Bunker
A survival discussion game in a Discord voice channel. After a cataclysm, the shelter has room for only half of the group. Each player receives a hidden character sheet, reveals traits round by round and votes on who gets into the bunker.
What kind of game is this
Bunker is a talk-and-argue game for 4–16 people. The world has been destroyed by a cataclysm, and underground there’s a shelter with room for only part of the group. Everyone gets a random character with a hidden profile and has to convince the others that they, of all people, are useful for the colony’s survival — otherwise they won’t be let in.
The winners are those who are inside when no free seats are left. There are no “right” answers: physically strong but useless without a profession; a doctor with a phobia; a pregnant woman or an armed engineer — everyone’s value is decided by a live argument at the table.
Who survives and how to win
Seats in the bunker
Exactly half the number of players (at least 2). On the hard level — one seat fewer. That’s exactly how many people end up saved.
End of the game
As soon as the number of living players equals the number of seats, they all enter the bunker, and the game ends with an epilogue about their fate.
Your job
Don’t get exiled. Prove your worth: reveal the right cards at the right moment, build alliances and steer suspicion toward others.
There are no teams: everyone plays for themselves. Some characters have secret goals and relationships (enemy, friend, lover) that give them personal motivation.
How a game goes
- 1Gathering and launchThe host opens a room in the Discord Activity, and players join via the link. You need at least 4 people. The bot deals everyone a secret profile and announces the cataclysm and the bunker description.
- 2RevealPlayers take turns revealing cards — as many as this round calls for. The player decides what exactly to show: their profession, health, luggage or a special card.
- 3DiscussionA free-for-all argument in voice. Who’s useful? Who’s lying? Who has a dangerous illness? The host controls the pace and can turn on a speaking timer.
- 4VoteAll living players vote on who to keep out of the bunker. If there’s no clear majority, the accused get to speak in their defense, followed by a revote.
- 5Exile and eventsThe loser is out. The story may throw in an event: a second cataclysm, a breakdown, an epidemic, a find. A new round begins — and so on until the bunker is full.
Your profile: the cards
Every character is randomly assembled from independent cards. Some show up as soon as they’re revealed, others you hold back as a trump card. Together they decide whether you’re useful to the bunker or a burden.
How much to reveal per round
The reveal quota depends on the number of players and drops as the game goes on — early on people reveal more, closer to the finale it’s one card at a time. The profession usually goes first. What to show within the quota is up to you.
| Players in the game | Reveals per round |
|---|---|
| 4–6 players | 3 · 3 · 2, then as you like |
| 7–8 players | 3 · 2 · 2 · 1 · 1 … |
| 9–10 players | 3 · 2 · 1 · 1 · 1 … |
| 11–12 players | 2 · 2 · 1 · 1 · 1 … |
| 13+ players | 2 · 1 · 1 · 1 · 1 … |
The turn order rotates every round so that nobody always speaks last. Some professions and special cards let you reveal a card out of turn.
How voting works
The threshold — 70% of votes
A candidate is out immediately if at least 70% of all votes cast go against them (not 70% of living players). Otherwise there’s a defense stage and a revote between the leaders.
Vote weight
A vote usually counts as 1. A vote against a personal enemy counts for more, and the “double vote” special card doubles its owner’s weight — the math isn’t always obvious.
Defenses
If there’s no majority the first time, the accused get to speak in their defense, and only then comes the final revote.
No ties
There are no ties: on an equal vote, the least useful of the tied players is out. A “two players, one seat” finale always has exactly one winner — no “both are out”.
The exiled player’s profile
As soon as someone is out (by vote, kick or leaving), their hidden cards are revealed to everyone — you see who you lost or who you kept out.
Hints: colony forecast and usefulness
The interface gives players hints during the match based on what has already been revealed.
Colony forecast
During decision phases you see a ready verdict — will survive / 50-50 / heading for disaster — and what’s missing: no medic, nobody to repair, a hostile neighbor. The server has already worked out for you who’s missing for survival.
