Survival Docs
Actions

Timing & Resolution

The fixed order in which actions resolve each turn.

Timing & Resolution

Actions resolve in a fixed order every turn. Ties within the same line are broken randomly.

Resolution order

  1. Recruit / Track
  2. Move / Take / Throw / Rest / Take Cover / Dismantle
  3. Craft / Use Medicine
  4. Activate Grenade / Activate Mine / Activate Bomb
  5. Use Radar
  6. Use Adrenaline
  7. Replicate
  8. Sex
  9. Push
  10. Punch
  11. Use Sword
  12. Use Flail
  13. Use Boomerang
  14. Shoot Arrow
  15. Fire Bullet
  16. Steal
  17. Give
  18. Use Scythe (including Executioner)
  19. Grenade/Bomb explosions
  20. Fire / Poison Gas / Lightning Strike / Barrier / Tile Swap
  21. Executioner Deployment / Mutation / Item Drop
  22. Collapsing Tiles
  23. Camouflage
  24. Listen / Snitch Cell
  25. Host Edict 47.f
  26. Advantage Point loss for Cult recruits

Key interactions

Move is early. If you move into a tile where someone is waiting to attack, their attack hits you after you arrive. You walked into it.

Push comes before most attacks. You can push an enemy out of your tile before they swing, or push an ally into position for their attack. Combined with a pact, Push becomes a setup tool for coordinated strikes.

Punch is the fastest common hit. Only Adrenaline or another Punch can beat it. If two players punch each other, the order is random.

Bullet is the slowest ranged attack. If someone in your tile is about to shoot you and you're attacking them with anything faster, your hit lands first.

Adrenaline actions resolve in the Adrenaline window (line 6). A player using Adrenaline to Move and then Sword will do both before the normal Sword window at line 11. This means enemies can't push you away to prevent an Adrenaline-powered assault.

Steal is late. You can't steal someone's weapon to stop their attack in the same turn. The only way to steal-before-attack is through Adrenaline.

Scythe is the slowest attack. It can be stolen before you use it. The tradeoff: 99 damage.

Listen is last. You learn who's near you at the end of the turn, after everything else has happened. This is intentional.

On this page