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Cataclysm!
A Steampunk Survival Game
(2-9 players)
By Gary Cooper
Theme: Displacement and Melting
Description:
The planet of Emeric isdying. Melting polar ice caps raising the sea level and flooding coastal
regions, volcaniceruptionsmelting cityafter city,earthquakesrocking every region of the planet,
and storms blowing down the tallestskyscrapers…disasterisaround every turn and Cataclysmis
headed your way! As a Captain of your own Vessel,your goal is to get all the displaced survivors
you can safelyto the shuttle while dealing with natural disastersand other playersgoing for the
same goal! There’s a catch… there is onlyone shuttle location and it’son an island in the middle
of the ocean!The player has to firsttravel to differentcities and load passengers,then carry them
to the middle of the map before the shuttlestake off, all while trying to survive a cataclysm! The
Captain who gets the most survivorsto the shuttlesand off the planetsafely wins.
Goals:
 Transportcitizenssafely to the InternationalSpace Terminal to earn Survivor Points.
 Purchase Upgrades to your Vessel to enhance cargo capacityor speed (fuelcapacity?)
 Survive random disasters and get to the Interstellar Space Station before time runsout!
Rules:
Setup Phase: “The Game Board” is set up with each city’s starting population accordingto
the “City Population Chart.” Determine which player will act as Banker. Banker is non-competitive
and keeps trackof allTokens,Currency, “Disaster Cards”, “Disaster Chart”, andthe “Shuttle Timer.”
(In a 2 player game, the banker duties will need to be shared by the two players.) Remaining
players select one starting Captain fromthe eight available “Captain’sCards”. Starting income and
vessel tokensare handed outto each player depending on the Captain they selected.
The order in which playersselect their Captain is determined by a roll of one 6-sided dice. Player
with the highest rollselects their Captain first, then the player with the 2nd
highest roll, and so on.
Ties are rerolled. The player who selected their Captain last gets to start the first turn, then play is
passed to the player to the right (Counterclockwise).
Each Captain hashis/her own player card, startingincome, startinglocation (marked on the Game
Board with the Captain’s name), and colored “Vessel Token” representing the vessel theymanage.
Each player placestheir vessel token on the map space where the Captain’s name is located. This
is their starting location. Play begins.
Player Turn:
Banker:
Round Count Phase: At the beginning of everyround notate with tally marks on the “Banker
Scorecard”.
Disaster Phase: At the beginning ofeveryround pick a “Disaster Card” fromthe top of the “Disaster
Card” stack. Followdirections on card to determine which tiles are affectedby disaster. Place
Disaster Markers on board (see illustration…)
Shuttle Phase: At the end of every5th
round (5, 10, 15, 20, 25) a shuttle leaves. One shuttle token is
removed from the board.
Bookkeeping/BankingPhase: As necessary, handout or collect money, tokens, etc. and keep
trackof disastersand survivor points. Also oversee that the Captains are abiding by the terrain and
disaster movement costs.
Captains:
Step 1: Upgrade Takes Effect: (Thisstep first occursin round2). Player receivesanyupgrade
tokensthat have been purchased from Banker and placed on the respective upgrade slotson their
Captain’s Card. Captain may now choose to either pick up additional passengers at current city
then move towards the InternationalSpace Terminal (IST), or move to another citywithin reach for
additional citizens thatneed to be evacuated.
Step 2: Movement/Load/Unload Phase: Travelto distant cities where citizensneed to be evacuated
from. Travel(movementpoints) is determined on the Captain’s Card under Speed Rating. Load up
passengers into your Vessel, earn base income fee of 3:1 (Income to Passengers) for every
“Passenger Token”loaded. The amount of Passengers that can be loaded is equal to the number
under the Cargo Capacity on the Player’s Captain Card. Players may always use remaining
movement points to travel towards the IST or another city to pick up additional passengers. If a
Player’s vesselreachesthe InternationalSpace Terminal (IST), then it lands, unloads its
passengers, and refuelsautomatically. Player receives a “Survivor Point” and bonus currency of
1:1 based on how many passengers survivedthe voyage and successfullyloaded into the Shuttle.
