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	<id>https://wiki.hoodedhorse.com/Fogpiercer/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561197969631737</id>
	<title>Fogpiercer Official Wiki - User contributions [en]</title>
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	<updated>2026-10-24T03:26:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Drivers&amp;diff=361</id>
		<title>Drivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Drivers&amp;diff=361"/>
		<updated>2026-07-20T01:38:47Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* List of Drivers */ Added Ghost and Whiskey&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Operator_drivers_tutorial_tip.png|480px|center|Select which driver will head out on the journey towards the Fog Wall. Each driver has special cards, modules and a way to obtain them during the run.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Driver_Pan_Face.png|thumb|128px|Pan &amp;quot;Pathfinder&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Drivers provide unique abilities, to use them you have to fill up the driver gauge, each driver has a unique condition which grants driver gauge points.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drivers&#039;&#039;&#039; add powerful passive and active abilities to the player&#039;s options. Drivers add a [[Module]] to the train to give a passive buff during every fight, from the very beginning of the run. And drivers offer one of a few powerful cards to play every time their &#039;&#039;&#039;Driver Gauge&#039;&#039;&#039; fills up.&lt;br /&gt;
&lt;br /&gt;
== Driver Gauge ==&lt;br /&gt;
&lt;br /&gt;
Every driver has a different way to fill their gauge through different player actions, and their gauges require a different number of points to fill. For example, [[Monica]]&#039;s driver gauge fills up one point for every point of damage dealt to other units, up to 20.&lt;br /&gt;
&lt;br /&gt;
When the gauge fills, the &#039;&#039;Activate&#039;&#039; button becomes enabled. Clicking this places a randomly selected card in the player&#039;s hand from the driver&#039;s set. This card then behaves like any other card and will be discarded at the end of the player&#039;s turn. To get another driver card, the gauge must be filled again.&lt;br /&gt;
&lt;br /&gt;
=== Driver Bonuses ===&lt;br /&gt;
&lt;br /&gt;
When upgrading carriages, a driver bonus frequently appears as an option alongside the carriage&#039;s cards. These &#039;&#039;Instant&#039;&#039; rewards are neither cards nor modules, but are one-time bonus effects applied to the driver that affects their gauge and driver cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=240 heights=100 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Driver gauge filling.png|Driver Gauge filling, 5/20.&lt;br /&gt;
File:Driver gauge full.png|Driver Gauge full, 20/20.&lt;br /&gt;
File:Instant driver gauge bonus.png|Driver Gauge Bonus carriage upgrade reward.&lt;br /&gt;
File:Instant driver card bonus.png|Driver Card Bonus carriage upgrade reward.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Drivers ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !!class=&amp;quot;unsortable&amp;quot;|  Driver Gauge !! Module !!class=&amp;quot;unsortable&amp;quot;| Cards !!class=&amp;quot;unsortable&amp;quot;| How to unlock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Monica_Face.png|x96px|Driver Monica &amp;quot;Cold Snap&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Monica|Monica &amp;quot;Cold Snap&amp;quot;]] || Damage from player: 20&amp;lt;br /&amp;gt;All damage done during the player&#039;s turn is taken into account. || [[Ice Pillar]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;|&lt;br /&gt;
* [[Deathly Chill]]&lt;br /&gt;
* [[Blizzard]]&lt;br /&gt;
* [[Frostbite Arrow]]&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Pan_Face.png|x96px|Driver Pan &amp;quot;Pathfinder&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Pan|Pan &amp;quot;Pathfinder&amp;quot;]] || Marked unit damage: 10&amp;lt;br /&amp;gt;Damaging a marked unit is taken into account. || [[Card Clock]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;|&lt;br /&gt;
* [[Wormhole]]&lt;br /&gt;
* [[Time Capsule]]&lt;br /&gt;
* [[Infinite Eventualities]]&lt;br /&gt;
| Defeat Monica&#039;s archenemy, unlock all cards for one carriage, then find him.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Ghost_Face.png|x96px| Driver Ghost &amp;quot;Specter&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Ghost|Ghost &amp;quot;Specter&amp;quot;]] || ?? || ?? || ?? || Defeat Pan&#039;s archenemy, unlock all cards for four carriages, then ??&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Whiskey_Face.png|x96px|Driver Whiskey &amp;quot;Wrench-nut&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Whiskey|Whiskey &amp;quot;Wrench-nut&amp;quot;]] || ?? || ?? || ?? || Defeat Ghost&#039;s archenemy, then ??&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Driver_Whiskey_Face.png&amp;diff=360</id>
		<title>File:Driver Whiskey Face.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Driver_Whiskey_Face.png&amp;diff=360"/>
		<updated>2026-07-20T01:36:53Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Whiskey art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Whiskey art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Driver_Ghost_Face.png&amp;diff=359</id>
		<title>File:Driver Ghost Face.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Driver_Ghost_Face.png&amp;diff=359"/>
		<updated>2026-07-20T01:36:34Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Ghost art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Ghost art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_friendly_units&amp;diff=358</id>
		<title>List of friendly units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_friendly_units&amp;diff=358"/>
		<updated>2026-07-17T18:48:03Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Shows the list of friendly units, similar to the List of Bandits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of friendly units ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !! HP !! Attributes !! class=&amp;quot;unsortable&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Source_Friendly_Module_Illustration.png |x96px]] || Friendly Camper || 3 || Friendly Support Unit Heavy || A van carrying valuable components and modules, the camper will reward you with a module if protected.&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Source_Friendly_Minigun_Illustration.png |x96px]] || Friendly Minigun || 3 || Friendly || Nimble and helpful, this unit will instantly take to helping out with the smaller bandit units.&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Source_Friendly_Ram_Illustration.png |x96px]] || Friendly Buggy || 3 || Friendly || Riding in fearless lines, the friendly buggy does not shy away from bashing a bandit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Source_Friendly_Cannon_Illustration.png |x96px]] || Friendly Cannon || 3 || Friendly || A large cannnon mounted on a truck, this unit launches ballistic projectiles. Luckily, this one is on our side.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Source_Friendly_Cannon_Illustration.png&amp;diff=357</id>
		<title>File:Source Friendly Cannon Illustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Source_Friendly_Cannon_Illustration.png&amp;diff=357"/>
		<updated>2026-07-17T18:47:53Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Friendly Cannon unit art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Friendly Cannon unit art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Source_Friendly_Ram_Illustration.png&amp;diff=356</id>
		<title>File:Source Friendly Ram Illustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Source_Friendly_Ram_Illustration.png&amp;diff=356"/>
		<updated>2026-07-17T18:47:41Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Friendly Buggy unit art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Friendly Buggy unit art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Source_Friendly_Minigun_Illustration.png&amp;diff=355</id>
		<title>File:Source Friendly Minigun Illustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Source_Friendly_Minigun_Illustration.png&amp;diff=355"/>
		<updated>2026-07-17T18:47:26Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Friendly Minigun unit art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Friendly Minigun unit art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Source_Friendly_Module_Illustration.png&amp;diff=354</id>
		<title>File:Source Friendly Module Illustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Source_Friendly_Module_Illustration.png&amp;diff=354"/>
		<updated>2026-07-17T18:47:12Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Friendly Camper unit art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Friendly Camper unit art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Cards&amp;diff=353</id>
		<title>Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Cards&amp;diff=353"/>
		<updated>2026-07-17T18:44:28Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* List of Effects */ Removed big dash to make turn numbers easier to see (again)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Operator_cards_tutorial_tip.png|480px|center|By using the carriage cards during the run you unlock new cards for that specific carriage. Tip: Low AP cost cards can be played more often.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hand of four cards.png|480px|thumb|right|A hand of four cards, 2 Red, 1 Blue, 1 Yellow]]&lt;br /&gt;
&#039;&#039;&#039;Cards&#039;&#039;&#039; are what players interact with most frequently. They allow the player to deal damage, protect their train, and control the fight in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Every card is associated with the locomotive or one of the [[Carriages]]. They represent that train unit&#039;s abilities, so the player must add that unit to the train at the start of or during the run in order to have access to any of its cards. And if a train unit is lost during a run, that carriage&#039;s cards are lost.&lt;br /&gt;
&lt;br /&gt;
At a glance, players can determine the category of a card&#039;s effect by its border color:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardBlue}};&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt; cards apply defenses to the train.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardRed}};&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; cards are offensive, damaging or impairing enemy units.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardYellow}};&amp;quot;&amp;gt;Yellow&amp;lt;/span&amp;gt; cards affect initiative, the grid, the player&#039;s hand, Action Points, or enemy units in non-damaging ways.&lt;br /&gt;
&lt;br /&gt;
At the beginning of every turn, the player draws cards from their &#039;&#039;&#039;Deck&#039;&#039;&#039; to fill their hand. At the very beginning of the game with the default train, the player&#039;s hand size is four cards. The player&#039;s hand size can be upgraded via modules. Most cards are played exactly once during a turn and then discarded. Discarded cards make their way back to the &#039;&#039;&#039;Draw pile&#039;&#039;&#039; to be drawn into the player&#039;s hand at a later turn. Many cards allow the player to draw extra cards in the middle of a fight, and this can be done regardless of the player&#039;s hand size. At the end of every player&#039;s turn, their entire hand is discarded.&lt;br /&gt;
&lt;br /&gt;
Players do not need to count cards. At any time, the player can view all the cards in their Deck, the Draw Pile, the Discard Pile, etc. These views do not show the player the order in which cards will be drawn, but this information may be crucial in some situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=220 heights=100 mode=&amp;quot;nolines&amp;gt;&lt;br /&gt;
File:Draw pile has 2 cards.png|Draw Pile at the bottom left&lt;br /&gt;
File:Deck has 6 cards.png|Deck at the top of the screen&lt;br /&gt;
File:Exhaust pile has 0 cards.png|Exhaust Pile at bottom right&lt;br /&gt;
File:Discard pile has 0 cards.png|Discard Pile right next to it&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action Points and playing cards==&lt;br /&gt;
&lt;br /&gt;
[[File:5-out-of-5 AP.png|240px|thumb|right|5 AP currently; 5 normally expected per turn]]&lt;br /&gt;
[[File:Artillery_Attack_card.png|240px|thumb|right|Artillery Attack requires 2 AP]]&lt;br /&gt;
Cards are played by spending their &#039;&#039;&#039;Action Points (AP)&#039;&#039;&#039; listed above the card with the lightning bolt icon. For example, the card [[Artillery Attack]] requires {{AP|2}} AP. At the beginning of a run, the player has 5 AP per turn. Many cards award the player extra AP, so players frequently will have more than their normal expected AP during a turn. In the screenshot, &#039;&#039;5/5&#039;&#039; means 5 AP left this turn (top) out of 5 AP normally expected each turn (bottom).&lt;br /&gt;
&lt;br /&gt;
When not enough Action Points are left to play a card, the AP number and icon will turn red. Clicking on a card that costs too many AP will show the message &#039;&#039;Not enough AP&#039;&#039; and prevent the player from playing that card.&lt;br /&gt;
&lt;br /&gt;
Clicking a card will either immediately play it or show a preview of the effect. For example, a red card with a targeting range will allow the player to target an enemy unit or grid space. Clicking again then plays the card.&lt;br /&gt;
&lt;br /&gt;
=== Effects that change their own AP cost ===&lt;br /&gt;
&lt;br /&gt;
{{Define|Cost Up|This card&#039;s AP cost increases by 1 each time another card is played.|color={{CardYellow}}}}&lt;br /&gt;
{{Define|Cost Down|This card&#039;s AP cost decreases by 1 each time another card is played.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Many cards have the effect &#039;&#039;&#039;Cost Down&#039;&#039;&#039; or &#039;&#039;&#039;Cost Up&#039;&#039;&#039; on them. When these cards are in the player&#039;s hand, every other card played in that turn will lower or raise the AP cost of that card, respectively. Therefore, &#039;&#039;&#039;Cost Up&#039;&#039;&#039; cards are best played at the beginning of the turn, and &#039;&#039;&#039;Cost Down&#039;&#039;&#039; cards are best played once their AP cost has reached {{AP|0}}. For example, [[Shield]] has the Cost Down effect, making it appropriate for a player to leave it for last after doing everything else they can to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
{{Define|Charged|This card&#039;s AP cost and power is equal to your current AP.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Cards with the &#039;&#039;&#039;Charged&#039;&#039;&#039; effect will consume all remaining AP in a turn in order to boost its power. For maximum effect, Charged cards are best played at the beginning of a turn or after other cards that increase the player&#039;s current AP.&lt;br /&gt;
&lt;br /&gt;
{{Define|Inflation|This card&#039;s AP cost increases by 1 each time this card is played.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
For the duration of a fight, cards with the &#039;&#039;&#039;Inflation&#039;&#039;&#039; effect will get more expensive every time they are played. Its cost can exceed the normal AP each turn gets.&lt;br /&gt;
