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Scenarios and goals

Every scenario sets start, goal and rules. A goal display always shows the progress; on success you get a victory message and a round summary with value gained, promotions and play time.

Start of The Basics

The tutorial. Start: 1 digger, some wood, 260 money, trees, no buildings. Goal: ten lessons with hints: walk, jump, climb, dig, chop a tree, hut, flag, elevator, windmill, sell gold.

Start of Goldmine with hut and flag

The classic settlement round. Start: 1 digger, wooden hut with flag, 50 money. Goal: mine and sell all the gold. Big gold veins lie below the meadow.

Start of Rescue the Wipfs with an office

Start: small crew, office as base. Goal: collect and sell every wipf.

Start of Keep: a castle

Start: castle with office, castle plans in the base material. Goal: destroy the AI opponent’s office. If yours falls, you lose.

Start of the sandbox

Start: plenty of money and material. Goal: none. Build whatever you like.

Goal Met when
Goldmine all gold mined and every nugget sold
Ore mine the same with ore
Wipf hunt no living wipf left and at least one sold. Dead wipfs do not count as sold; if all die before one is sold, the round is lost
Monster hunt all monsters and eggs removed
Settlement score settlement value reached
Money score amount of money saved
Construction every blueprint built
Destroy the office enemy office destroyed
Kill the Captain enemy captain defeated (lost if yours falls; comes with the rule of the same name)
  • Building material required: buildings need their components.
  • Power required: consumers need a line to a producer.
  • Base loss: without a base building you are out.
  • Kill the Captain: the captain is whoever has the Captain ability (General), otherwise the highest-ranking digger. It is fixed at the start of the round and marked with ★.

Undermine Squad 0.1 · „Clonk“ is a registered trademark of Matthes Bender. Undermine Squad is an independent game.