ARMAMENTS
Found by drawing this card from the Encounter deck. Contributed face-down during an Encounter, adding +1 Attack Damage to the party's total. It's the most common find in the deck — not flashy, but dependable. On its own it won't clear an Encounter, but stacked two or three deep, Armaments quietly closes the gap toward the 5–6 Damage most threats demand.
Because it's so common, Armaments is also the least suspicious card to play — nobody bats an eye at a "weak" contribution. That makes it a decent smokescreen: a Saboteur can play it to look cooperative while still holding back real damage elsewhere, and a genuine Survivor can stack several without drawing attention the way a sudden Explosives play might.
Undead Horde
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.
Undead Horde
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.
MEDICAL SUPPLIES
Found by drawing this card from the Encounter deck. Contributed face-down during an Encounter, adding +2 Attack Damage to the party's total. A step up from Armaments — enough on its own to meaningfully shift an Encounter's odds, especially paired with one or two other contributions. It's the reliable middle ground: not as scarce or suspicious as Explosives, but strong enough to matter.
Its scarcity sits right in the sweet spot — common enough that playing it doesn't scream "I'm holding something big," but valuable enough that a Survivor saving it for a critical Encounter can turn a losing total into a win.
Undead Horde
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.
HIGH EXPLOSIVES
Found by drawing this card from the Encounter deck. Contributed face-down during an Encounter, adding +3 Attack Damage to the party's total. With most Encounters requiring only 5–6 Damage, Explosives nearly guarantees success on its own — the strongest single-card swing in the deck.
Its rarity is what keeps it in check. Save it for moments that matter, ideally when you suspect a Saboteur is about to Reveal against the party — a well-timed Explosives can overwhelm the Encounter before sabotage has a chance to sink it.
STONEWALL
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.
VILE SAMPLES
Found by drawing this card from the Encounter deck. Contributed face-down during an Encounter, subtracting 3 Attack Damage from the party's total instead of adding it — the Carrier's quiet way of tanking an Encounter from the inside without ever showing their hand.
But it's dual-use: every Survivor attempting to Escape must hold Vile Samples — it's the raw material for the Cure. That makes it the most contested card in the game — Survivors need it to win, Carriers need it to deny them and to sabotage.
BLOODHOUND
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.
HARDSHELL
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.
THORNBACK
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.
SHRIEKER
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.
BEHEMOTH
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.
MATRIARCH
Drawn from the Encounter deck — a threat the party must fight through or find a way past. Full stats and abilities are printed directly on the card art.