Usefulness tag
Each player’s card shows a label — irreplaceable / useful / neutral / doubtful / dangerous — based on what’s been revealed. A hint at who the colony sees as dead weight — but not a verdict: the argument decides.
Bond labels
If you have a secret bond with a player, it’s labeled: “your ally” (you can’t vote against them) or “your enemy” (your vote against them counts for more).
Tap a card
There’s no hover on phones — so you can tap a cell in someone else’s profile to see what that card does. For abilities, the effect is shown right in the action row — you won’t waste a card blindly.
Supplies: food, water and supply runs
Every turn is a year underground, and every year the colony uses up supplies. At the start everyone has a different personal stash of food and water: some came with full pockets, others with almost nothing. A person eats from their own first, and when it runs out — from the colony’s shared stock (restocked by cooks, farmers, plumbers and engineers).
Hunger and thirst
Out of both personal supplies and the stock? For the first year a person holds out (a 🍖/💧 icon), and from the next one hunger and thirst hit their health — all the way to death if they’re never fed.
Supply run
When the stock runs low, the host can send someone on a supply run around the bunker: most often they bring back food and water, sometimes nothing, and sometimes they come back wounded.
An extra mouth — the hobo
The drifter who snuck in isn’t just useless — he secretly eats from the shared stock every year. Kicking him out is now a question of supplies too.
Morale breaks the order
When morale drops, the tension bursts out: someone raids the stock at night, fights over rations break out, and at rock bottom there’s a riot with casualties.
The cataclysm and its threat
Each cataclysm belongs to one of seven threat families and affects the years in the shelter in its own way. Below its name you can see what makes it dangerous and which professions help counter it, so different cataclysms call for different strategies.
| Threat | Example cataclysms | How it hits and who saves you |
|---|---|---|
| Radiation | Nuclear war, reactor meltdown, radioactive ash, supernova | Radiation seeps into the compartments — someone takes a dose, radiophobes panic. Solid medicine saves the day. |
| Cold | Glacier, eternal winter, −40°, pole shift, meteor winter | Heating eats energy; without a technician the colony freezes and gets sick. |
| Flood | Flooding, tsunami, deluge, dam burst | Groundwater floods the lower levels and spoils the water supply. |
| Plague | Pandemic, virus, fungus, spores, contagion, prions | Infection is in the air — without a doctor (ideally an epidemiologist) the colony will get sick. |
| Siege | Zombies, creatures, predators, aliens, machines, rats | Something is breaking at the airlock — without a fighter/soldier, raids wound the residents. |
| Inferno | Drought, ozone depletion, global warming, wildfires | The heat dries everything out — water evaporates faster than usual. |
| Darkness | Volcano, ash, eclipse, acid rain, blackout, nanobots | No sun — crops wither and energy is always short. |
If the colony isn’t ready for its threat at all (no doctor, no fighter, no technician — and the cataclysm is raging), it may not make it to dawn at all. The right specialist or resource softens the blow.
Professions and their powers
The profession is the heart of a character. It’s not just a “title”: most have a real power inside the bunker. Roles roughly fall into four camps.
Medics
Doctors, surgeons, psychologists. They cure illnesses and remove phobias, and reduce the damage from epidemics. Without them the sick drag the colony down.
Techies
Engineers, electricians, plumbers, signalers. They fix the life support systems — each in their own specialty: power, air, heating, water, comms.
Enforcers
Military, police, guards. They protect the bunker, grant immunity and shields, can kick out an uninvited guest and fend off a neighbor attack.
Saboteurs and specials
Some roles can sabotage the vote, steal other people’s cards, reroll a profile or secretly work against the group.
Special cards and secret bonds
Active special cards
One-time abilities: immunity to exile, shield, veto, double vote, recon of someone else’s card, card theft, canceling an exile. Played at the right moment, they flip the round.
