recursal/Fanatic-Fandom huggingface dataset:
Severed Fates deck

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### Severed Fates

By answering the sinister call of the Void, you are tasked with severing the fates of all who stand in your way.

#### Cards

<center><img alt="Heroes" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Heroes.png" data-image-key="Heroes.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/f/f3/Heroes.png/revision/latest/scale-to-width-down/64?cb=20131215140806" class="lazyload" /><br />Heroes</center><center><img alt="Creatures" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Creatures.png" data-image-key="Creatures.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/e/ea/Creatures.png/revision/latest/scale-to-width-down/64?cb=20131215140848" class="lazyload" /><br />Creatures</center><center><img alt="Spells" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Spells.png" data-image-key="Spells.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/8/88/Spells.png/revision/latest/scale-to-width-down/64?cb=20131215140924" class="lazyload" /><br />Spells</center><center><img alt="Fortunes" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Fortunes.png" data-image-key="Fortunes.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/5/59/Fortunes.png/revision/latest/scale-to-width-down/64?cb=20131215141016" class="lazyload" /><br />Fortunes</center><center><img alt="Events" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Events.png" data-image-key="Events.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/e/e8/Events.png/revision/latest/scale-to-width-down/64?cb=20131215141056" class="lazyload" /><br />Events</center>[edit]

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  [Week of Knowledge] | Common | 0 : If you haven't played a card this turn, draw a card. If you do, you cannot play a card this turn.(This means any card played from your hand.)
  [Week of the Weaponsmiths] | Common | 3 : Increase the attack of the next creature you deploy this turn by 1.
Tower of the Gardener

Creatures at Tower of the Gardener gain  [Infect 3].
Necropolis creatures at Tower of the Gardener gain  [Regenerate 2].

## Lore

Gardener’s Watch is a vertical oasis climbing from dunes to clouds as if mimicking the Dragon Sylanna’s life-bringing tail; an inspiring hope in Ashan’s most barren desert. An ancient Elven song makes reference to this lost tower and is sung during the final feast of winter before the High King. The story describes the tower that moves from desert to desert, bringing fauna and flora to the most arid of places. The song finished, the traditional first garden seeds are planted that will sprout from the ground on the first day of spring.

**Report from Hakeem to the Council of Nine**
The Gardener’s Watch has been occupied by Arianna the Nethermancer, Sandro’s notorious undermage. She now follows Gazal, apparently one to go where the weather is stormiest. Arianna has found ways to use the tremendous Shantiri Earth magic flowing through the tower granite and living latticework to enhance the growth of both poisonous and regenerative plants. In spite its organic nature, it is no easier to climb, burn or breach than any of the other five towers.

## References

1. ↑ http://forums.ubi.com/showthread.php/809531-Next-Expansion-The-Five-Towers-Tower-of-the-Gardener
Bar

Sometimes you want to go to where everybody knows your name. Or settle for any place with alcohol left. Increases happiness.

# Stats

Natural Defense of 1

Increases happiness by X

Further increases happiness if someone is bartending. Leaders make good bartenders

# Prerequisites

Construction research Prerequisite needed to build
Tower of the Smith Lore

## Smith’s Pride

Smith’s Pride is a brilliant combination of bold metal and relentless stone, a testimony to the Shantiri Forges, Arkath, the Dragon God of Fire, and the Dwarven smiths who certainly had an important role in building it. An entire clan of Stronghammer Dwarves numbering seven hundred strong, made a pilgrimage to the tower after its completion, to pay it homage and admire its tremendous beauty. Fender, the clan’s illustrious weaponsmith, cried in joy upon touching the edifice. One of his tears is said to have been transformed into flamegold by the magic in the tower. He wore the tear on a chain around his neck and bequeathed it to his heirs. The necklace is still worn today, and said to fill its wearer with the courage of Arkath.

## Report from Asalah to the Council of Nine

The tower of Fire has been found using the rituals the Council prepared. It is indeed occupied by the Arch-Demon, Prince Phrias, who has set his minions to the task of placing Chaos wards and spells around its base and along its parapets. Again, the information given to us by the renegade, Hakeem, has proven true. The archives are confirming that this is indeed the Smith’s Pride of legend, constructed by the Shantiris over a millennia ago for some unknown purpose. We must recover it quickly, for Phrias uses the tower as a magical amplifier to instill a maddening fury in the minds of our officers, leading our troops to self-destruction before they are able to reach the battlefield.

