ProtocolDaybreak

← Back to the game
What the game deals

Everything a game can deal you: the nine traits with every value, the catastrophes, the shelters, the night incidents, the finds, the abilities and the duties. These are the very lists the game deals from, not a retelling.

The nine traits

Every player gets one from each list. The first six are dealt without repeats: you will never see two surgeons at one table.

Profession — 105

  • Surgeon
  • Cook
  • Electrical engineer
  • Programmer
  • Biology teacher
  • Combat engineer (sapper)
  • Psychologist
  • Farmer
  • Plumber
  • Actor
  • Police officer
  • Civil engineer
  • Lawyer
  • Veterinarian
  • Firefighter
  • Mechanic
  • Pilot
  • Sniper
  • Agronomist
  • Cyberneticist
  • Carpenter
  • Architect
  • Army medic
  • Electrician
  • Metalworker
  • Nuclear physicist
  • Radiologist
  • Pastry chef
  • Geologist
  • Industrial chemist
  • Journalist
  • Long-haul trucker
  • PE teacher
  • IT specialist
  • Emergency rescuer
  • Sysadmin
  • Aircraft technician
  • Drone operator
  • Environmental engineer
  • Nurse
  • Dentist
  • Pharmacist
  • Paramedic
  • Logistics manager
  • Warehouse keeper
  • Courier
  • Private security guard
  • Dog handler
  • Prison guard
  • Writer
  • Musician
  • Translator
  • Smuggler
  • Pickpocket
  • Mercenary
  • Miner
  • Welder
  • Crane operator
  • Train driver
  • Deep-sea sailor
  • Commercial diver
  • Radio engineer
  • Meteorologist
  • Microbiologist
  • Epidemiologist
  • Watchmaker
  • Gunsmith
  • Air traffic controller
  • Anaesthetist
  • Midwife
  • Baker
  • Butcher
  • Game warden
  • Forest ranger
  • Tailor
  • Children's party clown
  • Wedding toastmaster
  • Cheese taster
  • Vacuum cleaner salesperson
  • Massage therapist
  • Tattoo artist
  • Barber
  • Barista
  • DJ
  • Stage magician
  • Florist
  • Tiger trainer
  • Make-up artist
  • Stunt performer
  • Shopping mall cleaner
  • Tour guide
  • Mime
  • Card fortune teller
  • Mattress salesperson
  • Influencer
  • Lighthouse keeper
  • Sommelier
  • Chess coach
  • Food delivery courier
  • Theme park mascot
  • Yoga instructor
  • Wedding planner
  • Stand-up comedian
  • High-rise window cleaner
  • Fireworks vendor

Health — 63

  • Perfect health
  • Asthma
  • Type 1 diabetes
  • Severe dust allergy
  • Chronic insomnia
  • Poor eyesight (−6)
  • Recurring migraines
  • Mild arrhythmia
  • Recently got over a cold
  • Healthy, but a chronic hypochondriac
  • Epilepsy, well controlled
  • Chronic back pain
  • Prosthetic arm
  • Blind in one eye
  • Deaf in one ear
  • Schizophrenia (in remission)
  • Early-stage tumour
  • Branded as a mutant
  • Congenital heart defect
  • Coeliac disease
  • Psoriasis
  • Broken leg (in a cast)
  • High blood pressure
  • Panic attacks
  • Mild immunodeficiency
  • Chronic bronchitis
  • Arthritis
  • Food intolerance
  • A light cold
  • Infected with an unknown virus (no symptoms yet)
  • A small wound, already healing
  • Excellent physical shape, no complaints
  • Seasonal pollen allergy
  • Athletic build and stamina
  • Strong immune system, almost never ill
  • Short-sightedness
  • Long-sightedness
  • Flat feet
  • Varicose veins
  • Type 2 diabetes (mild)
  • Chronic runny nose
  • Recent food poisoning
  • Mild dehydration
  • Chronic fatigue
  • Constant ringing in the ears
  • Trembling hands
  • Partial loss of smell
  • A limp from an old injury
  • Impaired coordination
  • Memory blackouts
  • A scar across the whole face
  • Prosthetic leg
  • A stutter
  • Colour blindness
  • Wears a hearing aid
  • Artificial heart valve
  • Cracked rib, still healing
  • Chronic gastritis
  • Mild anaemia
  • Allergic to antibiotics
  • Bad knee, aches before rain
  • Recovering from surgery
  • Kidney stones

