CARDS

Axe

Chain: Gain (+2)
Permanent Power.

AK47

1st slot: Generate Defence equal to damage this item dealt to health.
5th slot: Gain +5 Power for each Focus the opponent generated this turn.

Flare Gun

Does not attack. Transfer power to items in the 4th and 5th slots.

Workbench

Does not attack. Transfer Power to ALL items on your board.

Knife

Chain: Gain +(3)* Power.

Hunting Rifle

Generate '1' Focus

Corn

Summon Pigeons with this card's Power on opponent's empty slots. Each pigeon deals damage equal to this card's power.

Medkit

Consumable Restore health equal to Power x1.

Chamomile Tea

Generate 1 Focus. On Merge: Restore (10)* Health.

Aspis

Start of Combat: Generate (4)* Defence.

Revolver

If empty, move to the next slot for once.

Wrench

Start of Combat: Give +2 Power to adjacent items.

Scarecrow

Chain: Generate (3)* Defence.

Shotgun

Chain: Gain (+2)* Permanent Power.

Bat

Chain Gain (+4)* Power. Remove 1 Focus from opponent.

Flintlock

Chain Generate 2 Focus.

Spear

Chain: Generate (2)* Defence for each Chain item in play.

Sniper

Use Focus: Gain (+6)* Power. Ignore Defence.

Cooking Pot

Start of Combat: Generate 1 Focus. Transfer its Power to the item on the 1st slot. "