## References

1. ↑ http://forums.ubi.com/showthread.php/812011-Next-Expansion-The-Five-Towers-Tower-of-the-Smith?s=9f6e637a689bca08068d3c7567625aea
Void Rising

## Cards

<center><img alt="Heroes" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Heroes.png" data-image-key="Heroes.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/f/f3/Heroes.png/revision/latest/scale-to-width-down/64?cb=20131215140806" class="lazyload" /><br />Heroes</center><center><img alt="Creatures" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Creatures.png" data-image-key="Creatures.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/e/ea/Creatures.png/revision/latest/scale-to-width-down/64?cb=20131215140848" class="lazyload" /><br />Creatures</center><center><img alt="Spells" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Spells.png" data-image-key="Spells.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/8/88/Spells.png/revision/latest/scale-to-width-down/64?cb=20131215140924" class="lazyload" /><br />Spells</center><center><img alt="Fortunes" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Fortunes.png" data-image-key="Fortunes.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/5/59/Fortunes.png/revision/latest/scale-to-width-down/64?cb=20131215141016" class="lazyload" /><br />Fortunes</center><center><img alt="Events" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Events.png" data-image-key="Events.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/e/e8/Events.png/revision/latest/scale-to-width-down/64?cb=20131215141056" class="lazyload" /><br />Events</center>[edit]

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## References

1. ↑ http://www.duelofchampions.com/en/news-events/details.aspx?newsid=7&title=Introducing\_Void\_Rising
Week of the Mercenaries

**Deck(s):** | Kieran's Torment x1

3 : Until the end of the turn, play with the top card of your library revealed. As long as the top card of your library is a creature card, all friendly creatures gain +1 . Otherwise, all enemy creatures gain +1 .

## Uses

Essential Event Card for Rush/Creature Heavy Deck Compositions. Outclassing Month of the Dancing Flames.
Tower of the Inventor

When a creature at Tower of the Inventor is attacked, it deals 3 damage to its attacker. Haven creatures at Tower of the Inventor gain Preemptive strike.

## Lore

The Inventor’s Eye is a floating tower, emboldened with the magic of cloud and wind, dedicated to Ylath, the Dragon God of Air. When one sees it for the first time, a popular saying of the Seven City comes to mind: “brilliance is in the eye of the inventor”. If one is ever lucky enough to defeat the powerful winds and lightning bolts that guard the access to the top of the spire, a vision will come as in a daydream to warn of impeding danger or hint of a way to gain the favor of the Dragons.

**Report from Hakeem to the Council of Nine**
Inventor’s Eye is where you will find the corrupted Windsword captain Kieran. He is an elusive figure, and seems two souls inside a single body. The Tower of Air steadies his resolve and grants him supernatural awareness. Of the five towers, I would attempt taking the Inventor’s Eye first. It will be difficult to approach and recover, but its mobility and intrinsic powers would help us take the others.

## References

1. ↑ http://forums.ubi.com/showthread.php/813977-Tower-of-the-Inventor
Sanctuary

## Speech

The Nagas of the Lotus Empire have pledged their lives to the sacred precepts and worthy principles of the Eternal Empress, and worship the Dragon Goddess of Water. Whether Daimyo, Priestess or Warrior, honor and duty determine every action: invaders and usurpers are put to the sword without question.

## Play Style

Sanctuary is the ideal faction for those who wants to control the flow of the battle. Nagas rely on abilities that relocates, or ones that freezes creatures in place.

## History

Where there is water there are Nagas, and for the Eternal Empress, all Nagas are under her protection, whether they think so or not. The Lotus Empire has often retired beneath the waves in periods of great conflict, but currently are in a period of expansion, sharing their bright, beautiful, and imposing culture with the other realms of Ashan.

## Breakdown

Most of the Faction's forces are based on Nagas, and Water Spirits like Kappas and Kirins.
Creature folio: Positionning control and ally buffs.
Primary school of magic: Water
Fortunes: Fetching specific Cards, limiting Opponent attack possibilities and reducing deploy costs.

## Cards

<center><img alt="Heroes" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Heroes.png" data-image-key="Heroes.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/f/f3/Heroes.png/revision/latest/scale-to-width-down/64?cb=20131215140806" class="lazyload" /><br />Heroes</center><center><img alt="Creatures" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Creatures.png" data-image-key="Creatures.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/e/ea/Creatures.png/revision/latest/scale-to-width-down/64?cb=20131215140848" class="lazyload" /><br />Creatures</center><center><img alt="Fortunes" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" decoding="async" loading="lazy" width="64" height="64" data-image-name="Fortunes.png" data-image-key="Fortunes.png" data-relevant="0" data-src="https://static.wikia.nocookie.net/duelofchampions\_gamepedia/images/5/59/Fortunes.png/revision/latest/scale-to-width-down/64?cb=20131215141016" class="lazyload" /><br />Fortunes</center>[edit]

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Kevin Clark

**Kevin Clark** is a Rotten and the main antagonist of Rebuild 3. He is first seen in Castlegar which debut a new enemies, Roamers.

## Biography

Before the apocalypse, he used to be a McNoodles manager in Castlegar and was Manager of the Month 12 times. However, he is very unpopular amongst his colleague for his narcissism.

During the apocalypse, he was bitten and turn into a Rotten. He briefly joined the Rotten faction before left due to his egoistic personality. He soon trained an army of zombies in Castlegar to conquer the town. His zombies are encountered by players' faction for stealing town supplies and a Cadillac from Gustav and soon discover him and his past in the city.

Whether the player wanted to negotiate or eliminate Clark, he is proven to be hostile and evasive and escape from the City Hall and to his graveyard HQ. There the player and alternatively, the Rotten assault the HQ and drive Clark out of town (literally).