&lt;br /&gt;
=== Exhaust effect ===&lt;br /&gt;
&lt;br /&gt;
{{Define|Exhaust|Card is sent to the exhaust pile until the end of the fight.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Cards played with the &#039;&#039;&#039;Exhaust&#039;&#039;&#039; effect are placed out of play in the &#039;&#039;&#039;Exhaust Pile&#039;&#039;&#039; until the end of the fight. Unlike other cards that go to the Discard Pile, cards in the Exhaust Pile are not recycled into the Draw Pile to be drawn again into the player&#039;s hand. These cards are generally much more powerful.&lt;br /&gt;
&lt;br /&gt;
Some cards, for example &#039;&#039;&#039;Into the Furnace&#039;&#039;&#039; and &#039;&#039;&#039;Out of the Furnace&#039;&#039;&#039; take another card from the player&#039;s hand with them to the Exhaust Pile as part of their cost. Both cards will then be out of play until the next fight.&lt;br /&gt;
&lt;br /&gt;
== Target and impact ranges ==&lt;br /&gt;
&lt;br /&gt;
[[File:Artillery Attack range.png|240px|thumb|right|Artillery Attack&#039;s targeting pattern]]&lt;br /&gt;
Most cards that affect units will have limitations on which units it can affect based on where the unit is relative to the carriage in the grid.&lt;br /&gt;
&lt;br /&gt;
For example, [[Artillery Attack]] can reach most grid cells that are not adjacent to the Artillery carriage. The carriage is at the center of  the range pattern, where the brighter lines intersect. The horizontal brighter line represents the track, and the locomotive will be to the right of the carriage.&lt;br /&gt;
&lt;br /&gt;
Other cards&#039; ranges do not reach as far as Artillery Attack, have bigger or smaller blind spots, can reach enemies that are closer, or have entirely different patterns. For example, the cards &#039;&#039;Intent Button,&#039;&#039; [[Carpet Shot]], and &#039;&#039;Suppressive Fire&#039;&#039; can only target enemies aligned vertically with their respective carriage, with no range to the left or right.&lt;br /&gt;
&lt;br /&gt;
Some fights do not have large enough grids to see the entire targeting pattern. This can happen when the maneuverable track is short or when the carriage is too far left or right on the track (horizontally), when there is a cliff or canyon (vertically), or during smaller fights earlier in the run where the grid is smaller by default.&lt;br /&gt;
&lt;br /&gt;
=== Impact Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Carpet Shot range.png|240px|thumb|right|Carpet Shot&#039;s target and impact range]]&lt;br /&gt;
Cards that affect more than one grid cell have an &#039;&#039;&#039;Impact Range,&#039;&#039;&#039; &#039;&#039;&#039;Explosion Range,&#039;&#039;&#039; or similar grid on their card back separate from the Targeting Range.&lt;br /&gt;
&lt;br /&gt;
All damage and effects happen to all cells in the impact range equally.&lt;br /&gt;
&lt;br /&gt;
For example, although [[Carpet Shot]] can only shoot straight up and down from the Artillery carriage, it hits 3 cells in a line parallel to the train. Therefore, it hits any enemies that are just to the left and right of the vertical targeting line, even though it cannot directly target those grid cells.&lt;br /&gt;
&lt;br /&gt;
== Card modifications ==&lt;br /&gt;
&lt;br /&gt;
[[File:Card modification reward.png|480px|Completing this green-dot map encounter allows the player to modify a card in their deck.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Carpet Shot card.png|240px|thumb|right|Carpet Shot card showing a modifiable value in {{Mv|green}}.]]&lt;br /&gt;
Many cards have modifiable values, and all cards&#039; AP costs can be modified. Modifiable values appear {{Mv|in green}} in the card&#039;s text.&lt;br /&gt;
&lt;br /&gt;
When completing a fight with the &#039;&#039;Card modification reward&#039;&#039; bonus, the player is shown three randomly selected cards from their deck with random modifications applied to them. Modifications are diverse: Some are more powerful than others, and some are exceptionally good for certain runs or in combination with other cards in a situation.&lt;br /&gt;
* AP cost down&lt;br /&gt;
* Damage up&lt;br /&gt;
* Damage up &#039;&#039;&#039;and&#039;&#039;&#039; AP cost up&lt;br /&gt;
* Added effect, for example &#039;&#039;&#039;Exhaust&#039;&#039;&#039; or &#039;&#039;&#039;Blind&#039;&#039;&#039;&lt;br /&gt;
* Random AP cost&lt;br /&gt;
&lt;br /&gt;
Numbers in plain gray in the card&#039;s text cannot be modified. For example, Carpet Shot is never modifiable to hit any more or less than &#039;&#039;&#039;3&#039;&#039;&#039; cells in a line.&lt;br /&gt;
&lt;br /&gt;
Some cards can wind up having random modifiers that cancel each other out, for example a card that adds {{Modifiable value|1}} AP increasing to {{Modifiable value|2}} but also increasing its cost by +1 AP. Other modifications can make cards objectively worse, for example by giving a random AP cost to a card with a base cost of {{AP|0}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=240 mode=&amp;quot;nolines&amp;gt;&lt;br /&gt;
File:Modification example minigun exhaust plus 1 damage.png|Minigun modified to add {{Modifiable value|+1 Damage}}, but adding the &amp;lt;span style=&amp;quot;color: {{CardYellow}};&amp;quot;&amp;gt;Exhaust&amp;lt;/span&amp;gt; effect.&lt;br /&gt;
File:Modification example minigun sabotage plus 1 ap cost.png|Minigun modified to add the {{Modifiable value|Sabotage}} effect, but increasing its cost by {{AP|1}}.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding cards during a run ==&lt;br /&gt;
&lt;br /&gt;
The run starts with a specified set of unlocked and available cards in their pool based on their chosen Locomotive and [[Carriages]]. During the run, the player may be rewarded with or purchase additional cards from this pool. When that happens, the player is given a random selection of cards from the pool to add to their deck.&lt;br /&gt;
* Reward for winning a fight: Choose one of three random cards.&lt;br /&gt;
* Upgrading a carriage: Choose one of three random cards associated with that carriage.&lt;br /&gt;
* Shopping at Chop Shops: Purchase any of several randomly chosen unlocked cards with {{Scrap}} Scrap—with the option to purchase rerolls with {{Scrap}} Scrap.&lt;br /&gt;
* Green dots on the map that offer &#039;&#039;&#039;Card duplication reward&#039;&#039;&#039;: Choose any one card from the deck to duplicate.&lt;br /&gt;
&lt;br /&gt;
When adding cards during a run, the preview of the card includes a stack size in a box in the top left, for example &#039;&#039;&#039;x2&#039;&#039;&#039;. This is how many cards are added for the purchase price. Many cards, especially red cards, come in pairs. For example, in the screenshot of the [[Carpet Shot]] card, above, the &#039;&#039;2x&#039;&#039; in the corner means two Carpet Shot cards will be added to the deck.&lt;br /&gt;
&lt;br /&gt;
When upgrading a carriage, it is possible to acquire all the unlocked cards for that carriage. In that situation, the upgrade reward options will be Spikes bonuses or Driver Gauge bonuses instead of more cards.&lt;br /&gt;
&lt;br /&gt;
Every run, the player must re-acquire cards from their pool into their deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fight rewards adding a card.png|Winning a basic fight rewards a card.&lt;br /&gt;
File:Fight reward choose a card.png|Cards added this way can belong to any train unit.&lt;br /&gt;
File:Upgrading adds a card.png|Upgrading a carriage rewards a choice of random cards from the pool (or an instant health upgrade).&lt;br /&gt;
File:Cards_for_sale_in_the_shop.png|Random cards for sale at a Chop Shop.&lt;br /&gt;
File:Duplicating a card.png|Duplicating a card as a random green-dot reward.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Progression across runs == &lt;br /&gt;
&lt;br /&gt;
[[File:Pre-run modules and cards review button.png|thumb|180px|&#039;&#039;Modules &amp;amp; Cards&#039;&#039; button at the left of the pre-run screen]]&lt;br /&gt;
Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked cards are then made available to be added to the deck during the run when completing fights or purchasing cards from [[Map_Encounters|Chop Shops]].&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;ANOTHER DAY IN THE FOG,&#039;&#039; players are shown their Locomotives, Carriages, &#039;&#039;&#039;Modules &amp;amp; Cards&#039;&#039;&#039;, and the button to start the run. Once the run begins, the card pool is set for the remainder of the run.&lt;br /&gt;
&lt;br /&gt;
The Driver&#039;s cards are &#039;&#039;&#039;not&#039;&#039;&#039; in the pool or ever in the player&#039;s deck, but become playable through the [[Drivers|Driver Gauge]] mechanic.&lt;br /&gt;
&lt;br /&gt;
Each locomotive and carriage has a beginning loadout of cards. A small number of cards are immediately in the deck upon starting the run. Others are initially shown with a lock icon and must be unlocked by completing runs to increase the rank of the unit. Ranking up the unit unlocks these extra cards, which are then added to the pool to find during a run.&lt;br /&gt;
&lt;br /&gt;
For example, the [[Artillery Attack]] card is always in the deck when the Artillery carriage is on the train, but the [[Carpet Shot]] card must be found during the run, and the carriage has three more cards that can be unlocked by ranking up the carriage.&lt;br /&gt;
&lt;br /&gt;
As another example, the Protector carriage adds two [[Shield]] cards to the deck when attached to the train. Three other cards are added to the pool to be found during the run, and three more cards can be unlocked by ranking up the carriage.&lt;br /&gt;
&lt;br /&gt;
As a counter example, the Foggie locomotive&#039;s unlocks from ranking up are [[Modules]], not cards. Compare the screenshots of the initial loadouts of these three units at the very beginning of the game, before any runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Artillery carriage initial loadout.png|Artillery carriage deck cards, pool cards, and unlockable cards.&lt;br /&gt;
File:Protector carriage initial loadout.png|Protector carriage deck cards, pool cards, and unlockable cards.&lt;br /&gt;
File:Foggie initial loadout.png|Foggie locomotive pool cards and unlockable modules.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deactivating a Card ===&lt;br /&gt;
&lt;br /&gt;
On the &#039;&#039;Modules &amp;amp; Cards&#039;&#039; screen, additional cards beyond the &#039;&#039;&#039;Base Tier&#039;&#039;&#039; are revealed and unlocked in tiers. Once a card has been unlocked, it is guaranteed to be in the pool. If the player changes their mind, they may &#039;&#039;&#039;Deactivate&#039;&#039;&#039; a card. The choice to deactivate a card is only available once an entire tier has been unlocked. After unlocking all four cards in a tier, the player receives two deactivation options.&lt;br /&gt;
&lt;br /&gt;
Deactivating a card is beneficial when the card conflicts with the player&#039;s chosen loadout of locomotives, carriage, and other cards. It also serves to increase the likelihood of finding the other cards in the pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Cards and unlock tiers available before run.png|Cards available to be unlocked before a run&lt;br /&gt;
File:Card tiers and deactivated cards.png|Unlocked cards can be deactivated&lt;br /&gt;
File:Deactivated card small.png|Once deactivated, the card icon in the tier list changes&lt;br /&gt;
File:Deactivated card full size.png|A deactivated card can be activated again with the &#039;&#039;Activate&#039;&#039; button&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Effects ==&lt;br /&gt;
&lt;br /&gt;
There are many effects that buff the player&#039;s units, debuff enemy units, or change the playing field. Every effect is described in-game; a tooltip will appear over the card after a short delay. For additional descriptions of the effects and interactions, find the article on the specific card.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!! Name !! Turns !! Text&lt;br /&gt;
|-&lt;br /&gt;
| Exhaust || || Card is sent to the exhaust pile until the end of the fight.&lt;br /&gt;
|-&lt;br /&gt;
| Move Target || || Move affected units away from the carriage.&lt;br /&gt;
|-&lt;br /&gt;
| Cost Down || || This card&#039;s AP cost decreases by 1 each time another card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Cost Up || || This card&#039;s AP cost increases by 1 each time another card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Flip || 1 || Flip the unit&#039;s intent.&lt;br /&gt;
|-&lt;br /&gt;
| Blind || 1 || Blinded units cancel their intent. They move and create intents randomly while blinded.&lt;br /&gt;
|-&lt;br /&gt;
| Burn || 1 || Burning units take 1 damage at the end of their turn.&lt;br /&gt;
|-&lt;br /&gt;
| Innate || || Guaranteed to be drawn first at the beginning of a fight.&lt;br /&gt;
|-&lt;br /&gt;
| Destabilize || 1 || If this unit receives damage, it will skid one cell backwards. Does not work on Heavy units.&lt;br /&gt;
|-&lt;br /&gt;
| Ignore Shield || || Action will ignore shield.&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage || 1 || This unit receives 1 damage the next time it moves.&lt;br /&gt;
|-&lt;br /&gt;
| Speared || 1 || If this unit is damaged, draw a Spearwall card from the draw or discard pile.&lt;br /&gt;
|-&lt;br /&gt;
| Inflation || || This card&#039;s AP cost increases by 1 each time this card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Charged || || This card&#039;s AP cost and power is equal to your current AP.&lt;br /&gt;
|-&lt;br /&gt;
| Brittle || || This card is destroyed when leaving the hand&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:List of Cards}}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Cards&amp;diff=352</id>
		<title>Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Cards&amp;diff=352"/>
		<updated>2026-07-17T18:43:47Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* List of Effects */ Updated with new list of effects seen on release; default sort in roughly order encountered from the beginning of the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Operator_cards_tutorial_tip.png|480px|center|By using the carriage cards during the run you unlock new cards for that specific carriage. Tip: Low AP cost cards can be played more often.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hand of four cards.png|480px|thumb|right|A hand of four cards, 2 Red, 1 Blue, 1 Yellow]]&lt;br /&gt;
&#039;&#039;&#039;Cards&#039;&#039;&#039; are what players interact with most frequently. They allow the player to deal damage, protect their train, and control the fight in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Every card is associated with the locomotive or one of the [[Carriages]]. They represent that train unit&#039;s abilities, so the player must add that unit to the train at the start of or during the run in order to have access to any of its cards. And if a train unit is lost during a run, that carriage&#039;s cards are lost.&lt;br /&gt;
&lt;br /&gt;
