RISEN!
October 7, 2026 RISEN! Day 20
Iteration 29
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The night is fought in real time, and weapons turn up while scavenging
- Nights are no longer one roll of the risen's strength against the camp's defense. Ending the day now plays the night out on the map: the risen walk in from the edge of the land along the shortest way to the fire, and each survivor fights whatever comes within reach. It lasts about 75 seconds. Pause it, run it at double speed, or skip to dawn; skipping gives exactly the same dawn as watching.
- Survivors choose their own ground. They go out to the approach the risen are coming by and pull back to the fire when it's hopeless. You can post any of them to a tile to hold it, or send them back to the fire.
- Walls have to be torn through before anything reaches the fire, the fire burns whatever comes close, and traps spring on whoever steps on them: a pit takes one outright, caltrops cut and slow, a stake line holds them while they break through. Each of the risen that reaches the fire carries off food, wood or scrap.
- Every survivor now has two fighting stats, Melee and Ranged, from 1 to 3, which set how often their blows and shots land. Fighters get +1 Melee, and a new trait, marksman, gives +1 Ranged.
- Each survivor holds one melee and one ranged weapon: a cudgel, knife, spear (it reaches a tile further) or old sword, and a sling, bow or crossbow. Bows need arrows and crossbows need bolts, and every shot uses one up.
- Weapons and ammunition turn up on scavenging trips, mostly in ruined hamlets. Bows, crossbows, swords, arrows and bolts are rare at the first camp and get likelier at each new one, so an early bow is a lucky find. Making spears now gives two spears. Found weapons go to whoever fights best with them, and you can swap them around each morning.
- The day's report is written from what the night actually did: how many came, how many were put down and how, which traps sprang, which walls fell, and who was hurt.
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