Survival Docs

Glossary

Definitions of key terms used throughout the rules.

Glossary

  • Adjacent: One hex away on the island grid.
  • Adrenaline: Consumable item. Lets you perform 2 actions in one turn, ignoring cooldowns. Resolves in the Adrenaline window (line 6 of the resolution order).
  • Advantage Points: Points spent at game start to buy advantages or disadvantages. Amount varies by role.
  • Armor: Equipped item. Reduces all incoming hits by 4 and prevents unwanted pushes. Load: 7.
  • Audience Credits: Currency earned through entertaining play. Spent on Host Services, Deliveries, and Questions.
  • Barrier: A Host Service that blocks movement between two tiles. Takes 2 hits to destroy. Costs 25 credits.
  • Bomb: Explosive. Arms in your tile, explodes 3 turns later for 13 damage in its tile and 7 in adjacent tiles. Audible 3 tiles.
  • Bunker: Special tile. Protected from explosions, gunfire, and Lightning Strikes.
  • Camouflage: Equipped item. Makes you invisible during most non-movement actions. You remain audible and attackable. Load: 6.
  • Central cache: The 7-tile hex at the center of the island where starting items are placed.
  • Coliseum: Special tile. Killing here grants 6 extra Audience Credits and restores 8 energy.
  • Collapsing Tile: A tile marked for destruction. Collapses 4 turns after being marked, destroying everything on it. See Collapsing Tiles.
  • Cooldown: The number of turns that must pass before you can choose the same action again.
  • Crafting: Action (cooldown: 2). Combine materials into a crafted item. See crafting recipes.
  • Cult: A team of 2 with the ability to recruit other players. Both members know each other from the start.
  • Cultist: A member of the Cult. Starts with 0 Advantage Points.
  • Desert: Special tile. Exiting requires boosted Move (3 energy) or being pushed.
  • Dining Hall: Special tile. Enhancing actions costs 2 fewer energy inside. Code: DH.
  • Executioner: A Host-deployed enforcer with Armor and a Scythe (12/12 energy). Attacks anyone in its tile until the tile empties. Killing it is the only way to get a Scythe. See Host Services.
  • Fire: A Host Service that sets a tile ablaze. Occupants lose 1 energy per turn. Costs 30 credits.
  • Forest: Special tile. Players inside can't see or hear each other. Code: F.
  • Grassland: The default tile type with no special effects. Code: G.
  • Grenade: Explosive. Arms and explodes 2 turns later for 6 damage in its tile. Audible 2 tiles.
  • Hall of Fame: Special tile. Ending a turn here grants 3 Audience Credits. Code: HF.
  • Harem: Special tile. Always has willing partners for the Sex action. Code: H.
  • Host: The game master. Manages the island, publishes map broadcasts, sends private briefings, and answers questions. The Host never lies.
  • Host Edict 47.f: A Host Service that subtracts 30 Audience Credits from a target player. Costs 15 credits.
  • Lake: Special tile. Resting here restores 3 extra energy. Code: L.
  • Lightning Strike: A Host Service that kills all players with exactly 1 energy. Costs 40 credits.
  • Listen: Action (cooldown: 3). Learn how many players are at distance 0 and 1. Enhanced version extends range.
  • Map broadcast: The public map update published at the end of each turn. See Turn Lifecycle.
  • Medicine: Consumable item. Restores 8 energy to a player in your tile. Load: 2.
  • Mercenary: Role on a team of 4. Must eliminate their own teammates to win. Receives all player positions from the Host each turn. 20 Advantage Points.
  • Mine: Explosive. Buried in a tile, explodes on entry for 11 damage. Audible up to 2 tiles.
  • Mountain: Special tile. See all non-special tiles, but everyone sees you. Code: M.
  • Mutation: A Host Service that reanimates a dead player's body with 99 energy. Costs 35 credits.
  • Pact: An agreement between two players to swap their resolution order within a turn. Must be reported to the Host. See Pacts.
  • Player: A participant in the game.
  • Poison Gas: A Host Service that poisons occupants of a tile. Lose 2 energy per action for 3 actions. Costs 25 credits.
  • Private briefing: The personal event log sent by the Host after each turn. See Private Briefings.
  • Psychopath: Solo role. The most powerful individual player, with 50 Advantage Points and no cooldown restrictions.
  • Radar: Item (cooldown: 3 to use). Reveals locations of all mines and bombs. Load: 8.
  • Replica: A copy of yourself created by a Replicator. Has max 2 energy, independent items, and dies if you die.
  • Replicator: Item used to create replicas. Costs 5 energy per use. Load: 6.
  • Rest: Action (cooldown: 3). Recover 2 energy and get a 1-energy discount on your next enhancement.
  • Scythe: Weapon. Deals 99 damage. Increases all enhancement costs by 2 while carried. Only obtainable by killing an Executioner. Load: 6.
  • Sex: Action (cooldown: 3). If 2+ players choose it in the same tile, each recovers 5 energy next turn (costs 2 now).
  • Shield: Item. While Taking Cover, reduces incoming hits by 11 instead of 2. Load: 5.
  • Snitch Cell: A Host Service that reveals all players on a tile in the next map broadcast. Costs 10 credits.
  • Take Cover: Action (cooldown: 2). Reduces incoming hit damage by 2 (11 with Shield). Prevents unwanted pushes.
  • Tile codes: Each tile is named by its type letter and order of appearance (e.g. F1 for the first Forest, DH2 for the second Dining Hall). See Tile naming.
  • Tile Swap: A Host Service that swaps two tiles on the map. Costs 35 credits.
  • Track: Action (cooldown: 2). Learn movement history in your tile for the past 3 turns.
  • Turn: One game cycle: map broadcast, private briefings, action declarations. Deadline: 21:00h.
  • Veteran: Role on a team of 3. 25 Advantage Points. Compensates for the smaller team.
  • Waist Pack: Crafted item. Increases carry capacity by 2. Load: −2.
  • Workshop: Special tile. Grants 1 extra material per crafting. Code: W.

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