While he disappeared from the story, he reappear in Hope where his masked zombies appear and attack Bill when seeking the laboratory. He reveal his involvement when the player entered the lab. He lied that he wanted to find the cure and the scientist were dead went he got here. However, his lie is exposed when Jesse confront the manager and reveal his ultimate plan, to make a virus more stronger than the original and create zombies under his rule. He was stopped by the player and Rotten and was presumed dead from the explosion.

However, he return back in Vancouver as the main enemy once more and revealed that the cure in Hope was sabotaged by him and turn into the Omegavirus, a virus that put other people in obedience whoever commands it. He collaborated with the government in controlling the zombies but was shot by Davis for tying up loose ends, ending the ultimate menace once more.
Tower of the Gardener Lore

## Gardener’s Watch

Gardener’s Watch is a vertical oasis climbing from dunes to clouds as if mimicking the Dragon Sylanna’s life-bringing tail; an inspiring hope in Ashan’s most barren desert. An ancient Elven song makes reference to this lost tower and is sung during the final feast of winter before the High King. The story describes the tower that moves from desert to desert, bringing fauna and flora to the most arid of places. The song finished, the traditional first garden seeds are planted that will sprout from the ground on the first day of spring.

## Report from Hakeem to the Council of Nine

The Gardener’s Watch has been occupied by Arianna the Nethermancer, Sandro’s notorious undermage. She now follows Gazal, apparently one to go where the weather is stormiest. Arianna has found ways to use the tremendous Shantiri Earth magic flowing through the tower granite and living latticework to enhance the growth of both poisonous and regenerative plants. In spite its organic nature, it is no easier to climb, burn or breach than any of the other five towers.

## References

1. ↑ http://forums.ubi.com/showthread.php/809531-Next-Expansion-The-Five-Towers-Tower-of-the-Gardener?s=9f6e637a689bca08068d3c7567625aea
Zombie Apocalypse

The **Zombie Apocalypse** is the apocalypse that led to the downfall of the world and the main setting of Rebuild series. The apocalypse originated in Netherlands as the Dutch Flu and started spreading all around the world.

## Background

While in Rebuild 1 and 2, the apocalypse origin is ambiguous. The origin is expanded in the third game. It started with two anthropologists, the van Nooten couple whose relationship start to deteriorate when the Hendrik, the husband went the long trips to Haiti. This led to the wife, Isa to commit adultery with Ruben, Hendrik found out and decide to poison both her and her lover with a potion he found in Haiti. In Haiti, he researched a necromancer named Vodou Bokor who uses red howler monkey, Alouatta seniculus, blood to turn his enemies to zombies and under his command.

However, Hendrik plan soon fell apart. While he managed to get the lover sick, Isa revealed to be asymptomatic to the disease and became the unwilling carrier of the zombie virus. She infected her husband and turn him into a zombie, a one that is uncontrollable. In her emotional panic, she fled to many parts of the world, spreading the disease along with and causing the disease. Her last known location is in the American Canadian border at the west coast.
Rebuild: Gangs of Deadsville

**Rebuild: Gangs of Deadsville** (aka Rebuild 3) is the third game in Sarah Northway's post-apocalyptic strategy game series Rebuild.

## History

### Rebuild 1

Early prototype distributed free on sites like kongregate.com. Sarah Northway did the art for the first Rebuild.

### Rebuild 2

Aka Rebuild Mobile, Sarah hired EvilKris to help with the art and distributed first as a free flash game on sites like armorgames.com, then later on iOS and Android. A holiday update to the mobile version added seasons and cannibalism.

### Rebuild 3: Gangs of Deadsville

Sarah started collecting ideas for Rebuild: Gangs of Deadsville in November 2012, and began work on the game in March 2013. It was successfully kickstarted for $40k in October 2013. Private alpha testing started in November 2013 for people who pre-ordered the deluxe edition.

## Gameplay

Rebuild: Gangs of Deadsville is set several years after a zombie apocalypse in a (mostly) abandoned city that is randomly generated for you at the start of the game. You start the game with control of several city blocks, a small group of survivors, and a meager cache of food and materials. From that humble beginning, you must attempt to rebuild something resembling a society by recruiting new survivors, maintaining the health and morale of your existing ones, and slowly reclaiming more and more of the city from the walking dead.

It won't be easy, though. You'll have to fight off more than just zombies: starvation, sickness, and other well-organized groups of survivors aim to cut your dreams of a new civilization short. You'll have to make tough choices if you want to survive, let alone thrive. Should you snipe zombies from the safety of your fort, or risk sending someone out to scavenge for medical supplies? Should you build additional shelter, or would your time be better spent trying to grow crops? If a trader happens by, should you swap your last few bullets for food?

All this plus a novel's worth of survivor backstory and emergent narrative makes for the largest, most awesome Rebuild yet, and a must-play for anyone who loves 4X-style strategy games!

## Credits

* Design, code, writing: Sarah Northway of Northway Games
* Art: Adam Meyer of Steamroller Studios
* Writing: Stephen Gray
* Event Illustrations: Sara Gross of Two Bit Art
* Music: Rupert Lally & Espen J. Joergensen
* Testers: (Ryan Williams Rebuild Gangs Of Deadsville)
Lily Badejo

**Lily Badejo** is a girl that may turn up as a random event. She shows up crying, asking for some medicine to help her dad that has been taking care of her. As always, she may be turned away, presumably leaving her father to die and Lily to fend for herself. If you choose to give her 5 medicine, she may return some time later with her now recovered dad and they would join your city. Otherwise, you may convince her that her father is likely already dead and let her join you alone. She is an old child and becomes a grown-up relatively fast, usually a few in-game weeks.

