Every gear card in the game is explained in detail here.
At the beginning of battle, place 4 Ichor tokens on this card. You may spend 1 Ichor token to move one enemy and one player 1 space. When this card has no Ichor tokens left on it, flip this card.
All players gain 2AP. One enemy loses 1HP. After using this item flip this card.
All players move +1 space when they do a move action this round. The bas movement for all players is 1, so then becomes 2.
The player that uses this item gains 1HP multiplied by the current level mutant they are battling. Then, roll 1D6, on a result of 4 or more all adjacent players gain 1HP, then flip this card.
At the beginning of battle, place 4 Ichor tokens on this card. You may spend 1 Ichor token to move 1 space for free. When this card has no Ichor tokens left on it, flip this card.
The player that uses this item gains 5AP. At the same time all players may move 1 space for free then flip this card.
Do not spend AP to make a move when you occupy that same space as another player. Remember you cannot stay on a space another player occupies, you must move!
When you roll a 6 during an attack, gain 1HP. This can only be done once per attack roll and can only affect one dice that shows a result of 6.
This ability can be performed once per round. You may roll the map dice of the current mutant you are battling. Once the dice is rolled, you must land in an open space in the zone rolled.
When attempting your REVIVE action, after rolling 1D6, add +1 to the roll result.
If an attack would kill you, instead set your HP to 1 and remove 1 Ichor token.
This ability can be performed once per round. Roll 1D6, on a result of 4 or more you may move 1 space for free.
This weapons attack profile reads, Spend 1AP, roll 3 attack dice, on a results of 3 or more lose 1HP. If a player is standing in a matching weak spot this weapon profile slightly changes to Spend 1AP, roll 3 attack dice, on a results of 2 or more lose 1HP.
During your attack, if an attack dice result shows a 6, another player may immediately move 1 space.
This weapon can heal a target. A target can be any adjacent player, you cannot target yourself. Roll 1D6, on a result of 2 or more, the targeted player gains 1HP.
This ability works on mutants only, not smaller enemy types. If the mutant in your zone moves to another zone, you may move with them. Place your player token in any open space in that zone. If there are no spaces available, you cannot move with them. If you do move, this weapon can be activated a second time this round.
This weapon rolls only 1 dice for its attack, but if that attack misses, you gain back your AP and 1HP.
At the beginning of battle, place 3 Ichor tokens on this card. The player may spend 1 Ichor token to move to an open space in that enemies zone.
This item can only be used directly after you or an adjacent player rolls attack dice. If you or an adjacent player decides to use your LUCK ability to re-roll attack dice, use this item to re-roll an additional 2 dice. (Ex. A player spend 1AP to re-roll an attack dice, use this Item to now re-roll 3 attack dice). After this item is used you must flip this card.
This Item does not carry Ichor tokens on its card like other gear cards. Instead, the item itself is Ichor, so flipping this item allows the player to place an Ichor token on a players gear card, refilling it. After this item is used you must flip this card.
This allows all players on the map to take the EQUIP action for free regardless if it is their turn or not.
Lose 2HP to attack an infinite amount of times this round. You must still spend the AP to activate a weapon. After this item is used you must flip this card.
A player must be standing in a weak spot of a mutant that matches the color of their player board to use this Item. Be sure to use this item before a mutant draws an attack card on that round! After this item is used you must flip this card.
Roll 1 D6, on a result of 4 or more gain 1 Dimensional Gear card. After this item is used you must flip this card.
At the beginning of a battle add +5HP to your max HP. If the battle is not started with this card equipped, your max HP is increased by 5 but you do not gain any HP from equipping it. (Ex. If your HP is at 1 and you then equip this skill, your Max HP would increase but you would still have 1HP.
This card can only be used when a mutant targets you for an attack. Roll 1D6, on a result of 4 or more the mutant targets another player. This is an option skill to use and very good if you are low on HP.
You can freely swap out AP or HP during your turn by paying the cost.
When you revive a player gains +1HP. With this skills the player gains an additional 3HP, totaling to 4HP on a successful REVIVE.