Step 3: Purchase Phase: Purchase upgrades to your Vessel based off of your income. Turn is
ended. Upgrades take effectat the beginning of the playersnext turn.
Conclusion: After the 5th
Shuttle blasts off, the game ends. The Captain with the most
Survivor Points wins the game.
Notes/Additional Rules:
“Captains’Card&Vessel Token”: 8 vessel Captains to choose from (4 airships, 4 amphibious
ships). Each vesselhasits own color, startingspeed, startingcargo rating, and available upgrades.
Movement&Terrain: AirshipCaptains are not affectedby terrain movement costs except when
affectedby some disasters(noted on Disaster Card). Some Captains/Vessels will take multiple
rounds to reach either a city or the IST; some movement points will possibly go unused if the
Captain does nothave enough to move to the next terrain.
“Shuttle”: Shuttlesare locatedon the InternationalSpace Terminal (IST) and leave the planetwith
survivors to the Interstellar Space Station to get routingto their newplanet.
 5-9 player game: Every 5 rounds, a Space Shuttle launchesandleaves the planet. After 5
Shuttles launch,the game ends and the winner is determined. (Banker manages this)
 2-4 player game: Shuttle launchesevery10 rounds.
“Population Token”:
 White chips = 1 Citizen -> Passenger -> Survivor
 Red chips = 20
“Upgrade Tokens”: Upgrade tokensare mini poker chips given fromthe Banker to the Captain that
purchased themand are placed underneath the Captain’s vessel.
 Green chips = Speed Upgrade (Max 3) Coming Soon!
 Blue chips = Cargo Upgrade (Max 3) Coming Soon!
“SurvivorPoints”:Banker makesa tally mark next to each Captain name on Banker Scorecardfor
every passenger dropped off atthe IST at a ratio of 1:1.
CaptainCards (Disclaimer: Art is licensed and only there for representation)
Airship Captains (Unaffected byTerrainCosts)
Captain Vasco De Barros (Spanish descent)
Vessel Name: The Raven Claw (Airship)
Starting Income: 10
Speed Rating: 4
Cargo Capacity: 2
Upgrades/Cost:
Speed Upgrade: 1 = $12,2 = $24, 3 = $36
Cargo Capacity: 1 = $15, 2 = $30, 3 = $45
Amphibious Ship Captains (Affected byTerrainCosts)
Captain Aya McCloud (Scottish descent, red hair)
Vessel Name: The Nighthawk (Airship)
Starting Income: 10
Speed Rating: 6
Cargo Capacity: 1
Upgrades/Cost:
Speed Upgrade: 1 = $12,2 = $24, 3 = $36
Cargo Capacity: 1 = $15, 2 = $30, 3 = $45
Captain Mathilda Krause (German descent, curly hair)
Vessel Name: The Iron Vixen (Airship)
Starting Income: 10
Speed Rating: 3
Cargo Capacity: 3
Upgrades/Cost:
Speed Upgrade: 1 = $12,2 = $24, 3 = $36
Cargo Capacity: 1 = $15, 2 = $30, 3 = $45
Captain Quinn O’Cleary (Irish descent, merchant)
Vessel Name: Big Bertha (Airship)
Starting Income: 10
Speed Rating: 2
Cargo Capacity: 4
Upgrades/Cost:
Speed Upgrade: 1 = $12,2 = $24, 3 = $36
Cargo Capacity: 1 = $15, 2 = $30, 3 = $45
_____________________________________________________
Disaster Chart
Disaster Region1 Region2 Region 3 Region 4 Region 5 Region6
Captain Gustave LaSalle (French descent)
Vessel Name: Mistral’s Kiss
Starting Income: 10
Speed Rating: 7
Cargo Capacity: 5
Upgrades/Cost:
Speed Upgrade: 1 = $15,2 = $30, 3 = $45
Cargo Capacity: 1 = $12, 2 = $24, 3 = $36
Captain Marina Volkov (Russian descent)
Vessel Name: The Sea Wolf
Starting Income: 10
Speed Rating: 3
Cargo Capacity: 9
Upgrades/Cost:
Speed Upgrade: 1 = $15,2 = $30, 3 = $45
Cargo Capacity: 1 = $12, 2 = $24, 3 = $36
Captain Kaito Masuyo (Japanese descent, military)
Vessel Name: Dai Uzumaki (Maelstrom)
Starting Income: 10
Speed Rating: 5
Cargo Capacity: 8
Upgrades/Cost:
Speed Upgrade: 1 = $15,2 = $30, 3 = $45
Cargo Capacity: 1 = $12, 2 = $24, 3 = $36
Captain Mehndi Kapoor (Middle Eastern descent, Gypsy)
Vessel Name: The Maccha Yantra
Starting Income: 10
Speed Rating: 9
Cargo Capacity: 4
Upgrades/Cost:
Speed Upgrade: 1 = $15,2 = $30, 3 = $45
Cargo Capacity: 1 = $12, 2 = $24, 3 = $36
Wildfire 2R
Forest tiles outside city: impassable for
2R. Spreads to adjacent.
