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Contents

§IntroductionWho made this book and how, and what its numerical examples mean.

Part I · Ordinary Endless

Follow a level from the first point budget to the last completion check.

  1. 1Before the first zombieThe common wave count and budget model.2 min read
  2. 2Choosing the zombie rosterIndex sampling, weighted filling, and final-wave inclusion.3 min read
  3. 3How worlds change the planReplacement, extra actions, and world-specific systems.6 min read
  4. 4From level to strengthSpawn levels, health and attack multipliers, and leader effects.5 min read
  5. 5Where zombies appearEligibility, row history, and the order of placement.4 min read
  6. 6Waves, victory, and progressionSeparate rules for advancing waves, ending a battle, and continuing a run.10 min read
  7. 7Plant food and other dropsHow planned quotas and loot schedules become pickups.5 min read

Part II · Artifacts & accessories

Follow the effects, conditions, and numbers behind the items.

  1. 8Evolution: how its results are chosen⁠—and why they are predictableCandidate lists, planting order, and previews determine a reproducible sequence.7 min read
  2. 9Evolution's choice in build 4.2.6.401A generator of the artifact's own selects an index from the unshuffled list.2 min read
  3. 10The Purple Glove and the credit for a killA chance roll is only one gate between damage and a plant-food pickup.3 min read
  4. 11Three different meanings of fasterPlanting recharge, an instant reset, and attack speed follow different rules.2 min read
  5. 12The numbers behind an artifactLevels, ranks, formula strings, and the separate paths into descriptions and play.3 min read

Part III · Randomness & implementation

The shared systems and programming choices that change the outcome.

  1. 13Randomness has a historyShared streams connect the result of one action to events elsewhere on the lawn.3 min read

After the chapters