At a glance, players can determine the category of a card&#039;s effect by its border color:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardBlue}};&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt; cards apply defenses to the train.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardRed}};&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; cards are offensive, damaging or impairing enemy units.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardYellow}};&amp;quot;&amp;gt;Yellow&amp;lt;/span&amp;gt; cards affect initiative, the grid, the player&#039;s hand, Action Points, or enemy units in non-damaging ways.&lt;br /&gt;
&lt;br /&gt;
At the beginning of every turn, the player draws cards from their &#039;&#039;&#039;Deck&#039;&#039;&#039; to fill their hand. At the very beginning of the game with the default train, the player&#039;s hand size is four cards. The player&#039;s hand size can be upgraded via modules. Most cards are played exactly once during a turn and then discarded. Discarded cards make their way back to the &#039;&#039;&#039;Draw pile&#039;&#039;&#039; to be drawn into the player&#039;s hand at a later turn. Many cards allow the player to draw extra cards in the middle of a fight, and this can be done regardless of the player&#039;s hand size. At the end of every player&#039;s turn, their entire hand is discarded.&lt;br /&gt;
&lt;br /&gt;
Players do not need to count cards. At any time, the player can view all the cards in their Deck, the Draw Pile, the Discard Pile, etc. These views do not show the player the order in which cards will be drawn, but this information may be crucial in some situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=220 heights=100 mode=&amp;quot;nolines&amp;gt;&lt;br /&gt;
File:Draw pile has 2 cards.png|Draw Pile at the bottom left&lt;br /&gt;
File:Deck has 6 cards.png|Deck at the top of the screen&lt;br /&gt;
File:Exhaust pile has 0 cards.png|Exhaust Pile at bottom right&lt;br /&gt;
File:Discard pile has 0 cards.png|Discard Pile right next to it&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action Points and playing cards==&lt;br /&gt;
&lt;br /&gt;
[[File:5-out-of-5 AP.png|240px|thumb|right|5 AP currently; 5 normally expected per turn]]&lt;br /&gt;
[[File:Artillery_Attack_card.png|240px|thumb|right|Artillery Attack requires 2 AP]]&lt;br /&gt;
Cards are played by spending their &#039;&#039;&#039;Action Points (AP)&#039;&#039;&#039; listed above the card with the lightning bolt icon. For example, the card [[Artillery Attack]] requires {{AP|2}} AP. At the beginning of a run, the player has 5 AP per turn. Many cards award the player extra AP, so players frequently will have more than their normal expected AP during a turn. In the screenshot, &#039;&#039;5/5&#039;&#039; means 5 AP left this turn (top) out of 5 AP normally expected each turn (bottom).&lt;br /&gt;
&lt;br /&gt;
When not enough Action Points are left to play a card, the AP number and icon will turn red. Clicking on a card that costs too many AP will show the message &#039;&#039;Not enough AP&#039;&#039; and prevent the player from playing that card.&lt;br /&gt;
&lt;br /&gt;
Clicking a card will either immediately play it or show a preview of the effect. For example, a red card with a targeting range will allow the player to target an enemy unit or grid space. Clicking again then plays the card.&lt;br /&gt;
&lt;br /&gt;
=== Effects that change their own AP cost ===&lt;br /&gt;
&lt;br /&gt;
{{Define|Cost Up|This card&#039;s AP cost increases by 1 each time another card is played.|color={{CardYellow}}}}&lt;br /&gt;
{{Define|Cost Down|This card&#039;s AP cost decreases by 1 each time another card is played.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Many cards have the effect &#039;&#039;&#039;Cost Down&#039;&#039;&#039; or &#039;&#039;&#039;Cost Up&#039;&#039;&#039; on them. When these cards are in the player&#039;s hand, every other card played in that turn will lower or raise the AP cost of that card, respectively. Therefore, &#039;&#039;&#039;Cost Up&#039;&#039;&#039; cards are best played at the beginning of the turn, and &#039;&#039;&#039;Cost Down&#039;&#039;&#039; cards are best played once their AP cost has reached {{AP|0}}. For example, [[Shield]] has the Cost Down effect, making it appropriate for a player to leave it for last after doing everything else they can to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
{{Define|Charged|This card&#039;s AP cost and power is equal to your current AP.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Cards with the &#039;&#039;&#039;Charged&#039;&#039;&#039; effect will consume all remaining AP in a turn in order to boost its power. For maximum effect, Charged cards are best played at the beginning of a turn or after other cards that increase the player&#039;s current AP.&lt;br /&gt;
&lt;br /&gt;
{{Define|Inflation|This card&#039;s AP cost increases by 1 each time this card is played.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
For the duration of a fight, cards with the &#039;&#039;&#039;Inflation&#039;&#039;&#039; effect will get more expensive every time they are played. Its cost can exceed the normal AP each turn gets.&lt;br /&gt;
&lt;br /&gt;
=== Exhaust effect ===&lt;br /&gt;
&lt;br /&gt;
{{Define|Exhaust|Card is sent to the exhaust pile until the end of the fight.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Cards played with the &#039;&#039;&#039;Exhaust&#039;&#039;&#039; effect are placed out of play in the &#039;&#039;&#039;Exhaust Pile&#039;&#039;&#039; until the end of the fight. Unlike other cards that go to the Discard Pile, cards in the Exhaust Pile are not recycled into the Draw Pile to be drawn again into the player&#039;s hand. These cards are generally much more powerful.&lt;br /&gt;
&lt;br /&gt;
Some cards, for example &#039;&#039;&#039;Into the Furnace&#039;&#039;&#039; and &#039;&#039;&#039;Out of the Furnace&#039;&#039;&#039; take another card from the player&#039;s hand with them to the Exhaust Pile as part of their cost. Both cards will then be out of play until the next fight.&lt;br /&gt;
&lt;br /&gt;
== Target and impact ranges ==&lt;br /&gt;
&lt;br /&gt;
[[File:Artillery Attack range.png|240px|thumb|right|Artillery Attack&#039;s targeting pattern]]&lt;br /&gt;
Most cards that affect units will have limitations on which units it can affect based on where the unit is relative to the carriage in the grid.&lt;br /&gt;
&lt;br /&gt;
For example, [[Artillery Attack]] can reach most grid cells that are not adjacent to the Artillery carriage. The carriage is at the center of  the range pattern, where the brighter lines intersect. The horizontal brighter line represents the track, and the locomotive will be to the right of the carriage.&lt;br /&gt;
&lt;br /&gt;
Other cards&#039; ranges do not reach as far as Artillery Attack, have bigger or smaller blind spots, can reach enemies that are closer, or have entirely different patterns. For example, the cards &#039;&#039;Intent Button,&#039;&#039; [[Carpet Shot]], and &#039;&#039;Suppressive Fire&#039;&#039; can only target enemies aligned vertically with their respective carriage, with no range to the left or right.&lt;br /&gt;
&lt;br /&gt;
Some fights do not have large enough grids to see the entire targeting pattern. This can happen when the maneuverable track is short or when the carriage is too far left or right on the track (horizontally), when there is a cliff or canyon (vertically), or during smaller fights earlier in the run where the grid is smaller by default.&lt;br /&gt;
&lt;br /&gt;
=== Impact Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Carpet Shot range.png|240px|thumb|right|Carpet Shot&#039;s target and impact range]]&lt;br /&gt;
Cards that affect more than one grid cell have an &#039;&#039;&#039;Impact Range,&#039;&#039;&#039; &#039;&#039;&#039;Explosion Range,&#039;&#039;&#039; or similar grid on their card back separate from the Targeting Range.&lt;br /&gt;
&lt;br /&gt;
All damage and effects happen to all cells in the impact range equally.&lt;br /&gt;
&lt;br /&gt;
For example, although [[Carpet Shot]] can only shoot straight up and down from the Artillery carriage, it hits 3 cells in a line parallel to the train. Therefore, it hits any enemies that are just to the left and right of the vertical targeting line, even though it cannot directly target those grid cells.&lt;br /&gt;
&lt;br /&gt;
== Card modifications ==&lt;br /&gt;
&lt;br /&gt;
[[File:Card modification reward.png|480px|Completing this green-dot map encounter allows the player to modify a card in their deck.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Carpet Shot card.png|240px|thumb|right|Carpet Shot card showing a modifiable value in {{Mv|green}}.]]&lt;br /&gt;
Many cards have modifiable values, and all cards&#039; AP costs can be modified. Modifiable values appear {{Mv|in green}} in the card&#039;s text.&lt;br /&gt;
&lt;br /&gt;
When completing a fight with the &#039;&#039;Card modification reward&#039;&#039; bonus, the player is shown three randomly selected cards from their deck with random modifications applied to them. Modifications are diverse: Some are more powerful than others, and some are exceptionally good for certain runs or in combination with other cards in a situation.&lt;br /&gt;
* AP cost down&lt;br /&gt;
* Damage up&lt;br /&gt;
* Damage up &#039;&#039;&#039;and&#039;&#039;&#039; AP cost up&lt;br /&gt;
* Added effect, for example &#039;&#039;&#039;Exhaust&#039;&#039;&#039; or &#039;&#039;&#039;Blind&#039;&#039;&#039;&lt;br /&gt;
* Random AP cost&lt;br /&gt;
&lt;br /&gt;
Numbers in plain gray in the card&#039;s text cannot be modified. For example, Carpet Shot is never modifiable to hit any more or less than &#039;&#039;&#039;3&#039;&#039;&#039; cells in a line.&lt;br /&gt;
&lt;br /&gt;
Some cards can wind up having random modifiers that cancel each other out, for example a card that adds {{Modifiable value|1}} AP increasing to {{Modifiable value|2}} but also increasing its cost by +1 AP. Other modifications can make cards objectively worse, for example by giving a random AP cost to a card with a base cost of {{AP|0}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=240 mode=&amp;quot;nolines&amp;gt;&lt;br /&gt;
File:Modification example minigun exhaust plus 1 damage.png|Minigun modified to add {{Modifiable value|+1 Damage}}, but adding the &amp;lt;span style=&amp;quot;color: {{CardYellow}};&amp;quot;&amp;gt;Exhaust&amp;lt;/span&amp;gt; effect.&lt;br /&gt;
File:Modification example minigun sabotage plus 1 ap cost.png|Minigun modified to add the {{Modifiable value|Sabotage}} effect, but increasing its cost by {{AP|1}}.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding cards during a run ==&lt;br /&gt;
&lt;br /&gt;
The run starts with a specified set of unlocked and available cards in their pool based on their chosen Locomotive and [[Carriages]]. During the run, the player may be rewarded with or purchase additional cards from this pool. When that happens, the player is given a random selection of cards from the pool to add to their deck.&lt;br /&gt;
* Reward for winning a fight: Choose one of three random cards.&lt;br /&gt;
* Upgrading a carriage: Choose one of three random cards associated with that carriage.&lt;br /&gt;
* Shopping at Chop Shops: Purchase any of several randomly chosen unlocked cards with {{Scrap}} Scrap—with the option to purchase rerolls with {{Scrap}} Scrap.&lt;br /&gt;
* Green dots on the map that offer &#039;&#039;&#039;Card duplication reward&#039;&#039;&#039;: Choose any one card from the deck to duplicate.&lt;br /&gt;
&lt;br /&gt;
When adding cards during a run, the preview of the card includes a stack size in a box in the top left, for example &#039;&#039;&#039;x2&#039;&#039;&#039;. This is how many cards are added for the purchase price. Many cards, especially red cards, come in pairs. For example, in the screenshot of the [[Carpet Shot]] card, above, the &#039;&#039;2x&#039;&#039; in the corner means two Carpet Shot cards will be added to the deck.&lt;br /&gt;
&lt;br /&gt;
When upgrading a carriage, it is possible to acquire all the unlocked cards for that carriage. In that situation, the upgrade reward options will be Spikes bonuses or Driver Gauge bonuses instead of more cards.&lt;br /&gt;
&lt;br /&gt;
Every run, the player must re-acquire cards from their pool into their deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fight rewards adding a card.png|Winning a basic fight rewards a card.&lt;br /&gt;
File:Fight reward choose a card.png|Cards added this way can belong to any train unit.&lt;br /&gt;
File:Upgrading adds a card.png|Upgrading a carriage rewards a choice of random cards from the pool (or an instant health upgrade).&lt;br /&gt;
File:Cards_for_sale_in_the_shop.png|Random cards for sale at a Chop Shop.&lt;br /&gt;
File:Duplicating a card.png|Duplicating a card as a random green-dot reward.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Progression across runs == &lt;br /&gt;
&lt;br /&gt;
[[File:Pre-run modules and cards review button.png|thumb|180px|&#039;&#039;Modules &amp;amp; Cards&#039;&#039; button at the left of the pre-run screen]]&lt;br /&gt;
Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked cards are then made available to be added to the deck during the run when completing fights or purchasing cards from [[Map_Encounters|Chop Shops]].&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;ANOTHER DAY IN THE FOG,&#039;&#039; players are shown their Locomotives, Carriages, &#039;&#039;&#039;Modules &amp;amp; Cards&#039;&#039;&#039;, and the button to start the run. Once the run begins, the card pool is set for the remainder of the run.&lt;br /&gt;
&lt;br /&gt;
The Driver&#039;s cards are &#039;&#039;&#039;not&#039;&#039;&#039; in the pool or ever in the player&#039;s deck, but become playable through the [[Drivers|Driver Gauge]] mechanic.&lt;br /&gt;
&lt;br /&gt;
Each locomotive and carriage has a beginning loadout of cards. A small number of cards are immediately in the deck upon starting the run. Others are initially shown with a lock icon and must be unlocked by completing runs to increase the rank of the unit. Ranking up the unit unlocks these extra cards, which are then added to the pool to find during a run.&lt;br /&gt;
&lt;br /&gt;
For example, the [[Artillery Attack]] card is always in the deck when the Artillery carriage is on the train, but the [[Carpet Shot]] card must be found during the run, and the carriage has three more cards that can be unlocked by ranking up the carriage.&lt;br /&gt;
&lt;br /&gt;
As another example, the Protector carriage adds two [[Shield]] cards to the deck when attached to the train. Three other cards are added to the pool to be found during the run, and three more cards can be unlocked by ranking up the carriage.&lt;br /&gt;
&lt;br /&gt;
As a counter example, the Foggie locomotive&#039;s unlocks from ranking up are [[Modules]], not cards. Compare the screenshots of the initial loadouts of these three units at the very beginning of the game, before any runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Artillery carriage initial loadout.png|Artillery carriage deck cards, pool cards, and unlockable cards.&lt;br /&gt;
File:Protector carriage initial loadout.png|Protector carriage deck cards, pool cards, and unlockable cards.&lt;br /&gt;
File:Foggie initial loadout.png|Foggie locomotive pool cards and unlockable modules.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deactivating a Card ===&lt;br /&gt;
&lt;br /&gt;
