Tabletop Simulator

Tabletop Simulator

Tiny Apocalypse
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Subjekt One  [developer] May 15, 2024 @ 12:11am
Story UPDATE | 24-05-15
STORY UPDATE
  • Story & 2 Endings
  • 4 New cards types
  • 50+ New cards
  • Changes in the Rulebook + New Story chapter
  • Some Changes, Buffs, Nerfs & Balances

    https://www.youtube.com/watch?v=uOhWxnl79OM
    NEW CARD TYPES
    Chapters
    The story progress with chapters. There are 4 chapters, each with unique story choices and 1 unique boss, leading to 2 different endings. To proceed to the next chapter, players must succeed at least 3 of 5 missions and win against the boss.

    Story Choices
    At the start of a chapter, players will have to choose 1 of 3 random story choice. They will affect the rest of the game in many different ways. Players can always choose the special options for each chapter if they don't want the available choices.

    Bosses
    To unlock a new chapter, players will have to fight and win against a boss at the base. The boss fight happens after the 5th mission. Whenever 3 missions are failed in a chapter, it's game over! If they die or if all buildings are destroyed in the boss fight, it's game over! Players will have to start a new game.

    Curses
    Throughout the game, players will encounter curses, mainly obtained in story choices. They are permanent negative cards that can affect inventory, player boards, combat decks, etc. Be careful, they can hardly be removed.

    NEW CARDS
    (New) Bosses
    • (Chapter 1) Umbra – Combat: 3 Stealth. Moves 3. Adds 2 Mini Umbra. Whenever its ending a turn on the same tile as a player, adds 1 Petrified curse to their draw pile and shuffle. Will ALWAYS move towards players. Moves over all barricades, defenses and structures. Only attacks players. End of combat: All players remove all Petrified curse from their deck except 1.
      3 Dmg | 20 Health | MELEE

    • (Chapter 1) (Umbra) Mini Umbra – 3 Stealth. Moves 3. Whenever its ending a turn on the same tile as a player, adds 1 Petrified curse to their draw pile and shuffle. Will ALWAYS move towards players. Moves over all barricades, defenses and structures. Only attacks players.
      3 Dmg | 10 Health | MELEE

    • (Chapter 2) Charger – 3 Reflect. Starts with 10 protection. The first time its starting a turn within RANGED 3 of a buildable, moves to it and attacks. When attacking, deals 2 dmg in RANGED to everything. If a player is in range, also adds 1 Stunned curse to their draw pile and shuffle, only once per player. (ALWAYS move towards buildables. Only attacks buildables)
      4 Dmg | 60 Health | MELEE

    • (Chapter 3) Charging Umbra – 2 Reflect. 2 Stealth. Moves 2. Starts with 5 protection. The first time its starting a turn within RANGED of a buildable or player, moves to it and attacks. When attacking, deals 2 dmg in RANGED to everything. If any player is in range, also adds 1 Stunned curse and 1 Petrified curse to their draw pile and shuffle. End of combat: All players remove all Stunned curse and all Petrified curse except 1 of both.
      4 Dmg | 45 Health | MELEE

    • (Chapter 4) Abominations – Doesn’t move. Cannot be moved. Attacks everything. Starts with 59 protection. Start of turn 3: Destroys all buildables. Start of turn 4, 5, 6, etc: Adds 1 Emptiness curse to all players draw pile and shuffle.
      3 Dmg | 66 Health | RANGED X

    (New) Curses
    • Expensive – Whenever players return from missions, they lose 1 crafting material. Placed in the crafting material zone in the base. (Global)

    • Slow Learner – This player evolution slot becomes invalid. Placed on a player evolution slot from mission player boards.

    • Broken – This inventory slot becomes invalid. Placed on an inventory slot.

    • Overworked – All players have -5 maximum health at the base. Placed on the base's players boards.

    • Loud – Missions starts with +3 zombie tokens. Placed between the map and zombie tokens in missions. (Global)

    • (Combat) Nonviolent – When drawn, expend 1 combat card. Placed in players' draw piles.

    • (Combat) Petrified – While in hand, you cannot use your free move, move or be moved, except by enemies. Expend. Placed in players' draw piles.

    • (Combat) Coward – When drawn, move 1 tile away from enemies. Expend. Placed in players' draw piles.

    • (Combat) Injury – When drawn, take 1 dmg. Placed in players' draw piles.

    • (Combat) Disgust – When drawn, gain 1 toxicity. Expend. Placed in players' MISSIONS draw piles.

    • (Combat) Stunned – When drawn, skip your turn. Expend. Placed in players' draw piles.

    • (Combat) Starved – When drawn, gain 1 hunger. Expend. Placed in players' MISSIONS draw piles.

    • (Combat) Emptiness – If in hand at the end of the turn, lose half your current health. (Playable) (Discadable/Expendable ONLY by combat cards) Placed in players' draw piles.
      6 AP

    (New) Chapters
    • Chapter 1 – A New Beginning (9 Story Choices)

    • Chapter 2 – The Arrival (8 Story Choices)

    • Chapter 3 – The Act (7 Story Choices)

    • Chapter 4 – The Dilemma (2 Story Choices influencing the Ending)

    • Ending 1 – Consequences (Defend Them Choice)

    • Ending 2 – Consequences (Attack Them Choice)

    (New) Story Choices
    • (Chapter 1) Search For People – Build the House structure. All players gain 1 survivor and duplicate 1 maximum survivor slot. Gain the Expensive curse for the base.

