wave scores gives 695,400 โ€” but that's the point pool, not a realistic personal total. Waves 10 and 20 hit the shared HQ and get split by kills among many defenders (see ยง05), so no one banks them flat. Your own-PD waves โ€” everything except 10 and 20 โ€” total 299,400 at Lvl 1, the realistic flat-score floor before HQ scraps and reinforcement. In-game, the bosses are labeled by wave number โ€” "Lv. 10 / Lv. 20 Velvet Don" and "Lv. 7 / 14 / 17 Mobster" refer to those wave slots, not a monster level.

๐Ÿ”’

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04. ๐Ÿ’€ The 5 Boss Waves โ€” Where the Points Live

Add the five boss waves at Difficulty 1: 20,400 + 37,200 + 44,400 (Mobsters) + 138,000 + 258,000 (Velvet Dons) = 498,000 of the 695,400 total point pool โ€” about 72%. The two Velvet Dons alone are ~57%. Everything else is rounding. Here's how to catch them.

Velvet Don boss head

Velvet Dons โ†’ Alliance HQ

Waves 10 (14:30) and 20 (33:00). They ignore your PD and march straight for the Alliance HQ โ€” the Suburb HQ first, or the Countryside HQ if no Suburb HQ is placed.

Station a strong squad at HQ before each lands โ€” but know how it scores: the HQ is shared, fills to capacity, and each defender banks only a kill-based portion of the wave (not the full flat score your own PD gives). It's the alliance's highest-value coordination call, but for you personally it's a kill scramble you may not even get into. Decide in advance who garrisons HQ.

Mobster boss head

Mobsters โ†’ Online Chiefs Only

Waves 7 (8:00), 14 (21:00), and 17 (26:30). These mini-bosses only attack chiefs who are online when they spawn.

Be logged in at those three times. An offline chief simply doesn't receive the wave โ€” you can't make it up later, and the points are just gone.

Practically, the whole event is five alarms: 8:00, 14:30, 21:00, 26:30, 33:00 (offset from your run's start time). Be online and ready for all five, make sure HQ is garrisoned for the two Velvet Dons, and you've captured the bulk of what the run has to offer. The squad waves in between you can defend on autopilot.

05. Scoring, Defense & Reinforcement

Two Point Pools

PoolWhat it feeds
Solo Defense PointsYour personal total โ€” drives milestone rewards and the Solo leaderboard
Alliance Defense PointsThe sum of every member's contribution โ€” drives difficulty unlocks and the Alliance leaderboard

๐Ÿ’ก The 50% Rule Is Win/Lose Only

Eliminating 50%+ of an attacking Mafia squad marks the battle a "Defensive Victory," but that flag does not gate your points. As the defender you bank the full wave score regardless of kills or outcome โ€” a "Defensive Defeat" with zero kills still banks the full amount. What a loss actually costs you is a strike toward the 2-loss elimination cap (next box), not points. So defend every wave you're attacked on โ€” you can't lose the points, only the strike count matters.

โš ๏ธ The HQ Waves (10 & 20) Score Differently

Everything above โ€” the flat full wave score to the defender โ€” applies to your own PD waves. The two Velvet Don waves (10 & 20) are the exception: they hit the shared Alliance HQ, not any one player's PD. The HQ fills with many defenders, and each banks only a kill-based portion of that wave (the same half-credit math as reinforcing). And HQ capacity is finite โ€” in a busy alliance, not everyone who wants in gets in. So treat waves 10 & 20 as a kill scramble you might grab a slice of, not a guaranteed full-score wave like your own PD.

โœ“ Reinforcing Is Free Points for Everyone

When you reinforce an ally's PD, the defender still banks their full wave score โ€” helping them costs them nothing. On top of that, you earn points for the enemies you kill, at half creditKill credit breakdown โ€” Members Only

Here's the strategic punchline: defending your own PD on every personal wave is a guaranteed floor โ€” about 314k for a full Difficulty 2 run (the 18 non-HQ waves, banked flat no matter how the fights go). Everything above that comes from reinforcing allies and grabbing a slice of the two HQ waves โ€” which is why heavy reinforcers out-rank players with far more squad power.