Volcano 4R
Ash makes +3 movement cost in 2 tile
radius.
Super Storm 3R
+2 movement cost to all vessels in 2 tile
radius.
Earthquake 2R
All vessels cannot take off or land in
affected tiles.
Flood 2R
All adjacent forest, swamp, desert, and
grassland tiles are ocean and add +2
movement cost.
Tsunami (Global) 3R
Coastal tiles are impassable for duration,
vessels cannot land or take off.
Global Warming (Global) 5R
Meteor Shower (Global) 2R
Sinkhole 3R
Steam Geyser 2R
____________________________________________________________________
______
Cataclysm!
CityStarting Populations
City 1: 21
City 2: 9
City 3: 6
City 4: 7
City 5: 7
City 6: 23
City 7: 9
City 8: 5
City 9: 6
City 10: 21
City 11: 21
City 12: 6
City 13: 21
City 14: 23
City 15: 7
City 16: 21
City 17: 23
City 18: 5
City 19: 7
City 20: 5
City 21: 23
G.R.A.T.I.S.
Goals:
 Transport citizens safely to the International Space Terminal
 Purchase Upgrades to your Vessel to enhance cargo space or
speed
 Survive random disasters and get to the Interstellar Space Station
before time runs out!
Rules:
Actions: Transport, Load, Unload, Travel, Survive, Purchase, Blasts,
Travel, Hand Out, Launches, Refuels, Leaves, Manage
Transitions: After 5 Rounds a Shuttle Launches, After 5 Shuttles Launch
the Game Ends
Setup: Game Board, Tokens, Currency, Vessels, Players, Captain’s Cards,
Disaster Cards,
Meaningful Actions Analysis
Explicit Actions: Transport, Load, Escape, Unload, Travel, Survive, Purchase,
Upgrade, Blasts, Launches, Refuels, Leaves, Manage
Transport: Vessels are used to transportthe evacuated passengers to the shuttle.
This is not a meaningful action or a choice. Itautomatically happens.
Load: The Players load up passengers to transportthem to the Terminal. This is a
meaningful action by the player becausehe chooses how many passengers he
wants to take.
Escape: Passengers aretrying to escape the dying planet. No choice for the
player.
Unload: Vessels are unloaded automatically upon reaching the terminal or a city.
Player has no meaningfulchoice here.
Travel: Players travel to pick up passengers. This is a meaningful action because
they get to choosewhere and when to leave. They have to decide if they want to
risk a stormor land when a volcano is erupting.
Survive: Both the captains and the passengers aretrying to survivethis ordeal.
Meaningful action because everyonewants to survive.
Purchase: Captain purchases upgrades and provisions for his passengersand
crew. This is a meaningful action since the captain can choosewhatto purchase
for his vesseland when.
Upgrade: Same as Purchase. Thinking of adding more Purchaseoptions to
differentiate.
Launches: A Shuttle launches every 5 rounds. This is automatic and requires no
meaningful player action.
Refuels: Theship refuels automatically every time it lands at a city. This is
automatic and is not a meaningful action or choice. I am thinking of changing
this.
