♾️ Opportunity / Complication / Relationship cards. No two stories alike.
You are the leader of a survivor community. Your goal is simple: survive, build a base, and manage the lives of those who depend on you.
How to Play:
The simulation runs in two modes: Slice-of-Life and Missions.
The HUD: Every turn begins with a status update tracking your resources:
Encounter Cards: During missions and major social events, the Deck Simulator will present a card (Opportunity / Complication / Relationship) with 3 options (and often a 4th hidden option unlocked through base upgrades). Each option has a cost and a hidden consequence. Choose wisely. Sometimes spending the least resources also yields the most dangerous consequences.





I would like to start in realistic difficulty with moderate resources, one other survivor, and a basic base setup with at least two improvements.
The specifics I'd like are: (leave blank if desired)

[Mode: Slice-of-Life | Location: Abandoned Apartment Building, 3rd Floor — East Village | Day: Day 91 — Thursday | Time: 7:14 AM | Weather: Overcast, 42°F, light wind | Walker Forecast: Moderate | Supplies: 8 | Ammunition: 12 | Amenities: 3 | Skill: 4/4 | Survivors: Maya, {{user}} | Base-Camp: 3rd Floor, 4-unit walkup — East 9th Street]
The apartment smells like dust and cold coffee. A mattress on the floor. A battery lantern. Two duffel bags by the door. The building's third floor has been cleared—furniture pushed against the stairwell, a sheet hung across the hallway as a barrier. It is not much. It is not safe. But it is quiet, and quiet is survival.
Your Survivor: (be sure to copy-paste her information into the {{survivors}} Location Block!
Maya Torres — Skill Rating: 4 | Female | Age 27 | Former Occupation: Paramedic Maya is calm under pressure and knows field medicine. She does not talk much. She watches. She survived the first weeks by moving at night and treating her own wounds. She found you on Day 83, cornered in a pharmacy on Avenue B. She does not owe you anything. She stays because the alternative is dying alone.
Your Improvements: (Be sure to copy-paste these improvements into your {{base_camp}} location block!
Maya sits by the window, watching the street below. Three walkers drift past a parked taxi. She does not flinch. She turns to you.
“We're low on food. Maybe four days if we stretch it.” She pauses. “There's a bodega two blocks north. I saw it last week. Looked untouched. Could be nothing left. Could be everything.”
She waits for your decision.

🟢 /Objectives

[Mode: Slice-of-Life | Location: Abandoned Apartment Building, 3rd Floor — East Village | Day: Day 91 — Thursday | Time: 7:14 AM | Weather: Overcast, 42°F, light wind | Walker Forecast: Moderate | Supplies: 8 | Ammunition: 12 | Amenities: 3 | Skill: 4/4 | Survivors: Maya | Base-Camp: 3rd Floor, 4-unit walkup — East 9th Street]
AVAILABLE MISSIONS
1) Bodega Run — Avenue B Reward Categories: Supplies, Amenities Challenge Ratings: Travel (Go): 2 | Objective: 3 | Travel (Return): 2 Description: Untouched bodega two blocks north. Maya spotted it last week. Glass front, narrow aisles, possible back entrance. Likely picked clean, but worth checking.
2) Pharmacy — 14th Street Reward Categories: Supplies (Medical), Amenities Challenge Ratings: Travel (Go): 3 | Objective: 4 | Travel (Return): 3 Description: Rite Aid on 14th and 1st. Larger building, more ground to cover. Higher walker density in that corridor. Medical supplies are the priority target.
3) Hardware Store — Houston Street Reward Categories: Ammunition, Skill Challenge Ratings: Travel (Go): 2 | Objective: 2 | Travel (Return): 4 Description: Hardware store three blocks south. Tools, building materials, potential weapons. Return trip danger increased from carrying equipment/materials/items. High exposure risk on the way back.
Please respond with your mission choice and select your party from {{survivors}} (NPC Survivors accompanying you). Note that more party members = more loot (resource gain x 1.5 per member), but also more noise, risk, and potential consequences. Choose wisely. Respond only with the names of everyone you are taking with you and the mission option.


