Professional Documents
Culture Documents
Rawhide Set Add 1 to all hit locations. When you perform a survival action, roll 1d10. On a result of 6+, gain 1 survival.
Rawhide Boots
1 armor, set, rawhide
1x hide
When you depart, gain +1 survial.
Rawhide Gloves
1 armor, set, rawhide
1x hide
When you depart, gain +1 survial.
Rawhide Headband
1 armor, set, rawhide
1x hide
: Reveal the top 2 AI cards. Place them back on top of the deck in any
order.
Rawhide Pants
1 armor, set, rawhide
1x hide
Rawhide Vest
1 armor, set, rawhide
+1 Accuracy
1x hide
+1 evasion
Bandages
item
1x hide
: Remove up to 2 bleeding tokens from yourself or an adjacent survivor.
Rawhide Drum
item, rawhide, instrument, noisy 1x bone
On Arrival, all survivors gain +1 insanity. 1x hide
Inspirational Drumming! When you perform encourage, all non-deaf survivors are Drums required
affected.
Rawhide Whip
weapon, melee, whip, rawhide 1x bone
3
1x hide
7+
Provoke: When you wound with this weapon, gain the priority target token. Ammonia required
1
3x hide
Build Leather Worker - Settlement Location
1x organ
Organ Grinder Lantern Hoard / The Sun / Throne
Dried Acanthus
item, herb, consumable
1x fresh acanthus
When you depart, gain +2 survival. When you suffer a severe injury, ignore it and
archive this card instead.
Fecal Salve
item, balm, stinky
When you depart, gain +1 survival. 1x organ
: You are not a threat until you attack. If you have the priority target token,
remove it.
Lucky Charm
item, jewelry
1x organ
+1 luck
Monster Grease
item, consumable, soluble, stinky
On Arrival, all survivors gain +1 insanity. 1x organ
Inspirational Drumming! When you perform encourage, all non-deaf survivors are
affected.
Stone Noses
item, jewelry
3x organ
Build Stone Circle - Settlement Location
1x hide
Bone Smith Lantern Hoard / The Sun / Throne
Bone Axe
weapon, melee, axe, bone
2 1x bone
Frail
6+ 1x organ
3 Savage: Once per attack, if you critically wound, cause 1 additional wound. This
effect does not apply to impervious hit locations.
Bone Blade
weapon, melee, sword, bone
2
1x bone
6+ Frail: When you attempt to wound a super-dense hit location, this weapon breaks.
2 Archive this card at the end of the attack.
Bone Club
weapon, melee, two-handed, heavy, club, bone
2
3x bone
6+ Cumbersome: Spend as an additional cost to activate this weapon. Ignore
5 Cumbersome if this weapon is activated indirectly (Pounce, Charge, etc).
Bone Dagger
weapon, melee, dagger, bone
3
1x bone
7+ On a Perfect Hit, gain +1 survival.
Bone Darts
weapon, ranged, thrown, bone
1
Range: 6 1x bone
7+
3 Frail: When you attempt to wound a super-dense hit location, this weapon breaks.
Archive this card at the end of the attack.
Bone Pickaxe
item, tool, pickaxe, bone 1x bone
1
1x leather
8+
After Hunt phase setup, place the Mineral Gathering event on any hunt space. Ammonia Required
2
Bone Sickle
item, tool, sickle, bone 1x bone
2
1x leather
8+
After Hunt phase setup, place the Herb Gathering event on any hunt space. Ammonia Required
1
Skull Helm
3 armor, bone, fragile
2x bone –or– 1x skull
When you suffer a severe head injury, the Skull Helm is destroyed. Archive this card.
3x bone
Build Weapon Crafter - Settlement Location
1x hide
3x hide
Skinnery
Leather Boots
3 armor, set, leather
1x leather
1x hide
At the end of your act, you may move 1 space.
Leather Bracers
3 armor, set, leather
1x leather
Leather Curiass
3 armor, set, leather
1x leather
1x bone
Leather Mask
3 armor, set, leather
1x leather
Leather Skirt
3 armor, set, leather
1x leather
Hunter Whip
weapon, melee, whip, leather
3 2x leather
6+ 1x bone
3 On a Perfect hit, discard 1 mood in play.
Almanac
item, soluble, flammable
2x leather
When you depart, gain +1 insanity. You cannot gain disorders. Pictograph required
Brain Mint
item, consumable
1x screaming brain – Screaming Antelope
Consume: Remove all your tokens and stand up. You may use this while knocked
down. Use one per showdown.