Manage: The Captain manages his vesseland crew to be efficient and to help add
survivors. This is a meaningful action for the player.
Flowchart:

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CataclysmGame

  • 1. Cataclysm! A Steampunk Survival Game (2-9 players) By Gary Cooper Theme: Displacement and Melting Description: The planet of Emeric isdying. Melting polar ice caps raising the sea level and flooding coastal regions, volcaniceruptionsmelting cityafter city,earthquakesrocking every region of the planet, and storms blowing down the tallestskyscrapers…disasterisaround every turn and Cataclysmis headed your way! As a Captain of your own Vessel,your goal is to get all the displaced survivors you can safelyto the shuttle while dealing with natural disastersand other playersgoing for the same goal! There’s a catch… there is onlyone shuttle location and it’son an island in the middle of the ocean!The player has to firsttravel to differentcities and load passengers,then carry them to the middle of the map before the shuttlestake off, all while trying to survive a cataclysm! The Captain who gets the most survivorsto the shuttlesand off the planetsafely wins. Goals:  Transportcitizenssafely to the InternationalSpace Terminal to earn Survivor Points.  Purchase Upgrades to your Vessel to enhance cargo capacityor speed (fuelcapacity?)  Survive random disasters and get to the Interstellar Space Station before time runsout! Rules:
  • 2. Setup Phase: “The Game Board” is set up with each city’s starting population accordingto the “City Population Chart.” Determine which player will act as Banker. Banker is non-competitive and keeps trackof allTokens,Currency, “Disaster Cards”, “Disaster Chart”, andthe “Shuttle Timer.” (In a 2 player game, the banker duties will need to be shared by the two players.) Remaining players select one starting Captain fromthe eight available “Captain’sCards”. Starting income and vessel tokensare handed outto each player depending on the Captain they selected. The order in which playersselect their Captain is determined by a roll of one 6-sided dice. Player with the highest rollselects their Captain first, then the player with the 2nd highest roll, and so on. Ties are rerolled. The player who selected their Captain last gets to start the first turn, then play is passed to the player to the right (Counterclockwise). Each Captain hashis/her own player card, startingincome, startinglocation (marked on the Game Board with the Captain’s name), and colored “Vessel Token” representing the vessel theymanage. Each player placestheir vessel token on the map space where the Captain’s name is located. This is their starting location. Play begins. Player Turn: Banker: Round Count Phase: At the beginning of everyround notate with tally marks on the “Banker Scorecard”. Disaster Phase: At the beginning ofeveryround pick a “Disaster Card” fromthe top of the “Disaster Card” stack. Followdirections on card to determine which tiles are affectedby disaster. Place Disaster Markers on board (see illustration…) Shuttle Phase: At the end of every5th round (5, 10, 15, 20, 25) a shuttle leaves. One shuttle token is removed from the board.
  • 3. Bookkeeping/BankingPhase: As necessary, handout or collect money, tokens, etc. and keep trackof disastersand survivor points. Also oversee that the Captains are abiding by the terrain and disaster movement costs. Captains: Step 1: Upgrade Takes Effect: (Thisstep first occursin round2). Player receivesanyupgrade tokensthat have been purchased from Banker and placed on the respective upgrade slotson their Captain’s Card. Captain may now choose to either pick up additional passengers at current city then move towards the InternationalSpace Terminal (IST), or move to another citywithin reach for additional citizens thatneed to be evacuated. Step 2: Movement/Load/Unload Phase: Travelto distant cities where citizensneed to be evacuated from. Travel(movementpoints) is determined on the Captain’s Card under Speed Rating. Load up passengers into your Vessel, earn base income fee of 3:1 (Income to Passengers) for every “Passenger Token”loaded. The amount of Passengers that can be loaded is equal to the number under the Cargo Capacity on the Player’s Captain Card. Players may always use remaining movement points to travel towards the IST or another city to pick up additional passengers. If a Player’s vesselreachesthe InternationalSpace Terminal (IST), then it lands, unloads its passengers, and refuelsautomatically. Player receives a “Survivor Point” and bonus currency of 1:1 based on how many passengers survivedthe voyage and successfullyloaded into the Shuttle. Step 3: Purchase Phase: Purchase upgrades to your Vessel based off of your income. Turn is ended. Upgrades take effectat the beginning of the playersnext turn.