Secret bonds
Players can have hidden relationships — enemy, friend, lover. An enemy’s vote against you counts for more; an ally will cover you. Nobody announces their bonds — only behavior gives them away.
Revealing a special card too early is risky: it stops being a surprise, but it may save you from getting kicked out right now.
Bunker systems and breakdowns
Besides beds, the bunker has life-support systems: power, air, heating, communications, water and sewage. They break down during the game, and failures damage residents' health until repaired.
Problems
An event or attack breaks a specific system. Every round an unsolved problem damages the residents’ health.
Repairs
Only a techie with the right specialty can fix it — the electrician takes the wiring, the plumber the water, the signaler the antenna. That’s why the lineup matters more than brute force.
Resources
Food, water and supplies are limited and spoil. A cook stretches the provisions, a find restocks the store, and a cave-in can take away a seat in the bunker.
Colony construction
In about half of the games the colony gets a shared construction project. It’s pushed forward by handy residents (a repair profession or a handyman hobby), and the matching specialist builds their project twice as fast — an agronomist builds the greenhouse faster, a radio operator the radio tower. The host can also invest energy in the construction. When it’s finished — a permanent bonus for all the years underground.
Health, illness and wounds
Health and severity
Illness goes by levels: mild → moderate → severe → critical. Damage (hunger, wounds, poison, breakdowns) raises the level by one; at critical the next hit is death. At the start an illness is at most “severe” — “critical” (☠) can only be earned during the game; it’s never handed out for free. A medic lowers the level or cures it completely.
Contagious illnesses and quarantine
Infectious and viral illnesses spread: a sick person without isolation can infect a healthy neighbor, and an epidemic starts. The host puts the sick person in quarantine (🦠 tag) — they can’t infect or get infected, but it weighs on morale. A medic lowers the risk of infection.
Phobias
A separate weakness of the character. A psychologist can cure it and remove the minus — a useful service you can bargain over.
Wounds (injury chains)
Neighbor attacks, breaches by the infected and work injuries wound residents. A wound gets worse every round on a 1→5 scale (light → festering → blood poisoning → gangrene → death) until a medic or a first aid kit treats it. The tile shows a “🩸 wounded N/5” tag.
Resources and morale
The colony has food, water and energy — they dwindle every round, and shortages hit health and morale. Morale drops from deaths, emergencies and hunger; at rock bottom, a riot with casualties breaks out. Everything is shown on the control panel.
Items: luggage, using and crafting
Every character’s profile includes luggage — what they brought to the bunker. It’s not decoration: items really work and often decide whether you get in or not.
Where luggage comes from
Two slots: a backpack (small things) and a large item. Part of it is starting gear, but you can add to it: with a profession power (“give yourself an item”), a special card (Stash, Armory, Provisions), a supply officer’s stash (weapons/medical depot) or a trade with a friendly neighbor.
Use — the item is consumed
Press “Use” — the item takes effect according to its type and disappears. What exactly it does is written right in the inventory row, so you won’t waste it blindly (see the table of types below).
Give it to someone
Any item can be handed over to another player — say, a first aid kit to a wounded ally or a weapon to whoever will kick out the hobo. A good lever for buying loyalty before a vote.
Crafting — two into one
Pick two items and they combine into an upgraded one: weapon + tool = modified weapon, first aid + first aid = large field first aid kit, food + water = fresh harvest. The full list of recipes is in the reference below.