On the &#039;&#039;Modules &amp;amp; Cards&#039;&#039; screen, additional cards beyond the &#039;&#039;&#039;Base Tier&#039;&#039;&#039; are revealed and unlocked in tiers. Once a card has been unlocked, it is guaranteed to be in the pool. If the player changes their mind, they may &#039;&#039;&#039;Deactivate&#039;&#039;&#039; a card. The choice to deactivate a card is only available once an entire tier has been unlocked. After unlocking all four cards in a tier, the player receives two deactivation options.&lt;br /&gt;
&lt;br /&gt;
Deactivating a card is beneficial when the card conflicts with the player&#039;s chosen loadout of locomotives, carriage, and other cards. It also serves to increase the likelihood of finding the other cards in the pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Cards and unlock tiers available before run.png|Cards available to be unlocked before a run&lt;br /&gt;
File:Card tiers and deactivated cards.png|Unlocked cards can be deactivated&lt;br /&gt;
File:Deactivated card small.png|Once deactivated, the card icon in the tier list changes&lt;br /&gt;
File:Deactivated card full size.png|A deactivated card can be activated again with the &#039;&#039;Activate&#039;&#039; button&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Effects ==&lt;br /&gt;
&lt;br /&gt;
There are many effects that buff the player&#039;s units, debuff enemy units, or change the playing field. Every effect is described in-game; a tooltip will appear over the card after a short delay. For additional descriptions of the effects and interactions, find the article on the specific card.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!! Name !! Turns !! Text&lt;br /&gt;
|-&lt;br /&gt;
| Exhaust || — || Card is sent to the exhaust pile until the end of the fight.&lt;br /&gt;
|-&lt;br /&gt;
| Move Target || — || Move affected units away from the carriage.&lt;br /&gt;
|-&lt;br /&gt;
| Cost Down || — || This card&#039;s AP cost decreases by 1 each time another card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Cost Up || — || This card&#039;s AP cost increases by 1 each time another card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Flip || 1 || Flip the unit&#039;s intent.&lt;br /&gt;
|-&lt;br /&gt;
| Blind || 1 || Blinded units cancel their intent. They move and create intents randomly while blinded.&lt;br /&gt;
|-&lt;br /&gt;
| Burn || 1 || Burning units take 1 damage at the end of their turn.&lt;br /&gt;
|-&lt;br /&gt;
| Innate || — || Guaranteed to be drawn first at the beginning of a fight.&lt;br /&gt;
|-&lt;br /&gt;
| Destabilize || 1 || If this unit receives damage, it will skid one cell backwards. Does not work on Heavy units.&lt;br /&gt;
|-&lt;br /&gt;
| Ignore Shield || — || Action will ignore shield.&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage || 1 || This unit receives 1 damage the next time it moves.&lt;br /&gt;
|-&lt;br /&gt;
| Speared || 1 || If this unit is damaged, draw a Spearwall card from the draw or discard pile.&lt;br /&gt;
|-&lt;br /&gt;
| Inflation || — || This card&#039;s AP cost increases by 1 each time this card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Charged || — || This card&#039;s AP cost and power is equal to your current AP.&lt;br /&gt;
|-&lt;br /&gt;
| Brittle || — || This card is destroyed when leaving the hand&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:List of Cards}}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=The_Train&amp;diff=351</id>
		<title>The Train</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=The_Train&amp;diff=351"/>
		<updated>2026-07-17T18:37:30Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Added Locomotive to the top level and to tabber&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Train is the main playable element of Fogpiercer, representing the player&#039;s avatar in the world.&lt;br /&gt;
&lt;br /&gt;
It is made up a locomotive alongside several customizables parts:&lt;br /&gt;
* [[Driver]] characters have unique skills&lt;br /&gt;
* [[Locomotive]] at the front of the train&lt;br /&gt;
* [[Carriages]] are pulled behind the locomotive and grant new functionalities&lt;br /&gt;
* [[Cards]] are actions performed by the carriages or the train itself, and are played during combat&lt;br /&gt;
* [[Modules]] are semi-permanent items that give passive perks, options, conditional rewards, and other bonuses for the duration of the run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-| Drivers =&lt;br /&gt;
&amp;lt;br&amp;gt;{{Hat|Drivers}}&lt;br /&gt;
{{:Drivers}}&lt;br /&gt;
&lt;br /&gt;
|-| Locomotive =&lt;br /&gt;
&amp;lt;br&amp;gt;{{Hat|Locomotive}}&lt;br /&gt;
{{:Locomotive}}&lt;br /&gt;
&lt;br /&gt;
|-| Carriages =&lt;br /&gt;
&amp;lt;br&amp;gt;{{Hat|Carriages}}&lt;br /&gt;
{{:Carriages}}&lt;br /&gt;
&lt;br /&gt;
|-| Cards =&lt;br /&gt;
&amp;lt;br&amp;gt;{{Hat|Cards}}&lt;br /&gt;
{{:Cards}}&lt;br /&gt;
&lt;br /&gt;
|-| Modules =&lt;br /&gt;
&amp;lt;br&amp;gt;{{Hat|Modules}}&lt;br /&gt;
{{:Modules}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Locomotive&amp;diff=350</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Locomotive&amp;diff=350"/>
		<updated>2026-07-17T18:34:27Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Started with the operator tutorial tip, a brief overview, and the List of locomotives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Operator_locomotive_tutorial_tip.png|480px|center|Every train has to have an engine at the front. They differ in their max health, cards they add to the deck and possible modules that passively affect the run.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Locomotive&#039;&#039;&#039; leads the train with [[Carriages]] behind. The run is over if the locomotive is destroyed.&lt;br /&gt;
&lt;br /&gt;
Locomotives can only be upgraded at Old-Timer&#039;s Stops.&lt;br /&gt;
&lt;br /&gt;
{{:List of Locomotives}}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Operator_locomotive_tutorial_tip.png&amp;diff=349</id>
		<title>File:Operator locomotive tutorial tip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Operator_locomotive_tutorial_tip.png&amp;diff=349"/>
		<updated>2026-07-17T18:34:07Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Screenshot of the operator&amp;#039;s tutorial message about locomotives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the operator&#039;s tutorial message about locomotives&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Locomotives&amp;diff=348</id>
		<title>List of Locomotives</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Locomotives&amp;diff=348"/>
		<updated>2026-07-17T18:32:46Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Updated with the new locomotives seen on release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of locomotives ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !! Max rank !! Base health !! Cargo space !! Initially unlocked cards !! Text&lt;br /&gt;
|- &lt;br /&gt;
|| [[File: LentIllustration.png |x128px]] || [[Foggie]] || 3 || 2 || 3 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Intent Button]] &amp;lt;br /&amp;gt; [[Bogie Exchange]] || First locomotive the engineers put together once the Fogtouched took control. It&#039;s quite robust with a lot of useful compartments.&lt;br /&gt;
|- &lt;br /&gt;
|| [[File: SteamIllustration.png |x128px]] || [[Steam]] || ?? || ?? || ?? ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| ?? || A timeless design which the lads pput armor on, it runs like clockwork and the Fogpiercers can depend on it.&lt;br /&gt;
|- &lt;br /&gt;
|| [[File: BulletIllustration.png |x128px]] || [[Bullet]] || ?? || ?? || ?? ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| ?? || Rumor has it, this beast flies far beyond the speed of sound. V12s have nothing on this marvel of our engineers&#039; prowess.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:BulletIllustration.png&amp;diff=347</id>
		<title>File:BulletIllustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:BulletIllustration.png&amp;diff=347"/>
		<updated>2026-07-17T18:32:27Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Bullet locomotive art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Bullet locomotive art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:SteamIllustration.png&amp;diff=346</id>
		<title>File:SteamIllustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:SteamIllustration.png&amp;diff=346"/>
		<updated>2026-07-17T18:32:15Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Steam locomotive art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Steam locomotive art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Cards&amp;diff=345</id>
		<title>Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Cards&amp;diff=345"/>
		<updated>2026-07-17T18:27:11Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Added operator tutorial tip to top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Operator_cards_tutorial_tip.png|480px|center|By using the carriage cards during the run you unlock new cards for that specific carriage. Tip: Low AP cost cards can be played more often.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hand of four cards.png|480px|thumb|right|A hand of four cards, 2 Red, 1 Blue, 1 Yellow]]&lt;br /&gt;
&#039;&#039;&#039;Cards&#039;&#039;&#039; are what players interact with most frequently. They allow the player to deal damage, protect their train, and control the fight in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Every card is associated with the locomotive or one of the [[Carriages]]. They represent that train unit&#039;s abilities, so the player must add that unit to the train at the start of or during the run in order to have access to any of its cards. And if a train unit is lost during a run, that carriage&#039;s cards are lost.&lt;br /&gt;
&lt;br /&gt;
At a glance, players can determine the category of a card&#039;s effect by its border color:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardBlue}};&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt; cards apply defenses to the train.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardRed}};&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; cards are offensive, damaging or impairing enemy units.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardYellow}};&amp;quot;&amp;gt;Yellow&amp;lt;/span&amp;gt; cards affect initiative, the grid, the player&#039;s hand, Action Points, or enemy units in non-damaging ways.&lt;br /&gt;
&lt;br /&gt;
At the beginning of every turn, the player draws cards from their &#039;&#039;&#039;Deck&#039;&#039;&#039; to fill their hand. At the very beginning of the game with the default train, the player&#039;s hand size is four cards. The player&#039;s hand size can be upgraded via modules. Most cards are played exactly once during a turn and then discarded. Discarded cards make their way back to the &#039;&#039;&#039;Draw pile&#039;&#039;&#039; to be drawn into the player&#039;s hand at a later turn. Many cards allow the player to draw extra cards in the middle of a fight, and this can be done regardless of the player&#039;s hand size. At the end of every player&#039;s turn, their entire hand is discarded.&lt;br /&gt;
&lt;br /&gt;
Players do not need to count cards. At any time, the player can view all the cards in their Deck, the Draw Pile, the Discard Pile, etc. These views do not show the player the order in which cards will be drawn, but this information may be crucial in some situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=220 heights=100 mode=&amp;quot;nolines&amp;gt;&lt;br /&gt;
File:Draw pile has 2 cards.png|Draw Pile at the bottom left&lt;br /&gt;
File:Deck has 6 cards.png|Deck at the top of the screen&lt;br /&gt;
File:Exhaust pile has 0 cards.png|Exhaust Pile at bottom right&lt;br /&gt;
File:Discard pile has 0 cards.png|Discard Pile right next to it&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action Points and playing cards==&lt;br /&gt;
&lt;br /&gt;
[[File:5-out-of-5 AP.png|240px|thumb|right|5 AP currently; 5 normally expected per turn]]&lt;br /&gt;
[[File:Artillery_Attack_card.png|240px|thumb|right|Artillery Attack requires 2 AP]]&lt;br /&gt;
Cards are played by spending their &#039;&#039;&#039;Action Points (AP)&#039;&#039;&#039; listed above the card with the lightning bolt icon. For example, the card [[Artillery Attack]] requires {{AP|2}} AP. At the beginning of a run, the player has 5 AP per turn. Many cards award the player extra AP, so players frequently will have more than their normal expected AP during a turn. In the screenshot, &#039;&#039;5/5&#039;&#039; means 5 AP left this turn (top) out of 5 AP normally expected each turn (bottom).&lt;br /&gt;
&lt;br /&gt;
When not enough Action Points are left to play a card, the AP number and icon will turn red. Clicking on a card that costs too many AP will show the message &#039;&#039;Not enough AP&#039;&#039; and prevent the player from playing that card.&lt;br /&gt;
&lt;br /&gt;
Clicking a card will either immediately play it or show a preview of the effect. For example, a red card with a targeting range will allow the player to target an enemy unit or grid space. Clicking again then plays the card.&lt;br /&gt;
&lt;br /&gt;
=== Effects that change their own AP cost ===&lt;br /&gt;
&lt;br /&gt;
{{Define|Cost Up|This card&#039;s AP cost increases by 1 each time another card is played.|color={{CardYellow}}}}&lt;br /&gt;
{{Define|Cost Down|This card&#039;s AP cost decreases by 1 each time another card is played.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Many cards have the effect &#039;&#039;&#039;Cost Down&#039;&#039;&#039; or &#039;&#039;&#039;Cost Up&#039;&#039;&#039; on them. When these cards are in the player&#039;s hand, every other card played in that turn will lower or raise the AP cost of that card, respectively. Therefore, &#039;&#039;&#039;Cost Up&#039;&#039;&#039; cards are best played at the beginning of the turn, and &#039;&#039;&#039;Cost Down&#039;&#039;&#039; cards are best played once their AP cost has reached {{AP|0}}. For example, [[Shield]] has the Cost Down effect, making it appropriate for a player to leave it for last after doing everything else they can to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
{{Define|Charged|This card&#039;s AP cost and power is equal to your current AP.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Cards with the &#039;&#039;&#039;Charged&#039;&#039;&#039; effect will consume all remaining AP in a turn in order to boost its power. For maximum effect, Charged cards are best played at the beginning of a turn or after other cards that increase the player&#039;s current AP.&lt;br /&gt;
&lt;br /&gt;
{{Define|Inflation|This card&#039;s AP cost increases by 1 each time this card is played.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
For the duration of a fight, cards with the &#039;&#039;&#039;Inflation&#039;&#039;&#039; effect will get more expensive every time they are played. Its cost can exceed the normal AP each turn gets.&lt;br /&gt;
&lt;br /&gt;
=== Exhaust effect ===&lt;br /&gt;
&lt;br /&gt;
{{Define|Exhaust|Card is sent to the exhaust pile until the end of the fight.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Cards played with the &#039;&#039;&#039;Exhaust&#039;&#039;&#039; effect are placed out of play in the &#039;&#039;&#039;Exhaust Pile&#039;&#039;&#039; until the end of the fight. Unlike other cards that go to the Discard Pile, cards in the Exhaust Pile are not recycled into the Draw Pile to be drawn again into the player&#039;s hand. These cards are generally much more powerful.&lt;br /&gt;
