Taking up another kit costs one turn. Guns, melee, armor and the HP ceiling become theirs — but your wounds, salvage, rads and rounds all come with you. It is a choice, not a heal.
Bestiary
Legend
The archive
Every night is built from its date, so a given day is
the same night for everybody who plays it. You can replay any night up to
today as practice — practice never counts towards your streak, and there
is nothing past today to play.
How to play
One generator, one night, five waves. Four survivors already standing in the four doorways of your camp, and everything in the wasteland walking down the roads towards them. There is no setup screen — the first wave is on the roads the moment you open it. Hold until dawn.
One ranked night a day — it saves after every turn, so you can close the tab and come back.
Click a tile
Walk toward it, or shoot what is standing on it
Click a survivor
Select them — on the board or in Your people. With the medic selected, clicking a hurt neighbour patches them.
1 – 4 / Tab
Pick which survivor is acting
Arrows / WASD
Step, swing, or just turn to face
F
Fire at the reticled target
H or .
Hold — spend the turn standing exactly where you are
M
Show or hide the map over the board
N
Sound on or off (also the speaker in the board's corner)
Space / G / E
Medpatch · purge · that survivor's power
Q
Switch to the other gun, when they carry two
Enter
Start the night, then end each turn
R
Practice night (once the day is done)
The controller under the board has all of this as buttons — the pad on the left, every action on the right, each carrying its key — and the E button always names the selected survivor's power and what is left of it.
One night a day
The date is the seed
Everything — the squad, the ground, the crates, the waves — is built from today's date, so a given day is the same night for everybody who plays it.
Your first run counts
The first run of a day is the ranked one and the only one that touches your streak. Anything after it is practice.
Archive
Replay any past night for practice. There is nothing past today to play — a future date would be a future night.
The turn
Three steps each, every turn — four for the quick ones. Every step keeps the shot: walk two and fire, or walk all three. Anything that is not a step — a shot, a swing, a power, a patch — spends whatever is left, so nobody ever shoots twice. Walking over a crate picks it up on the way. The pips over the selected survivor's head are what they have left, and the lit tiles are exactly how far they can still get.
Three of them have a stance. The Ranger's overwatch covers a road — the first two of them to walk into reach on their turn are shot before they get any further. The Bunker Kid's brace takes the hits meant for whoever stands beside them. The Scavenger's mines wait on the road. Each costs the turn you set it in and pays on theirs.
Their turn plays out one body at a time. When you end the turn the board goes to each enemy in turn, moves it, and shows what it did before the next one goes — so you can see the wave coming in rather than watching it teleport. Whatever takes a hit blinks and the number floats off it; misses and rounds that bury themselves in cover are called out the same way.
Watch your lanes. If one of your own is standing right in front of the muzzle, the round goes into them — no roll, no forgiveness. The reticle turns red, a line is drawn through whoever is in the way, and the hint says so before you pull. Step aside, or shoot something else.
The camp
A ring of concrete with a gap on each side. Nothing crosses the concrete — not them, not you. Everything comes through a gap, so the gaps are the night.
They are after the generator, and they can only hurt it from inside the yard. A survivor in the way gets dealt with first.
Five waves, from more gates each time, and the last brings the Warlord. Between waves you get a two-turn breather — enough to reach a crate and get back.
Supplies — one pool, four people
Rounds are shared. Every gun in the squad draws on the one number in The camp. When it hits zero, all four of them are swinging whatever they are holding.
The camp has almost nothing left — eight rounds a wave. The rest is out on the ground in crates: rounds, a medpatch, or a purge vial. Walk over one to take it. Send your fastest.
Only the medic can open a patch or a vial, and they work on whoever is standing next to them. Nobody heals themselves. Where the medic stands is the squad's problem, not the medic's.
Reading a survivor
The badges under each survivor — on the board and on their card — say what makes them different. Hover one for the detail.
Medic
The only one who can spend a patch or a vial
Armor
Every hit taken is reduced by this much
Reach
A long gun — the number is how many tiles it carries
Brawler
Dangerous with an empty gun — the number is melee damage
Swift
Four steps a turn instead of three. This is who you send for a crate.
Tough
Enough hit points to hold a doorway
The ground
Full cover — rock, rubble, slab
Drawn tall, with a capped top. It stops the line of sight outright: there is no shot to take through it, for either side.
Half cover — concrete barriers, sandbags, crates
Drawn chest-high with ground showing round it. You see and shoot straight over it. Anything standing directly behind it, touching it, takes 3 less from every hit — and only then; cover a tile away from the target protects nobody.
Amber glow
A supply crate. Step on it.
Red ring on a body
It shoots back — the number is how far.
Water cannot be waded, but you see and shoot straight across it. Find the bridge.
Bodies leave what they carried about one time in four. Walk over it to take it — it flies to the panel that counts it.
Crates and barrels can be staved in. Walk into one to break it; if something falls out it lands on that tile, and collecting it is a second trip. Sandbags, concrete, rock and timber stay put.
Somebody who goes down stays on the board as a body. They are out for the night.
Listen. Every action has its own sound and every gun has its own voice — a sawn-off booms, a rifle cracks, the SMG rattles, the slag thrower hisses. Footsteps, hits, misses, rounds stopped by cover, crates staving in and supplies going into the pouch all sound different, so you can follow a turn without watching every tile.
Cover is height, not luck. Tall means no shot; chest-high means 3 off the damage for whoever is tucked against it. It works for them too — the thing behind the sandbags takes less from you as well.
The board is a window, not the map. Eight tiles, following whoever is acting — that is what keeps it readable on a phone and lets the field be 33 tiles across.
The map lives in the top-right corner of the board (🗺, or M). It carries the whole stretch — terrain, water, crates, the live gates, both sides, and a rectangle showing where the window is looking. Tap it to put it away.
Score = 100 a wave held + 5 an integrity + 50 a survivor still standing + 3 a kill.