Outpost Preparedness
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The part that isn’t gear

You can buy every physical item in this kit for about $314 — we published the list and the prices. What you can’t buy at a hardware store is the other half: 16 documents and a 92-card game, written to be used by someone who has never done any of this before.

Every page shown below is the real first page of the real document. Nothing here is a mock-up.

The three nobody else ships

First page of TEN MINUTES — the game

TEN MINUTES — the game

6 pp

A family readiness game you play at the kitchen table. Draw a scenario, draw a curveball, and answer four questions out loud — what is your first move, who do you tell, what do you take, where do you go. The scoring is the clever part: you only earn points for answers you can physically produce, so “we’d go somewhere safe” scores nothing and “Grandma’s, 41 Oak Street” scores. Rules, three modes, and a scorecard. Ages seven and up.

First page of S.A.F.E. Plan & Breadcrumbs

S.A.F.E. Plan & Breadcrumbs

18 pp

The plan itself. Who it covers, your addresses and rally points, contacts and medical, medication and allergies — then the Breadcrumbs: pre-written notes you leave behind so anyone looking for you knows where you went, when, and who is with you. Separate sheets for a home departure, a school or work pickup, a neighbour, an emergency responder, and your pets. Filling these in beforehand is the difference between being searched for and being found.

And the rest

First page of Quick-Start Guide

Quick-Start Guide

3 pp

Open this first. It walks you through unpacking the bag, checking every item off, and being genuinely ready in about ten minutes — before you've read anything else.

First page of TEN MINUTES — 40 scenario cards

TEN MINUTES — 40 scenario cards

15 pp

Print, cut, play. Forty situations weighted to what American households actually meet — outages and storms far more often than hurricanes. Nobody is hurt on any card; the tension is always a decision under a clock.

First page of TEN MINUTES — card backs

TEN MINUTES — card backs

2 pp

Printed backs for both card sizes, so the deck looks like a deck rather than a stack of paper. Print these on the reverse only if you want to — the game works face-only, and home duplex alignment drifts.

First page of TEN MINUTES — tuck box

TEN MINUTES — tuck box

1 pp

One landscape sheet. Cut on the solid lines, fold on the dashed, glue the grey tab. Holds the whole deck, and the back panel prints the four questions so the box itself teaches the game.

First page of TEN MINUTES — curveballs & roles

TEN MINUTES — curveballs & roles

4 pp

Twenty-four curveballs that change the situation mid-round, and eight role cards deciding who is home — including one where the children act first, because the plan has to work when the usual decision-maker is not the one holding it.

First page of Family Emergency Plan

Family Emergency Plan

3 pp

The fill-in-the-blanks plan: key contacts, meeting points, who collects which child, where you go if you can't come home. It's the document behind three of the Level 1 gates in the readiness assessment.

First page of Annual Family Prep Drill Toolkit

Annual Family Prep Drill Toolkit

2 pp

Readiness fades. This is how you run one drill a year so the plan stays real — a step-by-step you can follow in an evening. A plan you've never walked is a plan you're guessing about.

First page of Go-Bag Checklist

Go-Bag Checklist

2 pp

Every item that shipped in your bag, by name and quantity, plus a second table for what you add yourself. For the twice-yearly check that everything is still there, still in date and still working.

First page of Emergency Contact Info Card

Emergency Contact Info Card

1 pp

The card that goes in the bag: primary and secondary contacts, an out-of-area contact, doctor, allergies and medical needs, insurance policy. Written down, because your phone is the thing that dies first.

First page of Disaster-Ready Kids Mini-Guide

Disaster-Ready Kids Mini-Guide

2 pp

How to bring children into this without frightening them — what to say by age, and how to give them a job. Fear without a job is how you raise an anxious kid; a job is how you raise a calm one.

First page of Disaster-Ready Pet Mini-Guide

Disaster-Ready Pet Mini-Guide

2 pp

Pets are the reason people go back into buildings. Plan for them in advance and you remove that decision entirely.

First page of Hurricane Emergency Checklist

Hurricane Emergency Checklist

3 pp

Hurricane, flood, power outage, tornado, evacuation — what to do before the season starts, and what to do when a warning lands.

First page of Insurance & Claims Checklist

Insurance & Claims Checklist

3 pp

The part nobody prepares for: the weeks after. Documenting damage, filing correctly, and the order to do it in. The most financially valuable document in the vault, and the one people wish they'd read first.

First page of Mental Health & Resilience Resource Sheet

Mental Health & Resilience Resource Sheet

2 pp

Coping strategies for after the event, for you and for the people you're responsible for. Written because the hard part usually isn't the seventy-two hours — it's the months that follow.

This is what the $160 buys

The gear is the gear. Anyone can source it, and we’ve told you exactly what it costs. But a bag full of equipment nobody has been taught to use is a receipt, not a plan — and every one of these documents exists because I spent twenty years in the Marine Corps finding out which instructions people actually follow under stress and which ones they don’t.

The fifty-card exercise is the clearest example. We ran tabletop drills before every operation — not because the plan was complicated, but because a plan nobody has rehearsed is a plan nobody executes. Your kitchen table is the same problem at a smaller scale.