What “Use” does by type
| Item type | Effect |
|---|---|
| Weapon (knife, rifle, grenade) | If there’s a hobo in the bunker, kicks him out. Otherwise gives you immunity for the round. |
| First aid kit / medicine | Restocks the colony’s medicine, lowers your illness by one level and treats a wound. |
| Water / filter / canister | Fixes the water problem, restocks the water supply and your personal stash. |
| Power / generator / fuel | Fixes the power problem and restores energy. |
| Food / groceries / seeds | Removes the food problem, restocks the store and your personal ration. |
| Tool (hammer, drill, shovel) | Fixes one (any) bunker problem. If there’s nothing to fix, it isn’t used up. |
| Protection (gas mask, armor shield, dosimeter) | Shields you from infection and patches you up; if you’re healthy, gives you immunity for the round. |
| Comms (radio, binoculars, drone) | Recon: reveals a random card of another player. If there’s nothing to reveal, it lifts the colony’s morale. |
| Transport (motorcycle, boat, ATV) | A quick supply run — restocks both food and water. |
| Comfort (music, books, games) | Entertains the colony — a noticeable morale boost. |
| Other / household | Comes in handy around the house — slightly lifts morale. |
Crafting recipes
| Combination | Result |
|---|---|
| Weapon + Tool | reinforced modified weapon |
| First aid + Food | vitamin & medical kit |
| Power + Tool | repaired high-power generator |
| Food + Water | fresh harvest — a food supply |
| First aid + First aid | large field first aid kit |
| Food + Food | full crate of groceries |
| Weapon + Weapon | arsenal: weapons and ammo |
| Water + Water | filter and a supply of clean water |
| Any other pair | homemade useful tool |
Events and the hobo
Events during the game
Events of varying severity occur during the match: a second cataclysm, an epidemic, a collapse, a discovery, a visitor. They change survival conditions, and an emergency alert appears on screen.
Crossroads with consequences (46 stories)
More than 40 crossroads: let a stranger in, a reactor in the red zone, an epidemic, a riot, cannibalism during a famine, a violent resident, an unwilling donor and more. The host picks an option — and the effect is real: seats, food/water, morale, illnesses, breakdowns, wounds. Some choices are “all or nothing” with a luck roll (✅/❌), and the harshest ones (18+) can cost someone their life. It’s the best content in the game, and crossroads now come up more often — up to three per game.
Uninvited guest (the hobo)
Sometimes an unwanted resident sneaks inside — and he’s one of five types: an ordinary drifter, a sick one (may infect people), a violent runaway (steals/wounds), an orphan (eats little, weighs on morale) or a runaway laborer (quietly even fixes breakdowns). While he’s here, he eats from the shared stock and takes up a seat. A vote can’t get rid of him: you need a weapon, an enforcer’s fists or some wits. Or take him in — he stops stealing and frees up the seat, but brings his own surprise (the laborer is worth keeping, the sick one is dangerous).
Rumors about residents
Short humorous rumors about residents are periodically added to the match log — more than two hundred variants (18+).
Game twists and seasons of the year
More than half of the games start with a random twist that changes the rules for the whole game — it’s announced right away with a banner. Separately, a season of the year may come up — a lasting backdrop pushing in its own direction. Together with the cataclysm, they make sure no two games are alike.
Twists (12 options)
Year of the Plague
Diseases run rampant — infection spreads faster and bunker breakdowns hit health harder.
Lynch Law
The colony is on edge: every vote exiles two players, not one.
Year of Paranoia
Not a shred of trust — there’s definitely a traitor among the residents.
Year of Plenty / 🍂 Hungry Year
Start with full stores and an extra ration for everyone — or, the other way round, with supplies running out.
Year of Darkness / 🎁 Rich Find
A breakdown right at the start and low energy — or, the other way round, a valuable stock of medicine and weapons.
Good / ⚔ Hostile Neighbors
A friendly bunker nearby (trade, higher morale) — or an evil marauder bunker raiding you right from the start.
Rough Start / 💊 Medicine Shortage
Someone reached the bunker already wounded — or the first aid kit is nearly empty from round one.
Good Omen
The year started bright — the colony sets off together, with high spirits and a stock of water.
Seasons of the year (8 options)
Hidden roles: secret antagonists
In some games there’s a secret antagonist among the residents — only they know who they are, and they act anonymously. Each role plays its own way and chooses for itself how to do harm — it’s not a random button, it’s tactics.