That makes reinforcement pure additive output for the alliance. Reinforce constantly โ€” especially into boss waves, where your half-credit cut of a Velvet Don is enormous. Use the in-game "request assistance" ping to coordinate. One targeting rule: only reinforce allies who are still in the run. A chief who's already taken two PD losses no longer gets attacked, so reinforcing their PD does nothing โ€” send your squads to defenders the Mafia is still hitting.

โš ๏ธ The 2-Defeat Cap

You can take two Defensive Defeats on your own PD before the Mafia stops attacking you for the rest of the run. The subtlety: a losing defense still banks the full wave score (above), so a defeat costs you a strike toward this cap, not points. The real damage is elimination โ€” once you're out, you forfeit every remaining personal PD wave, and your biggest ones come late (the wave-17 Mobster especially). Get knocked out early and you throw away your highest flat-score waves. You're not locked out of the event โ€” you can still reinforce allies and defend HQ (the HQ waves 10 & 20 are separate from your PD cap) โ€” but that pays far less than defending your own base.

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So protect your own PD hard โ€” don't trade it away chasing reinforcement points elsewhere. Losing the Alliance-HQ battle does NOT count toward your personal cap โ€” volunteering for HQ defense is "free" for your fail count.

06. Difficulty Unlocks

Selecting a difficulty is double-gated. Both conditions must be met:

DifficultyAlliance Defense Points to unlockSolo full-clear value
10695,400
212,726,000730,170
313,362,300764,940
413,998,600799,710
514,634,900834,480
615,271,200869,250
716,437,750904,020
817,095,260938,790
917,752,770973,560
1018,410,2801,008,330
1119,067,7901,043,100

๐Ÿ’ก Difficulty 1โ†’2 Is the Real Wall

A single member's full clear is only ~0.7Mโ€“1.0M points, so the 12.7M needed for Difficulty 2 is an alliance-wide cumulative figure โ€” it takes broad participation, not a few strong players. A ~30-member alliance all clearing Difficulty 1 (~21M total) clears it comfortably. After that first jump, each subsequent step adds only ~640k, so the climb from 2 โ†’ 11 is gradual. Translation: get everyone playing to break the diff-2 wall; the rest is momentum.

07. ๐ŸŽ Rewards

1. Milestone (Defense-Points) Rewards

Ten claimable tiers, all paying Alliance Coins (Alliance-Store currency). Each tier is double-gated: you must exceed (strict >) both your Solo total and the alliance total. A strong solo player in a weak alliance is capped by the alliance column โ€” and vice versa.

TierSolo ptsAlliance ptsAlliance Coins
13,000300,0002,000
26,000900,0003,000
312,0002,400,0004,000
418,0004,500,0005,000
530,0009,000,0006,000
640,00012,000,0007,000
750,00015,000,0008,000
860,00018,000,0009,000
970,00021,000,00010,000
1080,00024,000,00011,000

All ten tiers claimed = 65,000 Alliance Coins. The alliance column is the limiter for most players, which loops back to the diff-2 lesson: broad participation is what unlocks the high tiers.

2. Solo Ranking Rewards (ranks 1โ€“1000)

21 brackets, each paying Tactical Gel + Reinforced Metal (chief equipment-upgrade materials) plus the four base resources. Rewards run 1,000 deep, so even a modest score places.

RankTactical GelReinforced MetalAmmo / Cash
115014,10010,000,000
2โ€“10110โ€“14010,500โ€“13,3007.2Mโ€“9.6M
11โ€“2580โ€“1007,300โ€“9,5005Mโ€“6.6M
26โ€“10050โ€“704,800โ€“6,3003.2Mโ€“4M
101โ€“50010โ€“501,000โ€“4,1000.7Mโ€“2.8M
501โ€“10005500300,000

Each bracket also pays Electricity and Gas on the same curve. Rank 1 tops out at 10M Ammo, 10M Cash, 2M Electricity, 500k Gas.