Bug Trap
item, soluble
1x muscly gums – Screaming Antelope
At the start of the showdown, roll 1d10. On a 3+, add a Bug Patch terrain card to the 2x bone
showdown board.
Elder Earrings
item, jewelry
1x scrap
At start of Showdown, gain +2 survival. +1 Hunt XP after a showdown. 1x shank bone – Screaming Antelope
Musk Bomb
item, stinky, thrown, fragile
7x resources
If adjacent to monster when it draws an AI card, you may spend 2 survival and Pictograph required
archive Musk bomb to roll 1d10. On a 3+, discard the AI card without playing it.
Scavenger Kit
item, heavy
Unique 1x scrap
1x pelt – Screaming Antelope
When you defeat a monster, gain either 1 random basic resource or 1 random
monster resource from that monsterʼs resource deck.
Speed Powder
item, soluble
1x second heart – Screaming Antelope
: Suffer 2 brain damage. Gain +1 speed token. Use once per showdown. 2x organ
Bone Smith
Blood Sheath
item, bone, other 5x organ
Block 1
1x hollow wing bone - Phoenix
When Rainbow Katana is left of Blood Sheath, it loses Frail and gains Sharp (add 1x muculent droppings - Phoenix
1d10 strength to each wound attempt).
Counterweighted Axe
weapon, melee, axe, two-handed 2x bone
2 Reach 2
1x hide
6+
1x organ
4 On a Perfect Hit, do not draw a hit location. Monster suffers 1 wound.
Finger of God
weapon, melee, spear, two-handed
2 Reach 2 1x phoenix finger - Phoenix
5+ 4x bone
5 As long as you have 5+ survival, gain +1 accuracy and +1 strength.
Scrap Dagger
weapon, melee, dagger, metal 1x bone
3
1x scrap
7+
On a Perfect Hit, the edge sharpens. Gain +2 strength for the rest of the attack. Heat Required
2
Scrap Sword
weapon, melee, sword, metal 2x bone
2 On a Perfect Hit, the edge sharpens. Gain +4 strength for the rest of the attack.
1x scrap
5+
Heat Required
3 Gains Deadly
Skullcap Hammer
weapon, melee, club, bone
2 2x bone
7+ On a Perfect Hit, the monster is dazed and gains -1 speed token until the end of its 1x scrap
3 turn. A Monster can be dazed once per round.
3x bone
Bone Smith
Whistling Mace
weapon, melee, club, bone
2 2x bone
6+ On a Perfect Hit, reveal next AI card. Place it on top or botton of the AI deck.
1x organ
3 Unwieldy: If any attack roll results are 1, you hit yourself and suffer 1 damage.
Zanbato
weapon, melee, grand weapon, two-handed, bone
1 Slow, Frail, Deadly 1x great cat bone - White Lion
6+ 2x hide
6 Gains Devastating 1: Whenever you wound, inflict 1 additional wound.
Calcified Zanbato
weapon, melee, grand, two-handed, bone, heavy
1 Slow, Deadly
Calcify Zanbato
5+
Underground Sow & Black Harvest
8 Gains Devastating 1: Whenever you wound, inflict 1 additional wound.
2x scrap
Special Innovate Scrap Smelting - Gain this innovation 5x bone
5x organ
Showdown - White Lion
Catarium Showdown - White Gigalion (giga-catarium)
White Lion Set Add 1 to all hit locations. Gain +1 speed and +2 strength when attacking with daggers or katars.
When you Pounce, gain +1 accuracy for your next attack this turn. 1x bone
9 If you hit, monster gains -1 evasion token. Use once per showdown.
Showdown - White Lion
Catarium Showdown - White Gigalion (giga-catarium)
Frenzy Drink
item, consumable, fragile
1x lion testes - White Lion
Consume: Suffer Frenzy brain trauma. Can be used once per showdown.
King Spear
weapon, melee, spear, heavy, two-handed
2 1x lion claw - White Lion
6+ 1x great cat bone - White Lion
Reach 2: May attack from 2 spaces away.
3
Lion Headdress
1 item, flammable
1x shimmering mane - White Lion
Accessory: You may wear this in addition to 1 armor at this hit location.