  • 4. Conclusion: After the 5th Shuttle blasts off, the game ends. The Captain with the most Survivor Points wins the game. Notes/Additional Rules: “Captains’Card&Vessel Token”: 8 vessel Captains to choose from (4 airships, 4 amphibious ships). Each vesselhasits own color, startingspeed, startingcargo rating, and available upgrades. Movement&Terrain: AirshipCaptains are not affectedby terrain movement costs except when affectedby some disasters(noted on Disaster Card). Some Captains/Vessels will take multiple rounds to reach either a city or the IST; some movement points will possibly go unused if the Captain does nothave enough to move to the next terrain. “Shuttle”: Shuttlesare locatedon the InternationalSpace Terminal (IST) and leave the planetwith survivors to the Interstellar Space Station to get routingto their newplanet.  5-9 player game: Every 5 rounds, a Space Shuttle launchesandleaves the planet. After 5 Shuttles launch,the game ends and the winner is determined. (Banker manages this)  2-4 player game: Shuttle launchesevery10 rounds. “Population Token”:  White chips = 1 Citizen -> Passenger -> Survivor
  • 5.  Red chips = 20 “Upgrade Tokens”: Upgrade tokensare mini poker chips given fromthe Banker to the Captain that purchased themand are placed underneath the Captain’s vessel.  Green chips = Speed Upgrade (Max 3) Coming Soon!  Blue chips = Cargo Upgrade (Max 3) Coming Soon! “SurvivorPoints”:Banker makesa tally mark next to each Captain name on Banker Scorecardfor every passenger dropped off atthe IST at a ratio of 1:1. CaptainCards (Disclaimer: Art is licensed and only there for representation) Airship Captains (Unaffected byTerrainCosts) Captain Vasco De Barros (Spanish descent) Vessel Name: The Raven Claw (Airship) Starting Income: 10 Speed Rating: 4 Cargo Capacity: 2 Upgrades/Cost: Speed Upgrade: 1 = $12,2 = $24, 3 = $36 Cargo Capacity: 1 = $15, 2 = $30, 3 = $45
  • 6. Amphibious Ship Captains (Affected byTerrainCosts) Captain Aya McCloud (Scottish descent, red hair) Vessel Name: The Nighthawk (Airship) Starting Income: 10 Speed Rating: 6 Cargo Capacity: 1 Upgrades/Cost: Speed Upgrade: 1 = $12,2 = $24, 3 = $36 Cargo Capacity: 1 = $15, 2 = $30, 3 = $45 Captain Mathilda Krause (German descent, curly hair) Vessel Name: The Iron Vixen (Airship) Starting Income: 10 Speed Rating: 3 Cargo Capacity: 3 Upgrades/Cost: Speed Upgrade: 1 = $12,2 = $24, 3 = $36 Cargo Capacity: 1 = $15, 2 = $30, 3 = $45 Captain Quinn O’Cleary (Irish descent, merchant) Vessel Name: Big Bertha (Airship) Starting Income: 10 Speed Rating: 2 Cargo Capacity: 4 Upgrades/Cost: Speed Upgrade: 1 = $12,2 = $24, 3 = $36 Cargo Capacity: 1 = $15, 2 = $30, 3 = $45
  • 7. _____________________________________________________ Disaster Chart Disaster Region1 Region2 Region 3 Region 4 Region 5 Region6 Captain Gustave LaSalle (French descent) Vessel Name: Mistral’s Kiss Starting Income: 10 Speed Rating: 7 Cargo Capacity: 5 Upgrades/Cost: Speed Upgrade: 1 = $15,2 = $30, 3 = $45 Cargo Capacity: 1 = $12, 2 = $24, 3 = $36 Captain Marina Volkov (Russian descent) Vessel Name: The Sea Wolf Starting Income: 10 Speed Rating: 3 Cargo Capacity: 9 Upgrades/Cost: Speed Upgrade: 1 = $15,2 = $30, 3 = $45 Cargo Capacity: 1 = $12, 2 = $24, 3 = $36 Captain Kaito Masuyo (Japanese descent, military) Vessel Name: Dai Uzumaki (Maelstrom) Starting Income: 10 Speed Rating: 5 Cargo Capacity: 8 Upgrades/Cost: Speed Upgrade: 1 = $15,2 = $30, 3 = $45 Cargo Capacity: 1 = $12, 2 = $24, 3 = $36 Captain Mehndi Kapoor (Middle Eastern descent, Gypsy) Vessel Name: The Maccha Yantra Starting Income: 10 Speed Rating: 9 Cargo Capacity: 4 Upgrades/Cost: Speed Upgrade: 1 = $15,2 = $30, 3 = $45 Cargo Capacity: 1 = $12, 2 = $24, 3 = $36
