Game Guide
Some features are round options — each round switches them on or off. Sign in and the guide shows which ones your round has.
Introduction
PimpGods is a multiplayer, turn-based pimp game. You start on the street with a handful of hoes and thugs and $50,000, and you build from there: hoes bring in the money, thugs protect it, and every other pimp in your round is trying to take what you've built.
Everything you do costs turns. Your worth — set by how many hoes and thugs you run — decides your rank and who you can fight. Keep your people supplied and happy, grow faster than the pimps around you, and hit them before they hit you.
The game is a rebuild of a 2005 classic. The economy is the original's almost line for line; crews, raids, street bosses, the kennel, businesses, hustles and the casino have been added since. Some of those are round options: each round can switch them on or off, and the badge beside a section tells you whether it's on in yours.
Your First Hour
A good way to start a new pimp:
- 1Check your crib. The Main Menu shows your hoes, thugs, cash, happiness and how many turns of supplies you have left. Both happiness bars should be green (80% or more).
- 2Scout for hoes. On Scout, pick a spot and spend turns in goes of at least 10–11. This is how you grow. Watch which spots treat you well — they change every couple of hours.
- 3Keep supplies up. More hoes means more condoms, crack and medicine burned every turn. Top up at Buy before you run dry; the crib warns you when you're low.
- 4Arm your thugs. One weapon per thug, and some weed. Thugs with no guns are unhappy and useless in a fight.
- 5Make money. Discipline your hoes for cash, or Cook crack and weed to save buying it. Put spare cash in the Bank, where attackers can't touch it.
- 6Join a crew. Crews are invite-only. Post on the Training Board or message a founder from Find Crew. A crew gets you tips, backup and raids.
- 7Pick your first fight. Find Pimp lists pimps in your city and range. Start with someone who has fewer, worse-armed thugs than you.
Tip: Don't spend every turn at once. Turns keep coming whether you're online or not, and a full turn bar is wasted regeneration.
Turns, Reserves & Protection
Turns come in on a timer while you're away — the top of the screen shows how many arrive and when. Each round sets its own pace and cap (for example, eight turns every ten minutes up to 800). Once you're at the cap, new turns are lost, so log in and spend them.
Every action that spends turns also runs your crib for those turns: your hoes earn and use supplies, and unhappy people walk. You can spend up to 200 turns in one go.
Reserves. New pimps get 2,000 turns in reserve (in most rounds), outside the cap. Move them across on Options when you want a big push.
Protection. Spending turns buys you 1 second of protection per turn, up to 60 seconds, during which nobody can attack you.
Rounds & Your Account
The game runs in rounds. Each round is its own game, with its own pimps, crews, ranks and cash; nothing carries between them. You can play several rounds at once, one pimp in each. My Account lists your rounds and the ones you can join, with each round's top ten so you can see it's alive.
Some rounds have an end date. When it passes, the standings are final and kept for good in Famous Pimps, and the round goes read-only.
What's New & Banners
When something has happened since you last looked, a What's New box appears at the top of your crib: new mail, attacks on you (in red), a raid on your crew, crew invitations, new crew board posts, a reply to your helpdesk ticket, or an alert from the PimpGods. Each tile goes to the right page and clears once you've seen it. With nothing new, there's no box.
If you own businesses, a banner across the top of every page tells you when money is waiting — gold while it's safe, red once your people start skimming it.
Hoes
Hoes are your income. Every turn you spend, each hoe brings in cash — less the payout you give them, which you set on Options. A bigger payout makes them happier but leaves less for you.
Each hoe uses 0.08 condoms and 0.05 crackrocks a turn. Each one adds $2,000 to your worth.
Thugs
Thugs fight. They defend your crib, carry out your attacks and cook drugs. Each uses 0.1 grams of weed a turn and adds $500 to your worth. Hire them at Buy for $1,000 each, or find them while scouting.
A thug without a weapon is barely a thug. Give each one a gun — the better the gun, the harder they hit.
Supplies & STDs
| Supply | Price | What it does |
|---|---|---|
| Condoms | $1 | Without them your hoes catch STDs. |
| Medicine | $20 | Treats STDs. Out of medicine too, and hoes die of multiple STDs. |
| Crack | $10 | Keeps your hoes happy. Also what you send to tempt a rival's hoes away. |
| Weed | $5 | Keeps your thugs happy. Also what you send to smoke a rival's thugs over. |
Watch out: The chain goes: no condoms → hoes catch STDs → medicine treats them → no medicine either → hoes die for good. The crib shows how many turns of each supply you have left; don't let any of them hit zero.