Whisker Harp
item, instrument, noisy
1x golden whiskers - White Lion
On Arrival, all survivors gain +1 survival.
1x bone
: Strum. Roll 1d10. On a result of 6+ discard 1 mood currently in play.
On Arrival, all survivors gain +1 survival. If you are wearing fur armor, reduce all 1x shimmering mane - White Lion
damage suffered by 1, to a minimum of 1.
Organ Grinder
Add 2 to all hit locations. Skewer: After you slam, spend to move 1 space and activate a melee weapon with +2 strength. If you wound with a spear,
Screaming Set apply that wound roll result to the next selected hit location this attack.
Screaming Bracers
2 armor, set, fur
1x pelt - Screaming Antelope
On Arrival, if possible, add an Acanthus Plant terrain card to the showdown. When 1x hide
you activate terrain, you may add +2 to your roll result.
Screaming Coat
2 armor, set, fur
1x pelt - Screaming Antelope
Slam: Spend to full move forward in a straight line. If you move 4+ spaces and
stop adjacent to a monster, it suffers knockback 1 and -1 toughness until the end of 1x bone
the round.
Screaming Horns
3 armor, set, bone
1x spiral horn - Screaming Antelope
: Scream. Non-deaf insane survivors gain +1 movement until end of round. All 1x scrap
other survivors gain +1 insanity.
Screaming Skirt
3 armor, set, fur
1x pelt - Screaming Antelope
Thick, protective fur protects your parts. Add +1 to severe waist injury roll results.
Beast Knuckle
weapon, melee, katar, bone
2 1x large flat tooth - Screaming Antelope
Paired
6+ 1x pelt - Screaming Antelope
4 When you wound with this weapon, monster gains -1 toughness until the end of the
attack.
Blood Paint
item, soluble 1x bladder - Screaming Antelope
1x organ
: Activate weapon gear to the left and right of this card. These are two separate
attacks. Cannot be used with two-handed weapons. Paint Required
Blue Charm
item, jewelry, fragile
3x organ
Unshakeable: When you draw a Trap, roll 1d10. On a 6+, discard the
Trap and reshuffle the deck.
3x organ
Organ Grinder
Bone Earrings
item, jewelry, bone
1x shank bone - Screaming Antelope
At the start of the showdown, gain +2 speed and +2 strength tokens if insane and all 1x bone
gear in your gear grid has the bone keyword.
Boss Mehndi
item, soluble
1x golden whiskers - White Lion
Boss is brave. While adjacent to you, insane survivors gain +1 speed. 1x bone
Green Charm
item, jewelry, fragile
3x organ
Undeathable: If you would die, roll 1d10. On a 6+, you inexplicably
survive.
Lance of Longinus
melee, weapon, spear, two-handed, bone
2 1x legendary horns - Screaming Antelope L3
6+ Irreplaceable, Reach 2
6x organ
9 Each showdown, the first time you wound, the monster gains a -1 toughness token.
Red Charm
item, jewelry, fragile
3x organ
Unstoppable: When you attempt to wound, instead roll 1d10. On 1-5,
fail. On 6-10, wound.
Harvest Ritual Spend any number of monster resources to draw an equal number of basic resources.
Plumery Showdown - Phoenix
Add 1 to all hit locations. Charge: Spend , full move in a straight line. At the end of the movement, activate a melee weapon and attack. Add the
Phoenix Set number of spaces you moved to your strength for this attack.
Phoenix Faulds
4 armor, set, feather, metal, flammable
1x iron
1x leather
Phoenix Gauntlet
4 armor, set, feather, metal, flammable
1x iron
1x leather
Phoenix Greaves
4 armor, set, feather, metal, flammable
1x iron
1x leather
Phoenix Helm
4 armor, set, feather, metal, flammable 1x hollow wing bone - Phoenix
1x tail feather - Phoenix
Phoenix Plackart
4 armor, set, feather, metal, flammable
1x iron
1x leather
1x tail feather - Phoenix
If insane, ignore the first hit each round and suffer 1 brain damage
instead. 1x hide
Arc Bow
weapon, ranged, bow, two-handed 1x phoenix whisker - Phoenix
1 Slow, Range 6
1x wishbone - Phoenix
6+ Cumbersome: Spend as an additional cost of activating this weapon.
1x scrap
9 Range +2
Bird Bread
item, consumable, soluble
1x pustules - Phoenix
Consume: Once per showdown, add 1 to all hit locations. Gain priority target 3x hide
token. Roll 1d10. On a 1, reduce your survival to 0.
