Summary
Seven-step loop: pick a target, prep a crew, raid, handle what happens, process the haul, invest the returns, repeat. One full cycle is one “session beat” — early game takes minutes, late game compresses as delegation kicks in.
The Loop
1. Choose raid target
Open the Raid Board and pick a mark. Each target biases toward different resource types. Sending a Scout ahead reveals threats; without one, the crew walks in blind. Check the Game Clock — night raids are safer (daytime doubles encounter chance).
2. Prep your team
Assign raccoons to the crew, matching unit roles to the target. Equip gear. Each dispatch costs trash as a mission start fee. The crew assignment UI shows estimated travel time per raccoon.
3. Send them off
Dispatch the crew. They travel as a group at their average Speed along the city streets. The player can open the Raid Board anytime to watch crews moving on the overhead city map.
4. Raid encounters
At 50% loot progress, an encounter may trigger (probabilistic — most raids have none). If one fires, the raid pauses and the player has 2–3 real minutes to physically reach the Raid Board and dispatch backup raccoons to reinforce the crew. Backup travels to the target and pads stats for the encounter check. Fail consequences are lethal: dogs kill, animal control captures. See Raid Encounters.
5. Intake the loot
Returning crews drop their haul at the Loot Sorting Station. Loot arrives when the crew physically returns to the hideout. Global-counter resources click straight in; food and valuables require routing decisions. See Loot Intake.
6. Upgrade / train / craft / expand
Spend what you earned across the base stations — train stats, craft gear, build new stations, raise storage caps. See Stations MOC.
7. Repeat
Milestones and quests give direction beyond the cycle — unlocking new unit types, raid targets, and longer arcs. See Progression.
Session Pacing
Early game: every step is manual and deliberate. The player stands at each station at baseline (per Station Operation Model). As raccoons are recruited and assigned, delegation compresses the loop. The loop doesn’t change shape; it just gets smoother.
The Game Clock creates a natural rhythm: prep and train during the day, raid at night when it’s safer. Daytime raids are possible but riskier — a strategic choice, not a restriction.
Links
Open Questions
- How long should one full loop cycle feel in minutes at early vs. mid vs. late game?
- How prominent should the encounter notification be? Full-screen flash vs. persistent HUD alert vs. audio-only?