&lt;br /&gt;
Some cards, for example &#039;&#039;&#039;Into the Furnace&#039;&#039;&#039; and &#039;&#039;&#039;Out of the Furnace&#039;&#039;&#039; take another card from the player&#039;s hand with them to the Exhaust Pile as part of their cost. Both cards will then be out of play until the next fight.&lt;br /&gt;
&lt;br /&gt;
== Target and impact ranges ==&lt;br /&gt;
&lt;br /&gt;
[[File:Artillery Attack range.png|240px|thumb|right|Artillery Attack&#039;s targeting pattern]]&lt;br /&gt;
Most cards that affect units will have limitations on which units it can affect based on where the unit is relative to the carriage in the grid.&lt;br /&gt;
&lt;br /&gt;
For example, [[Artillery Attack]] can reach most grid cells that are not adjacent to the Artillery carriage. The carriage is at the center of  the range pattern, where the brighter lines intersect. The horizontal brighter line represents the track, and the locomotive will be to the right of the carriage.&lt;br /&gt;
&lt;br /&gt;
Other cards&#039; ranges do not reach as far as Artillery Attack, have bigger or smaller blind spots, can reach enemies that are closer, or have entirely different patterns. For example, the cards &#039;&#039;Intent Button,&#039;&#039; [[Carpet Shot]], and &#039;&#039;Suppressive Fire&#039;&#039; can only target enemies aligned vertically with their respective carriage, with no range to the left or right.&lt;br /&gt;
&lt;br /&gt;
Some fights do not have large enough grids to see the entire targeting pattern. This can happen when the maneuverable track is short or when the carriage is too far left or right on the track (horizontally), when there is a cliff or canyon (vertically), or during smaller fights earlier in the run where the grid is smaller by default.&lt;br /&gt;
&lt;br /&gt;
=== Impact Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Carpet Shot range.png|240px|thumb|right|Carpet Shot&#039;s target and impact range]]&lt;br /&gt;
Cards that affect more than one grid cell have an &#039;&#039;&#039;Impact Range,&#039;&#039;&#039; &#039;&#039;&#039;Explosion Range,&#039;&#039;&#039; or similar grid on their card back separate from the Targeting Range.&lt;br /&gt;
&lt;br /&gt;
All damage and effects happen to all cells in the impact range equally.&lt;br /&gt;
&lt;br /&gt;
For example, although [[Carpet Shot]] can only shoot straight up and down from the Artillery carriage, it hits 3 cells in a line parallel to the train. Therefore, it hits any enemies that are just to the left and right of the vertical targeting line, even though it cannot directly target those grid cells.&lt;br /&gt;
&lt;br /&gt;
== Card modifications ==&lt;br /&gt;
&lt;br /&gt;
[[File:Card modification reward.png|480px|Completing this green-dot map encounter allows the player to modify a card in their deck.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Carpet Shot card.png|240px|thumb|right|Carpet Shot card showing a modifiable value in {{Mv|green}}.]]&lt;br /&gt;
Many cards have modifiable values, and all cards&#039; AP costs can be modified. Modifiable values appear {{Mv|in green}} in the card&#039;s text.&lt;br /&gt;
&lt;br /&gt;
When completing a fight with the &#039;&#039;Card modification reward&#039;&#039; bonus, the player is shown three randomly selected cards from their deck with random modifications applied to them. Modifications are diverse: Some are more powerful than others, and some are exceptionally good for certain runs or in combination with other cards in a situation.&lt;br /&gt;
* AP cost down&lt;br /&gt;
* Damage up&lt;br /&gt;
* Damage up &#039;&#039;&#039;and&#039;&#039;&#039; AP cost up&lt;br /&gt;
* Added effect, for example &#039;&#039;&#039;Exhaust&#039;&#039;&#039; or &#039;&#039;&#039;Blind&#039;&#039;&#039;&lt;br /&gt;
* Random AP cost&lt;br /&gt;
&lt;br /&gt;
Numbers in plain gray in the card&#039;s text cannot be modified. For example, Carpet Shot is never modifiable to hit any more or less than &#039;&#039;&#039;3&#039;&#039;&#039; cells in a line.&lt;br /&gt;
&lt;br /&gt;
Some cards can wind up having random modifiers that cancel each other out, for example a card that adds {{Modifiable value|1}} AP increasing to {{Modifiable value|2}} but also increasing its cost by +1 AP. Other modifications can make cards objectively worse, for example by giving a random AP cost to a card with a base cost of {{AP|0}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=240 mode=&amp;quot;nolines&amp;gt;&lt;br /&gt;
File:Modification example minigun exhaust plus 1 damage.png|Minigun modified to add {{Modifiable value|+1 Damage}}, but adding the &amp;lt;span style=&amp;quot;color: {{CardYellow}};&amp;quot;&amp;gt;Exhaust&amp;lt;/span&amp;gt; effect.&lt;br /&gt;
File:Modification example minigun sabotage plus 1 ap cost.png|Minigun modified to add the {{Modifiable value|Sabotage}} effect, but increasing its cost by {{AP|1}}.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding cards during a run ==&lt;br /&gt;
&lt;br /&gt;
The run starts with a specified set of unlocked and available cards in their pool based on their chosen Locomotive and [[Carriages]]. During the run, the player may be rewarded with or purchase additional cards from this pool. When that happens, the player is given a random selection of cards from the pool to add to their deck.&lt;br /&gt;
* Reward for winning a fight: Choose one of three random cards.&lt;br /&gt;
* Upgrading a carriage: Choose one of three random cards associated with that carriage.&lt;br /&gt;
* Shopping at Chop Shops: Purchase any of several randomly chosen unlocked cards with {{Scrap}} Scrap—with the option to purchase rerolls with {{Scrap}} Scrap.&lt;br /&gt;
* Green dots on the map that offer &#039;&#039;&#039;Card duplication reward&#039;&#039;&#039;: Choose any one card from the deck to duplicate.&lt;br /&gt;
&lt;br /&gt;
When adding cards during a run, the preview of the card includes a stack size in a box in the top left, for example &#039;&#039;&#039;x2&#039;&#039;&#039;. This is how many cards are added for the purchase price. Many cards, especially red cards, come in pairs. For example, in the screenshot of the [[Carpet Shot]] card, above, the &#039;&#039;2x&#039;&#039; in the corner means two Carpet Shot cards will be added to the deck.&lt;br /&gt;
&lt;br /&gt;
When upgrading a carriage, it is possible to acquire all the unlocked cards for that carriage. In that situation, the upgrade reward options will be Spikes bonuses or Driver Gauge bonuses instead of more cards.&lt;br /&gt;
&lt;br /&gt;
Every run, the player must re-acquire cards from their pool into their deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fight rewards adding a card.png|Winning a basic fight rewards a card.&lt;br /&gt;
File:Fight reward choose a card.png|Cards added this way can belong to any train unit.&lt;br /&gt;
File:Upgrading adds a card.png|Upgrading a carriage rewards a choice of random cards from the pool (or an instant health upgrade).&lt;br /&gt;
File:Cards_for_sale_in_the_shop.png|Random cards for sale at a Chop Shop.&lt;br /&gt;
File:Duplicating a card.png|Duplicating a card as a random green-dot reward.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Progression across runs == &lt;br /&gt;
&lt;br /&gt;
[[File:Pre-run modules and cards review button.png|thumb|180px|&#039;&#039;Modules &amp;amp; Cards&#039;&#039; button at the left of the pre-run screen]]&lt;br /&gt;
Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked cards are then made available to be added to the deck during the run when completing fights or purchasing cards from [[Map_Encounters|Chop Shops]].&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;ANOTHER DAY IN THE FOG,&#039;&#039; players are shown their Locomotives, Carriages, &#039;&#039;&#039;Modules &amp;amp; Cards&#039;&#039;&#039;, and the button to start the run. Once the run begins, the card pool is set for the remainder of the run.&lt;br /&gt;
&lt;br /&gt;
The Driver&#039;s cards are &#039;&#039;&#039;not&#039;&#039;&#039; in the pool or ever in the player&#039;s deck, but become playable through the [[Drivers|Driver Gauge]] mechanic.&lt;br /&gt;
&lt;br /&gt;
Each locomotive and carriage has a beginning loadout of cards. A small number of cards are immediately in the deck upon starting the run. Others are initially shown with a lock icon and must be unlocked by completing runs to increase the rank of the unit. Ranking up the unit unlocks these extra cards, which are then added to the pool to find during a run.&lt;br /&gt;
&lt;br /&gt;
For example, the [[Artillery Attack]] card is always in the deck when the Artillery carriage is on the train, but the [[Carpet Shot]] card must be found during the run, and the carriage has three more cards that can be unlocked by ranking up the carriage.&lt;br /&gt;
&lt;br /&gt;
As another example, the Protector carriage adds two [[Shield]] cards to the deck when attached to the train. Three other cards are added to the pool to be found during the run, and three more cards can be unlocked by ranking up the carriage.&lt;br /&gt;
&lt;br /&gt;
As a counter example, the Foggie locomotive&#039;s unlocks from ranking up are [[Modules]], not cards. Compare the screenshots of the initial loadouts of these three units at the very beginning of the game, before any runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Artillery carriage initial loadout.png|Artillery carriage deck cards, pool cards, and unlockable cards.&lt;br /&gt;
File:Protector carriage initial loadout.png|Protector carriage deck cards, pool cards, and unlockable cards.&lt;br /&gt;
File:Foggie initial loadout.png|Foggie locomotive pool cards and unlockable modules.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deactivating a Card ===&lt;br /&gt;
&lt;br /&gt;
On the &#039;&#039;Modules &amp;amp; Cards&#039;&#039; screen, additional cards beyond the &#039;&#039;&#039;Base Tier&#039;&#039;&#039; are revealed and unlocked in tiers. Once a card has been unlocked, it is guaranteed to be in the pool. If the player changes their mind, they may &#039;&#039;&#039;Deactivate&#039;&#039;&#039; a card. The choice to deactivate a card is only available once an entire tier has been unlocked. After unlocking all four cards in a tier, the player receives two deactivation options.&lt;br /&gt;
&lt;br /&gt;
Deactivating a card is beneficial when the card conflicts with the player&#039;s chosen loadout of locomotives, carriage, and other cards. It also serves to increase the likelihood of finding the other cards in the pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Cards and unlock tiers available before run.png|Cards available to be unlocked before a run&lt;br /&gt;
File:Card tiers and deactivated cards.png|Unlocked cards can be deactivated&lt;br /&gt;
File:Deactivated card small.png|Once deactivated, the card icon in the tier list changes&lt;br /&gt;
File:Deactivated card full size.png|A deactivated card can be activated again with the &#039;&#039;Activate&#039;&#039; button&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Effects ==&lt;br /&gt;
&lt;br /&gt;
There are many effects that buff the player&#039;s units, debuff enemy units, or change the playing field. Every effect is described in-game; a tooltip will appear over the card after a short delay. For additional descriptions of the effects and interactions, find the article on the specific card.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Turns !!class=&amp;quot;unsortable&amp;quot;| Text&lt;br /&gt;
|-&lt;br /&gt;
| Blind	|| 1 || Blinded units cancel their intent. They move and create intents randomly while blinded.&lt;br /&gt;
|-&lt;br /&gt;
| Burn || 1 || Burning units take 1 damage at the end of their turn.&lt;br /&gt;
|-&lt;br /&gt;
| Charged || &amp;amp;nbsp; || This card&#039;s AP cost and power is equal to your current AP.&lt;br /&gt;
|-&lt;br /&gt;
| Cost Down || &amp;amp;nbsp; || This card&#039;s AP cost decreases by 1 each time another card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Cost Up || &amp;amp;nbsp; || This card&#039;s AP cost increases by 1 each time another card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Damage || &amp;amp;nbsp; || —&lt;br /&gt;
|-&lt;br /&gt;
| Destabilize || 1 || If this unit receives damage, it will skid one cell backwards. Does not work on Heavy units.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaust || &amp;amp;nbsp; || Card is sent to the exhaust pile until the end of the fight.&lt;br /&gt;
|-&lt;br /&gt;
| Flip || 1 || Flip the unit&#039;s intent.&lt;br /&gt;
|-&lt;br /&gt;
| Ignore Shield || &amp;amp;nbsp; || Action will ignore shield.&lt;br /&gt;
|-&lt;br /&gt;
| Inflation || &amp;amp;nbsp; || This card&#039;s AP cost increases by 1 each time this card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Innate || &amp;amp;nbsp; || Guaranteed to be drawn first at the beginning of a fight.&lt;br /&gt;
|-&lt;br /&gt;
| Move Target || &amp;amp;nbsp; || Move affected units away from the carriage. &#039;&#039;[Note: does not work on Heavy units]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage || 1 || This unit receives 1 damage the next time it moves.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 1 || —&lt;br /&gt;
|-&lt;br /&gt;
| Speared || 1 || If this unit is damaged, draw a Spearwall card from the draw or discard pile.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:List of Cards}}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Operator_cards_tutorial_tip.png&amp;diff=344</id>
		<title>File:Operator cards tutorial tip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Operator_cards_tutorial_tip.png&amp;diff=344"/>
		<updated>2026-07-17T18:26:41Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Screenshot of the operator&amp;#039;s tutorial message about cards (actually from the post-run debrief)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the operator&#039;s tutorial message about cards (actually from the post-run debrief)&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Operator_drivers_tutorial_tip.png&amp;diff=343</id>
		<title>File:Operator drivers tutorial tip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Operator_drivers_tutorial_tip.png&amp;diff=343"/>
		<updated>2026-07-17T18:25:09Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: 76561197969631737 uploaded a new version of File:Operator drivers tutorial tip.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the Operator&#039;s tutorial message about Drivers&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Drivers&amp;diff=342</id>
		<title>Drivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Drivers&amp;diff=342"/>
		<updated>2026-07-17T18:22:16Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Added operator tutorial tip to top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Operator_drivers_tutorial_tip.png|480px|center|Select which driver will head out on the journey towards the Fog Wall. Each driver has special cards, modules and a way to obtain them during the run.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Driver_Pan_Face.png|thumb|128px|Pan &amp;quot;Pathfinder&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Drivers provide unique abilities, to use them you have to fill up the driver gauge, each driver has a unique condition which grants driver gauge points.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drivers&#039;&#039;&#039; add powerful passive and active abilities to the player&#039;s options. Drivers add a [[Module]] to the train to give a passive buff during every fight, from the very beginning of the run. And drivers offer one of a few powerful cards to play every time their &#039;&#039;&#039;Driver Gauge&#039;&#039;&#039; fills up.&lt;br /&gt;