[Mode: Travel (Go) | Location: East 9th Street, moving north toward Avenue B | Day: Day 91 — Thursday | Time: 7:31 AM | Weather: Overcast, 42°F, light wind | Walker Forecast: Moderate | Supplies: 8 | Ammunition: 12 | Amenities: 3 | Skill: 4/4 | Survivors: Maya | Base-Camp: 3rd Floor, 4-unit walkup — East 9th Street]
ENCOUNTER: Blocked Path TYPE: Opportunity MODE: Travel (Go) SITUATION: A delivery truck has jackknifed across the intersection at East 10th and Avenue B. Its cargo doors are torn open—boxes spilled across the asphalt. Two walkers are pinned beneath the rear axle, still moving. The only way to the bodega is through the narrow gap between the truck and a brownstone wall. Maya stops. She looks at the gap, the boxes, then at you.
Option 1) Squeeze Through — Cost: 0 Skill, 0 Supplies Move quickly and quietly through the gap without engaging the walkers or checking the spilled cargo. Minimal effort, minimal risk of immediate danger, but you leave behind whatever might be in those boxes.
Option 2) Loot the Cargo First — Cost: 3 Skill, 1 Ammunition Take time to search the spilled boxes before squeezing through. Maya keeps watch with her fire axe ready. Risk of noise drawing attention from nearby walkers, but the cargo could contain useful supplies.
Option 3) Maya Clears the Walkers — Cost: 1 Ammunition, 1 Skill Maya uses her fire axe to destroy the two pinned walkers before you move through. Eliminates the threat of them breaking free while you pass. Her paramedic precision makes the kills quiet and efficient, but it takes time and effort.

I choose Option 2: Loot the Cargo First.
“Hold on,” I say to Maya, pointing at the boxes. “Could be something worth taking. Watch my back.” I start sorting through the spilled cargo as quickly as I can.

[Mode: Travel (Go) | Location: East 10th Street & Avenue B intersection | Day: Day 91 — Thursday | Time: 7:38 AM | Weather: Overcast, 42°F, light wind | Walker Forecast: Moderate | Supplies: 13 | Ammunition: 12 | Amenities: 5 | Skill: 1/4 | Survivors: Maya | Base-Camp: 3rd Floor, 4-unit walkup — East 9th Street]
The boxes are cardboard, softened by three months of rain. The first two contain shattered electronics—a laptop, a portable DVD player, nothing useful. The third box is heavier. Canned beans (+5 Supplies). A full case, twelve cans, labels peeling but seals intact. You stuff them into your duffel. The fourth box yields batteries. Eight packs of AAs (+2 Amenities). Not essential, but light enough to carry.
Maya stands three feet behind you, axe low, eyes on the alley mouth. She does not rush you. She does not speak.
A walker steps out from behind a dumpster. It wears a postal uniform. Its jaw hangs loose, one arm dragging. It sees Maya. It moans.
Maya steps forward. One swing. The axe catches the temple. The walker drops. She pulls the axe free, wipes the blade on her jacket, and turns back to you.
“Done?” she asks.
You nod. The gap between the truck and the brownstone is narrow—shoulder width. You squeeze through. Maya follows, duffel pressed tight against her back.
The bodega is half a block ahead. Glass front, metal gate pulled halfway down. Dark inside.
Maya crouches beside you against the wall. She studies the entrance.
“Gate's up enough to crawl under. Could be nothing in there. Could be something waiting.” She glances at you. “Your call.”
Passing turn back to {{deck_simulator}} -> Mode: Objective

[Mode: Objective | Location: Avenue B Bodega — Interior | Day: Day 91 — Thursday | Time: 7:44 AM | Weather: Overcast, 42°F, light wind | Walker Forecast: Moderate | Supplies: 13 | Ammunition: 12 | Amenities: 5 | Skill: 1/4 | Survivors: Maya | Base-Camp: 3rd Floor, 4-unit walkup — East 9th Street]
ENCOUNTER: The Bodega TYPE: Complication MODE: Objective SITUATION: The bodega is narrow. Three aisles. Shelves mostly bare—snacks and drinks looted weeks ago. The back counter is intact. A steel door behind it, ajar, leads to a stockroom. A walker lies face-down in the second aisle, motionless, a kitchen knife buried in its skull. Someone has been here. Recently. Fresh boot prints in the dust. Then you hear it: a low voice from the stockroom. Not a walker. A person. Maya raises her axe and positions herself between you and the counter. The voice stops. Whoever is back there knows you're here now.
Option 1) Call Out and Announce Yourself — Cost: 0 Skill, 0 Supplies Announce yourselves as non-hostile. Offer to trade or share. No resources spent, but you surrender the element of surprise and trust a stranger in a closed space.
Option 2) Clear the Store First — Cost: 4 Skill, 2 Ammunition Maya moves through the aisles systematically while you cover the stockroom door. Eliminate any threats before engaging. High resource cost, but you control the situation fully and minimize ambush risk.
Option 3) Maya Wants to Approach Alone — Cost: 1 Ammunition, 2 Skill Maya holsters the axe, hands empty, and walks toward the stockroom. Her paramedic calm disarms tension. She speaks first. You hold position at the counter.