    • (Chapter 1) Study The Weather – Remove 1 negative weather, duplicate 1 positive weather and remove or duplicate 1 neutral weather permanently from missions.

    • (Chapter 1) Assert Dominance – Build 1 Landmine defense, gain 5 ammo and all players gain 2 of 6 combat cards. All players gain the Slow Learner curse for missions.

    • (Chapter 1) Intensive Training – All players reveal the top 5 combat cards of type choice, choose 2 and place it in their Missions Draw piles. They will start with them in all future Missions. Be sure to: Right click chosen cards – Tags – Click on blue tag to remove it and Right click chosen cards – Name – Add (Starting) at the end. All players gain the Overworked curse for the base.

    • (Chapter 1) Secure Perimeter – Remove 1 legendary zombie and 1 legendary bandit permanently from Missions and 1 legendary horde permanently from the base. All players lose 1 survivor and their loadout.

    • (Chapter 1) Clean Up – Build the Dump structure. All players gain 2 Disgust curse for missions.

    • (Chapter 1) Avoid Conflicts – Remove all Invaders and 1 Under Attack event permanently from the base. All players gain 1 Nonviolent curse for the base and missions.

    • (Chapter 1) Fiddle Around – Tinker 4 cards from the base inventory. Skip and fail your first mission now.

    • (Chapter 1) (Special) Take A Break – Nothing special.

    • (Chapter 2) Life Goes On – At the base, place the phase to dawn and gain its effects. If already at dawn, re-gain its effects. Also gain your structures effects and activate 1 inactive structure.

    • (Chapter 2) Feel The Pulses – All players gain +2 Redraw permanently for the base and missions. All players gain 1 Injury curse for the base and missions.

    • (Chapter 2) Flee – All players gain +1 free move permanently for the base and missions. All players gain 1 Coward curse for the base and missions.

    • (Chapter 2) Wall In – Build 1 Brick Wall barricade. All players gain 3 maximum protection permanently for the base. Remove all of these events: Fortune Teller, Human Trafficker, Invaders, Patrol Mission, Scavenge Mission, The Nomads, The Trader.

    • (Chapter 2) Focus On Future – When Chapter 3 starts, choose the story choice instead.

    • (Chapter 2) Worst-case Scenario – Build the Alarm System and 2 Tunnel defenses. Gain the Loud curse for missions.

    • (Chapter 2) Fear The Unknown – Duplicate 2 unknown cards for each deck permanently. (Scavenge cards, other cards, map tiles, enemy evolution, zombies, bandits and weather) Gain 2 random unknown card.

    • (Chapter 2) (Special) Rest – All players are healed to full health.

    • (Chapter 3) Pray – Lose 1 global curse or all players lose 1 curse.

    • (Chapter 3) Estate – Gain 4 random cards. The base inventory and all players’ inventory from the mission gain 1 Broken curse.

    • (Chapter 3) Flashbacks – Re-play a chosen story choice from Chapter 1 or Chapter 2.

    • (Chapter 3) Death Toll – Remove all red (3) zombie tokens permanently from Missions. Combats triggered by zombie tokens now have maximum 2 zombies. All players gain 1 Starved curse for missions.

    • (Chapter 3) Unknown Anomaly – All players duplicate 1 combat card from their Draw pile at the base. All players lose all survivors and gain the same amount without gaining/losing the Loadout.

    • (Chapter 3) Flow State – All players Tinker 4 combat cards and may lose any combat cards for the base. Start a combat from your current zone.

    • (Chapter 3) (Special) Repair – Repair all buildables.

    • (Chapter 4) Defend Them – Start the final combat against 6 random rare & legendary bandits, spawning on each Zone 3. (Placed by players) If succeeded, read Ending One.

    • (Chapter 4) Attack Them – Start the final combat against the Abominations. All players dmg combat cards and attack defenses become Universal. If succeeded, read Ending Two.

    Equipment
    • (Common) Watch – Change the current Weather.
      1 Slot

    Map Tiles
    • (Neutral) Anomalous Zone - Enter: Re-roll all scavenge cards from your inventory.

    Melee Combat Cards
    • (Rare) Feint Combo – Discard any combat card to deal 1 dmg for each.
      0AP

    Missions
    • (Easy) Rescue Mission – Objective: Exit the map by going to the top right corner tile with your ally alive.
      Details: 15 positive map tiles, 3 neutral, 12 negative and 4 starting zombie tokens.
      Start on a revealed The Prisoner map tile. Choose the Release option.
      Rewards: 1 of 2 survivor.

    • (Medium) The Anomaly – Objective: Play the Anomalous Zone map tile and exit by going to the top right corner map tile.
      Details: 9 positive map tiles, 7 neutral, 14 negative and 4 starting zombie tokens.
      Randomly place the Anomalous Zone when creating the map.
      At start, play A New Frame of Mind enemy evolution.
      Rewards: 9 crafting materials and 1 scavenge card from inventory.

