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
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| 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 | 3× |
| Bear Trap | Trap (Token) | Killer Phase ends immediately on entry, Killer gains 2 Bloodlust points | – | 1× |
| Fireworks | Trap (Token) | Redirects the Killer's target to the token | – | 1× |
| Motor Boat Keys | Token | Travel across water, Victims may come along | – | Unlimited |
| Map | Tool | Reveal/remove top Item deck cards | – | 1× |
| 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 | – | 1× |
| Lucky Rabbit's Foot | Consumable | Horror Roll for bonus choice | – | 1× |
| Pepper Spray | Consumable | Ends Killer Phase immediately | 1 hand | 1× |
| Energy Drink | Consumable | +3 Time OR move 1 space | – | 1× |
| First Aid Kit | Permanent | +1 healing on every healing action | 1 hand | Unlimited |
| Mysterious Pills | Consumable | Lower Horror OR heal 2 hearts | – | 1× |
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.
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| 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 | 1× | 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 | 1× | 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 | 1× | Medium | Valuable, but heavily dependent on dice luck |
| Lucky Dice | Consumable | 1× | 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 | 3× | Weak | Only 3 limited uses and no damage bonus – mostly a stopgap |
| Energy Drink | Consumable | 1× | Weak | A small boost, usually replaceable by better cards in hand |
| Mysterious Pills | Consumable | 1× | Weak | Flexible emergency helper, but unreliable and with no lasting benefit |
| Bear Trap | Trap | 1× | Risky | Stops the Killer Phase entirely, but hands Hans 2 Bloodlust points – use only with a plan |
| Fireworks | Trap | 1× | 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)
Traps & Tokens
Tools (Reusable)
Consumables (Single-Use)
Permanent Items (Shield & Healing Bonus)
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:
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.
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Original text, translation and compilation: © ReDesign.