Happiness
Both your hoes and your thugs have a happiness score, shown on the crib with what's adding to it. Below 80%, people start leaving every time you spend turns, and bigger operations lose people faster.
Hoes like condoms, crack, medicine, a few thugs around for protection, and a decent payout. Attacking too much upsets them ("Too much attacking").
Thugs want a weapon each — guns count most — and weed. Weed can't make up for missing guns.
Worth & Ranks
Your worth is $2,000 per hoe plus $500 per thug. Nothing else counts — not cash, guns or rides. Worth decides your place in Global Ranks and your city's ranks, and who you can attack.
Scouting for Hoes
Scouting is how you grow. Pick one of five spots — Red Light District, Low Rent District, Starz NightClub, Local Airport, Trailer Park — and spend turns there. Each spot has its own character: some turn up more hoes, some more thugs, some send new hoes in with cash, and some are riskier than others.
Each city has hot and cold spots that change every 2 hours. Nobody tells you which is which — you learn it from your results. Scouting one spot very hard within an hour wears it out for a while.
Scouts of at least 10 turns can earn a street tip (which spots are jumping or dead), shared automatically on your crew board. Scouting also turns up the odd random event — good or bad, from a busted pimp's hoes looking for a new daddy to getting busted by the cops yourself — plus stray dogs and informers.
Tip: Scout in goes of 11 turns or so. You get the full hot-spot bonus, tips, and the best chance of strays and informers.
Cooking Drugs
Cook puts your thugs to work making crack or growing weed. More thugs and happier people make more. It's cheaper than buying once you have a decent crew of thugs.
Disciplining Hoes
Discipline squeezes extra cash out of your hoes. It pays more the more hoes you have and the happier they are (happiness counts as at least 55% here). It's the steady way to fund your crib.
Street Hustles
Round optionSmall crimes on Hustle for quick money and goods. You unlock them as your pimp level rises, and each level above a hustle's unlock adds 1% to its odds (up to 8%). They pay in line with your size, about the same as disciplining, so they're an alternative with their own risks rather than a shortcut.
| Level | Hoes needed |
|---|---|
| Level 1 | 0 |
| Level 2 | 100 |
| Level 3 | 500 |
| Level 4 | 1,000 |
| Level 5 | 2,500 |
| Level 6 | 5,000 |
| Level 7 | 10,000 |
| Level 8 | 30,000 |
| Level 9 | 100,000 |
| Level 10 | 300,000 |
| Hustle | Opens | Turns | Comes off |
|---|---|---|---|
| Pickpocketing | Level 1 | 1 | 90% |
| Shoplifting | Level 2 | 2 | 80% |
| Hustling | Level 3 | 2 | 55% |
| Graffiti | Level 4 | 3 | 85% |
| Burglary | Level 5 | 5 | 65% |
| Arson | Level 6 | 3 | your thugs vs theirs |
Graffiti needs a crew: fresh tags push your crew's turf in that city on the map. Burglary can turn up guns or a ride as well as cash, with better loot at higher levels. Arson is a real attack on a rival's stash, burning their crack and weed — every attack rule applies and it files an attack report.
Businesses
Round optionOn Businesses, buy a front once and it pays every 12 hours. Each opens at a pimp level and earns its price back in about five payouts. You can own one of each.
| Business | Level | Price | Pays every 12h |
|---|---|---|---|
| Laundromat | 1 | $25,000 | $5,000 |
| Corner Store | 2 | $150,000 | $15,000, 6,000 condoms and 450 boxes of medicine (~$30,000) |
| Car Wash | 3 | $750,000 | $150,000 |
| Strip Club | 4 | $2,000,000 | $300,000 and 50 hoes (~$400,000) |
| Chop Shop | 5 | $6,000,000 | $900,000, 200 Street Bikes and 80 Lowriders (~$1,200,000) |
| Trap House | 6 | $15,000,000 | $2,000,000, 60,000 crackrocks and 80,000 grams of weed (~$3,000,000) |
| Protection Racket | 7 | $40,000,000 | $8,000,000 |
| The Docks | 8 | $120,000,000 | $18,000,000, 800 Uzis and 800 AK-47s (~$24,000,000) |
| Gambling Den | 9 | $400,000,000 | $80,000,000 |
| Cartel Connection | 10 | $1,200,000,000 | $240,000,000 |
You have to collect it. A payout waits safely for 12 hours. After that your hoes and thugs start skimming it, and 10 hours later it's gone. Collect each business, or everything at once, from the businesses page.
