What is BMP: Mob?
Build My Park: Mob is a real-time organized-crime tycoon on the same engine as Theme Park. You run a Prohibition-era (1920s–30s) operation: buy and control buildings, place businesses (speakeasies, breweries, distilleries, gambling dens, brothels), hire hoods (enforcers) to collect protection money and guard your turf, and deal with heat, evidence, rivals, and the law. The clock runs continuously — no “plan then execute week” — so it feels like the Theme Park game but with a gangsters skin and different mechanics.
How to play
From the game lobby at play.buildmypark.com/mob, create or load a territory. You start in a procedural city (streets and pre-placed buildings). Use the toolbar to place path and businesses, and to buy existing buildings on the map. Assign hoods to collect from controlled buildings or to guard your businesses. Manage money, heat, evidence, and diplomacy with rival gangs.
Toolbar
Select, Terrain, Path, Businesses, Bulldoze. Click existing buildings to buy and convert them. Use the Hoods panel to hire collectors and guards and assign them to buildings or businesses.
Header stats
Money, day, heat (police attention), evidence (risk of prosecution), fear (district intimidation), turf (controlled buildings), business count, hood count. Panels: Hoods (stats, assignments), Law & Heat (bribes), Diplomacy (rivals), Missions, Press.
Core mechanics
Businesses
Player-owned tiles: speakeasy, brewery, distillery, gambling den, brothel. Each generates income (hourly/daily); speakeasies are busier at night. You can upgrade businesses for higher income. Assign a hood to guard a business to reduce raid risk.
Buildings & extortion
Non-player buildings (residential, shop, factory) can be controlled by you or rivals. Control is gained by having hoods collect there or win turf events. Controlled buildings pay protection money (extortion). Collectors path to assigned buildings, “collect,” and income is added.
Hoods
Hired enforcers with roles: Collector (path to buildings, collect protection), Enforcer (intimidate, increase fear; or guard a business), Guard (stay at a business, reduce robbery/raid chance). They have stats (loyalty, bravery, intelligence, shooting) that affect arrest resistance, jail length, and “flip” risk when heat is high.
Law & heat
Heat rises from activity; evidence can accumulate. You can bribe cops and court to lower heat and clear evidence. Police raids and arrests can occur; hood stats weight who gets arrested and how long they stay in jail. Low loyalty + high heat = risk that a hood “flips” (turns informant).
Rivals
Other gangs control parts of the city. Diplomacy: war, ceasefire, neutral, alliance. When at war, rivals can raid your businesses. You can run missions (sabotage, kill witnesses, destroy evidence, bribe reporter, jailbreak) — success depends on hood stats.
How things interact
Hoods — Collect from buildings (you assign them); guard businesses to lower raid chance; get arrested (stats affect outcome); can flip if loyalty low + heat high.
Territory — Controlled buildings show tinted on the map; control drives extortion income.
Rivals — At war they raid you; missions can hurt or help them. Press panel reports events.
Game over on bankruptcy. Sandbox options when creating a territory let you tune starting cash, rival aggression, and number of rivals.
Quick reference
- Play Mob — play.buildmypark.com/mob
- Theme Park — Same site, choose Theme Park from the series picker or go to play.buildmypark.com/TP
For the full design and system checklist, see the internal design doc (MOB-GAME-DESIGN.md in the repo).