She shares her surname with Bolaji Badejo, which is the name of her father if he receives medicine, who portrayed the Xenomorph in the first *Alien* movie.
Zombie attack

A zombie attack happens when a zombie unit has been sitting beside the fort for at least one full day. They've been clawing idly at the walls, when something sets them off and they fly into a frenzy and attack the building next to them.

The attack value of a zombie unit is the number of hidden zombies under it. The defense of the building they attack is calculated based on how many police stations and survivors on guard duty there are nearby. If there are more zombies than defense, there is a chance they will break through the walls. This chance is higher if there are a many more zombies than defense. The algorithm is:

`min(90,[(ZOMBIES/DEFENSE) ^ 0.5 -1]*50)`

Example scenarios:

* If 10 zombies attack a 10 defense building, there is a 0% chance they'll break through.
* If 20 zombies attack a 10 defense building, there's a 21% chance.
* If 30 zombies attack a 10 defense building, there's a 37% chance.
* If 100 zombies attack a 10 defense building, there's a 90% chance (the max).

If the zombies DO break through, they may take back the building (it becomes un-reclaimed), or kill or injure a guard. If there are no guards, the building will always be lost.
Zombie unit

Zombie units are a gathered crowd of zombies that are especially dangerous. Normal missions cannot be done in buildings occupied by zombie units. You can send soldiers to kill zombie units and this usually keeps them from moving. Demolitions can also take care of them.

## Massed Zombies

When enough(5+) zombies crowd into one building directly beside your fort, they might turn into a massed zombie unit. This basic unit stays in place for several days or longer, during which they actually pose no threat at all. The number of zombies on the building will keep increasing, so it gets more dangerous every day and will take more defense to keep them at bay. Researching fort silence can decrease the amount and strength of massed zombies. Killing zombies before they get massed is also a good idea.

Eventually, the zombies will work themselves into a frenzy and attack all at once at a random moment. People who are killing massed zombies will always count as defenders. Whatever the outcome, the zombie unit will be destroyed. If a massed zombie unit ever finds itself not beside the fort, it will try to move to the fort.

If the power of a massed zombie unit is reduced to zero by a zombie trap, it will continue to exist, block missions in that building and can even attack your fort. They do not actually pose any danger though and any survivor can be sent to "kill zero massed zombies" without any danger.

## Zombie Mobs

Zombie mobs are slightly different from massed zombies as they definitely appear at least two squares away from the fort, advance towards fort one square each day and will attack the fort on the last day. Fortify the building beforehand and gather your soldiers to withstand the attack. Zombie mobs can move on the edge of the map but not on water bodies. They will also attack any other factions that stands in their way, and will continue to advance afterwards. Their attack strength are usually higher than regular massed zombies. It appears that only one mob can exist on map at a time. Baits attract a zombie mob and this can be used to do heavy damage to other Factions without angering them.

## Roamers

Roaming zombies appear in late game when an considerable portion of city have been reclaimed. (Does not appear before campaign city Spokane.) They do not attack forts, instead, they seek out nearby survivors who are doing missions and move closer to attack them. Survivors attacked by Roamers will be forced to leave their mission, and sometimes get injured or killed. Baits attract Roamers.
Versions

Rebuild: Gangs of Deadsville is now in beta! To get access, you can either grab the game on Steam Early Access or from the official Rebuild website at rebuildgame.com.

Below is a list of the game updates since the initial beta version (v0.614).

## Bugfix build (beta v0.62) - May 20th, 2014

* Survivors can now hunt/fish at Parks/Fields that have been reclaimed.
* Bugfixes
	+ Fixed edge scrolling while dragging survivors on large monitors.
	+ Fixed opening building menu or radial menu on large monitors.
	+ Fixed missing Build Farm icon.
	+ Fixed outcome of Gustav gambling event.
	+ Fixed arrow key scrolling with radial job menu open.

## Build (beta v0.63 and v0.631) - June 10th, 2014

* new attack system for zombie and faction attacks
* new zombie type: zombie mob, they march at the fort and hit big when they arrive
* made it less likely for survivors to die during the first month
* now survivors can be injured from starvation as well as die
* changed how zombies spawn: now even on all buildings and more beside the fort
* crafting in workshop can now be done as a permanent post
* can now craft raw medicine in workshops for free once Medkits are researched
* show speech bubbles when survivors want to talk
* show two walls where two factions touch
* zombies can no longer spawn in buildings surrounded by fort or water
* reclaiming costs more: 2,3 or 4 materials depending on building size
* buildings must have zero zombies and be scouted before you can reclaim them
* decreased defense value of survivors by 1/3
* perks now awarded at level 3, 6 and 10
* made realtime timing more deterministic so zombies spawn exactly once per day etc
	+ fixed equipment counts on info menu (still temp art)
	+ fixed zombies and factions appearing on buildings you just cleared out (...again)
	+ fixed tooltips disappearing right away on bigger monitors
	+ fixed menu items displaying off the bottom of the screen in oldschool mission menu
	+ Fixed survivors eating way too much and factions running around like they own the place in realtime mode.
	+ Also took a significant stab at fixing memory leaks that cause the black screen / siren bug after you've been playing awhile.
Scavenging

Scavenging is one of the mission types in **Rebuild: Gangs of Deadsville**. It can be done on unclaimed, as well as player-owned city grids, as long is there are resources in those grids. Food are marked by an apple icon, and all other resources are marked by a backpack icon. Grids with horde activities cannot be scavenged.