If you are adjacent to an enemy (which could be a mutant or one of its minions) at the beginning of your turn you may roll 1D6. On a result of 1 - 3, the player gains one ichor token. On a result of 4 - 6 the enemy loses 1HP.
Place an Ichor token in a larger space that a mutant would occupy. Every time a mutant lands on a space with an Ichor token in it, place it on the mutant board.
At the beginning of battle, place 5 Ichor tokens on this card.
Spend one Ichor token from this card to to re-roll ALL attack dice of you or an adjacent player.
This ability can be used during another players turn as long as they are adjacent to you.
This card has no special rules but does roll a ton of attack dice. Combo this weapon with the correct skills, items and taking advantage of the weak spot on a mutant to make devestating attacks.
Lose 1HP to roll 3 extra dice during this attack. Take note that this weapon can be activated twice in a round. This is an optional ability that is part of this attack.
Every time you attack with this weapon place a Ichor token on it. When 3 Ichor tokens are on this card you gain the following ability: Spend 1AP, roll 1 D6, on a 4 or more the mutant skips their turn. Be sure to use this before a mutant has activated for the round!
At the beginning of battle, place 1 Ichor token on this card. Spend 1 Ichor token to be able to attack twice on your turn this round. This can be a devastating attack if used in the weak spot of a mutant!
If all attack dice show matching numbers (ex. If you roll 2 dice and they are both a 4, they match) gain 1HP. Take note this weapon can be activated twice in a round on your turn!
At the beginning of battle, place 4 Ichor tokens on this card. A player may spend 1 ichor token from this card to re-roll 1 of their attack dice. When all Ichor tokens have been depleted on this card, you must flip this card over.
At the beginning of battle, place 4 Ichor tokens on this card. You may spend 1 Ichor token to flip an adjacent players Item gear card. When all Ichor tokens have been depleted, flip this card.
Using this item kills the player, set their HP to X. When a player successfully REVIVES, they gain 4HP instead of 1HP.
Add 1 extra dice to your next attack this round. Then, roll 1D6, on a result of 4 or more, flip this card.
Move a mutant to the players zone that activated this card. Rotate the mutant so that the weak spot on its attack card is lined up to the direction of the player. Only use this card after a mutant has revealed their weak spot for the round!
Spend 3AP, then flip this card. The player rolls an additional attack dice during their attacks for the remainder of battle.
When an enemy targets you and rolls attack dice, if any of those dice are a 6, the enemy must re-roll that dice. Only one dice showing a 6 can be re-rolled. If you re-roll a dice and it shows a 6 again, keep that result.
If an enemy attacks a player that has this skill equipped, it loses 1HP regardless if it is adjacent to the player or not.
When a player rolls a 6 during their attack, they may activate this skill. Roll 1D6, on a 1 result, the player loses 1HP. On a result of 2 or more, the enemy loses 1HP.
At the beginning of the round the player may perform the following ability. Roll 1D6, on a result of 4 or more, that player may move their turn order card to any spot on the turn order track. This happens after turn order cards are shuffled and revealed.
This weapon can be used an infinite amount of times in a round. You must still pay the cost of 2AP to activate it. This skill is essentially a second weapon in your gear.
When a player loses HP for any reason, they may make a counter attack with this skill. A enemy must still be adjacent for this skill to be used. You do not have to attack the same enemy that caused a player to lose HP.
This attack only rolls one attack dice. If the result of that attack is a 6, the player may then roll 3D6, on results of a 3 or more, each hit causes the mutant to lose 1HP.
This weapon rewards the player by not taking a move action on their turn. If you do not move from the space you currently occupy, roll an additional 2 attack dice during your attack.
If all the dice your rolled during this attack are matching numbers, add an additional 3 attack dice to the attack roll.
This weapon can be used in two ways. The first attack cost 2AP but rolls more attack dice. The second attack cost 1AP but rolls less attack dice. They both can be activated once per round.