3. Alliance Ranking Rewards (ranks 1โ€“10)

The top 10 alliances; same six-item composition, smaller counts, paid to every member who is still in the alliance at payout. Rank 1: 5 Tactical Gel, 450 Reinforced Metal, 320k each Ammo/Cash, 64k Electricity, 16k Gas.

Payouts are mailed at 12:00 server time on day 2 (interim) and day 4 (final). Leaving your alliance clears your contribution to its score but keeps your Solo ranking โ€” you just forfeit the Alliance reward.

08. Strategy & Common Mistakes

The Winning Routine

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Advanced Strategy โ€” Members Only

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โš ๏ธ Common Mistakes

  • โ–ธ Being offline for a Mobster wave (7 / 14 / 17). They only attack online chiefs โ€” offline, you forfeit the wave and its points entirely. No make-up.
  • โ–ธ Nobody at HQ when the Velvet Dons land (10 / 20). That's ~57% of the event's points walking into an undefended HQ. Garrison it.
  • โ–ธ Treating the squad waves as the event. All 15 of them together are under 30% of the points. The five bosses are the event.
  • โ–ธ Not reinforcing. It's free additive points with zero downside to the person you help. Skipping it leaves alliance points on the table.
  • โ–ธ Letting your own PD get knocked out. Two PD losses and the Mafia stops attacking you โ€” you forfeit the rest of your PD waves, your single biggest point source. Defend your own base before chasing reinforcement points elsewhere.
  • โ–ธ Assuming a "Defensive Defeat" scores nothing. As the defender you bank the full wave score even at 0 kills, win or lose โ€” a defeat costs you a strike toward the 2-loss cap, not points. Defend anyway.
  • โ–ธ Leaving the alliance before payout. It wipes your contribution to the alliance score and forfeits the Alliance ranking reward.

TL;DR โ€” The Quick Hits

  1. 1. Mafia Attack is an alliance PvE defense event: 20 waves over ~33 minutes hit every member's PD and the Alliance HQ. Office Lvl 7+ and an alliance required.
  2. 2. Only R5 (Leader) and R4 can start it; schedule a run (with advance mail) rather than surprising the roster.
  3. 3. ~72% of all points live in 5 waves: Velvet Dons at 10 & 20, Mobsters at 7, 14, 17. The other 15 are filler.
  4. 4. The two Velvet Dons march on the Alliance HQ (Suburb HQ first). Station strong squads at HQ before 14:30 and 33:00 โ€” they're ~57% of the points.
  5. 5. The three Mobsters only attack online chiefs. Be logged in at 8:00, 21:00, 26:30 or the waves never come.
  6. 6. The whole run is five alarms: 8:00 / 14:30 / 21:00 / 26:30 / 33:00 from start. Defend squad waves on autopilot.
  7. 7. The "50% = win" rule only sets the win flag and a strike toward elimination โ€” it does not gate points. As the defender you bank the full wave score even on a loss. Defend everything.
  8. 8. Reinforcing stacks extra points: the defender still banks their full score, and you earn half-credit per enemy you killMembers Only
  9. 9. 2-defeat cap: two losses on your PD and the mafia stops attacking you. You can still reinforce others and defend HQ, but your own PD is out of the run thus losing all future points from your PD.
  10. 10. Two point pools: Solo (your rewards/rank) and Alliance (unlocks + alliance rank). Alliance points are the sum of all members.
  11. 11. Difficulty is double-gated: one step above the alliance's best clear AND an alliance cumulative-score threshold.
  12. 12. Difficulty 1โ†’2 (0 โ†’ 12.7M) is the real wall; later steps add only ~640k each. Broad participation breaks it โ€” a solo clear is only ~0.7Mโ€“1.0M.
  13. 13. Milestone rewards (10 tiers, all Alliance Coins) need you to exceed both your Solo and the alliance total. 65,000 coins if all claimed.
  14. 14. Rank rewards: Solo 1โ€“1000 and Alliance 1โ€“10, paying Tactical Gel, Reinforced Metal, and resources. Rewards run 1,000 deep โ€” aim for a bracket.
  15. 15. Payouts mail at 12:00 server time on day 2 and day 4. Stay in your alliance through payout to keep Alliance rewards.