Bloom Sphere
item, stinky, other
1x small hand parasites - Phoenix
3x bone
When you are picked as a target, roll 1d10. On a 6+, the monster must
pick a new target if possible.
Plumery Showdown - Phoenix
Crest Crown
item, other
: If insane, reshuffle hit location deck. 1x phoenix crest - Phoenix
6x organ
When you depart, gain +1 insanity and +1 survival for every you have.
Feather Mantle
item, flammable
2x tail feather - Phoenix
When you suffer knockback, you may ignore collision with other survivors and 1x scrap
reduce the movement by up to 3 spaces.
Feather Shield
weapon, melee, shield, flammable
3 Block 1 2x small feathers - Phoenix
7+ 1x muculent droppings - Phoenix
0 Reduce any suffered brain damage by 1 to a minimum of 1.
Hollowpoint Arrow
item, ammunition, arrow
1 1x hollow wing bone - Phoenix
6+ Slow, Ammo - Bow
1x scrap
11 On a hit, monster gains -1 movement token. Use once per showdown.
Hollow Sword
weapon, melee, sword, bone 1x hollow wing bone - Phoenix
3
2x bone
5+ Frail, Paired
2x hide
3 On a Perfect Hit, make 1 additional attack roll.
Hours Ring
item, other
1x shimmering halo - Phoenix
Unique
During the aftermath, if you died or ceased to exist, you may archive the Hours Ring 5x organ
and reset the campaign to the previous Settlement Phaseʼs develop step before you
departed.
Sonic Tomahawk
weapon, melee, axe, metal 1x small feathers - Phoenix
3 On a Perfect hit, make 1 additional attack roll.
1x hollow wing bone - Phoenix
5+
1x scrap
2 Gain Savage and Paired.
6x bone
Blacksmith 3x scrap
Lantern Cuirass
5 armor, set, metal, heavy
-2 movement 2x iron
5x leather
When you depart, add 3 to all hit locations with metal armor.
Lantern Gauntlets
5 armor, set, metal, heavy
2x iron
6x leather
+2 accuracy with club weapons.
Lantern Greaves
5 armor, set, metal, heavy
1x iron
5x leather
+2 Movement
Lantern Helm
5 armor, set, metal, heavy
1x iron
7x bone
Ear Plugs. You are deaf. -1 accuracy.
Lantern Mail
5 armor, set, metal, heavy
1x iron
5x organ
Beacon Shield
weapon, melee, shield, metal, heavy 3x bone
1
Add 2 to all hit locations. 2x scrap
6+
3x leather
5 Block 2: Spend to ignore 2 hits the next time you are attacked. Lasts until your
next act. You cannot use block more than once per attack.
Dragon Slayer
weapon, melee, grand weapon, two-handed, heavy, metal 5x iron
1
Frail, Slow, Sharp, Devastating 1 3x organ
6+
Paint Required
9 Early Iron: When an attack roll result is 1, cancel any hits and end the attack.
Lantern Dagger
weapon, melee, dagger, finesse, metal 1x iron
2
Paired
4x leather
7+
2x bone
1 Sharp: Add 1d10 Strength to each wound attempt.
Early Iron: When an attack roll result is 1, cancel any hits and end the attack.
6x bone
Blacksmith 3x scrap
Lantern Glaive
weapon, melee, spear, axe, two-handed, finesse, metal 2x iron
2
Reach 2
2x leather
6+
4x bone
4 Sharp: Add 1d10 Strength to each wound attempt.
Early Iron: When an attack roll result is 1, cancel any hits and end the attack.
Lantern Sword
weapon, melee, sword, finesse, metal 1x iron
3
5x bone
5+ Sharp: Add 1d10 Strength to each wound attempt.
3x hide
3 Early Iron: When an attack roll result is 1, cancel any hits and end the attack.
Perfect Slayer
weapon, melee, grand weapon, two-handed, sword, heavy, finesse, metal 9x iron
3
3x organ
6+ Slow, Sharp, Devastating 2, Irreplaceable
Ring Whip
weapon, melee, whip, finesse, metal 1x iron
2
Reach 2
3x organ
5+
3x bone
0 Sharp: Add 1d10 Strength to each wound attempt.
Early Iron: When an attack roll result is 1, cancel any hits and end the attack.