Hobby / skill — 63

  • Playing guitar
  • Hunting and butchering game
  • Programming
  • Yoga and meditation
  • Cooking
  • Drawing
  • Martial arts
  • Gardening
  • Chess
  • Driving heavy machinery
  • Rock climbing
  • Fishing and knot tying
  • Archery
  • Ham radio
  • Carpentry
  • Herb and plant lore
  • Lockpicking
  • Driving tankers
  • Hand-to-hand combat
  • Wilderness survival
  • Calligraphy
  • Beekeeping
  • Animal training
  • Blacksmithing
  • Amateur meteorology
  • Caving
  • Restoring old machines
  • Dancing
  • Photography
  • Board games and strategy
  • Speed reading
  • Knife throwing
  • Parkour
  • Wood carving
  • Embroidery
  • Stand-up and improv
  • Acting
  • Playing piano
  • Foraging mushrooms and berries
  • Horse riding
  • Scuba diving
  • Pottery
  • Amateur astronomy
  • Land navigation
  • Mountaineering
  • Electronics repair
  • Welding
  • Canning and preserving
  • Soap making
  • Basket weaving
  • Learning foreign languages
  • Falconry
  • Playing harmonica
  • Knife fighting
  • Home brewing
  • Hydroponics
  • Sewing and mending
  • Rabbit breeding
  • Smoking and curing meat
  • Cartography
  • Book restoration
  • Long-distance running
  • Swimming

Phobia — 58

  • Claustrophobia
  • Nyctophobia (fear of the dark)
  • Fear of heights
  • Aquaphobia (fear of water)
  • Social phobia
  • Fear of insects
  • Fear of blood
  • Fear of fire
  • Fear of dirt
  • Fear of doctors
  • Fear of dinosaurs and reptiles
  • Arachnophobia
  • Fear of crowds
  • Fear of being alone
  • Trypophobia
  • Fear of germs
  • Fear of flying
  • Fear of sharp objects
  • Fear of loud noises
  • Fear of mirrors
  • Fear of dolls
  • Fear of losing control
  • No phobias
  • Technophobia (fear of machines)
  • Agoraphobia (fear of open spaces)
  • Xenophobia (fear of strangers)
  • Fear of losing memory
  • Fear of betrayal
  • Fear of deep water
  • Ophidiophobia (fear of snakes)
  • Ornithophobia (fear of birds)
  • Coulrophobia (fear of clowns)
  • Fear of surgery
  • Fear of public speaking
  • Triskaidekaphobia (fear of the number 13)
  • Fear of sudden noises
  • Thanatophobia (fear of death)
  • Fear of going blind
  • Zoophobia (fear of animals)
  • Fear of thunderstorms
  • Fear of cold
  • Fear of hunger
  • Fear of radiation
  • Fear of needles
  • Fear of enclosed vehicles
  • Fear of being touched
  • Fear of silence
  • Fear of smoke
  • Fear of locked doors
  • Fear of infection
  • Fear of falling
  • Fear of weapons
  • Fear of dead bodies
  • Fear of underground places
  • Fear of going mad
  • Fear of losing contact
  • Fear of making decisions
  • Fear of being stared at

Personal baggage — 71

  • First aid kit
  • Crate of planting seeds
  • Hand-crank generator
  • Guitar
  • Survival manuals
  • Portable radio
  • Crate of canned food
  • Tool kit
  • Old photo album
  • Hunting knife
  • Flamethrower
  • Water filter
  • Emergency alarm
  • Compass and maps
  • Sleeping bag
  • Rope and carabiners
  • Solar panel
  • Course of antibiotics
  • Sewing kit
  • Fuel cans
  • Crate of ammunition
  • Battery radio receiver
  • Tent
  • Thermos
  • Fishing tackle
  • A book of scripture
  • Spare batteries
  • Multitool
  • Folding knife
  • Lighter and matches
  • Wind-up flashlight
  • Binoculars
  • Wristwatch with a compass
  • Wound care kit
  • Bottled water in reserve
  • Rope ladder
  • Fishing hooks
  • Folding shovel
  • Gas mask
  • Veterinary first aid kit
  • Fire-starting kit
  • Salt and spices
  • Paper and pencil
  • Warm blanket
  • Change of clothes
  • Hacksaw
  • Duct tape
  • Whistle
  • Signal mirror
  • Water bladders
  • Old family photographs
  • Hand-crank sewing machine
  • Jerrycan of petrol
  • Car battery
  • Fishing net
  • Sack of flour
  • Sack of potatoes
  • Set of spanners
  • Soldering iron and solder
  • Dosimeter
  • Water purification tablets
  • Hunting rifle with no ammo
  • Crossbow
  • Canning kit
  • Portable solar charger
  • Notebook of recipes
  • Metal detector
  • Wire cutters and a coil of wire
  • Hand mill
  • Crate of soap and antiseptic
  • Veterinary medicines