The ability on this weapon can only be used once in a round. When you are attacked, you may perform your DODGE ability for 0AP. If you attempt to DODGE an additional time it will cost 1AP as listed on your player board.
When you roll your attack dice, if all the dice have the same number showing, you may draw the top card of the attack and event deck and look at them. Then, place them back on top or bottom of their decks.
When you perform your move action, you can move 2 spaces instead of 1 this round.
Place 1 Ichor token on your player Ichor space or a gear card that can hold Ichor tokens.
A player can be up to 2 spaces away from an enemy for their next attack.
This can only be used after you are attacked by an enemy. You do no not lose any HP from that attack. Instead, the HP you would have lost is instead lost by the enemy.
You can activate your equipped weapon 2 times this round.
This is a 6 result on a dice. This can be used for a weapon, map or any other dice roll that used a D6.
This action can only be used once per round. Roll a D6, D10, D12 or D20. You may hold onto that result and use it for any reason when that dice can be used.
Your max AP is increased from 5 to 6.
A player adjacent to a dead player can roll 1D6. On a result of 6 the dead player revives with 1HP.
When you lose HP for any reason, roll 1D6. On a result of 4 or more you gain 1AP. If your player already has the max AP, they gain 1HP instead.
Roll 2 extra attack dice while you are the only player that is not dead.
When you use the Equip action, you may remove your current Augmentation and randomly draw a new one. Do not shuffle the Augmentation you just discarded back into the pile.
This attack can be used once per round. If all your attack dice are successful hits, move the targeted enemy once space in any direction that has an open space.
Spend 1 Ichor token and this weapons damage goes from 1HP per hit to 2HP per hit.
This weapon can only be activated once per round. If an adjacent player makes an attack, this weapon can be activated directly after that attack has been completed so long as the enemy and that player is still adjacent to you.
After dice are rolled to determine successful hits, roll 1D6. That result is the damage for every successful hit you made.
This weapon allows the player to equip a weapon in the skill spot directly to the left of this weapon.
Roll +1 every time you activate this weapon that round. The amount of dice you roll resets every round and does not accumulate throughout the battle.
Gain 2 Ichor tokens on this card at the beginning of battle. You may spend 1 token to flip an adjacent players item card.
Spend 5AP. When. You perform the Luck action to re-roll attack dice, you may re-roll +1 dice.
Spend 3AP and move your player to any open space on the board. You may attack with your currently equipped action and ignore the cost to activate it. You cannot exceed the activation limit.
When this item is used, you die. Set your HP to X (0). If you successfully revive gain +5HP. (Most cases this will be a total of 6HP as revive always gives you +1.)
Gain 2 Ichor tokens on this card at the beginning of battle. You may spend 1 token and all adjacent players gain 1HP times the current mutant level. This does not heal the player activating this card.
Spend 2AP and fill any empty boxes where an ichor token would be placed on a gear card for you or an adjacent player.
Spend 5AP. When. You perform the Luck action to re-roll attack dice, you may re-roll +1 dice.
When this card is handed to another player, they must place it in a skill space on their board. When a player that was handed this card chooses to re-roll all their attack dice, they must hand this card back to the player that gave it to them and equip it back in a skill slot on their board.
You can equip 2 augmentation cards. (Side note: this is my favorite card.)
Set your HP to 19. On your turn lose 1HP. This does not say it is your max HP, therefore you cannot gain HP past your max (usually 10HP).
If you have 1HP, roll one extra dice when performing your DODGE action.
Gain 5 Ichor tokens on this card at the beginning of battle. You may spend 1 token to move 1 space.
Gain 1 Ichor tokens on this card at the beginning of battle. Spend 1 ichor token during your REVEIVE action. The result is automatically a 6.
Gain 4 Ichor tokens on this card at the beginning of battle. You must spend 1 token to attack with this weapon.
Once per round, you may perform your dodge action for 0AP.
If you do not take any move actions in the round and your turn, this weapon rolls +2 attack dice.
If a dice result on this attack is a 6, roll 1 extra attack dice.
This weapon can attack other players. If you attack another player with this weapon and they die, gain 4HP.