Scrap Shield
weapon, melee, shield, bone, metal 3x bone
2 Add 1 to all hit locations.
2x scrap
7+
Block 1: Spend to ignore a hit the next time you are attacked. Lasts until your 3x leather
3 next act. You cannot use block more than once per attack.
Mask Maker Archive Forsaker Mask rare gear (acquired in Butcher aftermath)
Antelope Mask
2 item, mask, bone, other
1x pelt
Death Mask
2 item, mask, bone, other
-1 population
6x bone
Unique, Irreplaceable, Accessory
4x organ
If you have no affinities, gain +4 luck and suffer -4 to all severe injury rolls.
God Mask
2 item, mask, bone, other
1x founding stone
Man Mask
2 item, mask, bone, other
1x skull
Phoenix Mask
2 item, mask, bone, other
1x small feather
A departing survivor with a mask in their gear grid may lead their hunting party to a legendary monster. Rules for these monsters are found on
Legendary Monsters the Legendary Monster story event
White Lion Mask - You may hunt the Great Golden Cat
Lantern Research - Once per lantern year, spend 2x Bone, 2x Hide, 2x Organ to research. If you do, gain the next level of Lantern
Pulse Discoveries Research and record it on your Settlement Record Sheet.
Final Lantern Required Your Lantern Research level unlocks the corresponding Pulse Discoveries.
This crafting process requires a team. Nominate 3 other survivors to Create Coating and Protective Gear. If there are
Oxidation
not enough survivors to nominate, you cannot proceed.
Pay the cost below to prepare your implements then craft 1 pieces of gear below. After crafting, the implements are destroyed.
Create Coating and Protective Gear Implement Cost: 3x Leather, 3x Bone, 3x Organ, 1x Black Lichen, 1x Cocoon Membrane
Survivor’s Lantern
item, lantern
Partial Set: Add 1 to all hit locations. When you suffer more than one severe injury from an attack, ignore the second severe injury.
Gorment Set Full Set: Add 2 to all hit locations. When you suffer more than one severe injury from an attack, ignore all severe injuries after the first one.
Gorment Boots
2 armor, set, gormskin, heavy
1x stout hide - Gorm
Other survivors may move through but not end movement in a space you occupy. 1x bone
Gorment Mask
2 armor, set, gormskin, heavy
1x stout hide - Gorm
1x handed skull - Gorm
If your courage is higher than ★, ignore intimidate actions.
Gorment Sleeves
2 armor, set, gormskin, heavy
1x stout hide - Gorm
1x bone
You may Guard without spending survival.
Gorment Suit
2 armor, set, gormskin, heavy
3x stout hide - Gorm
Guard: At the end of your attack, if you are standing and have a shield 1x stout kidney - Gorm
in your gear grid, spend 1 survival to move 3 spaces directly away from
the monster and Block 1 for free.
Regeneration Suit
2 item, gorm
Accessory. 1x stomach lining - Gorm L3
1x jiggling lard - Gorm
At the end of the showdown, remove any permanent injuries you
suffered this showdown.
Acid-Tooth Dagger
weapon, melee, dagger, bone
2 1x acid gland - Gorm
7+ Paired.
2x bone
2 On a Perfect hit, a wound attempt in your attack automatically succeeds.
Armor Spikes
item, bone, heavy
1x stout vertibrae - Gorm
If adjacent to the monster when you suffer a severe body injury, the monster suffers 1x scrap
a wound. Limit, once per round
Black Sword
weapon, melee, sword, heavy
3 1x gormite - Gorm L3 / Gormchymist
On a Perfect hit, gain +1 survival.
5+ 1x handed skull - Gorm
10 If you are a Sword Master, you understand this weaponʼs potential. It gains +20
strength.
Gormery Showdown - Gorm
Gaxe
weapon, melee, axe, bone
1 Each showdown, the first time you critically wound the monster, it gains -1 evasion 1x dense bone - Gorm
6+ token.
1x stout hide - Gorm
4 Gains +1 speed and Savage.
Greater Gaxe
weapon, melee, axe, two-handed, heavy
2 Deadly. Reach 2. 1x dense bone - Gorm
6+ 1x jiggling lard - Gorm
On a Perfect Hit, the edge sharpens. Gain +4 strength for the rest of the
4 attack.
