Alliances: cooperation between families
An alliance is a pact between two families that technically forces the game: No attacks, no war and no conquered neighborhoods as long as the pact runs.
One alliance is a pact between two families in BELLOCCO. Instead of fighting each other, two crews join forces and promise to stop attacking each other... a promise that technically forces the game, not just an appointment by word of honor. It's one of the smartest moves a leader can make: without recruiting one additional member, you'll increase your safety in one blow. You arrange alliances on the same page as family war, under the tab Alliances.
How to make an alliance
Only the boss or underboss can suggest or accept an alliance. You send a proposal to another family; Their boss or underboss must accept it before the pact enters. As long as a proposal is open you can't send it yourself again, and you can't make an alliance with a family with which you at that time in war I'm going to 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 gaps You can't. territory To conquer an ally.
An alliance doesn't automatically drag your ally into your wars. Their members don't automatically fight for you and their victories don't count for your war points. The advantage is mainly Safety: You don't have to guard your borders on that side and can focus entirely on your own growth or on another enemy.
Breaking an alliance
Each side can break the alliance unilaterally at any time. Once you break up, both families can just attack each other and even declare war. There is no limit to the number of alliances a family can have at once.
Why diplomacy pays?
BELLOCCO is about power, and power is rarely something you build up on your own. A family that is well placed with its neighbours can focus on growth: conquer territory, the family bank Fill up and prepare for the big jobs. A family that has enemies everywhere is wasting 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 unilaterally broken at no cost. Your security stands and falls with the reliability of the other.
- Restrict your active fronts. Make alliances with neighbors that won't help you in a war, so you focus your attack force on your actual rivals.
- Keep your own strength up. An ally protects your borders, but doesn't automatically fight along. Keep training, arming and you family shop Development.
Choose your friends with care: In the underworld, a pact is only as strong as the ally who can break it. Do you want to build a family and build alliances? 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 maintains 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 ally automatically compete in my war?
No. An alliance protects you among yourselves, but does not drag your ally into a family war against a third party.
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 alliances can a family have at once?
There's no limit. You can have a pact with multiple families at once.
Can I declare war on an ally?
Not as long as the alliance is active. First break the pact, then you can declare war.