Rivals can hit your businesses from your profile. It's an attack (3 turns, all the usual rules). If they win, the business shuts for 12 hours, whatever was waiting is wrecked and they walk off with half the cash; the first payout comes 12 hours after it reopens. If they lose, they lose 3% of their thugs. Rivals see only a rough idea of your till — "a full till", "a fat till" — never the amount.
You can sell a business back for 50% of what you paid.
Tip: Collect often. An empty till gives raiders nothing to take, and you never lose money to the skim.
The Bank
Cash in hand can be taken in a home invasion; cash in the Bank can't. Deposit and withdraw whenever you like — the one exception is that nobody in a crew can deposit once a raid involving their crew has locked. Shops and the casino only take cash in hand.
Buying Gear
Buy sells supplies, thugs, weapons and rides. Weapons and rides sell back at 75%; supplies and people don't sell back.
| Weapon | Price | Hits |
|---|---|---|
| Glock | $500 | ×1 |
| Shotgun | $1,000 | ×2 |
| Uzi | $2,500 | ×4 |
| AK-47 | $5,000 | ×7 |
| Ride | Price | Seats |
|---|---|---|
| Street Bike | $500 | 1 |
| Lowrider | $2,500 | 5 |
| Hummer | $3,000 | 6 |
Rides carry thugs: you need seats for a drive-by, and seated thugs travel for free.
The Black Market
Round optionOn the Black Market, pimps sell supplies, weapons and rides to each other at their own prices, between 75% and 150% of the shop price. Goods leave your stock the moment you list them; pull the listing and you get them back. You can't buy your own listings or trade inside your crew, and people aren't for sale.
Moving Cities
You can only attack pimps in your own city. Move to another city for $99 per hoe and $150 per thug without a seat in one of your rides. Moving is how you reach new targets — and get away from old enemies.
Attacking
Open a pimp's profile (from Find Pimp or the ranks) and pick an attack. An attack costs 2 turns. You can only hit pimps who are:
- in your city;
- worth between 0.5× and 2× your own worth (unless you're owed revenge);
- not under protection, and not in your crew;
- not on the same internet connection as you (the PimpGods are told if you try).
A pimp can take 24 attacks before going off-limits for a while, and you can make 100 before you need an attack reset (on Options). Both counts go down by themselves each hour.
Fights come down to thugs × weapons × happiness, with some luck. Every fight files a report on Attack Reports, written from each side.
Attack Types
| Attack | What it does |
|---|---|
| Drive-by | Roll up on their thugs. You need rides. |
| Home Invasion | Invade your enemy's crib. Heaviest casualties, both ways. Takes cash. |
| Jack Rides | Take their street bikes, lowriders and hummers. |
| Infest Hoes | Infest their hoes with STDs. Burns through their medicine and condoms. |
| Steal Hoes | Send crack to their hoes as a bribe. Maybe they join you. Don't send too much. |
| Steal Thugs | Think your smoke is better? Send weed to their thugs and smoke them over to you. |
| Arson | A street hustle: torch their crack and weed (when hustles are on). |
| Business Hit | Shut one of their businesses and take half the waiting cash (when businesses are on). |
Revenge
Round optionIf someone hits you, you can hit them back for the next 12 hours whatever the worth gap — they're marked on your reports and the ranks. They still have to be in your city and not under protection.
Informers
Now and then you find an informer while scouting — you can't buy one. He'll grass on one pimp of your choice (from their profile): hoes, thugs, cash in hand, every weapon and ride. Then he's gone. When you find him you're told how far to trust him, from "Solid" to "Liar". The pimp you spied on hears someone's been asking, with a name that's right about half the time.
The Kennel & the Pit
Round optionStray dogs turn up while scouting. Keep up to 3 at the Kennel, train them with turns, and fight them in the pit against other pimps' dogs for whatever you both put up — cash, people, supplies or gear. Pit fights use the attack worth range. A losing dog may be injured or, rarely, killed; medicine heals injuries.
Your active dog guards your crib, adding up to 25% to your defence against home invasions (only those). Most pit wins earns the Top Dog award.
| Breed | Rarity | Power | Defence |
|---|---|---|---|
| Pit Bull | common | 12 | 10 |
| Rottweiler | common | 11 | 13 |
| Mastiff | uncommon | 14 | 16 |
| Cane Corso | uncommon | 17 | 15 |
| Dogo Argentino | rare | 20 | 18 |
| Presa Canario | rare | 19 | 21 |
Street Bosses
Round optionTwelve NPC bosses run the city. On Bosses, take them on in order — each only deals with a pimp of a certain size. A fight costs 10 turns and is best of 3. Win and you get a big haul, a point of reputation and a permanent scouting bonus; lose and you lose 3% of your thugs and wait 30 minutes for a rematch.