&lt;br /&gt;
== Driver Gauge ==&lt;br /&gt;
&lt;br /&gt;
Every driver has a different way to fill their gauge through different player actions, and their gauges require a different number of points to fill. For example, [[Monica]]&#039;s driver gauge fills up one point for every point of damage dealt to other units, up to 20.&lt;br /&gt;
&lt;br /&gt;
When the gauge fills, the &#039;&#039;Activate&#039;&#039; button becomes enabled. Clicking this places a randomly selected card in the player&#039;s hand from the driver&#039;s set. This card then behaves like any other card and will be discarded at the end of the player&#039;s turn. To get another driver card, the gauge must be filled again.&lt;br /&gt;
&lt;br /&gt;
=== Driver Bonuses ===&lt;br /&gt;
&lt;br /&gt;
When upgrading carriages, a driver bonus frequently appears as an option alongside the carriage&#039;s cards. These &#039;&#039;Instant&#039;&#039; rewards are neither cards nor modules, but are one-time bonus effects applied to the driver that affects their gauge and driver cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=240 heights=100 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Driver gauge filling.png|Driver Gauge filling, 5/20.&lt;br /&gt;
File:Driver gauge full.png|Driver Gauge full, 20/20.&lt;br /&gt;
File:Instant driver gauge bonus.png|Driver Gauge Bonus carriage upgrade reward.&lt;br /&gt;
File:Instant driver card bonus.png|Driver Card Bonus carriage upgrade reward.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Drivers ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !!class=&amp;quot;unsortable&amp;quot;|  Driver Gauge !! Module !!class=&amp;quot;unsortable&amp;quot;| Cards&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Monica_Face.png|x128px|Driver Monica &amp;quot;Cold Snap&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Monica|Monica &amp;quot;Cold Snap&amp;quot;]] || Damage from player: 20&amp;lt;br /&amp;gt;All damage done during the player&#039;s turn is taken into account. || [[Ice Pillar]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;|&lt;br /&gt;
* [[Deathly Chill]]&lt;br /&gt;
* [[Blizzard]]&lt;br /&gt;
* [[Frostbite Arrow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Pan_Face.png|x128px|Driver Pan &amp;quot;Pathfinder&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Pan|Pan &amp;quot;Pathfinder&amp;quot;]] || Marked unit damage: 10&amp;lt;br /&amp;gt;Damaging a marked unit is taken into account. || [[Card Clock]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;|&lt;br /&gt;
* [[Wormhole]]&lt;br /&gt;
* [[Time Capsule]]&lt;br /&gt;
* [[Infinite Eventualities]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Operator_drivers_tutorial_tip.png&amp;diff=341</id>
		<title>File:Operator drivers tutorial tip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Operator_drivers_tutorial_tip.png&amp;diff=341"/>
		<updated>2026-07-17T18:21:59Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Screenshot of the Operator&amp;#039;s tutorial message about Drivers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of the Operator&#039;s tutorial message about Drivers&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Drivers&amp;diff=340</id>
		<title>Drivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Drivers&amp;diff=340"/>
		<updated>2026-07-17T18:17:55Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* List of Drivers */ Redlinks to Ice Pillar module page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Driver_Pan_Face.png|thumb|128px|Pan &amp;quot;Pathfinder&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Drivers provide unique abilities, to use them you have to fill up the driver gauge, each driver has a unique condition which grants driver gauge points.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drivers&#039;&#039;&#039; add powerful passive and active abilities to the player&#039;s options. Drivers add a [[Module]] to the train to give a passive buff during every fight, from the very beginning of the run. And drivers offer one of a few powerful cards to play every time their &#039;&#039;&#039;Driver Gauge&#039;&#039;&#039; fills up.&lt;br /&gt;
&lt;br /&gt;
== Driver Gauge ==&lt;br /&gt;
&lt;br /&gt;
Every driver has a different way to fill their gauge through different player actions, and their gauges require a different number of points to fill. For example, [[Monica]]&#039;s driver gauge fills up one point for every point of damage dealt to other units, up to 20.&lt;br /&gt;
&lt;br /&gt;
When the gauge fills, the &#039;&#039;Activate&#039;&#039; button becomes enabled. Clicking this places a randomly selected card in the player&#039;s hand from the driver&#039;s set. This card then behaves like any other card and will be discarded at the end of the player&#039;s turn. To get another driver card, the gauge must be filled again.&lt;br /&gt;
&lt;br /&gt;
=== Driver Bonuses ===&lt;br /&gt;
&lt;br /&gt;
When upgrading carriages, a driver bonus frequently appears as an option alongside the carriage&#039;s cards. These &#039;&#039;Instant&#039;&#039; rewards are neither cards nor modules, but are one-time bonus effects applied to the driver that affects their gauge and driver cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=240 heights=100 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Driver gauge filling.png|Driver Gauge filling, 5/20.&lt;br /&gt;
File:Driver gauge full.png|Driver Gauge full, 20/20.&lt;br /&gt;
File:Instant driver gauge bonus.png|Driver Gauge Bonus carriage upgrade reward.&lt;br /&gt;
File:Instant driver card bonus.png|Driver Card Bonus carriage upgrade reward.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Drivers ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !!class=&amp;quot;unsortable&amp;quot;|  Driver Gauge !! Module !!class=&amp;quot;unsortable&amp;quot;| Cards&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Monica_Face.png|x128px|Driver Monica &amp;quot;Cold Snap&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Monica|Monica &amp;quot;Cold Snap&amp;quot;]] || Damage from player: 20&amp;lt;br /&amp;gt;All damage done during the player&#039;s turn is taken into account. || [[Ice Pillar]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;|&lt;br /&gt;
* [[Deathly Chill]]&lt;br /&gt;
* [[Blizzard]]&lt;br /&gt;
* [[Frostbite Arrow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Pan_Face.png|x128px|Driver Pan &amp;quot;Pathfinder&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Pan|Pan &amp;quot;Pathfinder&amp;quot;]] || Marked unit damage: 10&amp;lt;br /&amp;gt;Damaging a marked unit is taken into account. || [[Card Clock]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;|&lt;br /&gt;
* [[Wormhole]]&lt;br /&gt;
* [[Time Capsule]]&lt;br /&gt;
* [[Infinite Eventualities]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Drivers&amp;diff=339</id>
		<title>Drivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Drivers&amp;diff=339"/>
		<updated>2026-07-17T18:17:31Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* List of Drivers */ Updated with Pan&amp;#039;s new module Card Clock instead of Panoptic Eye. Formatting improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Driver_Pan_Face.png|thumb|128px|Pan &amp;quot;Pathfinder&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Drivers provide unique abilities, to use them you have to fill up the driver gauge, each driver has a unique condition which grants driver gauge points.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drivers&#039;&#039;&#039; add powerful passive and active abilities to the player&#039;s options. Drivers add a [[Module]] to the train to give a passive buff during every fight, from the very beginning of the run. And drivers offer one of a few powerful cards to play every time their &#039;&#039;&#039;Driver Gauge&#039;&#039;&#039; fills up.&lt;br /&gt;
&lt;br /&gt;
== Driver Gauge ==&lt;br /&gt;
&lt;br /&gt;
Every driver has a different way to fill their gauge through different player actions, and their gauges require a different number of points to fill. For example, [[Monica]]&#039;s driver gauge fills up one point for every point of damage dealt to other units, up to 20.&lt;br /&gt;
&lt;br /&gt;
When the gauge fills, the &#039;&#039;Activate&#039;&#039; button becomes enabled. Clicking this places a randomly selected card in the player&#039;s hand from the driver&#039;s set. This card then behaves like any other card and will be discarded at the end of the player&#039;s turn. To get another driver card, the gauge must be filled again.&lt;br /&gt;
&lt;br /&gt;
=== Driver Bonuses ===&lt;br /&gt;
&lt;br /&gt;
When upgrading carriages, a driver bonus frequently appears as an option alongside the carriage&#039;s cards. These &#039;&#039;Instant&#039;&#039; rewards are neither cards nor modules, but are one-time bonus effects applied to the driver that affects their gauge and driver cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=240 heights=100 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Driver gauge filling.png|Driver Gauge filling, 5/20.&lt;br /&gt;
File:Driver gauge full.png|Driver Gauge full, 20/20.&lt;br /&gt;
File:Instant driver gauge bonus.png|Driver Gauge Bonus carriage upgrade reward.&lt;br /&gt;
File:Instant driver card bonus.png|Driver Card Bonus carriage upgrade reward.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Drivers ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !!class=&amp;quot;unsortable&amp;quot;|  Driver Gauge !! Module !!class=&amp;quot;unsortable&amp;quot;| Cards&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Monica_Face.png|x128px|Driver Monica &amp;quot;Cold Snap&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Monica|Monica &amp;quot;Cold Snap&amp;quot;]] || Damage from player: 20&amp;lt;br /&amp;gt;All damage done during the player&#039;s turn is taken into account. || Ice Pillar ||style=&amp;quot;text-wrap: nowrap;&amp;quot;|&lt;br /&gt;
* [[Deathly Chill]]&lt;br /&gt;
* [[Blizzard]]&lt;br /&gt;
* [[Frostbite Arrow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Driver_Pan_Face.png|x128px|Driver Pan &amp;quot;Pathfinder&amp;quot;]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Pan|Pan &amp;quot;Pathfinder&amp;quot;]] || Marked unit damage: 10&amp;lt;br /&amp;gt;Damaging a marked unit is taken into account. || [[Card Clock]] ||style=&amp;quot;text-wrap: nowrap;&amp;quot;|&lt;br /&gt;
* [[Wormhole]]&lt;br /&gt;
* [[Time Capsule]]&lt;br /&gt;
* [[Infinite Eventualities]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:Modifiable_value&amp;diff=338</id>
		<title>Template:Modifiable value</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:Modifiable_value&amp;diff=338"/>
		<updated>2026-07-17T17:52:58Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Added tooltip on the modifiable value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;span class=&amp;quot;fp-card-modifiable-value&amp;quot; style=&amp;quot;color: #3cb271;&amp;quot;&amp;gt;&amp;lt;abbr title=&amp;quot;This value may be changed by a card modification reward.&amp;quot;&amp;gt;{{{1|}}}&amp;lt;/abbr&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;Put the modifiable value, like {{Modifiable value|5}} inside the template brackets to highlight it in green.&amp;lt;/pre&amp;gt;&lt;br /&gt;
Put the modifiable value, like {{Modifiable value|5}} inside the template brackets to highlight it in green.&lt;br /&gt;
[[Category:Formatting templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Cards&amp;diff=337</id>
		<title>List of Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Cards&amp;diff=337"/>
		<updated>2026-07-17T17:51:50Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* Base Tier Cards */ Updated with new base tier cards seen on release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Base Tier Cards ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !! AP Cost !! Stack Size !! Effects !!class=&amp;quot;unsortable&amp;quot;| Text !!style=&amp;quot;text-wrap: nowrap;&amp;quot;| {{Scrap}} Scrap&amp;lt;br /&amp;gt;cost&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_Breakfast.png | Breakfast | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Breakfast || 1 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Exhaust || Gain {{Mv|3}} extra AP next turn. || 81–123&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_HandThrowHand.png | Hand Throw | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Hand Throw || 1 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Exhaust || Discard all cards in your hand, then draw as many cards. || 73–123&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_Bin.png | Waste Not | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Waste Not || 0 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| &#039;&#039;None&#039;&#039; || Discard the rightmost card in your hand, gain {{Mv|1}}AP, draw 1 card. || 71–91&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_EmergencyBreak.png | Emergency Brakes | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Emergency Brakes || 0 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| &#039;&#039;None&#039;&#039; || Move back by {{Mv|1}} the next time you play a red card this turn. || 68–126&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_JesteSmile.png | Picky Jester | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Picky Jester || 1 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| &#039;&#039;None&#039;&#039; || Draw {{Mv|2}} cards, discard 1 card. || 93–99&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_FallingEnergies.png | Pre-empt | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Pre-empt || 0 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Exhaust || Gain 2AP. Start next round with 2AP less. || 121–174&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_Coal.png | Emergency Coal | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Emergency Coal || 0 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| &#039;&#039;None&#039;&#039; || Move forward by {{Mv|1}} the next time you play a red card this turn. || 66–91&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_CaskHot.png | Hot Cask | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Hot Cask || 4 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Cost Down || Draw {{Mv|2}} cards. || 64–98&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_IntoTheFurnace.png | Into the Furnace | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Into the Furnace || 0 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Exhaust || Exhaust one card from hand to gain {{Mv|2}}AP. || 101–198&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_ThinkingCard.png | Mastermind | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Mastermind || 1 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| &#039;&#039;None&#039;&#039; || Pick {{Mv|1}} card from the draw pile to move to the top of the pile. || 177–229&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_WalkieTalkie_57.png | Lane Call | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Lane Call || 2 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Exhaust || Decrease all environmental hazard counters by 1 or spawn a new one if there are none. || 102–154&lt;br /&gt;