Traitor
Goal: make the colony fall. Once per round CHOOSES an anonymous act of sabotage: cause a breakdown, spoil the shared stock, wound someone on the sly, secretly rob someone’s personal ration or poison them. The name stays hidden — the colony has to figure out the saboteur itself.
Cultist
Goal: break the colony’s spirit. Once per round CHOOSES a form of secret sermon: sow despair (morale down), stir up unrest (a breakdown) or sabotage the generator (energy). Wins if the bunker falls or morale collapses.
Cannibal
Goal: survive to the end. Secretly “dines” on the bodies of the fallen: it sates their hunger, but with every meal the risk grows that the colony exposes them — and then the truth comes out publicly.
There’s no direct evidence — only logic: who benefits, who steered the conversation away, who has a suspicious profession. Guess wrong and you exile one of your own; guess right and you neutralize the threat. A detective story on top of survival.
Game modes
In the lobby the host picks a mode — how many mechanics are turned on. From pure classic for beginners to hardcore with every system.
Classic
The essentials only: hidden sheets, discussion and voting. No resources, morale, fatal illnesses, traitor or automatic events. Suitable for a first game.
Standard
The full set of mechanics at moderate balance: resources, morale, wounds, illnesses, expeditions, events and sometimes a traitor. The recommended mode for most groups.
Hardcore
All mechanics at increased difficulty: illnesses can be fatal, events are harsher, hunger and morale hit harder and a traitor appears more often.
Secret goals and carrying on the line
Hidden goals
Some characters get a personal mission — for example, getting a certain player to the finale or keeping a specific profession alive. Completing it affects the epilogue and adds a game of its own on top of survival.
Carrying on the line
A couple of suitable sex and age can have a child — but only if both agree (the proposal lasts 30 sec). The child takes a seat in the bunker (−1), and there’s only one per game.
The child’s fate in the finale
If both parents are exiled, the child runs off in fear and dies, and the seat is freed. If two parents and one seat are left, they choose: one sacrifices themselves or they give up the child. And if it’s a parent against a stranger, a mother with her child won’t give up their seat to anyone.
The neighboring bunker
Sometimes there’s a second bunker nearby. Your relationship with it has a meter (from feud to alliance) that changes with your decisions. The neighbor throws in different events — the host picks the response, and a diplomat or soldier tips the outcome in your favor.
The closer to feud, the more raids and infiltrators; the closer to alliance, the more trade and help. A hostile neighbor raises the colony’s risk in the epilogue, a friendly one lowers it.
Host and warden
The host sets the pace of the match. If the host stops responding and there is no activity, the bot advances the game automatically so the match can finish.
What the host does
Opens the reveal, discussion and vote, starts a speaking timer, launches events and changes conditions, and kicks players who’ve left if needed. Can undo the last action (a misclick) and reveal an eliminated player’s profile — at their own discretion.
The secrets of the eliminated
When someone is exiled or dies, their profile is no longer revealed automatically — the dead take their secrets with them. Only the host can reveal their card, when they see fit. In the finale everything is revealed.
Fair play
The host doesn’t peek at other people’s profiles and doesn’t use special abilities for players — they keep the rhythm, and the participants make the decisions themselves.
Pure host (doesn’t play)
In the lobby you can turn on “host only” mode — run the game without playing: no profile, no seat, no vote, and nobody votes against them. Handy when there are lots of people and you need a neutral moderator. Only real players count toward the start (4+).
Colony warden
The host can appoint a warden — their card gets a “warden” tag. Their exile vote counts double: a little political weight that changes the balance in contested votes.
Years in the bunker (finale)
When there are no seats left and the doors close, the game doesn’t end right away. The “years underground” phase begins: several years of survival already inside, and every year really eats up supplies — personal stashes, then the stock, and after that hunger hits health. Not everyone will make it to dawn.
Rationing
Every year the host decides how to split the meager supplies: equally (the colony pulls together), to the strong (the sick go hungry), tighten belts (the stock is saved, but everyone’s half-starved) or throw a feast (spirits rise, but the stock drops). Every choice changes who survives.
