Rules
Every challenge needs them! These are subject to change and addition.
If you can see a way to make the rules simpler or add to them, please comment!
Rule 1: Get a leader
What kind of leader is up to you. Is this a survivalist family? Strangers hiding out from the apocalypse? A cult leader? Whatever your household setup, someone needs to be in charge.
The leader requires their own bedroom. No one enters this room except the leader. Lock that door!
Rule 1a: Leader wants to marry?
If the leader marries, the spouse becomes co-leader with equal responsibilities and rights.
Exception: If the leader has multiple relationships or "marriages," the leader retains control of the bunker, and remains the only Sim allowed in the bedroom.
Rule1b: Can a leader retire?
No. They are in this until death.
Exception: See Options: Changing Leaders
Rule 2: Turn the Crank (Exercise)
An expensive bunker would have a generator, but a cheaper one might have a hand-crank which needed someone turning it at all times for power and air filtration. Thus the first rule. You need some form of power, even if your lot is off-grid. Without electricity, you still need to filter the air, right?
Your bunker must have a designated hand-crank space large enough for exercise. This can be a room or just a corner. Someone should always be turning the crank, which can be accomplished with exercise. Yes, 24 hours a day, one of the sims must be working on their athletic/motor skill. Children can participate, but toddlers can't, as they aren't strong enough.
Exception: The leader's participation in cranking is voluntary.
Rule 2a: Forgot the crank?
If no one is exercising in the designated crank-space for , no one eats for a day.
Exception: The leader's participation in fasting is optional. They can eat in their bedroom.
Rule 3: Do not leave the bunker
Of course not. Your Sims don't want radiation poisoning, they don't want "NRS and UBT".
Rule 3a: Not enough Sims?
If you need more Sims to turn the crank and there are no children being born, one adult/elder Sim may leave permanently to be replaced after 24 hours by two teen/young adult survivors. The Sim who leaves is deceased. You may turn them into a ghost, but those in the bunker can't contact them.
The Sims who remain in the bunker can't eat until the survivors arrive.
The leader can't be the Sim who leaves. The leader's participation in fasting is optional. They can eat in their bedroom.
Rule 3b: Vampires pack
If your leader is a vampire, you must be particularly careful not to kill the other Sims, as they are your food.
Exception: If there aren't enough Sims in the bunker to turn the crank, and they have died of natural causes (not killed by the vampire), the leader may pretend to be sick and hiding in their room for at least 24 hours. During those 24 hours, no one eats, including the leader. After 24 hours, the leader may return with one new young adult/adult survivor.
Rule 3c: No guests!
Guests can't get into the bunker. You must lock the outer door for all Sims to keep them out. You may not go out to visit them or go to work. (Children may go to school so the Social Worker doesn't take them, but they must come home immediately after, without friends. We're pretending they're homeschooled.)
Rule 4: Phones and Computers
Only the leader can have contact with the outside world. Other Sims in the bunker can't make calls or socialize on the computer. If a Sim from outside calls them, they may accept the call, but still can't leave the bunker or invite others over.