| Boss | Hoes needed | |
|---|---|---|
| Lil Rico | Corner Dealer | 10,000 |
| Fat Tony | Loan Shark | 30,000 |
| Snake Eyes | Pool Hall King | 60,000 |
| Mama Rose | The Madam | 100,000 |
| Big Earl | Chop Shop | 150,000 |
| The Deacon | Church Front | 220,000 |
| Ice Pick Vinnie | Enforcer | 300,000 |
| Candy Kane | Rival Pimp | 400,000 |
| Detective Marlowe | Crooked Cop | 525,000 |
| El Jefe | The Cartel | 675,000 |
| The Chairman | Casino Owner | 850,000 |
| King Pimp | The Original PimpGod | 1,000,000 |
Allegiance. Instead of fighting, you can pledge to a boss (up to two a round, not King Pimp). You pay a tribute and get past them with a permanent perk instead of the reward — for example Mama Rose finds you more hoes when scouting, The Deacon halves your STDs, Detective Marlowe makes your crib defend harder.
Reputation titles: Nobody → Corner Hustler → Street Player → Mack → Boss → Kingpin → Don → PimpGod.
Crews
A crew is a group of pimps who don't attack each other and back each other up. Start one from My Crew with a name and a short tag (shown beside your name everywhere), or get invited — crews are invite-only. A crew can have up to 20 members.
Ranks: the Founder runs it, Co-Founders can invite, everyone else is a Member. Each crew has a private board, where street tips from members' scouting appear automatically, and its combined worth sets its place in Crew Ranks.
The Crew Hit List
Any member can put a rival on the crew's Hit List with a reason. The list counts every hit your crew lands on them, and tells each of you whether you can reach them right now. Listed pimps get a 🎯 banner on their profile for your crew.
Crew Raids
Round optionA raid is a home invasion by a whole crew on another crew within the worth range. The founder plans it for a time 12–72 hours ahead from Crew Raids. Attackers say in or out (the founder can order everyone in); defenders all fight, no choice, and can't leave the crew once it's planned.
The raid locks 2 hours before the battle: nobody joins or leaves and nobody can deposit cash. At battle time everyone's strength is added up and it's fought in one go — thugs die on both sides, and a clear win takes a cut of the defenders' cash in hand. Both crews need at least 2 members.
Tip: If your crew is being raided, get your cash in the bank before it locks.
The Turf Map
The Turf Map shows the whole round split between crews: each crew holds the share of land that its combined worth is of everyone's, placed in the cities its members are in. Graffiti (a street hustle) pushes your crew's share in a city. For now turf is bragging rights.
The Casino
Round optionThe Casino has the slots (stakes $10,000–$10,000,000, with a bonus round that pays in hoes, thugs, weapons and rides), Hi-Lo, Keno, Roulette and Craps. Each play costs a turn and uses cash in hand.
Watch out: Every game keeps a house edge. Over time the casino wins — play it for fun and the occasional big night, not as income.
Pimp Awards & Famous Pimps
Pimp Awards are live boards — richest pimp, most hoes, most violent and more. Whatever you lead shows as a title on your crib and profile. Famous Pimps keeps the final standings of every finished round.
Mail, Boards & Contacts
Message any pimp from the Mailbox or their profile; ignore anyone who bothers you (it stops their mail and hides their posts, but not their attacks). Each city has a Message Board, plus a round-wide Training Board for recruiting. Add pimps to your contacts from their profile for quick access from the masthead.
The PimpGods Helpdesk
Found a bug, a cheat or an abusive player? Open a ticket on PimpGods (in the footer). Only you and the PimpGods can see it, and you'll see the reply on your crib's What's New.
Playing Well
- Never let happiness drop below 80%. Losing people every turn undoes everything else. Check the crib before a long run of turns.
- Buy supplies ahead. The bigger you get, the faster you burn through them — and running out of condoms and medicine kills hoes.
- Bank your cash. Keep only what you're about to spend in hand. Cash in hand is what home invasions take.
- Grow evenly. Hoes make money, but a big crib with few thugs is a target. Keep enough armed thugs to make attacking you expensive.
- Learn the spots. Track which scouting spots do well each couple of hours, and read your crew's tips.
- Use your informer before a big hit. Knowing their thugs and guns beats guessing.
- Don't over-attack. Your hoes hate it, and every hit invites revenge.
- Collect your businesses at least twice a day, and keep a guard dog at home if the kennel is on.
- Join a crew early. Tips, backup, raids and a hit list beat playing alone.