|-&lt;br /&gt;
| {{Card art| CardTexture_OutOfTheFurnace.png | Out of the Furnace | Yellow }} ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Out of the Furnace || 0 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| Exhaust || Exhaust one card from hand, add AP equal to the exhausted card&#039;s AP cost. || 164–261&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:Card_art&amp;diff=336</id>
		<title>Template:Card art</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:Card_art&amp;diff=336"/>
		<updated>2026-07-17T17:48:42Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Made icon a bit smaller to fit better in longer tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div style=&amp;quot;display: inline-block; {{#if: {{{3|}}} | border: 2px solid {{CardColor|{{{3}}}}} }};&amp;quot;&amp;gt;[[File:{{{1|Please specify a filename}}}|x96px|{{#if: {{{2|}}} | {{{2}}} }} Card]]&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Card art|CardTexture_ArtilleryShot.png|Artillery Shot|Red}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Card art|CardTexture_ArtilleryShot.png|Artillery Shot|Red}}&lt;br /&gt;
&lt;br /&gt;
[[Categories:Formatting templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:CardTexture_FallingEnergies.png&amp;diff=335</id>
		<title>File:CardTexture FallingEnergies.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:CardTexture_FallingEnergies.png&amp;diff=335"/>
		<updated>2026-07-17T17:48:09Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Pre-empt card art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Pre-empt card art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Modules&amp;diff=334</id>
		<title>List of Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Modules&amp;diff=334"/>
		<updated>2026-07-17T17:33:12Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* Base tier modules */ Updated with base tier modules changes seen on release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of modules ==&lt;br /&gt;
&lt;br /&gt;
=== Driver innate modules ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !!class=&amp;quot;unsortable&amp;quot;| Text !! Driver&lt;br /&gt;
|-&lt;br /&gt;
| {{Module art|CardTexture_IcePillar.png|Ice Pillar}} || Ice Pillar || Spawn an Ice Pillar environmental hazard at the start of every fight. || [[Monica]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Module art|CardTexture EyeCheck.png|Panoptic Eye}} || Card Clock || At the start of each fight, add a {{KeywordBrittle}} [[Alternative Timeline]] to player hand. || [[Pan]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base tier modules ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !! {{Scrap}} Scrap&amp;lt;br /&amp;gt;cost !! Text&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_EnergySiphon.png | Energy Siphon }} || Energy Siphon || ??–?? || Gain 1AP for every third enemy destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_LowHealthAP.png | Second Wind }} || Second Wind || ??–250 || Gain 2AP if the locomotive has 1HP at the beginning of player turn.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_Pig.png | Piggy Bank }} || Piggy Bank || ??–224 || Gain 20% scrap reward bonus.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_ProtectedBoiler.png | Protected Boiler }} || Protected Boiler || 154–220 || Give 1 shield to the locomotive every 3 turns, if not already shielded.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_Fortress.png | Fortress }} || Fortress || ??–237 || Give 1 shield to each carriage that adds a blue card into your deck for the first turn of a fight.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| ModuleTexture_CardSyringe.png | Card Syringe }} || Card Syringe || 131–197 || Draw an extra card at the beginning of a fight.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_AngelWagon.png | Mirage Mystery }} || Mirage Mystery || ??–?? || Saves a train unit from lethal damage once per fight.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_CowCatcher.png | Kinetic Transfer }} || Kinetic Transfer || 211–315 || Units destroyed by train ram decrease movement cost by 1AP.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_Piston.png | Piston Overdrive }} || Piston Overdrive || ??–217 || Reduce movement cost by 1AP every 4th train move in fight.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_SilverTongue.png | Silver Tongue }} || Silver Tongue || 218–355 || Gain a 30% discount in Chop Shops.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_FistFight.png | Fight Back }} || Fight Back || 140–?? || When a carriage is destroyed, destroy the unit that dealt the final blow.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| CardTexture_Vents.png | Vents }} || Vents || ??–?? || Gain 1AP for every 10th unit intent.&lt;br /&gt;
|-&lt;br /&gt;
| {{Module_art| ModuleTexture_Boiler.png | Power Boiler }} || Power Boiler || 158–?? || Gain 1AP every 3 turns.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:ModuleTexture_Boiler.png&amp;diff=333</id>
		<title>File:ModuleTexture Boiler.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:ModuleTexture_Boiler.png&amp;diff=333"/>
		<updated>2026-07-17T17:33:03Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Power Boiler module art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Power Boiler module art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:CardTexture_Piston.png&amp;diff=332</id>
		<title>File:CardTexture Piston.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:CardTexture_Piston.png&amp;diff=332"/>
		<updated>2026-07-17T17:32:50Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Piston Overdrive module art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Piston Overdrive module art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Modules&amp;diff=331</id>
		<title>List of Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Modules&amp;diff=331"/>
		<updated>2026-07-17T17:17:18Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* Driver innate modules */ Updated with new Pan module Card Clock instead of Panoptic Eye&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of modules ==&lt;br /&gt;
&lt;br /&gt;
=== Driver innate modules ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !!class=&amp;quot;unsortable&amp;quot;| Text !! Driver&lt;br /&gt;
|-&lt;br /&gt;
| {{Module art|CardTexture_IcePillar.png|Ice Pillar}} || Ice Pillar || Spawn an Ice Pillar environmental hazard at the start of every fight. || [[Monica]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Module art|CardTexture EyeCheck.png|Panoptic Eye}} || Card Clock || At the start of each fight, add a {{KeywordBrittle}} [[Alternative Timeline]] to player hand. || [[Pan]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base tier modules ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !!class=unsortable| Icon !!class=unsortable| Text&lt;br /&gt;
|-&lt;br /&gt;
| Energy Siphon || {{Module art|CardTexture_EnergySiphon.png|Energy Siphon}} || Gain 1AP for every third enemy destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Second Wind || {{Module art|CardTexture_LowHealthAP.png|Second Wind}} || Gain 2AP if the locomotive has 1HP at the beginning of player turn.&lt;br /&gt;
|-&lt;br /&gt;
| Piggy Bank || {{Module art|CardTexture_Pig.png|Piggy Bank}} || Gain 20% scrap reward bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Protected Boiler || {{Module art|CardTexture_ProtectedBoiler.png|Protected Boiler}} || Give 1 shield to the locomotive every 3 turns, if not already shielded.&lt;br /&gt;
|-&lt;br /&gt;
| Mirage Mystery || {{Module art|CardTexture_AngelWagon.png|Mirage Mystery}} || Saves a train unit from lethal damage once per fight.&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Transfer || {{Module art|CardTexture_CowCatcher.png|Kinetic Transfer}} || Units destroyed by train ram decrease movement cost by 1AP.&lt;br /&gt;
|-&lt;br /&gt;
| Card Syringe || {{Module art|ModuleTexture_CardSyringe.png|Card Syringe}} || Draw an extra card at the beginning of a fight.&lt;br /&gt;
|-&lt;br /&gt;
| Fortress || {{Module art|CardTexture_Fortress.png|Fortress}} || Give 1 shield to every train unit, if a &amp;quot;Protector&amp;quot; carriage is on the train at the beginning of the fight.&lt;br /&gt;
|-&lt;br /&gt;
| Intel || {{Module art|CardTexture_Intel.png|Intel}} || Every time you gain driver gauge points gain 1 more.&lt;br /&gt;
|-&lt;br /&gt;
| Fight Back || {{Module art|CardTexture_FistFight.png|Fight Back}} || When a carriage is destroyed, destroy the unit that dealt the final blow.&lt;br /&gt;
|-&lt;br /&gt;
| Vents || {{Module art|CardTexture_Vents.png|Vents}} || Gain 1AP for every 10th unit intent.&lt;br /&gt;
|-&lt;br /&gt;
| Silver Tongue || {{Module art|CardTexture_SilverTongue.png|Silver Tongue}} || Gain a 30% discount in Chop Shops.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:KeywordBrittle&amp;diff=330</id>
		<title>Template:KeywordBrittle</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:KeywordBrittle&amp;diff=330"/>
		<updated>2026-07-17T17:16:54Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Shows a tooltip on the keyword Brittle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;span style=&amp;quot;color: {{BanditPurple}};&amp;quot;&amp;gt;&amp;lt;abbr title=&amp;quot;Brittle means &#039;This card is destroyed when leaving the hand.&#039;&amp;quot;&amp;gt;Brittle&amp;lt;/abbr&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KeywordBrittle}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:Module_art&amp;diff=329</id>
		<title>Template:Module art</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:Module_art&amp;diff=329"/>
		<updated>2026-07-17T17:13:33Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Made icon a bit smaller to fit better in longer tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div style=&amp;quot;display: inline-block; background-color: {{CardPurple}};&amp;quot;&amp;gt;[[File:{{{1|Please specify a filename}}}|x96px|{{#if: {{{2|}}} | {{{2}}} }} Module]]&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Module art|CardTexture_IcePillar.png|Ice Pillar}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Module art|CardTexture_IcePillar.png|Ice Pillar}}&lt;br /&gt;
&lt;br /&gt;
[[Categories:Formatting templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Modules&amp;diff=328</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Modules&amp;diff=328"/>
		<updated>2026-07-17T17:10:16Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* Overview */ fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Operator_modules_tutorial_tip.png|480px|center|Modules act as modifiers to your run. Some are passive and active at all times, others need a certain amount of specific actions to trigger. Tip: The number of actions necessary will be visible on the module icon on the left side of the screen.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Pillar_module_example.png|180px|thumb|right|Ice Pillar Module]]&lt;br /&gt;
&#039;&#039;&#039;Modules&#039;&#039;&#039; are semi-permanent items that give passive perks, options, conditional rewards, and other bonuses for the duration of the run.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Cards]], modules do not go into the player&#039;s hand to be played during a turn. Instead, modules are activated immediately once chosen or awarded during a run for the remainder of the run. Note that, many modules have conditions that must be met before their bonuses take effect. When choosing a module, it&#039;s important to understand how frequently or infrequently these conditions are likely to happen given the carriages, cards, and other modules the player expects to have during a fight.&lt;br /&gt;
&lt;br /&gt;
For example, the first module seen in the game, &#039;&#039;&#039;Ice Pillars,&#039;&#039;&#039; comes with the first available [[Driver]]. This module is therefore already activated at the beginning of the player&#039;s first run. Its effect happens immediately, because its condition is &amp;quot;at the start of every fight.&amp;quot; Therefore, at the start of every fight, an environmental hazard is spawned.&lt;br /&gt;
&lt;br /&gt;
Modules persist between fights. At the end of a run, the player loses all modules (except the Driver&#039;s innate module), and they must be found again during each run before they can be activated.&lt;br /&gt;
&lt;br /&gt;
For players coming from other deckbuilder games, modules are similar to relics.&lt;br /&gt;
&lt;br /&gt;
== Obtaining during a run ==&lt;br /&gt;
&lt;br /&gt;
There are two ways of adding modules to your train during your run.&lt;br /&gt;
&lt;br /&gt;
=== Convoys ===&lt;br /&gt;
[[File:Convoy fight map icon.png|180px|thumb|right|Convoy encounter on the map]]&lt;br /&gt;
A random module can be acquired for free by destroying the [[List_of_Bandits|Convoy Van]] of a [[Map_Encounters|Convoy]]. As one of the rewards after finishing that fight, a choice of one of three modules is offered, with a rare chance of offering a choice from four. Clicking one will immediately add it to your train.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=512 heights=288 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Convoy rewards module.png|Rewards for defeating a Convoy and destroying the Convoy Van&lt;br /&gt;
File:Convoy_rewards_module_choices.png|Random module choices after destroying a Convoy Van&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chop Shops ===&lt;br /&gt;
[[File:Chop Shop map icon.png|180px|thumb|right|Chop Shop on the map]]&lt;br /&gt;
[[Map_Encounters|Chop Shop]]s have a random selection of three modules for sale for {{Scrap}} Scrap. Players may purchase any number of these for various amounts of Scrap. Players may also pay 30 {{Scrap}} Scrap to reroll for a new random selection. The Scrap price for a module depends on its rarity and therefore power. The rare module in the screenshot cost 160 {{Scrap}} Scrap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=512 heights=288 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Chop Shop shop choices.png|Random modules for sale at a Chop Shop&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Progression across runs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pre-run modules and cards review button.png|thumb|180px|&#039;&#039;Modules &amp;amp; Cards&#039;&#039; button at the left of the pre-run screen]]&lt;br /&gt;
Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked modules are added to the pool, so that during the run when earning or purchasing a new module, the unlocked module may be a random option.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;ANOTHER DAY IN THE FOG&#039;&#039;, players are shown their Driver, Locomotives, Carriages, &#039;&#039;&#039;Modules &amp;amp; Cards&#039;&#039;&#039;, and the button to start the run. Once the run begins, the module pool is set for the remainder of the run.&lt;br /&gt;
&lt;br /&gt;
=== Deactivating a module ===&lt;br /&gt;
&lt;br /&gt;