## Requirements

* Time: varied
* Danger: varied, depends on
	+ Amount of zombies.
	+ Distance to the nearest claimed block.
* Benefits from:
	+ Scavenging skill (speed, possibly chance to find items)
	+ Scouted blocks (reduces danger)
	+ Amount of survivors (reduces danger)
	+ Total Defense skill (reduces danger)
	+ At least one survivor has a vehicle equipped (ignores danger from distance)

## Effects

* Remove food and other resources from the grid, add to player's own stash.
* Chance to find equipments.
* Improve Scavenging skills.
* If not previously scouted, the block will become scouted. (not effected by "improved scouting" tech or perk)

## Notes

* If the player reclaims a building that still has resources on it, it won't be automatically collected and has to be scavenged.
* Scouting first makes the mission safer.
Reclaiming

Reclaiming is one of the mission types in **Rebuild: Gangs of Deadsville**. It can be done on a zombie-free unclaimed grids right next to a player-owned one.

## Requirements

* Time: varied (1-8? see table below)

time of reclaiming

* Material: varied (2-5)
* Danger: None
* Benefits from:
	+ Total Building skill (faster): Listed as the table above, the number of days required to reclaim a building is always an integer. And it reaches maximum speed when total skill level exceeds 15. For example, if you have a level 10 builder trained to level 14, too bad, it does absolutely nothing and said builder still takes 2 days to reclaim a one-tiled building. What you should do pair this guy with a builder of at least level one (or give him/her a better tool) so that total skill level exceeds 15.
	+ The **fearless reclaim** perk: can reclaim a building that has zombies in it.(still need to be scouted, is blocked by massed(mob/roamer) zombies, suffer the danger)

## Effects

* Add the grid to the player's fort.
* Improve Building skills.

## Notes

* If the player reclaims a building that still has resources on it, they won't be automatically collected and still need to be scavenged. If the player reclaims a building that has survivors, they don't join the fort, but simply disappear.
* A building can only be reclaimed after it's been both cleared of zombies and scouted (in the case of churches and zombie traps).
* Usually zombies won't spawn in a building that is being reclaimed. However, if a zombie attractor is presence, it is likely that zombies will be drawn in while reclaiming, thus cancelling the mission. Substituting the attractor with a zombie trap can solve this problem. Or killing all the zombies adjacent to it will also do.
House

Buildings like suburbs, apartments, motels and trailer parks each provide 2 houses for survivors to live in. Large suburbs can fit 4. The blue bar on the left with the survivor head shows how many survivors you have vs how many houses. If the bar is totally full, you won't be able to recruit any new survivors until you build or reclaim more houses for them.
Hunting

Hunting is a mission in Rebuild that produces food. Benefits from the hunter perk. You can assign survivors to hunt in parks, huge parks, and fields. Hunting is usually far less efficient than farming. Hunting in areas with zombies present will have danger.

Amount of food produced per day(avg)= 0.55\*(number of hunting missions)+0.55\*(number of hunters)+0.055\*(total scavenging skill of farmers)

(this is based on impossible level, since food production on other difficulties is not really a problem)(actually, nothing is really a problem if not on impossible.)

Hunter perk gives a 33% bonus for the mission. More than one hunter perk on the same mission is useless.

(This may not be completely accurate but should be close enough. Lesson learned: Go farming.)
Nonweapon

See also: equipment.

Every survivor can equip a non-weapon tool, pet, vehicle, etc in addition to one weapon.

## Leadership Items

* Cowboy Hat: +1 Leadership
* Megaphone: +2 Leadership
* Top Hat: +1 Leadership
* Radio: +3 Leadership
* Guitar: + 2 Leadership
* Note's Guitar: + 4 Leadership, +2 Defense, Perk: Musician
* Flare Gun: +3 Leadership, +1 Defense
* Mirror Earth: +3 Leadership, Perk: Team Player

## Scavenging Items

* Binoculars: +1 Scavenging
* Named Binocs: +2 Scavenging, Perk: See Further
* Crowbar: +2 Scavenging, +1 Defense
* Named Crowbar: +3 Scavenging, +1 Defense
* Backpack: +3 Scavenging
* Flashlight: +1 Scavenging

## Construction Items

* Sledgehammer: +2 Building, + 2 Defense
* Hammer: +2 Building, +1 Defense tool
* Wrench: +1 Building tool
* Chainsaw: +1 Building, +2 Defense
* Saw: +1 Building tool
* Hardhat: Perk: +3 Building, Perk: Defended