Gorn
item, instrument, gormskin
1x stout heart - Gorm
: All non-deaf knocked down survivors stand and gain + 1 to all hit locations.
1x bone
Use once per showdown.
Knuckle Shield
weapon, melee, shield, gormskin
3 1x mammoth hand - Gorm
7+ Block 1.
2x bone
1 Once per round, if you wound with this weapon, Block 1 for free.
Pulse Lantern
item, lantern, gormskin, fragile
1x milky eye - Gorm
: Once per showdown, roll 1d10. On a result of 4+, the monster is knocked down 1x active thyroid - Gorm
and all survivors gain -1 accuracy token.
Rib Blade
weapon, melee, grand, bone
1 1x meaty rib - Gorm
6+ 1x hide
Slow. Deadly.
5
1x strange resource
Special Innovate Gain the next Gormchymy innovation
1x gorm brain - Gorm
Healing Potion
item, consumable
Transmute: 7-12
At the end of the showdown, if you suffered any permanent injuries, you may
archive this card and remove one of your choice.
Wisdom Potion
item, consumable
Transmute: 13-18
Play the showdown with the top card of the hit location deck revealed.
Steadfast Potion
item, consumable
Transmute: 19-24
When you ignore a hit with Block, gain +1 strength token. When you are knocked
down, lose all your +1 strength tokens.
Power Potion
item, consumable
Transmute: 25-30
Consume: Once per showdown, gain +1 strength token for every you have.
Life Elixir
item, consumable
Transmute: 31-36
Each showdown, the first time you would die from a severe injury, ignore that injury.
Showdown - Flower Knight
Flower Knight The Bloom People campaign
Satchel
item, heavy, stinky
1x lantern bloom - Flower Knight
You may depart with one resource card. If that resource is Perishable, it is not 1x leather
destroyed.
Vespertine Arrow
item, ammunition, arrow
2
Ammo - Bow, Deadly 4
1x flower - Flower Knight
6+
0 Archive after use. If your attack misses, place a Flower Patch terrain tile adjacent to
the monster.
Vespertine Cello
item, instrument, noisy, other
Unique 1x lantern bud - Flower Knight
At start of showdown, all other survivors with an instrument in their gear grid gain
+1 luck token
Vespertine Foil
weapon, melee, sword, fragile 1x osseous bloom - Flower Knight
4 At the beginning of each settlement phase, archive this unless you spend 1 Flower
1x bone
5+ resource.
1x scrap
1 Gains Deadly 2.
The scene produces strange tears in the survivorʼs eyes, 1x osseous bloom - Flower Knight
Scent of Lost Wealth sharpening their vision of potential boons. Gain the 3x organ
Otherworldly Luck fighting art. Pottery required
As the song reaches its climax, the entire settlement is on the verge of
understanding a hidden meaning when they mysteriously fall asleep.
When they wake the performers are found frozen in the moment, Once per campaign
snoring soundly as strange petals peacefully sprout from their mouths
Ballad of the Wallflower and eyes. Sculpture required
-1d5 Population. Do not gain the benefits of your Death Principle. Song of the Brave required
Increase the settlementʼs Survival Limit by 1. Departing Survivors gain
+1 understanding and +3 insanity.
Forest Run You may exchange any number of monster resources for that number of random Flower resources.
The Bloom People Campaign
While you are being attacked, the monster has -1 speed. Any Faith innovation required
2x iron
Add +1 to Ripple Pattern roll results.
Nightmare Corn required ( Black Harvest L3)
Calcified Greaves
item, bone, heavy
Calcify Century Greaves
-1 movement. Add 3 to all hit locations.
Ripple Pattern: When you are attacked, roll 1d10. On a 10+, ignore 1 hit. 1x iron
1x organ
When any of your attack rolls are 1, you may reroll them. Limit, once per 1x hide
attack.
Digging Claw
weapon, melee, katar, pickaxe, bone, mineral 1x century fingernails – Dung Beetle Knight
1
2x scrap
4+ Paired
2x resources
5 During the Mineral Gathering story event, you may reroll one of your d10.
Regenerating Blade
Item, mineral, other
Critically wound the Filthy Resin Sword DBK hit location
During the Settlement Phase, you may archive this to remove the Dismembered
Arm or Dismembered Leg permanent injury from one survivor.
Add 1 to all hit locations. Leap: Spend . Place your survivor on an unoccupied space exactly 5 spaces away in a straight line, then active a melee
Dragon Set weapon and attack with +2 accuracy and +5 strength.