Secret — 76

  • Once convicted of a minor offence
  • Secretly in love with someone here
  • Trained in first aid, but hides it
  • Terrified of taking responsibility
  • Actually lied about their profession
  • A born leader, but too shy for it
  • Afraid of the dark, but won't admit it
  • Keeps a secret recipe from their grandmother
  • An undercover intelligence agent
  • Hiding a mild infection
  • A psychopath with no empathy
  • Understands the plumbing and wiring of old buildings better than they let on
  • Used to belong to a cult
  • Secretly keeps a diary about everyone
  • Wanted by the police
  • Hiding a second identity
  • Knows a place where you could sit it out — but somebody still has to get there
  • Can find drinking water where nobody else thinks to look
  • Once broke somebody else's property and let another person take the blame
  • Works for a surviving corporation
  • Lies about their age
  • Keeps an unlicensed weapon
  • Secretly negotiating with another group of survivors
  • Hides having seen a UFO
  • Used to be a bodyguard for someone important
  • Used to work for a rival faction
  • Secretly recording everything on a voice recorder
  • Can't actually do what they claim
  • Knows someone else's safe code and says nothing
  • Trusts animals more than people
  • Keeps a private list of people they distrust
  • Related to someone here and won't admit it
  • Used to be a local celebrity
  • Had been quietly prepping for the disaster
  • Lived through a similar disaster before
  • Keeps someone's secret that could change everything
  • Studies survival tactics from old books
  • Used to be an informant
  • Can't remember parts of the last few days
  • Their real profession isn't the one listed
  • Hides a private food stash from the group
  • Knows who is really to blame for the disaster
  • Forged documents to get in here
  • Sometimes hears voices and says nothing
  • Has killed someone before
  • Secretly believes the disaster is a punishment
  • Hides that they can't swim
  • Promised to come back for someone and never did
  • Carries someone else's wedding ring
  • In any room, the first thing they look for is the second way out
  • Quietly takes medicine from the shared kit
  • Hides having been in a quarantine zone
  • Keeps score of everyone who owes them
  • Abandoned their own group to get here
  • Hides being related to the group's dead leader
  • Can pick locks but won't admit it
  • Understands the language the strangers speak
  • Hides a dead friend's diary
  • Saw who spoiled the supplies and stays quiet
  • Cannot read
  • Gambled away somebody else's money and still owes it
  • Keeps somebody else's gun in their luggage
  • Has already decided who they would leave behind first, if it comes to that
  • Once left somebody behind in trouble
  • Fixes things they don't understand at all — just gets lucky
  • Terrified somebody will find out their real name
  • Secretly nicknames everyone and has already named all present
  • Cleaned other people's houses before the catastrophe and saw far too much
  • Hiding a cat in their bag
  • Lies about how they feel every single morning
  • Cannot stand being alone and is afraid to admit it
  • Believes they deserve a seat more than anyone else
  • Can get anyone talking
  • Has faked medical exam results before
  • Knows the city evacuation plan by heart
  • Believes they had a prophetic dream about this group

Biodata

Sex and reproductive status are two halves of one line.

  • Male
  • Female
  • Non-binary
  • Undetermined sex
  • Android robot
  • Alien
  • Mutant
  • Clone
  • Cyborg (human with implants)
  • Human-animal hybrid
  • Lab-grown
  • Sexless organism
  • Childfree on principle
  • Has grown-up children
  • Caring for a small child
  • Pregnant
  • Cannot have children
  • Dreams of starting a family
  • Adoptive parent
  • Hasn't thought about it yet
  • Parent of many children
  • Former sperm donor
  • Former egg donor
  • Has a teenage child
  • Lost a child before the disaster
  • Spent years in fertility treatment
  • Guardian of someone else's child
  • Refuses to discuss it

Body

The age is a number, the build comes from a list. Occasionally a special line turns up instead of an age.

