Survival Docs
Actions

Action List

Every action in the game, grouped by category.

Action List

All actions with their effects, costs, and cooldowns. See Reference Tables for quick-lookup versions.

Movement & positioning

Track

  • Cooldown: 2
  • Base: Learn who arrived at and left your tile up to 3 turns ago, including where they came from and where they went.
  • Enhanced: Also include the immediately prior turn (+1 energy).

Players moved by Push leave no tracks.

Move

  • Cooldown: 3
  • Base: Move to an adjacent tile, or stay where you are.
  • Enhanced: Move 1 additional tile (+2 energy). You can pass through the same tile more than once in a single move.

Each extra tile beyond the first enhancement costs another 2 energy. Moving 3 tiles total costs 4 energy, moving 4 costs 6, and so on. Think carefully before using Move, since a cooldown of 3 means you're stuck wherever you land for at least 3 turns.

Push

  • Cooldown: 3
  • Base: Push another player to an adjacent tile.
  • Enhanced: Push 1 tile further in the same direction (+3 energy). Push an additional player (+5 energy).

Pushed players don't trigger mines and ignore the Desert exit cost. Push is one of the most versatile actions: remove enemies from your tile, send allies to useful positions, or shove someone into a Collapsing Tile. Combined with a teammate's attack, it's a common ambush setup.

Combat

Punch

  • Cooldown: 3
  • Base: Hit a player in your tile for 2 damage.
  • Enhanced: +2 damage (+2 energy, up to 4×). Hit again, same or different target (+3 energy).

The fastest common attack in the resolution order. Also useful for gently tapping someone to check if they're on your team, especially if they're taking cover.

Use Sword (requires Sword)

  • Cooldown: 3
  • Base: Hit a player in your tile for 7 damage.
  • Enhanced: +3 damage (+2 energy, up to 4×). If you have 2 Swords, hit again (+1 energy).

A fully enhanced Sword strike deals 19 damage, enough to kill an armored player. Pushing a teammate with a Sword into an enemy's tile is one of the most common lethal combos.

Use Flail (requires Flail)

  • Cooldown: 3
  • Base: Hit all players in your tile for 7 damage. You can choose to skip some targets.
  • Enhanced: +2 damage (+2 energy, up to 4×).

A Flail enhanced 4 times deals 15 to everyone in the tile. Combined with a Push to trap enemies, it can wipe a whole group.

Use Boomerang (requires Boomerang)

  • Cooldown: 3
  • Base: Throw along a 2-tile loop, dealing 1 damage to one target in each tile, then it returns. Consumed if it hits nobody.
  • Enhanced: +1 tile travel distance (+1 energy). The path must be a closed loop ending 1 tile from you.

Low damage, but good for scouting and checking team membership at range. Each tile hit also earns an Audience Credit.

Shoot Arrow (requires Arrow)

  • Cooldown: 3
  • Base: Deal 6 damage in your tile, or 6 minus 2 per tile of distance to a single target. Consumed.
  • Enhanced: +1 tile range in the same direction (+2 energy). +2 damage (+2 energy, up to 4×). Shoot another Arrow (+1 energy).

Two arrows at an adjacent target deal 8 damage for just 1 energy. Arrows are the best way to hit someone without revealing your position, as long as they don't know where you are.

Fire Bullet (requires Bullet)

  • Cooldown: 3
  • Base: Deal 11 damage to a player in your tile. Consumed. Audible 2 tiles.
  • Enhanced: Fire another Bullet (+1 energy). Fire 1 tile further in the same direction (+3 energy).

The most energy-efficient kill shot in the game. The downside: the sound gives away your position. A Mercenary with a Bullet is extremely dangerous.

Use Scythe (requires Scythe)

  • Cooldown: 3
  • Base: Deal 99 damage to a player in your tile.

If you have a Scythe, use it. If someone else has one, run. The Scythe resolves late in the turn order, so it can be stolen before you swing. That's the tradeoff for near-guaranteed lethality.

Items & crafting

Take

  • Cooldown: 2
  • Base: Pick up up to 2 items in your tile (materials or visible crafted items).
  • Enhanced: Pick up 1 additional item (+1 energy).

Each extra item beyond the enhancement also costs 1 energy. Taking crafted items removes them from the map, which tells other players someone was on that tile. Materials are quieter. See material odds by tile for drop rates.

Throw

  • Cooldown: 2
  • Base: Throw up to 2 items onto your tile or an adjacent tile (they don't have to go to the same place).
  • Enhanced: +1 tile range (+1 energy). Throw 1 additional item (+1 energy).

Useful for dumping unwanted gear, baiting enemies, or tossing an activated grenade somewhere it'll do damage.

Dismantle

  • Cooldown: 2
  • Base: Break down up to 2 items into their component materials.
  • Enhanced: Dismantle 1 additional item (+1 energy).

Good for recycling items you don't need into materials for something better, or for reducing your carry load.

Crafting

  • Cooldown: 2
  • Base: Combine materials to craft 1 item. Crafting a Waist Pack increases your carry capacity by 2.
  • Enhanced: Craft 1 additional item (+4 energy).