Dragon Belt
4 armor, set, metal 2x veined wing – Dragon King
1x organ
You are not knocked down from suffering a heavy injury. 1x iron
Dragon Boots
4 armor, set, metal
1x kingʼs claws – Dragon King
1x husk – Dragon King
Dragon Gloves
4 armor, set, metal
1x cabled vein – Dragon King
1x husk – Dragon King
1x leather
1x iron
Dragon Mantle
4 armor, set, metal
1x horn fragment – Dragon King
1x iron
1x hardened ribs – Dragon King
At the start of the showdown, you beat your chest mightily and gain
survival up to the survival limit. 1x leather
Dragonskull Helm
4 armor, set, bone, metal 1x horn fragment – Dragon King
2x bone
Gain +1 to all severe head injury roll results. Ignore shattered jaw 1x husk – Dragon King
severe head injury result.
Blast Shield
weapon, melee, shield, metal
1 Add 1 to all hit locations 1x kingʼs tongue – Dragon King
7+ 1x iron
Block 1. The first time you block a hit each showdown, gain the priority target
4 token.
Blast Sword
weapon, melee, sword, bone
2 1x horn fragment – Dragon King
6+ Block 1
3x organ
4 When you spend to block with this weapon, gain +1 survival.
All nuclear gear cards in your gear grid gain Deadly 2. 1x iron
Dragon Armory Showdown - Dragon King
6 If you wound the monster, it suffers knockback 5. Use once per showdown.
Dragon Chakram
weapon, ranged, thrown, bone 1x horn fragment – Dragon King
2
Range: 3 2x organ
6+
1x leather
3 If you hit, the monster gains -1 evasion until the end of the round. Limit, once per
attack.
Nuclear Knife
weapon, melee, dagger, nuclear 1x radiant heart – Dragon King
3
2x horn fragment – Dragon King
6+
: Edge ignites! Suffer 3 brain damage. Your next attack with this 2x scrap
3 weapon gains devastating 1. Limit, once per round.
Nuclear Scythe
weapon, melee, scythe, two-handed, nuclear 1x radiant heart – Dragon King
2 Reach 2
2x kings claw – Dragon King
6+
: Edge ignites! Suffer 3 brain damage. Your next attack with this 2x scrap
4 weapon gains devastating 1. Limit, once per round.
All nuclear gear cards in your gear grid gain Sharp. 1x iron
Shielded Quiver
item, leather 1x cabled vein – Dragon King
1x veined wing – Dragon King
You may activate and gain the benefits of each arrow gear in your grid one
additional time each showdown. 2x leather
Talon Knife
weapon, melee, katar, bone
2 2x kingʼs claw – Dragon King
6+ Paired
2x organ
4 If all your attack rolls hit, gain Savage and Deadly until the end of your attack.
2x silk
1x bone
Silk-Refining Innovation
Silk Boots
3 armor, set, silk, flammable
1x large appendage – Spidicules
1x silk – Spidicules
+1 movement. Once per round, you may spend 1 survival to gain 2
insanity.
Silk Robes
3 armor, set, silk, flammable 1x silk – Spidicules
When you depart, gain 1 survival.
1x hide
: Add 1 to all hit locations. Use once per showdown. 1x exoskeleton – Spidicules
Silk Sash
3 armor, set, silk, flammable 2x silk – Spidicules
When you depart, gain 1 survival.
1x bone
Silk Turban
3 armor, set, silk, flammable 1x silken nervous system – Spidicules
3x silk – Spidicules
: Turn the monster to face away from you. Use only during the 1x hide
survivorsʼ turn.
Silk Wraps
3 armor, set, silk, flammable
1x thick web silk – Spidicules
1x silk – Spidicules
Amber Edge
weapon, melee, scimitar, amber 1x bone
1
Slow 1x organ
6+
1x chitin – Spidicules
4 At the end of each attack, if you wounded the monster, make an additional attack
with this weapon.
Amber Poleaxe
weapon, melee, axe, spear, two-handed, amber 2x bone
2
1x organ
6+ Reach 2
1x venom sac – Spidicules
3 When a monster collides with you, roll 1d10. On a 6+ the monster suffers 1 wound.
Blue Ring
2 item, jewelry, amber 3x venom sac – Spidicules
Unique, Accessory
2x arachnid heart – Spidicules
If you are monster controller with the monster draws an AI card, draw 1 Legless Ball Required
extra card. Select 1 to play and discard the other.