## Engineering Items

* Medical Kit: +1
* Calculator: +1 Engineering
* Science Book: +2 Engineering
* Named Science Book: +4 Engineering
* Chemistry Kit: +3 Engineering
* Terrible comic +3 Engineering, Perk: Easygoing
* Doctor's Bag: +2 Engineering
* Named Doctor's Bag: +5 Engineering, Perk: First Aid
* The Feynman Lectures: +4 Engineering, Perk: MacGyver

## Pets

All pets give the perk Pet Owner

+1 Scavenging

## Vehicles

All vehicles give the perk Has vehicle

* Motorcycle: +1 Defense
* O'Grady's Hog: +1 Defense

* Bicycle
* Armored Car: +2 Scavenging, +2 Defense
* KITT: +3 Scavenging, +3 Defense

## Uncategorized Items

* Helmet: Perk: Defended
* Multi-Tool: +1 Leadership, Defense, Scavenging, Building, Engineering tool
Build

Building is one of the mission types in Rebuild: Gangs of Deadsville. It can be only done on player-owned grids.

## Requirements

* Time: varied
* Material: varied
* Danger: None
* Benefits from:
	+ Total Building skill (faster)

## Effects

* Convert one type of grid into another (or reduce a grid to Rubble, and add some Material to player's storage)
* Improve Building skills.

## List of structures that can be built

### Initial

* Apartment
* Farm
* Tear down (not available on Rubble grids)

### Researched Construction

* Bar
* Church
* School
* Hospital
* Workshop
* Laboratory
Materials

Building materials is one of the five resources in Rebuild: Gangs of Deadsville.

If you have 0 materials, you cannot reclaim a building or start a building mission (other than demolishing)

Materials are consumed when:

* The player reclaims buildings (presumably it is used to build a protective walls around that building).
* Turning one building type into another via a build mission.
* Upgrading a building with watch towers(cost 1), bunkers(cost 3) or turrets(cost 5)
* Choosing the "build a barricade" option when defending against zombie or enemy attacks. Consumes 3 materials and decreases danger.

Note: The leader perk Construction worker halves all the building cost. And yes, this can be used to produce endless materials by demolishing and building repeatedly.

Materials can be gained by:

* Scavenging buildings. Additionally, a survivor with Hoarder perk can randomly find 10 extra materials when scavenging.
* Chopping wood, either at the edge of a map or in a park. (Once every 4 days?)
* Converting a building to rubble (via a building mission)
* Trading with other factions.
* Crafting zombie traps in a workshop.(5 materials for 2 traps)
* Given by certain Factions when allied.
Skills

Each survivor is assigned one main skill, akin to a character class. This skill can be improved through experience or training. The main player is an exception, as they can level up all five of their skills.

A skill can be levelled up to a maximum of 10, and it can be raised above that using equipment and perks.

A survivor's non-main skills can't be levelled up (unless they change their main skill first in schools), but they can be improved using equipment and perks. Non-main skills function normally in missions.

In addition to the benefits in mission, higher skill level generally gives better dialogue options in events, especially with leadership.

## Leading

Character's leadership and charisma. This skill affects:

* Chance of successfully recruiting new survivors (In the form of better dialogue options)
* Better dialogue options with merchants and gang leaders
* Better dialogue options in many events.
* Amount of happiness increase when the character is working in bars or churches

## Defense (Soldier)

This is a bit of a misnomer, as it affects both attacking and defending. The effects are:

* Overall mission danger level reduction.
* Chance and efficiency to successfully kill zombies, raid or attack other factions.
* Adds to the building's defense rating when the character is guarding buildings.

## Scavenging

Character's knack for finding useful things. This skill affects:

* Finds more stuff, faster and safer in scavenging mission
* Produces more food when farming, hunting, or fishing

## Building

Character's skill in building. The effects are:

* Builds, reclaims, and demolish faster (the effect is non-continuous)
* Find more material when chopping wood

## Engineering

Character's knowledge of various scientific disciplines. This skill affects:

* The speed at which research is completed
* The speed at which items are produced in a workshop
* The speed at which electricity and running water is fixed.
Subnautica Concept Art

Subnautica is currently in early development, but a lot of Concept Art has been released by the team at Unknown Worlds to spark interest. Below are several links to the various pages, titled as they are on the Subnautica website and containing the attached text. Also, the Screenshots page has all concept art in a single location.

Subnautica Concept Art: Cave Thing

Subnautica Concept Art: Interior Sketch

Subnautica Concept Art: Kelp Forest

Subnautica Concept: Exterior Sketch

Subnautica: Descend into the Depths
Electronics

**Electronics** are items that are used in crafting of tools and other useful items. Batteries, Power Cells and their Ion counterpart are used to power tools and some Deployables

## Electronics list

### Classic

* Battery
* Computer Chip
* Copper Wire
* Power Cell
* Reactor Rod
* Wiring Kit

### Advanced

* Advanced Wiring Kit
* Lithium-Ion Battery (Creative only)

#### Ion

* Ion Battery
* Ion Power Cell
Happiness

Every survivor has a happiness value from 0 - 100. Happiness is affected by events that happen, and by the number of churches and bars in the fort. Low happiness leads to negative events like refusing to work, desertion, riots or suicide. The smiley face on the left side of the screen gives an average happiness of all the survivors in the fort.

