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Alliances — working with other families

A alliance is a pact between two families in BELLOCCO. In place of each other too fight, hit two crews the hands together and promise she each other not longer on too fall — a promise that the game technical enforces, not only a appointment on honor. The is a of the smartest to put that a leader can make: without also but one extra member too recruit, enlarged you in one blow you safety. You arranges alliances on the same page if family war, under the tab Alliances.

How to make an alliance

Only the boss or underboss can a alliance propose or accept. You sends a proposal to a other family; their boss or underboss must the accept for the pact starts. As long as a proposal is open can you the self not again send, and you can no alliance close with a family with which you on that moment in war are — end that war first.

What an alliance technically does

Once the pact is in place, there are strong rules between the two families:

  • No seizures — the game completely blocks an attack on an ally. You simply cannot try.
  • No war — you can't declare war on an ally as long as the alliance runs.
  • Take no gap — you cannot conquer territory from an ally.

An alliance does not automatically drag your always into your wars — their members don't fight for you by themselves, and their Victories don't count for your war points. The advantage is especially safety: You don't have to guard your borders on that side and can focus anyway on your own growth or on another enemy.

Breaking an alliance

Each side can break the alliance unilaterally at any time — there is no cost or cooling time attached to it. Once you break up, both families can just attack each other and even declare war. There is no limit to the number of ties a family can have at once.

Why diplomacy pays

BELLOCCO is about power, and power is strangely something you build on your own. A family that is well placed with its neighbours can focus on growth: conquer territory, fill the family bank and prepare for the big jobs. A family that has enemies everywhere is washing energy to defend on multiple fronts at once.

Strategy

Choosing an alliance is not a question of shaking the first hand. Take into account the following:

  • Choose a partner you trust. An alliance can be broken unilaterally at no cost — your safety stands and falls with the other's reliability.
  • Restrict your active fronts. Connect ties with neighbors that won't do you any good in a war, so you focus your attack power on your actual rivals.
  • Keep your own strength up. An ally protects your borders, but doesn't automatically fight along. Keep training, arming and developing your family shop.

Choose your friends with care: In the underworld, a pact is only as strong as the only who can break it. Do you want to build a family and build ties? Play for free and start building your network today.

Frequently Asked Questions

What exactly does an alliance do?

As long as the pact runs, the two families cannot attack each other, declare war or conquer territory. The game essentially this technical, not just as an appointment.

Who can make or accept an alliance?

Just the boss or underboss of both families. A proposal must be explicitly accepted before it starts.

Does an all-automatically compete in my confusion?

No. A alliance protects you mutual, but drag you ally not along in a family war against a third lot.

Can I just break an alliance?

Yes, any side can do that at any time, at no cost or cooling time. After that, both families can attack each other again.

How many many Alliances can a family have at once?

There is no limit — you can have a pact with multiple families at the same time.

Can I declare war on an ally?

Not as long as the alliance is active. First break the pact, then you can declare war.

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