Card gallery
104 cards
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Adrenaline Lab
camp · draws 1
0 Use the ability of any one of your damaged people (you must still pay). Then, destroy {destroy} it
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Arcade
camp · draws 1
1 If you have 0 or 1 people, {punk}
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Argo Yesky
person · water 3 · junk: punk
1 {damage}
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Armory
camp · draws 1
2 {punk}
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Assassin
person · water 1 · junk: raid
2 {destroy} an unprotected person
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Asylum
camp · draws 1
2 Move any damaged enemy to anywhere on your side
2 {restore}
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Atomic Garden
camp · draws 1
2 {restore} a damaged person. They become ready
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Bandit Camp
camp · draws 1
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Banish
event · water 1 · junk: raid · bomb 1
{destroy} any enemy
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Battering Ram
camp
3 {destroy} any camp if you have 6 people
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Black Market
camp
1 Use the junk effect of a person who entered play this turn
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Blood Bank
camp · draws 1
0 Destroy {destroy} one of your people. Then, {water}
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Bombardment
event · water 4 · junk: restore · bomb 3
{damage} all the opponent's camps. Then, {draw} for each destroyed camp they have
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Bonfire
camp · draws 1
0 Damage {damage} this card, then {restore} any number of cards
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Boulder
camp · draws 1
3 {destroy} all enemies in one column and damage {damage} the camp. Then, destroy {destroy} this camp
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Bounty Office
camp · draws 1
2 {damage} any camp if opponent has no {punk}. Then, opponent gains {punk}
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Cache
camp · draws 1
2 {raid} + {punk}
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Cannibal Totem
camp · draws 1
1 Damage {damage} one of your undamaged cards. Then, {restore}
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Cannon
camp · draws 2
2 If this card is undamaged, {damage}
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Catapult
camp
2 {damage} any card. Then, destroy {destroy} one of your people
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Command Post
camp · draws 1
3 {damage} This ability costs 1 less for each punk {punk} you have
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Construction Yard
camp · draws 1
1 Move any person to any place (on the same side)
2 {raid}
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Cult House
camp · draws 1
1 Destroy {destroy} one of your people. Then, {damage}
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Cult Leader
person · water 1 · junk: draw
0 Destroy {destroy} one of your people. Then, {damage}
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Death Ray
camp · draws 1
2 {destroy} any card if you discard 5 cards (not Water Silo)
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Demolition Derby
camp · draws 1
2 {raid}
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Doomsayer
person · water 1 · junk: draw
1 If opponent has an event in play, {damage}
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Draft Office
camp · draws 1
3 {draw} {draw}
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Exterminator
person · water 1 · junk: draw
1 {destroy} all damaged enemies
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Famine
event · water 1 · junk: injure · bomb 1
Each player, starting with you, destroys {destroy} all but one of their people
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Field Hospital
camp · draws 1
1 Move your person to this column, then they {restore}
2 {raid}
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Fortress
camp
3 {punk} {punk} {punk}
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Freedom Camp
camp · draws 1
1 If opponent has an unprotected camp, {punk}
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Garage
camp
1 {raid}
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Gas Station
camp · draws 2
1 {raid} If this starts Raiders, they start at 3
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Guillotine
camp
2 {destroy} an unprotected enemy. Opponent may use their ability without paying {water}
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Gunner
person · water 1 · junk: restore
2 {injure} all unprotected enemies
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High Ground
event · water 0 · junk: water · bomb 1
Rearrange your people. This turn, all the opponent's cards are unprotected
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Holdout
person · water 2 · junk: raid
1 {damage}
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Incinerator
camp · draws 1
1 Discard 2 cards (not Water Silo). You may use their junk effects. Then, {damage}
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Interrogate
event · water 1 · junk: water
{draw} {draw} {draw} {draw} Then, discard 3 of these cards
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Juggernaut
camp
1 Move this card forward one space (people go behind). On its third move: return it to its starting position, then the opponent destroys {destroy} one of their camps
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Karli Blaze
person · water 3 · junk: punk
1 {damage}
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Labor Camp
camp · draws 1
0 Destroy {destroy} one of your people. Then, {restore}
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Laser Tower
camp · draws 2
2 Destroy {destroy} all your people in this column. Then, {damage}
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Lobotomizer
camp · draws 1
1 {restore} a person, then discard 3 cards from the deck. If any have the {injure} junk, replace the person with a {punk} and gain {water}
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Looter
person · water 1 · junk: water
2 {damage}. If this hits a camp, {draw}
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Magnus Karv
person · water 3 · junk: punk
2 {damage} all cards in one of the opponent's columns
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Masquerade
camp
2 {punk}
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Memorial
camp · draws 1
1 If one of your cards was damaged or destroyed (in any way) this turn, {restore}
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Mercenary Camp
camp
2 {damage} any camp if you have 4 (or more) people