After researching survivor management, you can see how a survivor's happiness is affected. All effects on happiness function through +/-happiness and are directly visible.

(Numbers below are written based on my memory and may be inaccurate)

These things increase happiness:

* Joining your fort (the initial happiness for all survivors, +25 for impossible and higher for easier difficulties)
* Having enough churches/bars in your fort.(+10? once in a while)
* Leaders bartending or preaching.(+15? once in a while)
* Policies such as private property, increased rations, luxury assigning, etc.(+ once in a while)
* Running water and electricity in your fort. (+? once in a while)
* Equipped with a child/pet.(+10/5 once in a while)
* Doing mission with friends.(+5? once in a while)
* Perks(Easygoing, friendly, musician, artist etc.)(mostly triggered as pop-up events)
* Using fireworks (+20-40? to one person)
* Having a good talk with the leader(the act of choosing a perk for survivors.)(+20)
* Taking time off.(+5 every day?)
* Events

These things decrease happiness:

* Starvation (VERY important, all other happiness issues are minor compared to this.)
* Playing to late game. (-10 once in a while)(Things like "This fort was better when it was small". Nothing can be done about this.)
* Not having enough churches/bars in your fort. (-5 once in a while)
* Policies such as sharing everything, decreased rations, luxury assigning, etc.
* Changing policies too often.(-20)(A warning will appear)
* No running water and electricity in your fort.(-10 once in a while)
* Boredom (-10? once in a while)(Can be prevented by recreation perk, which is granted by baseball bats, Andy's whip, etc.)(Speculation: happens when nothing effects the survivor's happiness for too long. Need confirmation.)
* Injury
* Death of friends/pets/children
* Cannibalism of human/pets
* Being assigned to dangerous missions. (-10?)
* Doing mission with an enemy/nemesis.
* Not having enough spare houses in fort. (-5? once in a while)
* Losing a tile to attacks. (-20?)
* Losing Cultist/Devout perk because of having no church in fort. (-40)
* Perks(Downer, etc?)(mostly triggered as pop-up events)
* Events

Survivors with 0 happiness can often still work normally even under impossible difficulty. Several things should be treated with care though: Starvation will make survivors very unhappy; Rebellious survivor will refuse to work when too unhappy; survivors complaining to you in a pop-up event may leave your fort forever (practically dying) if not dealt with properly.
Farming

Mission performed on a reclaimed farm inside your fort. Increases the amount of food the farm produces every day. Increases the Scavenging skill.

Amount of food produced per day= 0.5\*(number of farms being farmed)+0.5\*(number of farmers)+0.25\*(total scavenging skill of farmers)

(this is based on impossible level, since food production on other difficulties is not really a problem)(actually, nothing is really a problem if not on impossible.)

(A big/huge farm counts as 1 farm)

The effect green thumb perk hasn't been tested.
Weapon

See also: equipment.

Every survivor can equip one weapon and one nonweapon. Weapons generally increase the defense skill which is used to lower danger of missions outside the fort, increase the defense bonus during guard duty, and kill zombies faster during kill zombies missions.

Guns consume 1(0.5?) ammunition per day whenever someone with a gun is out killing zombies, scavenging, or attacking other factions (unless altered by a policy). If you have no ammo, guns won't give a defence boost
Stalker

***Appearance***

Stalkers are long, thin bodied creatures with plates protruding from their back. They have large teeth that occasionally fall out and can be used as a crafting material.

***Aggression***

Stalkers will try to eat almost anything near it, including smaller fish and metal scraps.

Stalkers will only attack the player if they are close to it.

Because of their somewhat slow turning, Stalkers can be kited by swimming backwards and to the side. They will swim away after ~10 seconds of chasing.

***Misc***

A Stalker tooth dropped after a stalker attempts to eat metal scraps.
Kill zombies

**Kill zombies** is one of the few combat mission in *Rebuild: Gangs of Deadsville*. The player can send one or more survivors to clear an unclaimed city grid of zombies. It also makes scavenging and other missions less dangerous on that building, and makes reclaiming missions possible.

## Requirements

* Time: varied
* Danger: varied, depends on:
	+ Amount of zombies.
	+ Distance to the nearest claimed block.
* Benefits from:
	+ Scouted blocks (reduces danger)
	+ Amount of survivors (faster, reduces danger)
	+ Total Defense skill (faster, reduces danger)
	+ At least one survivor has a vehicle equipped (ignores danger from distance)

## Effects

* Remove all zombies from the grid. Thus prevents zombies from massing.
* Reduce level of danger for subsequent mission on the grid.
* Reduce frequency of horde activities.
* Makes it possible to reclaim the grid.
* Improve Defense skills.

## Notes

* If there are enough zombies in adjacent grids beside the fort, they might form a zombie unit, which can move and attack the fort.
* Zombies will reappear in cleared grids a few days after it's been cleared.(Unless the grid is surrounded only by water bodies and forts) Since the progress of missions is saved, player can finish 99% percent of zombie killing mission first, then come back and finish the last 1% when needed.
Hospital

Survivors heal faster in hospitals, either due to the placebo effect or because once in one you'll do anything to get out

When a survivor is injured, they automatically start a 3 day (can be augmented by perks) mandatory mission in a vacant hospital. They won't go to a hospital with survivors doing guard duty or other missions in it. If no hospital is available, they will start a 5 day (can be augmented by perks) mandatory mission in a building that provides living space. Once started, the "recovering from injury" mission cannot be edited or be changed location.