  • Tall and lean
  • Short but sturdy
  • Average height, athletic build
  • Very tall (over 195 cm)
  • Petite build
  • Heavyset
  • Athletic build
  • Thin, nearly emaciated
  • Stocky and low-set
  • Model looks and height
  • Below average height
  • Above average height
  • Large build
  • Frail build
  • Muscular build
  • Plump but nimble
  • Lanky
  • Solidly built
  • Slender build
  • Giant, almost two metres
  • Wiry and tough
  • Stooped but surprisingly strong
  • Broad-shouldered, heavy-boned
  • Light and quick
  • Average height, noticeably underweight
  • Doesn't remember their exact age
  • Flatly refuses to give their age
  • Looks younger than they are
  • Looks older than they are
  • Age classified even from themselves
  • Claims to have lived over a hundred years
  • Papers burned — age is only their word
  • Counts their age in winters survived
  • Same age as the disaster
  • Their passport has the wrong age

Orientation

  • Heterosexual
  • Homosexual
  • Bisexual
  • Asexual
  • Pansexual
  • Demisexual
  • Demiromantic
  • Polyamorous
  • Graysexual
  • Fluid orientation (changes over time)
  • Romantic asexual
  • Hides their true orientation even from themselves
  • Xenosexual (drawn to the non-human)
  • Autosexual
  • Objectophilia (in love with inanimate objects)
  • Sapiosexual (attracted to intelligence)

Combinations are checked by 70 rules: a pregnant android, a surgeon afraid of blood or an illiterate lawyer will never turn up.

Catastrophes

One per game. It decides which incidents come up at night.

  • A nuclear exchange wiped out the major cities. The surface is contaminated with fallout.
  • An unknown virus killed 90% of the planet's population in three weeks.
  • An asteroid struck the atmosphere and triggered a global winter lasting years.
  • A supervolcano buried an entire hemisphere under ash.
  • A hostile alien intelligence invaded — first contact ended in war.
  • A tear in time: a collider experiment threw the planet back into the Jurassic. Predatory dinosaurs roam right outside the shelter.
  • A chrono-anomaly: time loops around the shelter, washing up objects from different eras.
  • AI uprising: automated combat drones destroy everything alive on the surface.
  • A massive solar flare burned out all electronics and most of the ozone layer.
  • Nature's revolt: mutant plants have overrun the cities at terrifying speed.
  • A water world: melting glaciers have drowned 98% of the land.
  • An invasion of alien parasitic fungus that takes over the minds of the infected.
  • A pole reversal has torn apart the Earth's magnetic field.
  • The ground gave way: a tectonic shift dropped whole cities into underground caverns.
  • A classic zombie apocalypse: the infected have flooded the streets.
  • A chemical plant disaster: a cloud of toxic gas covers the region and keeps creeping outward.
  • Acid rain has fallen for three straight months, eating away everything left uncovered.
  • A colossal sandstorm has buried the cities — the sun hasn't been seen for weeks.
  • The crust has split open: poisonous fumes and rivers of lava pour from the fissures.
  • A gravitational anomaly: everything on the surface loses weight and drifts upward.
  • An electromagnetic pulse of unknown origin burned out communications, navigation and every surviving machine.
  • A mass die-off of insects collapsed agriculture — a worldwide famine has begun.
  • The ocean has bloomed with toxic algae and the coastal cities are choking on the fumes.
  • An ancient pathogen escaped the thawing permafrost, and nobody has immunity to it.
  • An invasion of giant mutant insects: they swarm above the ruins of the cities.
  • Nuclear winter after a series of underground tests — the temperature has dropped twenty degrees.
  • A cascading failure of the global power grid: the cities went dark, and riots and looting followed.
  • Meteor showers come in waves — the sky burns every night.
  • A rift in reality: creatures no science can describe have poured into the world.
  • Total infertility: not one child has been born on the planet in two years, and the world is quietly losing its mind.
  • The dust storm has not stopped for three years: the air outside cuts the lungs and the fields have turned to dunes.
  • The world's water has gone bad: any open source blooms with a poisonous film within a day.
  • Darkness without explanation: the sun rises but gives no light, and the plants die one after another.
  • Sound: a low hum runs across the whole planet, and people stop sleeping and slowly lose themselves.
  • The machines took the cities: factory automata kept working without people and are finishing something of their own.
  • The glacier began to move and covered half the continent in two winters.

