Final Girl – The Happy Trails Horror: Item Card Glossary


Reading time approx. 8–10 minutes

Last updated: July 28, 2026

This post rounds out our card glossary series with a full breakdown of all Item cards from Camp Happy Trails. You find items by searching (Search) the orange search spaces – they range from lethal weapons to small helpers that buy you time, health, or a tactical edge.

Note: If anything here seems unclear, the English card text is always the final word.

Overview: All Item Cards at a Glance

Turn your phone sideways for better readability.

Card Type Short Effect Hands Uses
Axe Weapon Range 0, +2 damage 2 hands Unlimited
Aluminum Bat Weapon Range 0, +1 damage, removes a Minor Dark Power on a hit 2 hands Unlimited
Old Revolver Weapon Range 1, +1 damage, only with Weak Attack 1 hand Unlimited
Knife Weapon Range 0, +1 damage 1 hand Unlimited
Archery Bow Weapon Range 1–2, +1 damage, no Action card modifier, costs 2 Time per shot 2 hands 3 arrows
Trashcan Lid Shield Ignores 1 damage star 1 hand
Bear Trap Trap (Token) Killer Phase ends immediately on entry, Killer gains 2 Bloodlust points
Fireworks Trap (Token) Redirects the Killer's target to the token
Motor Boat Keys Token Travel across water, Victims may come along Unlimited
Map Tool Reveal/remove top Item deck cards
Whistle Tool Draws Victims to you, +1 Victim limit 1×/Action Phase
Flashlight Tool Look at top of Terror Deck 1×/Action Phase
Lucky Dice Consumable Re-roll dice
Lucky Rabbit's Foot Consumable Horror Roll for bonus choice
Pepper Spray Consumable Ends Killer Phase immediately 1 hand
Energy Drink Consumable +3 Time OR move 1 space
First Aid Kit Permanent +1 healing on every healing action 1 hand Unlimited
Mysterious Pills Consumable Lower Horror OR heal 2 hearts

Item Strength Ratings (Community Assessment)

This rating is not an official rule but a tactical assessment based on common play patterns. Actual strength always depends on the Killer, the Location, and your own playstyle.

Turn your phone sideways for better readability.

Card Type Uses Strength Reasoning
Axe Weapon Unlimited Strong Highest standard damage bonus in the game, no restrictions
Aluminum Bat Weapon Unlimited Strong Removes Minor Dark Powers on top of dealing damage – strong double use
Archery Bow Weapon 3 arrows Strong The only ranged weapon with range 1–2 – high tactical value despite the time cost per shot
Pepper Spray Consumable Strong Stops an entire Killer attack – a very strong panic button
Knife Weapon Unlimited Medium Solid all-around weapon, but less damage than the Axe/Bat
Motor Boat Keys Token Unlimited Medium Strong on water-heavy maps, otherwise situationally limited
Flashlight Tool 1×/Action Phase Medium Useful preview of the Terror Deck, but no direct combat or resource benefit
First Aid Kit Permanent Unlimited Medium Good healing bonus, but only matters if you actually play a healing action
Map Tool Medium Useful for targeted item searches, but no direct combat benefit
Whistle Tool 1×/Action Phase Medium Double-edged: gathers Victims, but also pulls the Killer toward you
Lucky Rabbit's Foot Consumable Medium Valuable, but heavily dependent on dice luck
Lucky Dice Consumable Medium Situationally helpful on a bad roll, but not a guaranteed fix
Old Revolver Weapon Unlimited Weak Only combines with a single Action card (Weak Attack)
Trashcan Lid Shield Weak Only 3 limited uses and no damage bonus – mostly a stopgap
Energy Drink Consumable Weak A small boost, usually replaceable by better cards in hand
Mysterious Pills Consumable Weak Flexible emergency helper, but unreliable and with no lasting benefit
Bear Trap Trap Risky Stops the Killer Phase entirely, but hands Hans 2 Bloodlust points – use only with a plan
Fireworks Trap Risky Reliably distracts Hans, but can put other Victims on the target space in danger

Strong = Grab it immediately  |  Medium = Use when convenient  |  Weak = Mostly a stopgap  |  Risky = Only with a plan

Weapons (Melee & Ranged)

Axe

"Hold still while I bury this in your face."

Range 0 (only usable in the same space as the Killer), +2 damage on top of the Action card. Requires both hands.

Tactics: The strongest standard melee weapon in the game – an ideal partner for Furious Strike and Critical Blow.

Aluminum Bat

"Batter's up, and I'm ready for a grand slam."

Range 0, +1 damage. Whenever you deal damage to the Killer with the Aluminum Bat, you may immediately discard a Minor Dark Power card, including any health markers still on it. Requires both hands.

Tactics: Especially valuable against Killers with annoying Minor Dark Powers – removes them almost incidentally while attacking.

Old Revolver

"A little rusty, but it'll still put a bullet between the eyes."

Range 1, +1 damage. May only modify the Weak Attack Action card. Requires 1 hand.

Tactics: Limited usefulness since it only combines with a single Action card – mostly a stopgap item.

Knife

"Great for whittling. Also great for stabbing maniacs."

Range 0, +1 damage, no restriction on Action cards. Requires 1 hand.

Tactics: A solid all-around weapon – using only 1 hand leaves the other free for another item.

Archery Bow

"Take position. Nock the arrow. Draw and anchor. Aim. Release. Bullseye."

Range 1–2, +1 damage. The bow may not modify an Action card and must be used on its own (without an Action card). Costs 2 Time per arrow. Requires both hands.

