Rules (such as they are)
Life as a Creep is a play-by-post game run by me. Each player will be a Creep, looking to survive here.
You are a newly popped unit, not quite clear on what happens.
Your Stats are:
Combat 2, Defence 2, Hits 5, Move 4.
Move is probably the most important stat early on. It determines the number of actions you can take in a turn - move into other hexes, gather food, cut trees, build, etc. Each action uses up 1 move.
Combat equals how much damage a Creep does.
Defence equals the amount of damage a Creep can avoid from each attack.
Hits shows the amount of damage a Creep can take before it drops.
Each turn a Creep needs to eat. If a Creep is Hungry and there are rations available (Red dots) a ration will be consumed automatically for each Creep that needs to eat. If the stored rations run out, Creeps that were unable to eat will be hungry and need to spend an action to Gather food, and another action to eat. It's usually a good idea to have at least as much food left over at the end of a turn as there will be Creeps at the start of the next turn so no one has to waste actions on eating.
Creeps can gain special stats by a combination of focusing on certain tasks, performing amazing deeds, and sometimes a bit of luck.
There are four Creeps, so up to four players can start, but more will pop as we go, so more players can join.
I'll try to have a turn every 24 to 48 hours.
If you would like to play, indicate here. The first four players will get to start straight up, and others will be added to the pop queue.
The four Creeps spawn here, expecting to have the camp of Creeps waiting, but the whole place is empty of any other Creeps. The hut all your camps have looks old and unstable. There are three trees to collect wood resources from and two bushes to collect rations from. No wild animals, mineral deposits, or mines are in this starting hex. Each of you can begin taking actions.