Shelters

Also one per game. Each has its own bias: a military base is better defended, a hospital has more medicine.

  • Underground bunker — an old civil defence bunker, sealed shut on one side
  • Abandoned military base — a garrison with its barracks and stores still intact
  • Sturdy country house — a two-storey house with a cellar, ringed by a high fence
  • Emptied village — a few solid cottages off on their own, far from any main road
  • Abandoned hospital — an old hospital building with a single surviving wing
  • School — a school building hastily converted into living quarters
  • Old lighthouse — a lighthouse on a rocky shore with the keeper's cottage attached
  • Industrial warehouse — a warehouse complex with thick concrete walls
  • Abandoned supermarket — a shopping centre with its entrances barricaded
  • Church on the hill — an old church with a solid stone crypt
  • Secret research complex — a classified research station with self-contained life support
  • Abandoned metro — a stretch of subway between two collapsed tunnels, cut off from the city
  • Ski lodge — a mountain lodge with solid log cabins and a woodpile
  • Beached decommissioned ship — a cargo ship washed ashore with its holds and cabins intact
  • Maximum security prison — an emptied prison with concrete blocks and a self-contained perimeter
  • Water tower — a concrete tower with an intact reservoir and a service floor
  • Abandoned factory — workshops with thick walls, a repair bay and a heap of useful scrap
  • University campus — a teaching block with laboratories and a surviving canteen
  • Farm complex — a farmstead with a barn, greenhouses and its own well
  • Underground communications station — a comms hub cut into rock, with its own power and a blast door
  • Small hydroelectric station — a river station with a working turbine and a service building
  • Former sanatorium — a main block with a treatment wing, a boiler room and an overgrown park
  • Military fuel depot — a fenced depot with fuel tanks and a guard tower
  • Cave system — a system of dry karst caves with a single narrow entrance
  • Railway siding with a stranded train — an abandoned train in a siding: boxcars, a flatbed and a tanker
  • Metro: a deep-level station — a platform and a dead-end tunnel under a hundred metres of rock
  • A river barge at the mooring — a cargo barge with living quarters, moored at an old landing stage
  • A weather station on the pass — a weather crew's hut with a generator, an aerial and a stack of firewood
  • A walled monastery — an old cloister with a stone wall, a well and vegetable plots
  • A shopping centre — a hypermarket box with a generator on the roof and a glass front

Night incidents

One comes up each night. In brackets: what it calls for, and what the third task is called that night.

