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Gathering

Send foraging parties to nodes around the area. Some refill; some are one-off finds. Riskier nodes pay more.

Nodes

NodeAreaResourceYield (hours an hour)RefreshRisk
Crumb pileBedroomFood0.6Renewable (refills 6 h)Low (2% of the party)
Water dish edgeBedroomFood0.5Renewable (constant)Low (1%)
Spilt honeyBedroomFood3One-offMedium (5%)
Pencil shavingsBedroomMaterials0.6Renewable (12 h)Low (2%)
Lego cityBedroomMaterials3One-offMedium (6%)
Garbage binBackyardFood0.9Renewable (refills on bin day, weekly; 24 h stock)Medium (5%)
Compost heapBackyardFood0.8Renewable (8 h)Low (3%)
Veggie patchBackyardFood0.7Renewable (12 h)Medium (6%, pesticide days 12%)
CreekBackyardFood0.5Renewable (constant)Medium (5%)
Building siteBackyardMaterials4One-offHigh (10%)
Picnic spillBackyardFood5One-offHigh (10%)
AsteroidSpaceMaterials1Renewable (24 h)Medium (6%)
Comet tailSpaceFood5One-offHigh (12%)
Derelict probeSpaceMaterials6One-offHigh (12%)

Rules

  • Yield column = hours of that resource's production per hour away (before card bonuses).
  • Trip lengths: 15 min, 1 h, 4 h or 8 h; longer trips get +10%, +20% or +30% yield and +1, +2 or +3 points of risk.
  • Risk = share of the party lost; Ghost ant, Desert navigator and Spider ant cards reduce it.
  • Each returning party rolls 2% for a lost worker of a new species (the expedition-only cards) and 5% for a rare item.
  • 5 expedition slots; the 30-second carry run on return adds up to +25% yield.
Categories: Activities · Minigames