Survival Docs
Actions

Changing Intent & Pacts

How to adjust your action mid-turn and coordinate timing with other players.

Changing Intent & Pacts

Cancelling an action

You can cancel some actions on the same turn without replacing them. Exceptions: you can't cancel Rest, Sex, or any action that consumes an item.

Cancelling doesn't protect you from ongoing effects like Poison.

Changing your action

To switch to a different action on the same turn, you need 10 or more energy and it costs 1 energy. This payment method even lets you repeat an action you'd normally be on cooldown for.

Conditionals

When specifying how you perform your action, you can set conditions, but only based on what's happening in your tile:

Allowed:

  • "Push my teammate north if we're alone, but if someone else enters, push that person south."
  • "Shoot an arrow right if I'm alone, but if someone enters, hit them instead."
  • "Hit anyone except [specific player name]."

Not allowed:

  • "Move left only if there's someone in the tile to my right." (Can't condition on other tiles.)
  • "Hit whoever isn't on my team." (You have to name specific players. The Host won't figure out team membership for you.)
  • "Hit whoever has the least energy and is attacking me." (The Host won't give you hidden information.)

You can condition whether to enhance or not, but you always pay the highest enhancement cost you specified across all branches. If you say "push with 3 boost if alone, push with 0 boost if not," you pay 3 either way.

If details are missing at resolution time and neither you nor anyone you've authorized is online to clarify, the Host will make a random valid choice.

Pacts

Two players can agree to swap their resolution order within the same turn. The one who would normally act first agrees to go after the other.

Both players must notify the Host for the pact to be valid. If you make a pact and the Host says the other player didn't confirm, they broke their word.

Common uses:

  • Push a teammate to a tile, then they Take items there (normally Take resolves before Push).
  • Order two attacks so the heavier hit goes first: if it kills the target, the lighter hit redirects to someone else.
  • Combine Push + any attack to break through an enemy's defensive position.

Rules:

  • Pacts must make sense as a combined strategy between the two players involved.
  • You can make pacts with multiple players in the same turn.
  • Pacts can't be broken unless both parties agree and notify the Host.
  • You can never pact to follow Listen.

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