  • A horde of the infected is rolling toward the settlement — if it isn't driven off, the shelter falls. Fight back · Fight back
  • A sudden storm damaged part of the structures — without repairs the next night will be far harder. Act · Emergency
  • Scouts spotted an abandoned convoy nearby — a quick haul of supplies, but a risky one. Scavenge · Watch
  • A fever is spreading among the survivors — it needs both medicine and a pair of skilled hands. Act · Emergency
  • In the night someone — or something — is trying to breach the perimeter. They must hold until morning. Fight back · Fight back
  • A warehouse has been spotted nearby, apparently untouched by looters. Scavenge · Watch
  • A critical system in the shelter has failed — without repairs the next night gets far more dangerous. Act · Emergency
  • A gang of strangers is demanding tribute and slowly surrounding the shelter. Fight back · Fight back
  • Strange sounds come from the nearby ruins — the source is unknown, but something is definitely there. Act · Fight back
  • Scouts report rich but dangerous ruins a couple of hours' walk away. Scavenge · Watch
  • A pack of feral dogs has taken to coming far too close at night. Fight back · Fight back
  • A marked map has turned up — something valuable is out there, but going is frightening. Scavenge · Watch
  • A pipe has burst: water is draining into the ground and the reserve is vanishing before their eyes. Act · Emergency
  • Three strangers have come to the gate asking to be let in for the night. Act · Fight back
  • The generator died in the night, and someone is walking the corridors in the dark. Act · Fight back
  • Looters made off with some of the supplies and will surely be back — they know the way now. Fight back · Fight back
  • There's a smell of burning in the vents: somewhere inside, wiring is smouldering. Act · Emergency
  • Scouts found a pharmacy beyond the pass with its stockroom untouched. Scavenge · Watch
  • A section of wall has collapsed — the gap has to be sealed before dark. Act · Emergency
  • Rats have got into the food and are breeding in the cellar. Fight back · Fight back
  • A wild crop has come up in the field by the road — it can be harvested, but the place is far too exposed. Scavenge · Watch
  • A wounded man has reached the shelter and is begging for help. Act · Fight back
  • A column of smoke on the horizon: someone is burning fires very close by. Scavenge · Watch
  • The cables outside were cut in the night — that was definitely no accident. Fight back · Fight back
  • The cold has snapped in hard, and there isn't enough warmth for everyone. Act · Emergency
  • The well water has developed a taste — drinking it is dangerous now. Act · Emergency
  • A hardware store in the next block has survived intact. Scavenge · Watch
  • Someone from outside is marking the ground around the shelter with signs. Fight back · Fight back
  • A stalled truck with a full load stands by the road — it has to be unloaded fast. Scavenge · Watch
  • Predators have come right up to the perimeter and haven't left for three nights. Fight back · Fight back
  • Somebody knocked on the door in the night and called out names — names of people who are not here. Fight back · Fight back
  • The water filters have silted up: what comes out of the tap is no longer drinkable. Act · Emergency
  • Mould has taken hold in the stores and has already reached half the supplies. Act · Emergency
  • Smoke from a chimney a couple of blocks away — somebody lives there and keeps a stove going. Scavenge · Watch
  • The wind has torn off part of the roof and it is pouring into the living quarters. Act · Emergency
  • Somebody left a crate of supplies at the gate and walked away without showing themselves. Act · Fight back
  • A scouting party found an intact railway carriage stuck in a tunnel. Scavenge · Watch
  • Tracks appeared along the perimeter overnight — large ones, and not human. Fight back · Fight back
  • The batteries hold half their usual charge: the lights are flickering all over the shelter. Act · Emergency
  • A greenhouse survived in the building next door, and something is still growing in it. Scavenge · Watch
  • Two strangers are offering a trade: they have medicine, they need water. Act · Fight back
  • Someone inside has gone down with an unexplained rash, and two more slept beside them. Act · Emergency
  • Someone left a chalk mark by the far entrance — a fresh one, and definitely not yours. Fight back · Fight back
  • The well wall has caved in and the water is draining into the sand before your eyes. Act · Emergency
  • There are untouched fuel tanks on the roof of the warehouse next door. Scavenge · Watch
  • Three armed people have come up to the shelter and demand to be let in until morning. Fight back · Fight back
  • Something large has been walking on the roof for a second night, trying the hatches. Fight back · Fight back
  • A pack of mutant rats has gnawed through the storeroom wall and is getting inside. Fight back · Fight back

Finds

They surface during the selection. The night council picks one of two options for each, and both cost something.

