HOW TO PLAY EMERGENT
Table Of Contents
A quick overview to get you playing fast.
You control a Unit on your Region Map.
Command that Unit to Move and Act once a week.
Coordinate with your allies in your region to eliminate enemies, deal with Crises, analyze Enigmas, and take advantage of Opportunities.
Keep your region safe by protecting the EMERGENT Base and keeping the Region Threats, Danger, Panic and Anomaly, below 100.
You can heal your unit by visiting a yellow City Hex and choosing the Recover action.
Move to another region using the EMERGENT Base.
EMERGENT's gameplay revolves around five basic actions.
Attack - To do violence against an enemy. Attack enemies.
Respond - To respond to emergencies. Respond to Crises and Opportunities.
Analyze - To investigate mysteries. Analyze Enigmas and enemies.
Defend - To prevent violence against yourself and others. Defend other EMERGENT Units.
Support - To support other units in performing any of the above actions or to Support the Region by reducing one of the Region Threats.
Each Unit has stats that will help it perform some of the basic actions. They are named after the basic actions.
Each Unit has a Movement, which determines how many hexes it can move, and a Health, which determines how much health it has.
Units can have Traits, which can be positive or negative, and help or hinder in specific circumstances.
When a Unit is reduced to zero Health it is returned to the EMERGENT Base, and one of the Region Threats increases.
Units can heal themselves by visiting yellow City Hexes and choosing the Recover action.
As a Commander, you have dice that represent your leadership skills.
You can commit any one of these dice to help your unit perform an action.
Usually you will want to commit a die of the same type as the action.
Commit an Attack die to an Attack action, and so forth.
Every month, you will receive a list of Missions.
Completing these Missions earns Assets.
Assets can be used in the Armory to upgrade your stats or get one-time-use Equipment to change the Region Map.
Once you buy Equipment, you can activate it from your Profile page.
A longer guide to give you details and tips on how to play EMERGENT.
Whenever a unit takes an action, all of the relevant statistics, traits, and bonuses it has will be added together to determine how effective that action is.
The power of an action is a one number result of these calculations.
All units can perform all actions at a base power of 1.
If your unit is inactive for four turns, it will be undeployed to clear up space on the map.
EMERGENT's gameplay revolves around five basic actions.
Attack - To do violence against an enemy.
The power of this action will be done to the target as damage. It may be reduced by the target's defense.
Example: A XERO Frontliners unit attacks an enemy. It has an Attack stat of 3, and nothing else relevant. The enemy has a Defense of 1. 3 - 1 = 2. The enemy takes 2 damage, which is subtracted directly from its health.
Respond - To respond to emergencies.
This is used to resolve Crises and take advantage of Opportunities.
The power of the action will reduce the value of the Crisis/Opportunity by an equal amount. When they reach zero, they are resolved.
Example: A XERO Trooper responds to a huge Crisis with a value of 50. She has a Respond stat of 4, and nothing else. The power of the action is 4, and 4 is subtracted from the Crisis value, reducing it to 46.
Analyze - To investigate mysteries.
This is used to investigate Enigmas and learn things about enemies.
The power of the action will reduce the value of an enigma, or move you toward learning a new thing about an enemy.
Every unit keeps track of how much it has been analyzed. For every 10 power dedicated to analyzing a unit, you learn a new thing about it.
You can see how close you are to learning a new thing by looking at the Analyze Progress in the unit description.
Example: A XERO Recon unit analyzes a mysterious alien enemy. He has an Analyze stat of 4, and nothing else. The power of the action is 4. The unit was already at 7/10 Analyze Progress, so he learns one new thing about the enemy--that its Attack stat is 7. He decides to use his Move to get as far away as he can.
Defend - To prevent violence against yourself and others. Defend other EMERGENT Units.
A Unit's Defend stat will automatically be subtracted from any incoming attack.
Example: A XERO Frontliner with 6 health is attacked by an enemy. The power of the enemy's attack is 6. Luckily, the Frontliner's defense is 3, so they only take 3 damage, reducing their health to 3. That hurt, but they're still alive.
The Defend action allows the Unit to protect a number of adjacent Units equal to the power of the roll.
Example: A XERO Trooper is trying to help with a Crisis when she is attacked by an enemy for 2 damage. Luckily, a XERO Frontliner is adjacent to them and chose to take the Defend action, with the XERO Trooper as one of their targets. The Frontliners take the attack, and take no damage, since their 3 Defense reduces the attack's damage to 0.
Support - To support others while performing any of the above actions.
You can use Support in two ways--to support other units, or to support the region in general.
Supporting the Region
You can ALWAYS support the Region, no matter where you are or what's around you. If you have nothing else to do with your action, support the Region.
