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 keyword. This gear is substantively crafted of metal.
Some effects persist until the end of the next complete round. These effects will end after the monster, then the survivors, take another turn.
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.