Tactics: The only ranged weapon with range 1–2, usable independently of the card system – the high time cost per shot pays off especially against Terror cards where Hans strikes hard.

Traps & Tokens

Bear Trap

"Whoever steps in this is going to have a really, really, really bad day."

Spend 2 Time to place the Bear Trap token in your space (not at the lake). Discard this card afterward. When the Killer enters the space with the bear trap, the token is discarded immediately and the Killer Phase ends on the spot. The Killer gains 2 Bloodlust points from this.

Tactics: Stops the entire Killer Phase, but hands Hans 2 Bloodlust points – use it deliberately, only when you're sure no Victim will step into the space with it.

Fireworks

"Nothing like a few firecrackers and cherry bombs to grab some attention."

Spend 2 Time to place the Fireworks token in your space or an adjacent space (not at the lake). Discard this card afterward. When the Killer needs to choose a target, it automatically picks the fireworks instead. The token is discarded once the Killer enters the space with it.

Tactics: Reliably distracts the Killer away from you or Victims – just check quickly before placing it that no one is already standing on the target space.

Motor Boat Keys

"Old Man Jackson won't mind if I borrow his boat, since I'm pretty sure he's dead."

Place the boat token at the nearest space to you that borders water. Spend 2 Time to travel by boat to any other water space. Victims may come along.

Tactics: A strong movement tool on large, water-heavy maps – especially useful for ferrying Victims to safety across long distances.

Tools (Reusable)

Map

"If I'm going to survive the night, I need to know the lay of the land."

Discarded during the Action Phase; afterward, for each Item deck, do one of the following: if the top card is facedown, reveal it. If the top card is faceup, you may remove it from the game and reveal the next card.

Tactics: Helps you search for better items with intent, without actually having to travel to that location.

Whistle

"Dumb campers, gotta get their attention somehow. Even if it's risky."

Spend 1 Time to use the whistle once per Action Phase. All adjacent Victims move to your space. Then all enemies move toward you. As long as you hold the whistle, 1 additional Victim follows you (3 instead of 2).

Tactics: Double-edged – gathers Victims efficiently, but also pulls the Killer straight to you. Only use it when you're ready to fight.

Flashlight

"Mom always said this would scare the monsters out from under my bed. I hope she was right."

Once per Action Phase: spend 1 Time to look at the top card of the Terror Deck. Leave it there or place it on the bottom of the deck.

Tactics: A useful preview of the next Killer action, letting you bury a dangerous card if needed – but it brings no direct combat or resource benefit on its own.

Consumables (Single-Use)

Lucky Dice

"My dad had a pair of these, said they'd bring him luck. Maybe they'll do the same for me."

Discard to re-roll one or all of your dice.

Tactics: Situationally helpful on a bad roll at the right moment, but not a guaranteed fix – it depends on what the new roll brings.

Lucky Rabbit's Foot

"I'm not the superstitious type, but I'll take any help I can get."

Discarded during the Action Phase to make a Horror Roll. For each star success, choose one of the following: +2 Time, heal 1 heart, lower Horror Level by 1, or move 1 space.

Tactics: A flexible bonus roll whose value depends heavily on dice luck – good as a late-game extra push.

Pepper Spray

"A couple sprays to the eyes, and they'll think twice about messing with this girl."

If the Killer is in your space, you may discard this card to end the Killer Phase immediately. Ignore any remaining movement, attacks, and other effects. Requires 1 hand.

Tactics: A genuine panic button – stops a Killer's turn completely before it can do any damage.

Energy Drink

"These things definitely aren't good for you, but they beat dying."

Discarded during the Action Phase; choose one: +3 Time OR move 1 space.

Tactics: A small, unremarkable boost, usually replaceable by better cards in hand – best used as a gap-filler.

Mysterious Pills

"No idea what the hell these are, but I'm out of options. Down the hatch, fingers crossed."

Discarded during the Action Phase; choose one: lower Horror Level by 1 OR heal 2 hearts.

Tactics: A flexible emergency helper, but with no lasting benefit – it gets you out of a tight spot short-term, nothing more.

Permanent Items (Shield & Healing Bonus)

Trashcan Lid

"It won't stop much, but better than nothing."

Ignore 1 damage star. Has 3 uses (tracking marker), then the card is discarded. Requires 1 hand.

Tactics: The limited 3 uses and lack of a damage bonus make it mostly a stopgap for the early game.

First Aid Kit

"Step one: stop the bleeding. Step two: survive."

Whenever you play an Action card to recover health, you recover 1 additional heart. Requires 1 hand.

Tactics: A good healing bonus, but it only matters if you actually play a healing action – especially strong paired with Short/Long Rest.

Conclusion

The item cards of Camp Happy Trails cover every stage of the game. The right mix of these four categories often decides victory or defeat against Hans:

Weapons For direct combat
Traps For tactical control over the Killer
Tools For information advantages
Consumables As emergency resources

In the next part of this series, we'll take a closer look at Hans the Butcher's Terror cards.

Note: This is an unofficial fan-made quick-start guide and has no connection to the manufacturer or publisher of the game. Final Girl and all associated names, cards, and game content are property of Van Ryder Games. This site is neither sponsored nor authorized by Van Ryder Games.

We assume no liability for the content of linked sites. Responsibility lies with the respective operator; upon becoming aware of any legal infringement, affected links will be removed promptly.

Original text, translation and compilation: © ReDesign.

Leave a comment

Please note, comments need to be approved before they are published.