Supporting the region will reduce one of the Region Threats. You can select which Threat you want to focus on.
Your unit's Support stat will add to the power of the action.
The power of your Support action will be directly subtracted from the relevant threat.
Example: A XERO Trooper is too far away from any enemies or events to deal with them, so she decides to support the region. The Region's Danger is very high, so she decides to use her Support of 3 to reduce the region's Danger by 3.
The power of the action determines how many allied units you can support.
By default, supporting a unit gives it +1 to defense and +1 to its actions this turn.
You cannot support a single unit more than once. However, other people can support the same units you have, and the effects will stack.
If you choose not to support all of the units that you can, your remaining support power will be subtracted from the highest Region Threat.
Example: A XERO Recon has a Support stat of 3, and decides to take the Support action to help out his XERO friends--a Trooper and a Frontliner. He selects them, and has 1 Support left over, which gets used to reduce the Region's highest threat, Danger, by 1. His friend the Trooper takes an action to resolve a nearby Crisis, and gets a +1 on it because she's being supported. The Frontliner has already taken their action, but gets attacked during the enemy turn. Fortunately they don't get hurt, because the support action gave them a +1 to Defense, which was enough to prevent the damage.
UNITS AND COMMANDERS
Your units have five stats - Attack, Respond, Analyze, Defend, and Support.
The stats determine how good they are the five basic actions, and add directly to the resulting power.
Example: The XERO Troopers unit has a Respond of 4. That means it automatically adds 4 to any Respond action.
Many units have special traits that give them advantages in particular circumstances.
Example: Xeno Hunter is a Unit Trait that reads "+1 Attack vs. Xeno enemies." When this unit attacks an enemy with the type "Xeno" it gets a plus one to the power of its action.
Health & Death
When your unit is attacked, the power of the attack is subtracted from their health.
You can heal your unit by visiting a City Hex and using the Recover action, only avalible in cities.
If your unit is reduced to 0 health by an attack, it is incapacitated.
An incapacitated unit is immediately redeployed next to the Region's EMERGENT Base at full health.
However, because the unit was forced to retreat, one of the Region Threats will be increased by 5.
Commanders have certain skills that they can use to support their Units in the field. These are represented by Commander Dice.
Commanders can enhance their unit's stats by using their Commander dice.
There are five types of Commander dice, one for each of the five basic actions.
Every time your unit takes an action, you can commit one of your dice to that action.
If the commander die is the same type as the action then it will add on directly to the power of action.
Example: A XERO Trooper responds to a huge Crisis with a value of 50. She has a Respond stat of 4, and her Commander has a d4 Respond die, that he commits to this action. He rolls a 2. Their result is 4 (Stat) + 2 (Roll) for a total of 6. 6 is subtracted from the Crisis value, reducing it to 44.
Note: It is occasionally useful to use a different die that will not add to the power of your action. The most common example: If you attack but use a Defense die, the die result will be added to your defense for the turn. Some enemies or events will reward you for using particular dice with mismatched actions.
All commanders have special traits that give them and their units advantages in particular circumstances.
Example: Commander Shodan has the trait Meme Supplier, meaning that every month, in addition to her other Missions, she gets the Mission: Create a dank EMERGENT themed meme. She will receive an asset for this meme, and the accolades of her Tangent comrades.
A list of actions you can perform this month to fight the enemy.
Moving and acting with your unit will always be one of your missions.
You will receive, other optional missions that you can complete to collect Assets.
Here are some examples -
- Complete roleplay prompts for online text roleplaying.
- Play out a live-action roleplay scenario for one or more players.
- Vote on an in-game decision point.
- Do a creative project, like an after-action report or an eyewitness sketch.
- Volunteer at at local charity -- helping real-Earth always helps game-Earth.
- Play a text-adventure game, with consequences that shape your character's story.
After creating your Commander and unit, you have a one month free trial to experiment and play EMERGENT.
During this month you may, at any time, request that your Commander or unit be re-written in any way.
All of the options from the Orientation are viewable at the bottom of this document.
Email email@example.com with the changes you want.
The National Map displays all the active regions currently monitored by EMERGENT.
Green Regions are protected.
Purple Regions are corrupted.
The Region with an outline is your Region.
Click on any region to see its map.
A colored hex grid representing a local region.
Units on the Region Map are represented by colored symbols.
Bright green units are EMERGENT units.
Purple units are enemies.
You can move units between Regions using the EMERGENT Base.
Types of Hexes
The different colors of the hexes in the region represent different kinds of terrain.
Special, terrain-specific Opportunities, Crises, and Enigmas can appear in different kinds of hexes.
There are some unit abilities that interact with hex types.
Default - Gray Hexes. There's nothing special about these hexes.
Mountains - Red Hexes. Only Flying units can move through mountain hexes.
Rivers - Blue Hexes. Only Aquatic units can move through river hexes.
Cities - Yellow Hexes. Emergent unit can heal themselves in cities by visiting local medical facilities. They will have the Recover action option while in a city.
Forests - Green Hexes. Enemies can spawn out of Forests. Be careful around them.
Events are non-moving occurrences that appear on the Region Map.
To interact with an Event, move your unit beside it, and use the relevant Action.
There are three kinds of Events--
Crisis - Represented by a purple explosion. A Crisis is a problem that needs solving. Interact with a Crisis using the Respond action to save victims and resolve dangers.
Enigma - Represented by a purple swirl. An Enigma is a mystery that needs investigating. Interact with an Enigma using the Analyze action to examine evidence and deduce insights.
Opportunity - Represented by a green badge. An Opportunity is a chance for EMERGENT to achieve something, like secure the Region or get a lot of assets. Interact with an Opportunity using the Respond action to capitalize on advantages and organize help.
Every event has a Difficulty. This represents how hard it is to achieve. Every time you act on an Event, you will reduce its difficulty. When an Event's Difficulty is reduced to 0, it is resolved.
When an event you helped with is resolved, you will receive one Asset on the next Enemy Turn.
Note: You must have devoted an Action to the event to receive an asset. If you contributed via a trait or using Search, you will not receive an asset.
Example: The Blogger Commandos have an Analyze of 3 and a d4 Analyze die. They try to Analyze an Enigma at value 10. They roll a 3. Their result is 3 (Stat) + 3 (Roll) for a total of 6. The Engima's value goes down by 6 and is now 4. Very close to being solved!
There is one EMERGENT Base in each Region. It is the center of operations and communications for Emergent in that region. It is represented by a green tower icon.
New Units and respawning Units will enter the Region in the closest free hex next to the Base.
The Base has health like a unit. It regains one health a turn. It can be attacked.
If the Base ever reaches zero health, the Region will fall during the next Enemy Phase.
You can move to a different region by moving your unit next to the Base and spending 5 Assets. Click on the Base to activate this option.
Enemies are represented by purple icons. They move and act once a week during the Enemy Turn.
There are four kinds of enemies that will appear on the map.
Xenos - Alien creatures, invading our world. Enemies of XERO.
Sevitors - Constructs, clones, and enslaved creatures, created by or enslaved by the aliens. Enemies of Tangent.
Diabols - Monsters and mystics with malicious intent. Colonialist vampires and werewolves who glory in bloodshed. Enemies of the Night Embassy.
Humans - Humans who have betrayed their planet and thrown in with the aliens. Enemies of everyone.
Enemies have tiers, which is shorthand for how dangerous they are. They range from Tier 0, minions and grunt troops, to Tier 3, terrifyingly powerful monstrosities.
Note: If you help destroy an enemy of Tier 1 or higher, you will receive one Asset on the next Enemy Turn.
Enemies have stats and traits just like other units.
They also have Attacks, which describe the actions they always take during their turn.
Analyzing enemies will reveal their real names, stats, traits, attacks, and all other information about them.
The overall state of a Region is represented by three attributes called Threats.
Danger - How dangerous the Region is.
Panic - How panicked the populace is.
Anomaly - How mystically unstable the Region is.
Events and Enemies often increase Region Threats.
Certain kinds of Events and Enemies only happen when Region Threats hit a certain level.
If any Region Threat is ever 100 when the enemy takes their turn, then that Region will fall.
If the EMERGENT Base is at 0 health or any Region Threat is ever 100 when the enemy takes their turn, then that Region will Fall.
A Region may also fall for other reasons, outlined in events and roleplay.
When a Region falls, all units are removed and must re-deploy to another, unfallen region.
The Region will turn grey on the map, and no longer be viewable.
There are ways to reclaim fallen Regions, discoverable through play.
You can see what's been happening in the region at any time by viewing the action logs.
Action logs are a text description of every action that is taken place in the region.
You can get the action logs relevant to a specific unit or event by clicking on the unit and clicking action logs.
Every day you log in you will be able to search on of the hexes adjacent to your unit.
Some small random thing will happen.
There are collectibles hidden around the map that you can systematically search for and assemble as a Region.
These collectibles will advance the plot, or unlock valuable upgrades.
The Armory is where you can trade assets for equipment and upgrades that will improve your units and affect the Region Map.
There are three kinds of things you can get at the armory
Equipment - Pieces of equipment represent one-time-use items you can use to do a variety of things.
Once you spend assets to get a piece of equipment, it will appear in your profile where you can use it.
Note: Equipment has generic names, and might mean different things for different players. Medicine might be a medkit for someone in XERO, but be a magical spell of healing for someone in the Night Embassy. Customize the flavor as suits you.
Upgrades - Upgrades are permanent upgrades to your commander or unit.
They can improve stats, give new traits, or add new dice.
These tend to be more expensive than one time pieces of equipment.
Schemes - Schemes let Commanders pool their resources to accomplish literally anything.
They are complex enough to have their own section.
Do you want to lure the giant XENO Godzilla monster into a choke-point ambush using raw meat and liquorice?
Do you want to trick the aliens into attacking their own base?
Do you want to research Bloodmoon Rituals?
Do you want to hack literally everything?
The answer is Schemes.
If you want to do something you can't do by conventional rules, you make a Scheme.
Schemes are expensive, but powerful. Multiple Commanders can (and should) be involved. They involve submitting a detailed description of what you are trying to do, and then committing a lot of Assets to the effort. The more Assets you commit, the more effective the Scheme will be.
Schemes can be Region or Global.
Region based schemes require a minimum of 30 Assets and will affect the game state in one Region.
Global schemes require a minimum of 100 Assets and will affect the game state everywhere.
When you think you have enough assets, you EXECUTE a Scheme. During the next Enemy Turn the Moderators will review your scheme and decide what happens with it.
Scheme Points are Assets that can ONLY be used for Schemes.
You can earn one Scheme Point a turn.
You earn that Scheme Point by adding content to other people's Missions.
You can find other people's Missions at the bottom of their Profiles or on the Social page.
You can comment on their Missions by asking questions, encouraging their efforts, or saying how your Commander contributes to their mission.
Here is all the information you'll need to create or update your Commander.
If you haven't made your Commander already, you should sign up and do that first, as it is a much more intuitive introduction to this information.
EMERGENT combines three Factions, each bringing unique knowledge and capabilities to the war effort.XERO
Xeno-Entity Response Operations
Years ago, young believers stitched together organized resistance against a danger no one else saw. Today, XERO is a coalition of courageous experts, daring believers, and timeshifted badasses. Vindicated by the arrival of the enemy, they serve as EMERGENT's core military.
Read the XERO Primer
Trolls Never Die
An impossible ragtag of hackers, criminals, and newborn AI, Tangent is a force the enemy can neither understand nor expect. Tangent personnel are stylish, bombastic, and unpredictable, matching alien cunning with tenacious human guile as well as meme-soaked Internet salt.
Read the Tangent Primer
THE NIGHT EMBASSY
Advocacy and Integration for the Extranormal
With their planet in the grip of cosmic terror, Earth's own monsters have broken their ancient secrecy. These doomed creatures and their human handlers stagger and bleed through cursed lives, but possess generations of experience with the invaders.
Read the Embassy Primer
Each Commander can choose one type of unit to control, based on their faction.
A dozer combat unit that takes a balanced approach.
Attack 3, Defend 3, Health 8, Movement 4
XERO Strike Team
A specialized attack unit with devistating firepower but little defense.
Attack 6, Defend 1, Health 6, Movement 5
Trait: Xeno Hunter - +1 Attack vs. Xeno enemies.
A combat unit trained to protect civilians in a crisis.
Attack 2, Respond 4, Health 6, Movement 5
Trait: Tactical Precision - +1 to Respond Actions when the Commander uses a Respond die.
An intel unit with the ability to support others.
Analyze 4, Defend 1, Support 3, Health 5, Movement 4
Tangent Keyboard Toughs
A combat unit that can analyze.
Attack 2, Defend 3, Analyze 3, Health 5, Movement 5
A response oriented unit with Defend.
Defend 2, Respond 4, Health 7, Movement 5
Tangent Camera Crew
An analyze unit with a Trait.
Analyze 6, Health 4, Movement 7
Trait: Whatever Happens, Keep Filming - The first time this unit is attacked during the enemy turn, they Analyze that unit with their base Analyze stat.
Tangent Code Angels
Analyze unit with Respond.
Analyze 3, Respond 3, Health 6, Movement 5
Embassy combat unit.
Attack 3, Defend 3, Health 6, Movement 5
Trait: Diabol Hunter - +1 Attack versus Diabol enemies.
Best available Response unit.
Respond 6, Defend 1, Health 5, Movement 6
Response unit with Stealth.
Respond 4, Health 5, Movement 7
Trait: Stealth - Enemies will not notice this unit.
Analyze unit with Combat.
Attack 3, Defend 2, Analyze 3, Health 5, Movement 5
Here is a list of all traits currently available to starting EMERGENT units.
Night Embassy Traits