Gear with this keyword is armor. Protects the survivor from injury. Each piece of armor will have the hit location symbol for the hit location it can be worn on. Each hit location may only wear one piece of armor.
A gear special rule. A settlement may only have one copy of this gear card at a time.
Represent terrain that can be encountered during the Showdown Phase and contain rules for how monsters and survivor interact with them. Terrain cards place one or more terrain tiles on the showdown board.
A gear keyword. This item has a strong odor.
A gear special rule. Add 1d10 strength to each wound attempt using this gear. This d10 is not a wound roll, and cannot cause critical wounds.
Resources cards are gained from defeating monsters and events. They are spent to develop the settlement and craft gear. There are 4 kinds: Basic, Monster, Strange, and Vermin.
Principles are your settlement’s guiding philosophies. When a principle’s story event triggers, your settlement must make a choice. Record the chosen principle on the settlement record sheet and add that principle’s card to the settlement play area.
Some effects persist until the end of the next complete round. These effects will end after the monster, then the survivors, take another turn.
A gear keyword. This gear is substantively crafted of metal.
While a monster is knocked down, attack rolls hit on 3+ (in place of normal accuracy). Cancel all reactions, including reactions that might be beneficial to survivors. This does not cancel critical wounds effects (since they are not reactions). If the monster is knocked down during a flow, cancel any remaining actions on its card. A knocked down monster stands when: it draws an AI card, a trap is played, or at the start of the next turn (monster or survivors’).