  • 8. Wildfire 2R Forest tiles outside city: impassable for 2R. Spreads to adjacent. Volcano 4R Ash makes +3 movement cost in 2 tile radius. Super Storm 3R +2 movement cost to all vessels in 2 tile radius. Earthquake 2R All vessels cannot take off or land in affected tiles. Flood 2R All adjacent forest, swamp, desert, and grassland tiles are ocean and add +2 movement cost. Tsunami (Global) 3R Coastal tiles are impassable for duration, vessels cannot land or take off. Global Warming (Global) 5R Meteor Shower (Global) 2R Sinkhole 3R Steam Geyser 2R ____________________________________________________________________ ______
  • 9. Cataclysm! CityStarting Populations City 1: 21 City 2: 9 City 3: 6 City 4: 7 City 5: 7 City 6: 23 City 7: 9 City 8: 5 City 9: 6 City 10: 21 City 11: 21 City 12: 6 City 13: 21 City 14: 23 City 15: 7 City 16: 21 City 17: 23 City 18: 5 City 19: 7 City 20: 5 City 21: 23
  • 10. G.R.A.T.I.S. Goals:  Transport citizens safely to the International Space Terminal  Purchase Upgrades to your Vessel to enhance cargo space or speed  Survive random disasters and get to the Interstellar Space Station before time runs out! Rules: Actions: Transport, Load, Unload, Travel, Survive, Purchase, Blasts, Travel, Hand Out, Launches, Refuels, Leaves, Manage Transitions: After 5 Rounds a Shuttle Launches, After 5 Shuttles Launch the Game Ends Setup: Game Board, Tokens, Currency, Vessels, Players, Captain’s Cards, Disaster Cards, Meaningful Actions Analysis Explicit Actions: Transport, Load, Escape, Unload, Travel, Survive, Purchase, Upgrade, Blasts, Launches, Refuels, Leaves, Manage Transport: Vessels are used to transportthe evacuated passengers to the shuttle. This is not a meaningful action or a choice. Itautomatically happens. Load: The Players load up passengers to transportthem to the Terminal. This is a meaningful action by the player becausehe chooses how many passengers he wants to take.
  • 11. Escape: Passengers aretrying to escape the dying planet. No choice for the player. Unload: Vessels are unloaded automatically upon reaching the terminal or a city. Player has no meaningfulchoice here. Travel: Players travel to pick up passengers. This is a meaningful action because they get to choosewhere and when to leave. They have to decide if they want to risk a stormor land when a volcano is erupting. Survive: Both the captains and the passengers aretrying to survivethis ordeal. Meaningful action because everyonewants to survive. Purchase: Captain purchases upgrades and provisions for his passengersand crew. This is a meaningful action since the captain can choosewhatto purchase for his vesseland when. Upgrade: Same as Purchase. Thinking of adding more Purchaseoptions to differentiate. Launches: A Shuttle launches every 5 rounds. This is automatic and requires no meaningful player action. Refuels: Theship refuels automatically every time it lands at a city. This is automatic and is not a meaningful action or choice. I am thinking of changing this. Manage: The Captain manages his vesseland crew to be efficient and to help add survivors. This is a meaningful action for the player.