  • One of the dead coordinators managed to hide that the shelter is only rated for a couple of years — after that they will have to go outside regardless.
    Start preparing to leave — Some of the people and materials go into preparation. The perimeter weakens, but the community has something to aim for.
    Tell nobody about it — Carry on as before. The rumours will spread anyway, and trust will not survive them.
  • The Geiger counter by the entrance has spiked over the last day — outside is even more dangerous than it seemed.
    Seal the ventilation — It gets safer and cleaner inside, but runs for supplies have to be cut back.
    Leave it as it is — Change nothing and hope the spike is temporary.
  • Old records mention another, far larger shelter nearby — but there is no contact with it.
    Send out a scouting party — Two people go looking. Fewer hands on watch, but the community gains hope and a route.
    Go nowhere — Your own shelter beats someone else's note in an old folder.
  • Some of the supplies are marked "command reserve — do not open" and breaking into them without orders is strictly forbidden.
    Break into the reserve — Noticeably more food and water. The weapons crate behind the same seal has to be left open.
    Leave the seal alone — Rules are rules. Maybe the order will still come.
  • A fragment of someone else's transmission came through the radio: unknown voices claim the disaster was no accident.
    Look for those behind it among your own — Checks and watches. The perimeter holds better, but now everyone at the table is sizing everyone else up.
    Let it go — A stranger's voice on the air is a poor reason to turn on each other.
  • A hidden door to a service room has been found — the building was evidently used for more than its stated purpose.
    Force the door — Behind it are a backup panel and a generator. And something else best not thought about before sleep.
    Weld it shut — Whatever is in there stays in there.
  • Ampoules labelled "experimental compound" were found in the medical kit — with not a word about what they are or what for.
    Put them to use — The sickbay gets something it never had. Nobody knows how it will turn out.
    Destroy them — An unknown medicine is worse than none. At least there is nothing left to argue about.
  • Sensors picked up a faint but constant signal from inside the walls — the source was never identified.
    Open up the wall — You find an old power line the builders never knew about. And a hole in the perimeter.
    Mute it and forget — The signal is there — let it be. Sleep comes harder.
  • It has come out that one of the settlement's founders moved a large sum into an account nobody knew about just before the disaster.
    Demand an accounting — The inquiry restores order and ruins relationships.
    Forget it — money means nothing now — Outside it is paper. Inside, who talks to whom matters more.
  • An inscription was found on a utility room wall, written long before the disaster: "Do not open door number 7".
    Open door number 7 — There is a store room and a backup circuit. And the reason the warning was written.
    Do not open it — Somebody wrote that for a reason. The door stays shut.
  • A crate of weapons nobody knew about turned up in the back room.
    Hand them out — Calmer at the door and tenser at the table: everyone is armed now, including the one you do not trust.
    Lock it and leave it — One person keeps the key. Which one is up to you, and that is a conversation too.
  • A dog has taken up by the vent — skinny, but alive, and clearly somebody's pet.
    Keep it — One more mouth, but now something with real hearing sits by the door. And people breathe easier.
    Drive it off — There is nothing to feed it with. Afterwards nobody can look that way.
  • A page in the duty log was torn out and slipped back in upside down.
    Read the entries out loud — It comes out who left their post and when. More order, less trust.
    Close the log — Whatever happened before you can stay there.
  • An old tank turned up under the storeroom floor — full, but of what nobody knows.
    Open it and check — Inside is water, stale but usable once boiled. That takes a lot of fuel.
    Weld it shut again — Safer that way. For us and for the tank.
  • The radio picked up a recording: a woman's voice reading coordinates on a loop and asking people to come.
    Answer and give your name — Now they know about you. Somebody will come — the only question is who.
    Listen in silence — The coordinates are written down and you gave nothing away. And you think about it every evening.
  • One of you found a stranger's key to an inner door among their things — and does not remember where it came from.
    Change the locks — Half a day's work and a quiet night's sleep. The key is still unexplained.
    Leave it and keep watch — Let whoever planted it think it went unnoticed.
  • Half the painkillers are missing from the medicine cabinet, and only two people had the key.
    Ask about it in front of everyone — Nobody owned up, but the taking stopped. It was a hard evening.
    Say nothing — Everyone decided for themselves who it was. And remembered.
  • A crate of vacuum-packed seeds turned up — no telling if they will sprout, but the packaging is intact.
    Give the beds the best corner — Warm and lit, which means taken from something else. In a month you will know.
    Save them for later — Seeds do not spoil. People do.
  • It turns out the emergency exit opens straight into somebody else's basement — and it is not locked.
    Brick up the passage — One escape route fewer, but one hole in the perimeter fewer too.
    Keep it and post a watch — A hidden way out is worth a lot. Somebody will have to stand there every night.
  • A working tape player and a box of old music tapes turned up in the attic.
    Play it in the evenings — It eats power, but the evenings have stopped being all the same.
    Trade them when the chance comes — Tapes are goods. Silence stays silence.

Abilities

Two each per game. The rare ones (listed separately) turn up at most once per game.

  • Recon — Reveal one hidden trait of a chosen player to everyone.
  • Secret informant — Learn one hidden trait of any player — for your eyes only, nobody else sees it.
  • Redeal — Replace one of your own still-hidden traits with a new random one from the same pool.
  • Vote strike — During voting only: cancel one player's vote already cast this round. It only works on votes ALREADY cast: if your turn comes first, there is nothing to cancel yet.
  • Shield — Protect yourself in the next vote count — votes against you will not be counted.
  • Delay — During reveals only: delay the move to voting by one more round. The round is taken from one of the later cycles — it adds no extra cards to the game.
  • Double recon — Reveal two random hidden traits of a chosen player to everyone at once.
  • Mass surveillance — Pick a category — it is revealed for every living player who still has it hidden.
  • Double informant — Learn one hidden trait from each of two players — for your eyes only.
  • Card swap — Swap one of your hidden traits with the same hidden field of another player.
  • Sabotage — Quietly replace one hidden trait of a chosen player with a new random one — to everyone else it looks like nothing happened.
  • Double shield — Shield both yourself and one chosen player in the next vote count.
  • Vote redirect — During voting only: change who an already-voted player voted for this round. If nobody has voted before you, there is nothing to change.
  • Full amnesty — During voting only: cancel every vote cast this round at once.
  • Long night — During reveals only: delay the move to voting by two full rounds. Those rounds are taken from the later cycles — they add no extra cards to the game.
  • Second wind — Reveal one extra hidden trait of your own, on top of your normal turn.
  • Stash — Find one more personal item — adds a second, separate entry to your baggage.
  • Cover tracks — Hide one of your already revealed traits again — for everyone else it becomes a secret once more.
  • Others' secrets — Quietly force two OTHER players to swap one hidden trait — you take no part in the exchange yourself.
  • Full file — Learn every remaining hidden trait of one chosen player — for your eyes only.
  • Break the shield — During voting only: cancel an already-activated shield on a chosen player before the votes are counted. If nobody has raised a shield yet, it cannot be used.

