Final Girl – The Happy Trails Horror: Item Card Glossary
Reading time approx. 8–10 minutes
This post supplements our Event Card overview with an English explanation of all Item Cards from Camp Happy Trails. You find Items by Searching orange Search spaces – they range from deadly weapons to small aids that give you time, life, or tactical advantages.
Note: These translations are unofficial and not authorized by Van Ryder Games. In case of doubt, the original English text on the card always applies.
Overview: All Item Cards at a Glance
| Card | Type | Brief Effect | Hands |
|---|---|---|---|
| Axe | Weapon | Range 0, +2 damage | 2 Hands |
| Aluminum Bat | Weapon | Range 0, +1 damage, remove Minor Dark Power if hit | 2 Hands |
| Old Revolver | Weapon | Range 1, +1 damage, only with Weak Attack | 1 Hand |
| Knife | Weapon | Range 0, +1 damage | 1 Hand |
| Archery Bow | Weapon | Range 1–2, +1 damage, no Action Card modifier, costs 2 Time per shot | 2 Hands |
| Trashcan Lid | Shield | Ignores 1 damage symbol, 3 uses | 1 Hand |
| Bear Trap | Trap (Token) | Killer's phase ends immediately upon entering, Killer takes 2 damage | – |
| Fireworks | Trap (Token) | Diverts Killer's target to the token | – |
| Motor Boat Keys | Token | Travel across water, Victims may come along | – |
| Map | Tool | Reveal/remove Item decks | – |
| Whistle | Tool | Draws Victims to you, +1 Victim limit | – |
| Flashlight | Tool | View top of Terror deck | – |
| Lucky Dice | Consumable | Reroll dice | – |
| Lucky Rabbit's Foot | Consumable | Horror roll for bonus choice | – |
| Pepper Spray | Consumable | Ends Killer's phase immediately | 1 Hand |
| Energy Drink | Consumable | +3 Time OR move 1 space | – |
| First Aid Kit | Permanent | +1 healing with each healing action | 1 Hand |
| Mysterious Pills | Consumable | Reduce Horror OR heal 2 health | – |
Item Strength Rating (Community Assessment)
Note: This rating is not an official game rule, but a subjective tactical assessment based on common gameplay. Actual strength always depends on the Killer, the location, and your own playstyle.
| Card | Type | Strength | Reasoning |
|---|---|---|---|
| Axe | Weapon | Strong | Highest standard damage bonus in the game, no restrictions |
| Aluminum Bat | Weapon | Strong | Removes Minor Dark Powers in addition to damage – strong dual benefit |
| Old Revolver | Weapon | Weak | Only combinable with a single action card (Weak Attack) |
| Knife | Weapon | Medium | Solid all-around weapon, but lower damage than Axe/Bat |
| Archery Bow | Weapon | Medium | Good ranged damage, but time-consuming and no card synergy |
| Trashcan Lid | Shield | Medium | Useful protection, but limited to 3 uses |
| Bear Trap | Trap | Strong | Stops entire Killer phase and deals damage simultaneously |
| Fireworks | Trap | Strong | Reliably distracts Killer, protects you and Victims without risk |
| Motor Boat Keys | Token | Medium | Strong on water-rich maps, otherwise situationally limited |
| Map | Tool | Medium | Useful for targeted item searching, but no direct combat advantage |
| Whistle | Tool | Medium | Double-edged: gathers Victims, but also draws the Killer to you |
| Flashlight | Tool | Strong | Valuable information advantage for only 1 Time, repeatedly usable |
| Lucky Dice | Consumable | Strong | Universal lifeline for bad rolls, always useful |
| Lucky Rabbit's Foot | Consumable | Medium | Valuable, but heavily dependent on luck of the dice |
| Pepper Spray | Consumable | Strong | Stops an entire Killer attack – very strong emergency joker |
| Energy Drink | Consumable | Medium | Solid small boost, but not a decisive game changer |
| First Aid Kit | Permanent | Strong | Permanent healing multiplier, very efficient throughout the game |
| Mysterious Pills | Consumable | Medium | Flexible emergency helper, but no long-term advantage |
Strong = Should almost always be picked up/used | Medium = Situationally useful | Weak = Mostly just a temporary solution
Weapons (Melee & Ranged)
Axe
"Hold still for a moment while I bury this in your face."
Range 0 (only usable in the same space as the Killer), +2 damage in addition to the action card. Requires both hands.
Tactics: The strongest standard melee weapon in the game – ideal companion 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 remaining health tokens on it. Requires both hands.
Tactics: Especially valuable against Killers with annoying Minor Dark Powers – removes them almost incidentally during an attack.
Old Revolver
"A bit 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, as it can only be combined with a single action card – usually just a temporary item.
Knife
"Great for whittling. Also great for stabbing maniacs."