Supply runs here too
If supplies are running low, the host can send someone on a supply run during these years too — risking it for food and water.
Cinematic finale: the chronicle and the Memorial wall
When the match ends, a summary screen opens: the fate of the colony, the fallen and each player's personal result.
Colony founders
Those who made it to dawn — as cards with portraits. The people it was all for.
Memorial wall
Who died, in which year and HOW — a card for everyone: a portrait, the cause (hunger, thirst, wound, illness, poison, riot, exile, sacrifice…) and a short dramatic story of their death. No more digging through the log — the whole chronicle of deaths is gathered into one timeline.
Your personal outcome
At the start of the finale — a personal banner: whether you survived and whether your secret goal was met (even if you died, an antagonist could win by their goal). The chronicle and the stats agree: whoever is named among the fallen didn’t survive in the stats either.
Game awards
Colony MVP, scapegoat, last one in the bunker — final titles for what you did during the game.
The chronicle and secret goals
The bunker chronicle in prose, new every time: how the world died, how the colony bickered and survived, how the years underground ended. The tone ranges from dark humor to truly brutal bleakness (hunger, cannibalism, madness, killings over rations — 18+). Plus the reveal of secret goals: who completed theirs and who failed.
The full mechanics database: what every profession power does, all special cards, item types, crafting recipes and who fixes which system.
Profession powers — who does what
Every profession has its own one-time power per game. Below are all the families of powers with example professions; the full list of roles runs past two hundred, but this is how many mechanics there are under the hood.
Medics — healing and revival
| Power | What it does | Examples |
|---|---|---|
| Full cure | Sets the chosen player to “Perfectly healthy”. | Surgeon, Doctor, Military doctor, Healer, Neurologist, Cardiologist |
| Ease an illness | Lowers a player’s illness by one level. | General practitioner, Nurse, Paramedic, Orderly, Dermatologist |
| Bring back an eliminated player | Brings an exiled player back to the camp and heals them. | Resuscitator, EMT, Undertaker |
| Cure a phobia | Removes a player’s phobia — the minus is gone. | Psychologist, Psychiatrist, Psychotherapist, Cultural scholar |
| Vaccination (everyone) | Eases illness and removes wounds for the whole group. | Epidemiologist, Virologist, Immunologist |
Specialization matters now: an epidemiologist/virologist holds back infection and viral cataclysms, a psychiatrist/psychologist keeps up the colony’s morale (a counter to the cultist), and a surgeon/trauma doctor bandages the wounded on their own every year underground.
Techies — bunker and systems
| Power | What it does | Examples |
|---|---|---|
| Fix a problem | Fixes a bunker breakdown (in their own system specialty). | Engineer, Plumber, Electrician, Ventilation tech, Signaler, Car mechanic |
| +1 seat | Expands the bunker by one seat. | Architect, Builder, Miner, Cartographer |
| +1 seat and a repair | Adds a seat and fixes a problem along the way. | Foreman, Military engineer |
| Convoy (+2 seats) | Brings in a convoy — two seats at once. | Supply officer, Logistician, Quartermaster |
| Full cleanup | Removes ALL bunker problems and kicks out the hobo. | Ecologist |
| Rebuild the bunker | Changes the shelter’s layout and along the way fixes a problem or adds a seat. | Locksmith, Carpenter, Bioecologist, Landscape designer |
Enforcers — protection
| Power | What it does | Examples |
|---|---|---|
| Self immunity | You can’t be exiled this round. | Special forces operator, War veteran, Stuntman |
| Cover someone | Gives the chosen player immunity for the round. | Bodyguard, Police officer, Firefighter, Rescuer |
| Lie low | Immunity for yourself, and it removes a problem along the way. | Survivalist, Stalker |