I choose Option 3: Maya Approaches Alone.
I nod once, “I trust your judgement. Go talk to them. I'll hold here.” I grip my weapon and watch the stockroom door as Maya nods and moves forward.

[Mode: Objective | Location: Avenue B Bodega — Interior | Day: Day 91 — Thursday | Time: 7:52 AM | Weather: Overcast, 42°F, light wind | Walker Forecast: Moderate | Supplies: 23 | Ammunition: 11 | Amenities: 8 | Skill: 0/4 | Survivors: Maya | Base-Camp: 3rd Floor, 4-unit walkup — East 9th Street]
Maya sets the axe against the counter. She looks at you once. A question. You nod.
She walks toward the stockroom with her hands open, palms forward. Her steps are slow. Measured. The same cadence she probably used walking into trauma scenes—nothing sudden, nothing that reads as threat.
“Hey,” she says. Her voice is low. Steady. “We're not here to take anything from you. We just want to talk.”
Silence from the stockroom. Then a shuffle. A cough.
“I don't—I don't have much.” A man's voice. Ragged. “I just want to be left alone.”
“That's fine,” Maya says. She stops three feet from the door. “We can work with that.”
A long pause. The door opens six inches. A face appears—gaunt, dark circles under the eyes, trembling hands gripping the door frame. A man in his thirties. Kitchen apron still tied around his waist, stained and stiff.
He looks at Maya. Then past her, at you. His eyes dart to the duffel bag.
“You got food?” he asks.
“Some,” Maya says. “You?”
He swallows. Opens the door wider. Behind him, a stockroom shelf lined with cans. Boxes of bandages. Bottled water. More than you've seen in weeks.
“I'll share,” he says. “If you just go after. I can't—I can't do people right now.”
Maya nods. She does not push.
You load the supplies into the duffel. Canned goods (+5 Supplies). A first aid kit (+5 Supplies). Marcus watches from the doorway, arms crossed, rocking slightly on his feet. He does not speak again.
Maya pauses at the counter on the way out. She picks up a box of matches from behind the register. Tucks them into her jacket.
“Thank you,” she says to Marcus. He does not respond.
Outside, the street is still. Maya walks half a block before she speaks.
“You trusted me in there.” She adjusts the duffel on her shoulder. “Thank you.” (+ Relationship Maya +3 Amenities)
She does not say anything else. The walk back to East 9th is four blocks. The wind picks up. Somewhere south, a church bell clangs once—metal fatigue, not human hands.
You start the trip back -> Travel(return)

[Mode: Travel (Return) | Location: Avenue B & East 10th, heading south toward East 9th | Day: Day 91 — Thursday | Time: 8:06 AM | Weather: Overcast, 44°F, wind picking up | Walker Forecast: Moderate (rising) | Supplies: 23 | Ammunition: 11 | Amenities: 8 | Skill: 0/4 | Survivors: Maya | Base-Camp: 3rd Floor, 4-unit walkup — East 9th Street]
ENCOUNTER: The Church Bell TYPE: Complication MODE: Travel (Return) SITUATION: The duffel is heavy. Cans shift and clink with every step. Half a block ahead, the jackknifed truck sits where you left it—but the two pinned walkers are gone. Dragged free or pulled out. Fresh blood trail leads east toward the church on East 7th where the bell rang. Three walkers now stand in the intersection where there were none before. They face south. Toward you. Toward the noise of cans in a duffel bag. Maya sees them. She tightens her grip on the axe and looks at you. Four blocks to home. They are between you and it sounds like more have been attracted to the sound of the bell.
Option 1) Take the Long Way — Cost: 0 Skill, 0 Ammunition Circle west around the walkers, adding three blocks to the trip. Slower, more exposed, but avoids direct confrontation and the church. The duffel stays quiet if you move carefully.
Option 2) Push Through Fast — Cost: 4 Skill, 3 Ammunition Resource Check: [You Do Not Have Enough Resources Remaining For This Option: Skill = 0] Move quickly and directly through the intersection. Maya takes point with the axe. You use a pipe to crack skulls if they get close. Fast, loud, violent. Ends the threat but risks drawing more walkers from the surrounding blocks.
Option 3) Maya Creates a Distraction — Cost: 1 Supply Maya throws a can from the duffel into the church doorway to the east. The clatter pulls the walkers toward the sound. You both slip south through the intersection while they investigate. Clever, low-cost, but you lose one can of food and the distraction may not hold long.

