

Character Cards
Character cards are divided into two classes: Monster and Defender.
Each class of card is then divided into seven different types:
Monster
Alien
Construct
Demon
Ghost
Mutant
Natural
Undead







Defender
Alpha
Everyman
Healer
Innocent
Outsider
Scholar
Spiritualist







Many Characters have Special Abilities which are unlocked on certain Locations.
Each Character has a Primary Attack. Some do damage, some have other effects.


Location Cards
Locations are cards that are played to create the play area. Location HP capacity also determines how many characters can be in play.
Each Location depicts one type from each class.
When a character with the same type is on the Location, their Special Ability becomes unlocked.
The HP Capacity of the Location is the number in the upper left of the card.
Most Locations have a condition that's triggered either when played from a player's hand, or when a character moves to that Location. Some Locations have conditions that are always in play.


Event Cards
Events can be played by a player once per turn. They typically offer some kind of strategical advantage to the play. Most are based off of some horror trope.


ITEM Cards
Items are cards that a player attaches to their character that are in play. Items offer bonus damage, heal, or other strategic effects
Each item has a use limit. Each time a character uses the effects of the item, its considered a "use." The use limit is the number at the bottom of the item card.
Players can play as many items per turn as they want. But characters can only hold 1 item each, unless otherwise stated.


trap Cards
Traps are special cards that can often to do devastating damage, or have other significant effects. The catch: a player has to have all of the cards that make up the trap.
Each trap shows a fraction number at the bottom right of the card, like 1/1, or 1/4, etc. This indicates how many copies of that card a player must have in their hand before they can play the trap.
A player plays a trap on a Location of their choice at the end of their turn. The trap's effects are triggered at the beginning of their opponents turn, before anything else happens.