Influencing the vote
| Power | What it does | Examples |
|---|---|---|
| Double vote | Your vote counts double in this vote. | Politician, Judge, MP, Prosecutor, President |
| Block the exile | Nobody is exiled this round. | Attorney, Lawyer, Negotiator |
Recon
| Power | What it does | Examples |
|---|---|---|
| Reveal a card | Reveals 1 hidden card of a player. | Detective, Journalist, Analyst, Historian, Linguist |
| Reveal two | Reveals 2 of a player’s cards at once. | Spy, Profiler, Interrogator, Translator |
| Denunciation (random) | Reveals a random card of a player. | Snitch, Informant |
| Reveal the whole profile | Publicly reveals all of a player’s cards. | Security officer, Inquisitor, Counterintelligence agent |
| Census (everyone) | Makes everyone reveal one card. | Statistician, Census taker |
Bonds
| Power | What it does | Examples |
|---|---|---|
| Declare an enemy | Creates an “Enemy” bond with a player (votes against them count for more). | Investigator |
| Make an ally | Creates a “Relative” bond (you can’t vote against them). | Sculptor |
| Cancel bonds | Wipes all of a chosen player’s bonds — removing both protection and pressure. | Diplomat, Lobbyist, Bioethicist, Ethnographer |
Saboteurs — sabotage
| Power | What it does | Examples |
|---|---|---|
| Cause a problem | Adds one breakdown to the bunker. | Inspector, Drug addict |
| Double sabotage | Brings down two problems at once. | Anarchist, Terrorist |
| Bring in the hobo | Lets a hobo into the bunker — a vote can’t get rid of him. | Hobo |
| Wound a player | Inflicts a wound (without treatment it gets worse every round). | Thug, Mercenary, Stormtrooper |
| Poison | Raises the chosen player’s illness level. | Poisoner, Toxicologist |
| Blow up a compartment (−1) | Destroys a compartment — one seat fewer. | Demolition expert, Saboteur |
Thefts and items
| Power | What it does | Examples |
|---|---|---|
| Give yourself an item | Puts a profession item into your backpack/large gear. | Serviceman, Mechanic, Power engineer, Agronomist |
| Steal a backpack | Takes a player’s backpack (they get a new one generated). | Thief, Jeweler, Janitor, Croupier |
| Steal large gear | Takes a player’s large item. | Debt collector, Bailiff, Train driver |
Changing a character
| Power | What it does | Examples |
|---|---|---|
| Change build | Changes the body type of yourself or someone else. | Sports coach, Dietitian, Masseur, Athlete |
| Change sex / rejuvenate | Changes sex or makes a player “Young”. | Stylist, Plastic surgeon, Makeup artist, Gerontologist |
| Change phobia / trait / hobby | Rerolls one of the “soft” cards. | Hypnotist, Comedian, Monk, Painter |
| Change/swap profession | Changes the profession of yourself or someone else, or swaps with them. | Programmer, Watchmaker, Director, Scientist, Physicist |
| Change extra info | Rerolls “A fact about you”. | Secret agent, Writer, Screenwriter |
The world and more
| Power | What it does | Examples |
|---|---|---|
| Rethink the cataclysm | Changes the cataclysm and brings hope — lifts morale and may remove a problem. | Climatologist, NASA employee |
| Reveal your own out of turn | Reveals one more of your cards beyond the quota. | Streamer, Marketer, Illusionist |
| Lose your own phobia | Nerves of steel — removes your own fear/phobia. | Pilot, Rapper |
Supply — open a stash
| Power | What it does | Examples |
|---|---|---|
| Weapons depot | Takes an assault rifle and ammo for yourself (into your backpack). | Major |
| Medical depot | Restocks the colony’s first aid kits (+medicine), takes a first aid kit and heals up a bit. | Pharmacist |
| Shopping mall | Restocks the colony’s food and water. | Salesperson |
| Wine cellar | Lifts morale — a noticeable boost. | Waiter |
All general special cards
These cards come as “Extra info” in the profile and are played once per game at the right moment. Unlike profession powers, they aren’t tied to a role.
