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.
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.
The number that each attack roll result must meet or exceed in order to be considered a hit. Listed on monster attack profiles and weapon gear.
An ability. At the start of the survivors’ turn, if you are adjacent to the monster, reveal the top AI card, then place it back on top of the deck.
A Monster’s basic action is detailed on its Basic Action card. A basic action consists of a target action and an attack action with an attack profile. Monsters will perform a basic action on some AI cards, in some reactions, or if the AI deck and discard are both empty. Performing a basic action does not count as an AI card being drawn.