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.

Pan

No Ability. Helmet and pan... Whose battle ground is this?

Workbench

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

Junk Magnet

Continuous: Junks will go to your hand instead of your deck.

Crowbar

No Ability. Property of G. Freeman.

Knife

Chain: Gain +(3)* Power.

Hunting Rifle

Generate '1' Focus

Basher

Use Focus: Generate (4)* Defence.

Field Stabilizer

Use Focus: Remove all additional power from opponent's highest boosted item.

Medkit

Consumable Restore health equal to Power x1.

Shovel

Add 1 Sandbag to your hand.

Gauntlet

For each Chain item used, gain (+2)* Power.

Chamomile Tea

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

Pickaxe

On Merge: Gain (2) Tokens.

Passive Aggressive Shield

Whenever your Defence breaks, deal (3)* damage to opponent.

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. "