
Reptile
Adder
1 • 1


Canine
Alpha
1 • 2


Misc
Amalgam
3 • 3

Misc
Amoeba
1 • 2


Insect
Worker Ant
Ants • 2

Insect
Ant Queen
Ants • 3


Misc
Bat
2 • 1


Misc
Beaver
1 • 4


Insect
Bee
1 • 1


Insect
Beehive
2


Canine
Bloodhound
2 • 3


Reptile
Bullfrog
1 • 2


Canine
Caged Wolf
6

Misc
Cat
1


Misc
Undead Cat
3 • 6

Insect
Cockroach
1 • 1


Canine
Coyote
2 • 1

Misc
The Daus
2 • 2


Misc
Tail
2

Hooved
Elk
2 • 4


Hooved
Elk Fawn
1 • 1



Misc
Field Mice
2 • 2


Reptile
Geck
1 • 1

Hooved
Black Goat
1


Misc
Grizzly
4 • 6

Hooved
Child 13
1


Avian
Kingfisher
1 • 1



Insect
Corpse Maggots
1 • 2


Avian
Magpie
1 • 1



Insect
Mantis
1 • 1


Insect
Mantis God
1 • 1


Misc
Mole
4


Misc
Mole Man
6



Hooved
Moose Buck
3 • 7


Insect
Strange Larva
3


Insect
Strange Pupa
3


Insect
Mothman
7 • 3


Hooved
Pack Mule
5


Misc
Opossum
1 • 1

Misc
River Otter
1 • 1


Reptile
Ouroboros
1 • 1


Misc
Pack Rat
2 • 2


Misc
Porcupine
1 • 2


Hooved
Pronghorn
1 • 3



Misc
Rabbit
1

Misc
Rat King
2 • 1


Reptile
Rattler
3 • 1

Avian
Raven
2 • 3


Avian
Raven Egg
2


Misc
Great White
4 • 2


Reptile
Skink
1 • 2


Reptile
Wriggling Tail
2

Misc
Skunk
3


Reptile
River Snapper
1 • 6

Hooved
Long Elk
1 • 2



Avian
Sparrow
1 • 2


Misc
Bell Tentacle
Bell Ringer • 3

Misc
Card Tentacle
Card Counter • 1

Misc
Mirror Tentacle
M!rror r0rriM • 3

Squirrel
Squirrel
1

Misc
Stoat
1 • 3

Misc
Tail Feathers
2

Misc
Furry Tail
2

Misc
Wriggling Leg
2

Misc
Urayuli
7 • 7

Avian
Turkey Vulture
3 • 3


Misc
Warren
2


Canine
Wolf
3 • 2

Canine
Wolf Cub
1 • 1


Insect
Ring Worm
1

Misc
Glitched Card
General Tips
Keep your deck tight. You will always draw a card you can play turn 1, if you only have 1 card in your deck that is 0-1 blood, you’ll always draw it.
It is better to have multiple cards that can deal 5+ damage to the board (either in a single shot or e.g. 3 damage bifurcated) than one super powerful card.
Take crappy cards (like one blood cards) to the campfire and risk them multiple times. Either you get a great card or a weak card gets trashed out of your deck.
Sigils that are on generator cards (beehive, warren, etc) will apply to the cards they spawn. There are some really powerful combos there.
Don't buy multiple pelts of the same type, because you only get one pool to select from. So three hare pelts will choose from the same 8, whereas one of each pelt type will choose from three independent draw pools.
You don't necessarily need to do damage to block attacks. Sometimes playing a squirrel or pelt to chump block is better.
The trapper's first phase is the hardest of the two that he has. It is helpful to have extra pelts for his second phase.
Avoid getting too many cards. Keep a relatively small deck, 8 - 12 cards, making use of sigil stones to reduce your numbers any time you start filling up.
Third boss (the trapper) is tricky. Save your good cards and try to use something with undying for the bear traps. You can also place a squirrel in front of a trap, and have a mantis or pronghorn set it off, trading the squirrel for a wolf pelt.
Try to avoid the trapper whenever possible because he'll force you to take at least 1 rabbit pelt. It's okay for delaying an attack, but for the most part it's just another useless card that you can't sacrifice.
Generally speaking, the best items are those that either directly tip the scales or get rid of a crucial card on the other side of the board (pliers or scissors).
Map Legend


