Additionally, having hospital (vacant or not) in the fort can help with some random events.

Hospitals seem to be related to abortion?

# Prerequisites

Construction research prerequisite needed
Big Farm

Big farms produce XX food every day of healthy crops like chard and turnip. Posting full-time farmers here increases the yield.

# Stats

Natural Defense of 1

Produces XX food per day

Produces more food if farmers are working. Scavengers make good farmers

# Prerequisites

No research prerequisites needed

Require 1X2 or 2X1 Buildings to be built upon

# Build Sites

Can be built on the following:

 Pharmacy
 Power Plant
 Subway
 Water Treatment Plant
Progress

## Roadmap

Rebuild: Gangs of Deadsville isn't done just yet! Here's a list of some of the stuff that will be added now that the game's been released on Steam Early Access.

* Campaign Mode, a progressive journey through a dozen cities of increasing size and difficulty
* Hundreds of new random events
* Longer multi-event plotlines for each faction
* Interactive zombie and faction attacks
* New zombie types and smarter, more dangerous faction raiders
* Survivor relationships & children
* Hundreds of new survivor faces and mix & match outfits
* Equipment that actually looks like what it says it is, along with a bunch more art
* A proper ending to the game, and some other secret ways to win
* Balancing and tweaking of every aspect of the game based on player feedback... including making Impossible actually impossible (or at least harder)

## Status Updates

The best place to find all the most up-to-date Rebuild information is the official Rebuild forums, but here's a little history lesson of what we went through to get to where we are now.

* November 2012: Started collecting ideas for the new game.
* February 2013: Finished first design pass and started programming.
* April 2013: Hired Adam Meyer as an artist. Half of the game's base framework in place.
* May 2013: Started adding content (techs, events, factions, plots).
* September 2013: Added part time illustrator Sara Gross and writer Stephen Gray to the team.
* October 2013: Kickstarter campaign raised $40k. Soundtrack announced.
* November 2013: The game is now half finished, private alpha started.
* May 2014: A beta version of the game is released on Steam Early Access!
Zombies

Cities in *Rebuild* are overrun by **Zombies**. They're hiding on almost every building, even if you can't see them. The only place that's safe is inside your fort, and that might not be safe for long if your buildings aren't well defended enough. The number of zombies on each building gradually increase every day. They're attracted to the activity inside your fort and are more likely to crowd around outside it. If enough zombies get together against one of your fort's walls, they will turn into a zombie unit and attack the fort shortly after.

You can see how many zombies are in a building by clicking on it, and kill them via a kill zombies mission.
Jesse

**Jesse** is a Rotten and leader of that faction. He is the deuteragonist of Rebuild 3 and help the protagonist in curing the zombies.

## Biography

Not much known before his zombification but he used to be a vacuum cleaner salesman. Once he turned, he lost memories of what he used to be and became a cowboy and leader of the Rotten. He helped other zombies who had turned but have consciousness to survive. They usually reside in subway tunnels.

He is first encountered in Spokane and conflict with the government who held one of the members for experiment.

Despite the initial tension between the player and the Rotten, they soon find themselves as valuable allies since Castlegar when they fought Clark and his zombie army and drove him out of town. They also collaborated each other on finding the cure on Hope and Abbotsford where he suggested that the Pharmacists had a lab to create the cure.

After the cure creation, he and the Rotten were disappointed that the cure kills the zombies instead of reverting back to their humanity. Jesse decide to leave to wonder around the desert outside of the city.

He will return to Vancouver to see the player Omegavirus infected state with pity. If you didn't gather all the research, Jesse is unable to help you and the only thing he could do is spread the player story. If you got all the research, he revealed his journey in the desert where he met a snake who is an old woman who gave him a purple plant, which First Nations tribes use as medicinal herbs that could potentially cure the zombieism. The engineers uses all their effort to analyze the plant and effectively create the cure, Jesse soon become the first or second patient to become cured and return being human.
Quest

A type of mission that usually appears in plotlines, where you're prompted to do something specific like bring supplies to a faction or investigate a specific mall. Buildings that have a quest mission available are marked with an exclamation mark.

## Main Quest

These list focus on the main quests which involve finding the cure and investigate the zombie outbreak. The cities that focus the quest are Wenatchee, Pentiction, Hope, Abbotsford and Vancouver.

* Dr. Agbayani Research (Wenatchee)
* Finding the Internet (Pentiction)
* Monkey Blood
* Investigate Hope Laboratory
* Making the Cure (Abbotsford)
* Vancouver Confrontation

## City Quest

These quest are mainly focus on a single city, while similar to the main quest, it has no big impact over the greater story. However, it has greater opportunity for gaining leader perks and other potential benefits.

* Helping St Michael
* Gangs of Deadsville
* Government and Rotten Conflict
* Ice Cream Truck
* Dealing a Maniac
* Helping Diane's Son
* Return to New York