2x silk
1x bone
Silk-Refining Innovation
Green Ring
2 item, jewelry, amber 3x eyeballs – Spidicules
Unique, Accessory
2x stomach – Spidicules
The first time you are attacked each round, gain 3 to all hit locations if Legless Ball Required
you are monster controller.
Red Ring
2 item, jewelry, amber 3x unlaid eggs – Spidicules
Unique, Accessory
2x spinnerets – Spidicules
If you gain a bleeding token while monster controller, monster suffers 1 Legless Ball Required
wound. Limit twice per round.
Silk Bomb
item, thrown, silk, amber, fragile
2x resources
: Until the end of the round, all survivors ignore knockback and bash. Archive 2x silk – Spidicules
after use.
Reduce damage from every hit suffered by 2, to a minimum of 1. You may not have 1x spinnerets – Spidicules
any heavy or metal armor in your gear grid.
Silk Whip
weapon, melee, whip, silk
2 1x large appendage – Spidicules
6+ 1x bone
On a Perfect hit, you may archive a mood in play instead of drawing a
3 hit location.
Throwing Knife
weapon, ranged, thrown
4 1x silk – Spidicules
Range: 4
9+ 1x serrated fangs – Spidicules
2 At the end of your attack, gain +1 accuracy token for each Perfect Hit. When knocked
down, remove all your +1 accuracy tokens.
Skyreef Sanctuary Showdown - Sunstalker
When you depart, gain survival equal to the number of you have. 1x huge sunteeth – Sunstalker
All your bows gain +2 range. 1x salt – Sunstalker / Salt Sculptures Terrain
Sky Harpoon
weapon, melee, thrown, spear 1x sunshark bone – Sunstalker
2
Reach 3, Savage 1x scrap
5+
1x salt – Sunstalker / Salt Sculptures Terrain
5 Once per showdown, if monster is within reach, roll 1d10. On a 6+, you skewer it! It
suffers 1 wound. Move it up to 3 spaces towards you.
Sunspot Dart
weapon, ranged, thrown
4 1x sunstones – Sunstalker L1
Range: 5, Deadly, Activation Limit: 3
7+ 3x bone
3 When you hit, there is an inspiring flash! Survivors adjacent to the monster gain +1
survival.
Sunspot Lantern
item, lantern 2x sunstones – Sunstalker L1
+1 Accuracy
1x scrap
You cast a 1-space shadow directly away from the monster. If the shadow could be 1x salt – Sunstalker / Salt Sculptures Terrain
cast in 2 spaces, decide which space has it until you move.
Level 1
Sacred Water Once per settlement phase, the settlement drinks the oil that builds up on the surface of the pool. Intimacy
You may endeavor here once per lifetime. Your body is infused with sacred water and Purified (record this). You
Purification Ceremony cannot depart this year. Gain the Protective disorder and roll 1d10. On 8+, gain +1 permanent attribute of your
choice. Otherwise, gain +1 permanent strength or accuracy.
Level 2
Sun Vestments
item, silk, flammable 1x golden whiskers - White Lion
Ignore Cumbersome
6x hide
When you have +1 strength tokens, increase the range of your Perfect 2x pustules - Phoenix
Hits by 1.
Sunring Bow
weapon, ranged, two-handed, bone 1x bone
2 Range: 5, Unique, Cumbersome
1x phoenix whisker - Phoenix
4+
1x bladder - Screaming Antelope
4 On a Perfect Hit, do not draw a hit location. Monster suffers 1 wound.
Level 3
Apostle Crown
3 item, jewelry, other
Unique, Accessory 1x legendary horns - Mad Steed
1x phoenix crest - Phoenix L3
At the start of your act, if you have any +1 strength tokens, reveal the next 4
monster hit locations and put them back in any order.
Prism Mace
weapon, melee, club, two-handed, bone 4x iron
3
Unique, Block 1 1x shimmering halo - Phoenix
6+
10 When you wound with this you may Block 1 for free and discard 1 mood in play if 2x elder cat teeth - White Lion L3
you have any +1 strength tokens.
You sit still for a year, in the boiling darkness of the Shrine.
Sun Sealing Gain the Hellfire secret fighting art. You cannot depart this Sauna Shrine Required
year.