| Card | Effect |
|---|---|
| Immunity | You can’t be exiled this round. |
| Double vote | Your vote counts double in this vote. |
| Sabotage (veto) | Cancels the exile this round — nobody gets kicked out. |
| Nullify effects | Removes all active effects of the round (immunities, vetoes, etc.). |
| Comeback | Brings an eliminated player back to the camp and heals them. |
| Recon | Reveals one of a player’s cards of your choice. |
| Reroll | Replaces a chosen card of a player with a random one. |
| Lower illness | Lowers a player’s illness by one level. |
| Swap | You trade a chosen card with a player. |
| Theft | You take a player’s card (they get a new one). |
| Reroll health for all | Randomly changes the health of ALL players. |
| Reroll build for all | Randomly changes EVERYONE’s build. |
| Change the cataclysm | Replaces the game’s cataclysm with a new one. |
| Change the bunker | Replaces the bunker description with a new one. |
| System sabotage | Breaks a bunker system — adds a problem. |
| Repairs | Fixes one bunker problem. |
| Shield | Gives another player immunity for the round. |
| Gag | Takes away a player’s vote this round. |
| New compartment | +1 seat in the bunker. |
| Cave-in | −1 seat in the bunker. |
| Convoy | +2 seats in the bunker. |
| Split | Two players are exiled this round. |
| Pardon | Clears all votes cast against you. |
| Hypnosis | Removes a player’s phobia. |
| Nightmare | Gives a player a new phobia. |
| Meditation | Removes your own phobia. |
| Field aid | Treats a player’s wound and patches them up. |
| Vaccination | Eases illness and heals wounds for EVERYONE. |
| Sabotage | Wounds a player (the wound will get worse). |
| Poison | Raises a player’s illness level. |
| Workout | Gives you an athletic build. |
| Plastic surgery | Changes a player’s build. |
| Retraining | Changes your profession to a random one. |
| HR decision | Changes a player’s profession. |
| Switcheroo | Swap professions with a player. |
| Denunciation | Reveals a random card of a player. |
| Bragging | Reveals one of your cards out of turn. |
| Census | Everyone reveals a random card. |
| Incognito | Hides one of your already revealed cards. |
| Exposé | Reveals a player’s ENTIRE profile. |
| Stash | Gives you a random useful item. |
| Armory | Gives you a weapon. |
| Provisions | Gives you food. |
| Looting | Steals a player’s backpack. |
| Spring cleaning | Fixes ALL bunker problems. |
| Chaos | Brings two problems down on the bunker at once. |
| Squatter | Brings a hobo into the bunker. |
| Roundup | Kicks the hobo out of the bunker. |
| Feud | Declares a player your enemy. |
| Alliance | Makes a player your ally. |
| Reconciliation | Cancels all of a player’s bonds. |
| Peace mission | Makes peace between the colony and a hostile neighbor. |
| Sortie | Wipes out a hostile neighboring bunker. |
System repairs — who fixes what
Breakdowns hurt residents’ health every round until they’re fixed. They’re fixed by the matching techie with their “Fix a problem” power — or by a suitable item.
| System / breakdown | Who fixes it |
|---|---|
| Power, lights, generator, gas | Electrician, Financier, Robotics engineer |
| Water, filter, leak | Plumber, Roofer |
| Air, ventilation, mold | Ventilation tech |
| Heating, cold | Stoker |
| Contact with the outside world | Signaler |
| Rats, insects | Exterminator, Entomologist, Beekeeper |
| Other breakdowns | Any techie with “Fix a problem” or a tool item |
A medic in the camp also holds back the damage from dangerous problems (epidemic, radiation, cold, hunger) — with one around, health doesn’t drop even if the breakdown isn’t fixed yet.
Ready to decide who deserves to survive?
Add Echo to your server and launch Bunker right from a voice channel — 4+ players.