    • (Hard) Double Trouble – Objective: Succeed the 2 The Boss map tiles.
      Details: 10 positive map tiles, 10 neutral, 10 negative and 3 starting zombie tokens.
      Place a revealed The Boss map tile at each top corners of the map.
      Aggressive & Agile starting enemy evolutions.
      Enemy evolutions can't be added/removed/changed.
      Rewards: 21 crafting materials.

    Ranged Combat Cards
    • (Rare) Shrug Off – Remove any status effect on you and gain that much free move this turn. Expend.
      1 AP | 1 Ammo

    • (Rare) Gruesome Finisher – Deal 3 dmg for each combat card played this turn. Universal.
      3 AP | 1 Ammo

    • (Rare) Leapfrog – You and a player or ally swap places. Universal.
      1 AP | 0 Ammo

    Player Evolution
    • (Rare) Lurker – Gain 1 Sneak Attack melee combat card and 1 In-Depth Scan ranged combat card. Flash.

    • (Rare) Manipulative – Start of combat: May change your allies by any of the same rarity in the deck. (While keeping their current health)

    • (Rare) Combat Fanatic – At dawn, gain 1 of 6 combat card instead of "Gain 1 of 3 combat card."

    • (Legendary) Miracle – Lose 1 curse. If you have none, lose 1 global curse instead. Flash.

    • (Rare) Blessed – Combat: You are not affected by curses. Whenever you draw a curse, expend it and draw another card.

    • (Legendary) Tailoring Expert – Dawn: Gain 1 inventory slot. Roll the dice. 50% chance to gain 1. (May give to any player instead)

    Survivors
    • Tailor – Loadout: 3 random backpacks and 2 crafting materials. Missions: Starts with Tailoring Expert.

    (Base) Events
    • (Neutral) A Peculiar Guest – May lose 4 crafting materials to remove 1 global curse. If you have none, each player may lose 2 crafting materials to lose 1 curse.

    CHANGES & BALANCES
    - (Change) Most cards that give players combat cards now gives 1 of 2/1 of 3 instead. (Base) The Training event – (Base) Gym structure – Messenger Bag - Barbell - Dummy - Self-Defense Book - Gym - Night City - Shooting Range - The Championship - University - Wooden - Champion - Duelist - Martial Artist - Personal Trainer - Soldier - Warrior.
    So players have more freedom about their combat builds.

    - (Change) At dawn (base/missions,) gain 1 of 3 combat card instead of gain 1.

    - (Change) When gaining a weapon from the other type for the first time in missions, gain 2 of 5 combat card of that type instead of gain 2.

    - (Change) When Throwing Away weapons or weapon mods, gain 1, 1 of 2 or 1 of 3 combat card of that type based on rarity instead of gain 1.

    - (Change) All missions now give less rewards.

    - (Change) The Destroy option at the base (to destroy a buildable to re-gain its cost) is now limited to once per phase.

    - (Change) The Survivors are now randomized when loading the mod.

    - (Buff) The Vending Machine structure now costs 6 crafting materials instead of 10 and gain 1 of 3 scavenge card instead of gain 1.

    - (Buff) The Lone Ranger map tile now also gives 2 ammo.

    - (Buff) The Engineer survivor now also has: Randomly place 1 Hardware Store when creating the map.

    - (Nerf) The Improve crafting manual now costs 4 crafting materials instead of 3.
    Since players can tinker cards that are brought from the base.

    - (Nerf) The Scalpel melee weapon now heals 4 instead of 5 and removes 2 toxicity instead of 3.

    - (Rework) The Seer structure can now also remove a non-Global curse. Costs 12 crafting materials instead of 10.

    - (Rework) The True Emergence melee combat card now Expends.

    - (Rework) The Prisoner of War mission is now called Stalked. Hiding Tactic instead of Curiosity. Mission starts with 2 Solar Eclipse weather on top instead of Start with no cards except survivor "missions." 3 starting Zombie tokens instead of 1. 14-4-12 instead of 15-4-11.

    - Added a new Chapter in the Rulebook called: Story.

    - Edited the Rulebook.
    Contents (Page 1)
    Introduction (Page 2)
    How To Play (Page 15)
    Base – Survivors (Page 16)
    Base – Buildables (Page 20)
    Base – Inventory (Page 21) - Fix
    Base – Phases (Page 23-24)
    Mission – Exploration (Page 40-41)
    Mission – Weapons (Page 52)
    Codex (Page 70-71-73-74)

    - Added a maximum health and protection at the base.

    - Adjusted the Starvation mission objective.

    - Adjusted the Wild Fire map tile description.

    - Fixed the description of the Walkie-Talkie equipment.

    - Fixed the name of the Human Trafficker event.

    - Fixed the description of the House structure.

    - Fixed the description of the Grotesque horde.
    Doesn't gain protection per player anymore.

    - Fixed the Horde 2 & Horde 3 health and protection counters on the board.

    Stay safe in the Tiny Apocalypse
Last edited by Subjekt One; May 15, 2024 @ 12:14am