Rare powers

  • Complete dossier — Pick one category and learn its value for EVERY player — for your eyes only.
  • Right of veto — During voting only: the next count eliminates nobody — the round is void and the group returns to reveals.
  • Hijack — Take one of the chosen player's unused abilities and keep it for yourself. You will be able to use it from your next turn on: only one ability may be used per turn.
  • Forgery — Quietly replace three hidden traits of a chosen player with new random ones.
  • Deep cover — A shield that holds through the next two vote counts instead of one.
  • All-seeing eye — Reveal one random hidden trait of EVERY living player except yourself.
  • Reserve — Gain a third random ability and one extra use beyond the normal limit.

Duties

Once the extra people are voted out, the rest divide these up. Who took what decides the ending.

  • Food and water — Runs food and water rationing, the kitchen and the filters.
  • Repairs and power — Looks after the generator, the ventilation and the shelter's machinery.
  • Medicine — Gives first aid and watches over the group's health.
  • Security — Controls the perimeter, the weapons and order inside the shelter.
  • Future of the community — Responsible for morale, teaching and the community's future for years ahead.

Life outside

An outcast picks a stance once per game, and a task within it every night.

Help the shelter

Work for the people who threw you out. Their defence holds better, and if one of them dies you have a chance to return and take the empty seat.

  • Leave supplies — Leave whatever you scavenged at their gate.
  • Watch the approaches — Spend the night in ambush and meet the threat before it reaches the doors.
  • Repair from outside — Patch up what cannot be reached from inside.

Harm the shelter

Work against them. The shelter weakens and you can never come back inside — but they may not make it to daybreak either.

  • Wreck their gear — Quietly break the thing they are counting on.
  • Lead strangers in — Show the way to people who should never have found it.
  • Raid the stores — Take what lies outside and is badly guarded.

Look for your own refuge

Neither help nor revenge: look for a second refuge. Find one and on the last night you call every outcast there, and your side gets an ending of its own.

  • Scout the block — Walk the area and mark everything that looks like shelter.
  • Dig through rubble — Break through where nobody managed before you. Faster, but more dangerous.
  • Fortify a hideout — Don't look for new ground — dig into what's already found. Slow, but safe.

Personal goals

A rare card rather than another line in the dossier: the goal goes to one person out of the whole group, or two from seven players up. Everyone can see how many are in play; nobody knows whose they are until the dawn screen, and no reveal mechanic ever shows a goal. A dark goal only turns up with six players or more and is always the only one — it comes with a night button nobody else has.

  • A place of your own down there — Be among those who see the dawn from inside the shelter.
  • Not alone — See the dawn inside the shelter together with this person:
  • One mouth too many — Make sure this person is left outside the shelter doors:
  • Your own job — See the dawn having taken on this duty:
  • Nobody dies — See the dawn with nobody in the shelter dying across the three nights.
  • Your own road — Meet the dawn outside, in the refuge the outcasts find for themselves.
  • A score to settle — This person must not live to see the dawn: dark
  • Let it all burn — The shelter must not hold: by dawn the colony must be doomed. dark

Night moves of the dark goals

  • Arrange an accident — One loosened bolt, one hatch left unlocked. Tonight everything goes wrong for the chosen person — and nobody will be able to prove a thing.
  • Spoil the shelter's stores — Water in the tank, an extra turn of the valve, a package torn open. By morning the shelter will be short of a great deal, and the search for a culprit will take a long time.
Play now