This is your main source of gear. If you never craft anything, you'll fall behind. The Workshop gives 1 free extra material per crafting, making it the best place to build expensive items like Armor. See crafting recipes for the full recipe list.

Give

  • Cooldown: 2
  • Base: Give up to 2 items to another player in your tile.
  • Enhanced: Give 1 additional item (+1 energy).

Pass gear to teammates, or hand someone an activated grenade if you're feeling creative.

Steal

  • Cooldown: 3
  • Base: Take 1 item from another player in your tile.
  • Enhanced: Steal 1 additional item (+4 energy).

Steal resolves late in the turn order, so you can't steal someone's weapon to prevent their attack in the same turn (unless you do it under Adrenaline). But it's the best counter against players carrying Replicators, Armor, or Shields.

Utility

Rest

  • Cooldown: 3
  • Base: Recover 2 energy. Your next turn's enhancement costs 1 less energy.

Simple and reliable. Two energy doesn't sound like much, but it can be the difference between surviving a hit and dying. The enhancement discount stacks well with expensive actions.

Take Cover

  • Cooldown: 2
  • Base: All hits you receive this turn are reduced by 2 damage (by 11 with a Shield). Prevents unwanted pushes. You can choose to cover another player in your tile instead, taking their hits with the reduction, but hits aimed directly at you deal normal damage.

With a Shield, Take Cover blocks everything except Scythes and Bombs (the only attacks that deal more than 11 base damage without enhancement). Useful for letting a teammate verify you're an ally by hitting you safely.

Use Medicine (requires Medicine)

  • Cooldown: 2
  • Base: Restore 8 energy to a player in your tile, up to their maximum. Consumed.
  • Enhanced: Use another Medicine (+1 energy).

The fastest recovery in the game. Four times faster than resting.

Activate Grenade (requires Grenade)

  • Cooldown: 2
  • Base: Arm a grenade. It stays with you and explodes 2 turns later, dealing 6 damage to everyone in its tile. Consumed. Audible 2 tiles. You can give or throw the armed grenade before it goes off.
  • Enhanced: Arm another grenade (+1 energy).

Grenades are best thrown on the turn they're set to explode, so the target has no warning.

Activate Mine (requires Mine)

  • Cooldown: 2
  • Base: Bury a mine in your tile. It explodes when any player enters (including you if you return), dealing 11 damage to everyone in the tile. Consumed. Audible up to 2 tiles. All players are notified a mine was armed, but not where.
  • Enhanced: Arm another mine (+1 energy).

Two mines on the same tile deal 22 damage. That kills almost anyone. Place them on tiles enemies have to cross, especially narrow paths near Collapsing Tiles.

Activate Bomb (requires Bomb)

  • Cooldown: 2
  • Base: Arm a bomb in your tile. It explodes 3 turns later, dealing 13 damage in its tile and 7 in all adjacent tiles. Consumed. Audible 3 tiles.
  • Enhanced: Arm another bomb (+1 energy).

The most powerful weapon in the game after the Scythe. The catch: you need to be at least 2 tiles away before it goes off. Normal movement can't do that in 3 turns. You'll need enhanced Move, a Push, or Adrenaline to escape your own bomb.

Use Radar (requires Radar)

  • Cooldown: 3
  • Base: Learn the location of all mines and bombs on the island.

Heavy to carry (8 load), but the only way to avoid walking into explosives blind. You can dismantle it between uses and re-craft it when needed.

Use Adrenaline (requires Adrenaline)

  • Cooldown: 3
  • Base: Perform 2 actions this turn. These actions can repeat and ignore cooldowns. If you rested last turn, the enhancement discount applies to each action. Consumed. You can't have Sex while on Adrenaline.

The single best item in the game. Move into a tile and attack before anyone can react. Pick up items and leave in the same turn. Rest twice. Stack multiple Adrenaline uses for even more actions. If an enemy has Adrenaline and you don't, consider putting distance between you.

Replicate (requires Replicator)

  • Cooldown: 4
  • Base: Create a replica of yourself in your tile with a maximum of 2 energy. Costs 5 energy. The replica is indistinguishable from you and performs actions you specify until it dies. Replicas don't share your advantages. Their items are independent, and if they die, items drop on their tile. If you die, all your replicas die too.

You can create multiple replicas. For disguise, Cult recruitment, and similar effects, only your original body counts.

Social

Sex

  • Cooldown: 3
  • Base: If 2 or more players choose Sex in the same tile, each recovers 5 energy next turn. Costs 2 energy this turn. Audible in the tile.
  • Enhanced: +2 extra recovery per increment. Each increment increases audible range by 1 tile (+0 energy, up to 4×).

After Medicine, this is the best energy recovery. The math: you lose 2 now but gain 5 next turn, for a net +3. The downside is needing a willing partner and both of you spending a turn on it. Teams hiding together and cycling Rest/Sex/Craft can build up a strong position over time.

Listen

  • Cooldown: 3
  • Base: Learn how many players are at distance 0 (your tile) and distance 1. No identities, just counts.
  • Enhanced: +1 listening radius (+3 energy).

With enough energy (8 points for +2 range), you can hear across most of the island. Two players listening from different tiles can cross-reference their data to pinpoint enemy positions. Listen always resolves last in the turn, so you get end-of-turn information.

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