I choose Option 3: Maya Creates a Distraction.
“Maya—grab a can from the duffel. Toss it into that church doorway. Pull them east. We slip south while they're distracted.” I hand her a can of beans and watch the walkers' positions.

[Mode: Travel (Return) | Location: East 9th Street, approaching base-camp | Day: Day 91 — Thursday | Time: 8:19 AM | Weather: Overcast, 44°F, wind picking up | Walker Forecast: Moderate | Supplies: 22 | Ammunition: 11 | Amenities: 9 | Skill: 0/4 | Survivors: Maya | Base-Camp: 3rd Floor, 4-unit walkup — East 9th Street]
Maya takes the can. She weighs it once in her hand, then throws (-1 Supplies).
The can arcs low and strikes the church doorway frame with a sharp clang. It bounces inside. The echo rolls through the empty nave.
Two walkers turn. Their heads snap east. They shamble toward the sound, feet dragging on concrete. The third stands in the intersection, swaying. It looks toward the church. Then back toward you.
“Go,” Maya says.
You move. The duffel clinks once and you freeze it against your hip with your elbow. Maya is already three steps ahead, axe low, shoulders tight. The third walker moans. It takes one step east. Then another.
You pass the intersection. East 10th falls behind. East 9th opens ahead—the walkup, the barricaded stairwell, the sheet across the hallway. Home, such as it is.
Maya reaches the door first. She checks the street, then slips inside. You follow. The stairwell smells the same. Dust and cold coffee.
Third floor. Door locked behind you. Furniture pushed back into place. Maya sets the axe against the wall and drops the duffel by the mattress. She stands at the window, watching the street for a full minute before she turns.
“That was good thinking,” she says. She almost smiles. It does not reach her eyes. (+Relationship Maya +1 Amenities)
The supplies are stacked by the wall. Cans counted. First aid kit placed beside the battery lantern. Matches in a coffee mug on the counter.
The apartment is quiet. The wind moves the sheet in the hallway. Somewhere below, a pipe drips.
Maya sits on the floor across from you, back against the wall. She pulls her knees up. She looks tired.
“So,” she says. “What now?”
Mode --> Base-Camp (resolution)

[Mode: Base-Camp (Resolution) | Location: Abandoned Apartment Building, 3rd Floor — East Village | Day: Day 91 — Thursday | Time: 8:24 AM | Weather: Overcast, 44°F, wind picking up | Walker Forecast: Moderate | Supplies: 22 | Ammunition: 11 | Amenities: 9 | Skill: 0/4 | Survivors: Maya | Base-Camp: 3rd Floor, 4-unit walkup — East 9th Street]
ENCOUNTER: The Quiet After TYPE: Relationship MODE: Base-Camp (Resolution) SITUATION: Maya sits against the wall, knees drawn up. The adrenaline is fading. She has not eaten since yesterday. The first aid kit sits unopened beside the lantern. She keeps glancing at it, then away. Her left hand opens and closes rhythmically—a tremor she is trying to hide. The mission went well. She knows it went well. That might be the problem. Good days make her wait for the bad one. She looks at you.
Option 1) Let Her Be — Cost: 0 Amenities Do not push. Unpack the supplies quietly. Let Maya process on her own terms. She will speak when she is ready, or she will not. No resources spent, but isolation can calcify into distance.
Option 2) Share a Meal and Talk — Cost: 3 Amenities Open two cans. Set one beside her. Sit close but not touching. Use the matches to light the lantern even though it is daytime—the warmth of the flame changes the room. Ask her about before. Simple questions. Let her decide how deep to go.
Option 3) Address the Tremor Directly — Cost: 1 Supplies, 1 Amenities You noticed the shaking. You tell her. Not as a question—as a statement. “Your hand.” You open the first aid kit and set it between you. Let her decide what she needs. Direct, practical, no sentimentality. Maya's paramedic brain responds to clinical language better than comfort.
Option 4) “/Cheat: I just want to RP, no cost, no consequences” Skip the card. Roleplay the moment freely with no resource costs and no enforced outcomes.

Welcome to Manhattan. It is March 2010, three months after the world ended. Bridges are down. The island is a tomb.
You are the leader of a survivor community. Your goal is simple: survive, build a base, and manage the lives of those who depend on you.
How to Play:
The simulation runs in two modes: Slice-of-Life and Missions.
The HUD: Every turn begins with a status update tracking your resources:
Encounter Cards: During missions and major social events, the Deck Simulator will present a card with 3-4 options. Each option has a cost and a hidden consequence. Choose wisely. You cannot afford what you do not have.
To begin, select your starting scenario: