The game
The loop
Dig, carry, build, and the map changes. Everything else in PRC exists to keep that turning.
Two currencies that never mix
| Credits | Budget | |
|---|---|---|
| Belongs to | The person | The site |
| Earned by | Delivering spoil, finishing shifts, escorts, counts | Tonnes reaching the skip |
| Spent on | The commissary: food, better tools, cosmetics, days off a sentence | Modules, and nothing else |
| Spent by | Anyone, on themselves | Facilities, G1 and up |
Neither can ever buy the other.
The Cut, step by step
- A detainee works a rock face with a pickaxe.
- Every few swings, spoil drops into their hands. They can carry two at most.
- Rarely, a swing hits a pocket and gives double. Very rarely, it turns up a find.
- They carry it to the skip. The walk is the gameplay, and it's what Security escorts.
- Dropping it in the skip pays credits to whoever carried it and adds tonnes to the site's budget.
- As the tonnes add up, the Cut gets visibly deeper.
The truck
One truck. It carries supplies, not spoil: from the pier where the ship unloads, up to the stores. A Logistics Storeman drives it.
Building
Building isn't freeform. Around the site are module slots, each showing a ghost outline of what goes there. A Facilities member at a slot sees the cost in budget and supplies. If both are there, the build starts: a few minutes of Facilities members working at the slot under scaffolding, and then the real module appears. It is on the map for everyone from then on.
| Module | Budget | Who can place it |
|---|---|---|
| Section of hardstanding | 20 | Works Hand and up |
| Length of fence | 10 | Works Hand and up |
| Hut | 40 | Works Hand and up |
| Mast (comms) | 30 | Technician and up |
| Lighting rig | 25 | Technician and up |
| Generator (power) | 60 | Technician and up |
The bar
The bar is the modules placed. When it reaches a line, the next area of the site opens: a barrier comes down, a door opens, somewhere new becomes reachable. It opens for everybody and it stays open.