Survival Docs
Players

Energy & Inventory

Health, death, carry limits, and managing your gear.

Energy & Inventory

Energy

Energy is your health. You start at 10 out of a maximum of 12. When you hit 0, you die.

You lose energy from hits, hazards (Fire, Poison Gas, Collapsing Tiles), and spending it to enhance your own actions. Some attacks can drain all your energy at once: a Scythe, a Bomb, or a coordinated team strike.

Death

When you die:

  • All your items drop onto your tile.
  • You choose who receives your Audience Credits.
  • Your death is audible within 1 tile.
  • You can still chat privately with other players. Dead players often become the most trusted sources of information for their team, since everyone knows they have no reason to lie.

Recovery

  • Rest recovers 2 energy (3 extra if you're on a Lake).
  • Sex recovers 5 energy next turn, but costs 2 this turn. Requires another willing player in your tile (or the Harem).
  • Medicine restores 8 energy instantly to someone in your tile.

All recovery respects your maximum energy. You can't go above 12 (or your modified max if you took Advantage Point adjustments).

Inventory

Carry capacity

Base capacity is 12 units. Every player also carries a Pistol and a Bow as standard gear (not consumable, no load cost).

If your total load exceeds your capacity, any items that don't fit drop to the ground on your tile. You can't carry more than your maximum.

Reducing load

To free up space, use items (consumables are destroyed), dismantle them into materials, craft them into something lighter, throw them, give them away, or let someone steal them.

Item loads

ItemLoad
Waist Pack−2
Materials0
Bullet1
Boomerang, Grenade, Mine, Medicine, Adrenaline2
Arrow3
Bomb4
Sword, Shield, Flail5
Replicator, Scythe, Camouflage6
Armor7
Radar8

A player with 12 capacity could carry a Sword + Shield + Medicine (5+5+2 = 12), or four Arrows (3×4 = 12), or a Scythe + Replicator (6+6 = 12).

Special gear

Armor: All hits against you are reduced by 4. You can't be pushed without your permission. Late in the game, Armor makes one-hit kills nearly impossible except via a fully powered Sword or a Scythe.

Camouflage: Makes you invisible to enemies and the Mountain while performing most non-movement actions (Take, Throw, Rest, Take Cover, Craft, Use Medicine, activate explosives, attacks). If you use Adrenaline, only the last action counts for invisibility. You're still audible and can still be attacked.

Scythe: Deals 99 damage when used. While carrying it, all your enhancement costs increase by 2 energy. You can only get one by killing an Executioner.

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