Five ways for things to go wrong

Same Andy.
Different apocalypse.

Your kit is locked before the disaster is revealed. Every scenario has the same target: finish all 14 days.

01 · THE LIVING DEAD

Zombie apocalypse

The streets have become a lot less pedestrian-friendly. Quiet movement and a safe escape route help. Engines, bulky vehicles and loud weapons can bring unwanted company.

02 · THE FALLOUT

Nuclear fallout

The sky looks wrong and staying outside comes at a cost. Shelter matters, exposure accumulates and supplies still need finding. An ordinary car is not a radiation shield.

03 · WE ARE NOT ALONE

Alien invasion

The visitors did not come for a cup of tea. Patrols, sudden sweeps and conspicuous equipment make every scavenging trip a gamble. A small, quiet escape can be useful.

04 · SYSTEMS OFFLINE

Cyber Collapse

A cyber attack switches Britain off. No power, no payments and absolutely no orderly queuing. Shops are looted, roads are blocked and anyone with supplies suddenly looks very popular. Andy has fourteen days to keep his kit, his nerve and himself out of trouble.

05 · THE DARK OUTBREAK

The Black Plague

A plague has taken hold. Searching for supplies brings illness risks, while rest and shelter can help. The comforting familiarity of your kit may only get you so far.