A gear special rule. Survivors spend movement and activation to move the maximum available spaces in a straight line in one direction. At the end of movement, if in range, perform an attack using a melee weapon, adding the number of spaces moved in this way to your strength for the attack. Charge does not impact any further attacks this turn.


A hundred-sided die. This is accomplished by using 2d10, with one die nominated to represent the “tens” digit and the other to represent the “ones” digit. Note that a roll showing 2 lanterns (result of 10 on each) indicates a result of 100.


A terrain special rule. A survivor cannot voluntarily move into or through any spaces this terrain occupies. Impassable terrain stops all movement, including knockback. If a survivor is knocked back into a space occupied by impassable terrain, they collide with the terrain and their movement ends just before the terrain.

Blue Life Exchange

An ability. In the Aftermath, gain 3 additional Hunt XP. You may not place gear with the “other” keyword in your grid. Gain +1 permanent luck with each Age milestone. When you retire, you cease to exist.

Run Away

Once a settlement has innovated Pictographs, survivors may abandon a Hunt or Showdown Phase at any time. Follow the instructions on the Run Away story event.