Range 0, +1 damage, no restriction on action cards. Requires 1 hand.
Tactics: Solid all-around weapon – occupies only 1 hand, leaving the other hand free for another item.
Archery Bow
"Assume position. Nock arrow. Draw and anchor. Aim. Release string. Bullseye."
Range 1–2, +1 damage. The bow cannot modify an action card and must be used independently (without an action card). Costs 2 time per arrow. Requires both hands.
Tactics: Works independently of the card system – good ranged damage output, but costs valuable time per shot.
Traps & Tokens
Bear Trap
"Anyone who steps into this will have a really, really, really bad day."
Spend 2 time to place the Bear Trap token in your space (not in the lake). Discard this card afterward. If the Killer enters the space with the bear trap, the token is immediately discarded, and the Killer's phase ends instantly. The Killer takes 2 damage.
Tactics: Excellent for luring the Killer into a trap in a controlled manner – stops their entire Killer phase and deals damage at the same time.
Fireworks
"Nothing like some firecrackers and cherry bombs to get some attention."
Spend 2 time to place the Firework token in your space or an adjacent space (not in the lake). Discard this card afterward. If the Killer has to choose a target, they automatically choose the fireworks instead. The token is discarded as soon as the Killer enters the space with the fireworks.
Tactics: Perfect for distraction – specifically diverts the Killer away from you or victims without anyone getting hurt.
Motor Boat Keys
"Old Man Jackson won't mind if I borrow his boat, because I'm pretty sure he's dead."
Place the Boat token in the closest space to you that borders the water. Spend 2 time to travel by boat to any other water space. Victims may come with you.
Tactics: Powerful movement tool for large maps with lots of water – especially useful for quickly rescuing victims over long distances.
Tools (reusable)
Map
"If I want to survive the night, I need to know the lay of the land."
Discard in the action phase; afterward, for each item card stack, do one of the following: If the top card is face down, flip it face up. If the top card is face up, you may remove it from the game and reveal the next card.
Tactics: Helps to specifically search for better items without actually having to travel to the respective location.
Whistle
"Stupid 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. Afterward, all enemies move towards you. As long as you possess the whistle, 1 additional victim follows you (3 instead of 2).
Tactics: Double-edged – efficiently gathers victims but also draws the Killer directly to you. Only use if you are ready for a fight.
Flashlight
"Mom always said this would scare away the monsters 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 at the bottom of the stack.
Tactics: Powerful information tool – you can specifically prepare for the next Killer action or "sort away" a dangerous card.
Consumables (single-use)
Lucky Dice
"My dad had a pair of these, said they brought him luck. Maybe they will for me too."
Discard to reroll one or all of your dice.
Tactics: Ideal lifeline for a bad roll in a critical moment.
Lucky Rabbit's Foot
"I'm not the superstitious type, but I'll take all the help I can get."
Discard in the action phase to make a Horror roll. For each star success, choose one of the following: +2 Time, heal 1 health, reduce Horror Level by 1, or move 1 space.
Tactics: Flexible bonus roll whose value heavily depends on dice luck – good as a late additional boost.
Pepper Spray
"A few sprays in the eyes, and they'll think twice before messing with this girl."
If the Killer is in your space, you may discard this card to immediately end the Killer's phase. Ignore their remaining movement, attacks, and all other effects. Requires 1 hand.
Tactics: A true emergency joker – stops a Killer's turn completely before it can inflict damage.
Energy Drink
"These things probably aren't good for you, but better than dying."
Discard in the action phase; choose one: +3 Time OR move 1 space.
Tactics: Small but reliable boost – usually used as a filler in emergency situations.
Mysterious Pills
"No idea what the hell these are, but I'm out of options. Down the hatch and fingers crossed."
Discard in the action phase; choose one: reduce Horror Level by 1 OR heal 2 health.
Tactics: Versatile emergency healer or horror reducer – good for getting out of a critical situation.
Permanent Items (Shield & Healing Bonus)
Trashcan Lid
"It won't stop much, but it's better than nothing."
Ignore 1 damage symbol. Has 3 uses (tracking markers), after which the card is discarded. Requires 1 hand.
Tactics: A cheap, reusable shield against Killer damage – especially valuable in the early game.
First Aid Kit
"Step 1: Stop the bleeding. Step 2: Survive."
Each time you use an action card to regain health, you regain 1 additional health. Requires 1 hand.
Tactics: Permanent healing bonus that makes every healing action more efficient – especially powerful in combination with Short/Long Rest.
Conclusion
The Item cards in Camp Happy Trails cover all phases of the game: Weapons for direct combat, Traps for tactical control over the Killer, Tools for information advantages, and Consumables as emergency resources. The right mix of these categories often decides victory or defeat against Hans.
In the next part of this series, we will take a closer look at the Terror cards of Hans the Butcher.
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