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.
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.
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.
A gear keyword. This item has a strong odor.
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 special rule. A settlement may only have one copy of this gear card at a time.
An ability. Add 1d10 strength to wound attempts when attacking with Fist & Tooth.
An ability. You are immune to bash.
Gear with this keyword is a dagger weapon. Survivors may gain levels of dagger weapon proficiency with this weapon.
A survival action. When a survivor is hit, after rolling hit location dice but before damage, they may spend 1 survival to dodge, canceling one hit. The dodged hit becomes a failed attack roll and does not cause damage. Any additional un-dodged hits resolve normally. Dodge is the only survival action that knocked down survivors can perform. Each survivor may only Dodge once per round.