With so little space on cards, instructions have to be carefully written. In this, we do our best.
Still, we've found that the occasional ambiguity is inevitable. Here, we aim to elaborate on the card text and rule books to (hopefully) provide some clarity.
Game Mechanic Cards
Disaster Card
There are exactly 2 disaster cards per player, but that does not necessarily mean that they will always be encountered as they are randomly mixed into the deck. Any disaster cards that are located after the MAD ORACLE card will not be encountered.
Unlike all other cards, Disaster cards (along with the MAD ORACLE card) are never played... instead, they trigger a DISASTER EVENT as soon as they are revealed (i.e. immediately after the card on top of it is drawn), then are discarded at the conclusion of the DISASTER EVENT.
If another disaster event is revealed when a disaster card is discarded, that card is then ALSO triggered (albeit for the next player, as the active players turn ended when the first Disaster card was encountered).
If a disaster card is encountered by a player using an action which allows them to look at cards in the draw pile, this does NOT necessarily trigger the disaster event. The character may interact with the card as if it were any other, with the exception of being able to draw or otherwise place it in their hand.
Disaster cards can NEVER be drawn or otherwise placed into a player's hand.
Mad Oracle
There is exactly 1 MAD ORACLE card in each game, and encountering it signals the end of the game.
The MAD ORACLE card can neither be discarded, drawn, or otherwise placed into a player's hand.
Unlike all other cards, the MAD ORACLE card (along with Disaster Cards) are never played... instead, it's reveal immediately triggers the End Game round (i.e. immediately after the card on top of it is drawn).
If a disaster card is encountered by a player using an action which allows them to look at cards in the draw pile, this does NOT necessarily trigger the end game round. The character may interact with the card as if it were any other, with the exception of being able to discard, draw, or otherwise place it in their hand.
Penalty Cards
Penalty cards are exactly as they appear - negative cards that weigh down your score total. Penalty cards are not "playable".
Penalty cards can not be used as a part of a "payment", either to the shop or another player.
Penalty cards can ONLY be gotten rid of as a consequence of trading, stealing, or discarding actions.
Shop Cards
Non-Action Shop Cards
Non-action shop cards are any card with a green banner, which does not have action text on it. These cards are usable to increase your score. These can also be used to pay for items in the shop, or to pay another player when prompted by an action card.
When paying for something with a shop card (or any resource), no change is given.
Instant Coffee
Further explanation...
Sport Pads
Further explanation...
Smoke Bomb
Further explanation...
Snake Oil
Further explanation...
Common Character Cards
Fire!
Further explanation...
Critters!
Further explanation...
Ambush!
Further explanation...
Strong Armed!
Further explanation...
Slight of Hand
Further explanation...
Armed Theft
Further explanation...
Charity
Further explanation...
Character-Specific Cards
Inventory Turn
Further explanation...
No Service
Further explanation...
Premonition
Further explanation...
Evil Eye
Further explanation...
Swindle
Further explanation...
Shop Lift
Further explanation...
Be Prepared
Further explanation...
Forecast
Further explanation...
Pandamonium
Further explanation...
Misfortune
Further explanation...
Rummaging
Further explanation...
Travel Light
Further explanation...
Character Abilities
Scout
Further explanation...
Maverick
Further explanation...
Survivalist
Further explanation...
Bandit
Further explanation...
Seer
Further explanation...
Trader
Further explanation...