How to play Bunker
Same goal, sprint pace
Same premise as classic — survive by convincing the squad you belong inside the bunker — but compressed into a single fast match. Designed for groups that want one decisive game rather than a long round-by-round campaign.
What the terminal shows
Squad and characteristic deck are identical to classic (4–12 players, 7 secret characteristics each, shared catastrophe and bunker info upfront).
The only difference is tempo: one pass through the squad, one vote.
Your hand
Same seven categories — bio, profession, health, hobby, phobia, baggage, and a special. You still see all yours; the squad sees what you reveal — which in this mode happens almost all at once.
Special condition
Beyond the seven characteristics, every player holds one "special condition" card — a standalone plus or minus (a hidden illness, a rare skill, an unexpected twist). You reveal it separately, with its own button, at any point in the game.
This is a Krovets feature — the classic tabletop Bunker has no such card.
One pass, all reveals
Each player in turn reveals all seven of their characteristics in a single brief turn — no micro-discussions between reveals, no forced-profession ritual.
When the last player has finished, the squad goes straight to the vote.
Krovets is an online board, not a referee: the app doesn't enforce reveal order, cards per round, or how you vote. All of this is a recommendation — play however suits your group.
One vote settles it
One open discussion followed by one vote. Each player picks the top N candidates (N = bunker capacity) they want inside. Votes are summed across the squad — top N win their seats.
Voting in Krovets is anonymous: the squad sees only the tally — how many votes each player got, not who cast them.
Finale
The top N voted-for players survive and take their seats in the bunker. Everyone else is left outside.
The whole game usually finishes in 15–25 minutes.
Tips
Don't reveal your strong cards too early — save the trump for the round where your fate is decided.
Read the squad: sometimes it pays more to look quietly indispensable than to argue loudest. A weak card is easier to sell as honesty, and a bold bluff as confidence.
Keep an eye on the bunker's capacity: by the endgame, the squad should see you as someone they can't seal the door without.
Ready to head down to the bunker?
Create a room, share the code, and play. Free and no registration.
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