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Mimic
person · water 1 · junk: injure
0 Use the ability of any of your ready people, or any undamaged enemy
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Mining Camp
camp · draws 1
1 Remove any player's destroyed camp (a person can now be there). Then, {damage}
2 {raid}
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Molgur Stang
person · water 4 · junk: punk
1 {destroy} any camp
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Motorcycle Club
camp · draws 1
1 If you have a {punk}, {punk} or {raid}
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Mulcher
camp
0 Destroy {destroy} one of your people. Then, {draw}
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Muse
person · water 1 · junk: injure
0 {water}
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Mutant
person · water 1 · junk: injure
0 {damage} and / or {restore}. Then, damage this card
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Napalm
event · water 2 · junk: restore · bomb 1
{destroy} all enemies in one column
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Nest of Spies
camp · draws 1
1 If you've put 2 or more people into play this turn, {damage}
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Oasis
camp · draws 1
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Obelisk
camp · draws 1
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Omen Clock
camp · draws 1
1 Advance any event 1
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Outpost
camp · draws 1
2 {raid}
2 {restore}
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Parachute Base
camp · draws 1
0 Play a person and use their ability (you must pay for both). Then, damage {damage} them
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Peaceful Village
camp · draws 1
2 If this card is undamaged, {restore}
2 If this card is damaged, {damage}
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Pillbox
camp · draws 1
3 {damage} This ability cost 1 {water} less for each destroyed camp you have
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Power Plant
camp · draws 1
1 All your other camps and undamaged people become ready
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Pyromaniac
person · water 1 · junk: injure
1 {damage} an unprotected camp
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Rabble Rouser
person · water 1 · junk: raid
1 {punk}
1 If you have a punk {punk}, {damage}
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Radiation
event · water 2 · junk: raid · bomb 1
{injure} all people
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Raiders
raiders · junk: raid · bomb 2
{damage} a camp of the opponent's choice. Then, return this card to your play area
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Railgun
camp
2 {damage}
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Reactor
camp · draws 1
2 {destroy} this card and all people
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Recycling Depot
camp · draws 2
0 Discard 3 cards (not Water Silo). Then, {draw} {draw}
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Repair Bot
person · water 1 · junk: injure
2 {restore}
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Rescue Post
camp · draws 1
1 Choose one of your people that didn't enter play this turn. Return it to your hand. You can't put it (or a copy of it) into play this turn
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Rescue Team
person · water 1 · junk: injure
0 Return one of your people to your hand (punks {punk} are people)
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Resonator
camp · draws 1
1 {damage} This must be the only ability you use this turn
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Ridgetop
camp · draws 1
2 All cards are unprotected this turn
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Saloon
camp · draws 1
1 {damage} if both players have a person. Then, opponent does {injure} back to you
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Scavenger Camp
camp · draws 1
0 Discard a card (not Water Silo). Then, {punk} or {water}
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Science Lab
camp
1 Discard the top card of the deck. You may use its junk effect
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Scientist
person · water 1 · junk: raid
1 Discard the top three cards of the deck. You may use the junk effect of one of them
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Scout
person · water 1 · junk: water
1 {raid}
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Scud Launcher
camp
1 {damage} the opponent's card of their choice
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Sniper
person · water 1 · junk: restore
2 {damage} any card
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Strafe
event · water 2 · junk: draw
{injure} all unprotected enemies
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Supply Depot
camp · draws 2
2 {draw}{draw} Then, discard one of these cards
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The Octagon
camp
1 Destoy {destroy} one of your people. If you do, the opponent must destroy {destroy} one of theirs
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Training Camp
camp · draws 2
2 If you have 2 people in this column, {damage}
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Transplant Lab
camp · draws 2
1 If you've put 2 or more people into play this turn, {restore}
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Truce
event · water 2 · junk: injure
Return all people to their owners' hands (punks {punk} are people)
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Uprising
event · water 1 · junk: injure · bomb 2
{punk} {punk} {punk}
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Vanguard
person · water 1 · junk: raid
1 {damage}. Then, opponent does {damage} back to you
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Vera Vosh
person · water 3 · junk: punk
1 {injure}
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Victory Totem
camp · draws 1
2 {injure}
2 {raid}
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Vigilante
person · water 1 · junk: raid
1 {injure}
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War Room
camp
2 {raid}
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Warehouse
camp · draws 1
1 If opponent has an unprotected camp, {restore}
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Watchtower
camp
1 If any event resolved this turn, {damage}
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Water Silo
waterSilo · junk: water
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Wounded Soldier
person · water 1 · junk: injure
1 {damage}
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Zeto Khan
person · water 3 · junk: punk
1 {draw} {draw} {draw}. Then, discard 3 cards (not Water Silo)