On the &#039;&#039;Modules &amp;amp; Cards&#039;&#039; screen, additional modules beyond the &#039;&#039;&#039;Base Tier&#039;&#039;&#039; are revealed and unlocked in tiers. Once a module has been unlocked, it is guaranteed to be in the pool. If the player changes their mind, they may &#039;&#039;&#039;Deactivate&#039;&#039;&#039; a module. The choice to deactivate a module is only available once the entire tier has been unlocked. After unlocking all four modules in a tier, the player receives two deactivation options. Unlocking all in the second tier grants two additional deactivation options, and so on. For example, in the screenshot below, two tiers are fully unlocked, so there are up to 4 deactivations possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules_and_unlock_tiers_available_before_run.png|Modules available to be unlocked before a run&lt;br /&gt;
File:Module tiers and deactivated modules.png|Unlocked modules can be deactivated&lt;br /&gt;
File:Deactivated module small.png|Once deactivated, the module icon in the tier list changes&lt;br /&gt;
File:Deactivated module full size.png|A deactivated module can be activated again with the &#039;&#039;Activate&#039;&#039; button&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:List_of_Modules}}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Bandits&amp;diff=327</id>
		<title>List of Bandits</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Bandits&amp;diff=327"/>
		<updated>2026-07-17T17:09:45Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Updating with new bandits seen upon release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Bandits ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !! HP !! Scrap Reward !! Attributes !! class=&amp;quot;unsortable&amp;quot;| Description&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Bike_Illustration.png |x128px]] || Drone Bike || 1 || 1 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| || Fast and fragile, this little drone bike rams its enemies.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_BuggyRam_Illustration.png |x128px]] || Buggy || 3 || 2 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| || A fast melee unit that moves closer to its target and rams it.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_BuggyMinigun_Illustration.png |x128px]] || Buggy Minigun || 2 || 2 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| || A light ranged unit that shoots its targets with a minigun.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Cannon_Illustration.png |x128px]] || Cannon Truck || 3 || 3 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| || A large cannon mounted on a truck, this unit launches ballistic projectiles.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_ModuleVan_Illustration.png |x128px]] || Convoy Van || 3 || 8 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Support Unit &amp;lt;br /&amp;gt; Heavy || A van carrying engine modules. Needs to be destroyed to drop a module.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Sniper_Illustration.png |x128px]] || Sniper || 2 || 10 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Ignores Shields || A long-range enemy that shoots diagonally and ignores shields.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_BuggyRamHeavy_Illustration.png |x128px]] || Heavy Buggy || 3 || 9 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Heavy || An upgraded version of the buggy, this one is too Heavy to be moved against its will.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Bombcopter_Illustration.png |x128px]] || Bombcopter || 2 || 1 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| || A self-destructing flying unit that inflicts heavy damage.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Flametruck_Illustration.png |x128px]] || Flametruck || 3 || 2 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| || With a flamethrower attached, this extremely flammable unit explodes when destroyed.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Cannon_Stronger_Illustration.png |x128px]] || Improved Cannon Truck || 4 || 5 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Immune to Stun || A stronger version of the cannon truck, this one is also immune to Stun.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_SupportDisable_Illustration.png |x128px]] || Disabling Support Truck || 1 || 12 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Support Unit || This support unit applies Disable to one card in your hand.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_SupportShield_Illustration.png |x128px]] || Shield Support Truck || 1 || 12 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Support Unit || This support unit shields a random enemy.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_SupportHealthHeal_Illustration.png |x128px]] || Repair Support Truck || 1 || 12 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Support Unit || This support unit repairs 1 health of a random damaged enemy.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_SupportMoveCost_Illustration.png |x128px]] || Movement Support Truck || 1 || 12 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Support Unit || This support unit increases movement cost by 1.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_SupportMaxHP_Illustration.png |x128px]] || Health Support Truck || 2 || 12 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Support Unit || This support unit increases the maximum health of all enemy units.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_SupportRage_Illustration.png |x128px]] || Rage Support Truck || 1 || 12 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Support Unit || This support unit enrages a random enemy.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_PictureEnemy_Cronko.png |x128px]] || Cronko || 4 || 25 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Boss &amp;lt;br /&amp;gt; Heavy &amp;lt;br /&amp;gt; Herd Shield || A high-tech armed and armored pick-up truck. In addition to the menacing gatling gun, its special chassis allows it to gain 1 shield per adjacent ally at the start of each turn.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Hadrian_Illustration.png |x128px]] || Hadrian || 6 || 25 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Boss &amp;lt;br /&amp;gt; Immune to Flip &amp;lt;br /&amp;gt; Immune to Blind &amp;lt;br /&amp;gt; Stubborn &amp;lt;br /&amp;gt; Locked On || A rare relic of the past, Hadrian&#039;s car boasts a high-precision cannon that will recalculate its flight path even if moved.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Marauder_Illustration.png |x128px]] || Marauder || 5 || 25 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Boss &amp;lt;br /&amp;gt; Heavy || The vehicle of choice for the infamous Marauder. The integrated flamethrower is sure to incinerate anything that could survive a shot from this tank&#039;s monstrous cannon.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Bodkin_Illustration.png |x128px]] || Bodkin || 6 || 25 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Boss &amp;lt;br /&amp;gt; Heavy &amp;lt;br /&amp;gt; Avenger || This abomination was once a simple farming tractor. Its ram grows in strength for each point of health that is missing.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Source_Lojzo_Illustration.png |x128px]] || Lojzo || 6 || 25 ||style=&amp;quot;text-wrap: nowrap; color: {{BanditPurple}};&amp;quot;| Boss &amp;lt;br /&amp;gt; Heavy &amp;lt;br /&amp;gt; || Lojzo&#039;s old car is more dangerous than it seems. The obnoxiously loud speaker system crammed into every possible nook and cranny not only hurts, but is also capable of applying Disable to its prey.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Carriages&amp;diff=326</id>
		<title>List of Carriages</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=List_of_Carriages&amp;diff=326"/>
		<updated>2026-07-17T17:09:05Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Updated with new carriages seen upon release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of carriages ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
!!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !! Max rank !! Base health !! Cargo space !! Initially unlocked cards !! Requriement to unlock !! Text&lt;br /&gt;
|- &lt;br /&gt;
| [[File: ArtilleryIllustration.png |x128px]] || [[Artillery]] || 2 || 2 || 2 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Artillery Attack]] &amp;lt;br /&amp;gt; [[Blow Out]] &amp;lt;br /&amp;gt; [[Reload]] &amp;lt;br /&amp;gt; [[Carpet Shot]] || — || A powerful mounted cannon whose shockwaves are strong enough to push enemies away.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: ShieldIllustration.png |x128px]] || [[Protector]] || 3 || 3 || 3 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Shield]] &amp;lt;br /&amp;gt; [[Shield Revenge]] &amp;lt;br /&amp;gt; [[Emergency Shield]] &amp;lt;br /&amp;gt; [[Shield Siphon]] || — || An underdog blue car put together to keep the train safe, it can take adjacent carriages under its metal wings.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: MinigunIllustration.png |x128px]] || [[Minigun]] || 3 || 2 || 2 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Minigun]] &amp;lt;br /&amp;gt; [[Precision Shot]] &amp;lt;br /&amp;gt; [[Suppressive Fire]] &amp;lt;br /&amp;gt; [[Ammo Scavenger]] || 25 Spikes || A rapid-fire rotary gun, whose hail of bullets destabilizes enemies.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: HarpoonIllustration.png |x128px]] || [[Harpoon]] || 5 || 2 || 1 ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| [[Harpoon]] &amp;lt;br /&amp;gt; [[Bolas]] &amp;lt;br /&amp;gt; [[Chainspike]] &amp;lt;br /&amp;gt; [[Grappling Hook]] || 100 Spikes || A product of post-apocalyptic scrappiness, there are very few things that can escape the harpoon&#039;s reach.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: RemoteControlIllustration.png |x128px]] || Leeter || ?? || ?? || ?? ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| ?? || Destroy 50 enemy units through environmental hazards. || Outfitted with cutting-edge electronics, there is no firewall this carriage can&#039;t breach.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: PassengerIllustration.png |x128px]] || Passenger || ?? || ?? || ?? ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| ?? || Unlock all Shop Cards. || Transporting people from all walks of life, these passengers are eager to lend their helping hands or sharp tongues.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: CraneIllustration.png |x128px]] || Crane || ?? || ?? || ?? ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| ?? || Push 75 enemy units into canyon or water. || An old and reliable construction crane that utilizes collected iron. What it lacks in firepower, it makes up in utility.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: SwordWagonIllustration.png |x128px]] || Sword || ?? || ?? || ?? ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| ?? || Destroy 1500 enemy units. || A surprisingly sharp heaving hunk of metal, the force of this blade is enough to shove enemies aside.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: TeslaCoilIllustration.png |x128px]] || Tesla Coil || ?? || ?? || ?? ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| ?? || Destroy 200 enemy units by skid damage. || Crackling with tremendous amounts of energy, the lightning emitted by this carriage is capable of jumping to any conductive unit.&lt;br /&gt;
|- &lt;br /&gt;
| [[File: Experiment52Illustration.png |x128px]] || Experiment&amp;amp;nbsp;52 || ?? || ?? || ?? ||style=&amp;quot;text-wrap: nowrap;&amp;quot;| ?? || 1000 Spikes || A secret project of the old world. Extremely versatile, advanced and difficult.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Experiment52Illustration.png&amp;diff=325</id>
		<title>File:Experiment52Illustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:Experiment52Illustration.png&amp;diff=325"/>
		<updated>2026-07-17T13:58:22Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Experiment 52 carriage art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Experiment 52 carriage art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:TeslaCoilIllustration.png&amp;diff=324</id>
		<title>File:TeslaCoilIllustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:TeslaCoilIllustration.png&amp;diff=324"/>
		<updated>2026-07-17T13:58:08Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Tesla Coil carriage art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tesla Coil carriage art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:SwordWagonIllustration.png&amp;diff=323</id>
		<title>File:SwordWagonIllustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:SwordWagonIllustration.png&amp;diff=323"/>
		<updated>2026-07-17T13:57:43Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Sword carriage art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sword carriage art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:CraneIllustration.png&amp;diff=322</id>
		<title>File:CraneIllustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:CraneIllustration.png&amp;diff=322"/>
		<updated>2026-07-17T13:57:28Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Crane carriage art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Crane carriage art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:PassengerIllustration.png&amp;diff=321</id>
		<title>File:PassengerIllustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:PassengerIllustration.png&amp;diff=321"/>
		<updated>2026-07-17T13:57:10Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Passenger carriage icon art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Passenger carriage icon art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:RemoteControlIllustration.png&amp;diff=320</id>
		<title>File:RemoteControlIllustration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:RemoteControlIllustration.png&amp;diff=320"/>
		<updated>2026-07-17T13:56:50Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Leeter carriage icon art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Leeter carriage icon art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Modules&amp;diff=319</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Modules&amp;diff=319"/>
		<updated>2026-07-15T16:08:42Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Added new Scrap icon to references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Operator_modules_tutorial_tip.png|480px|center|Modules act as modifiers to your run. Some are passive and active at all times, others need a certain amount of specific actions to trigger. Tip: The number of actions necessary will be visible on the module icon on the left side of the screen.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Pillar_module_example.png|180px|thumb|right|Ice Pillars Module]]&lt;br /&gt;
&#039;&#039;&#039;Modules&#039;&#039;&#039; are semi-permanent items that give passive perks, options, conditional rewards, and other bonuses for the duration of the run.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Cards]], modules do not go into the player&#039;s hand to be played during a turn. Instead, modules are activated immediately once chosen or awarded during a run for the remainder of the run. Note that, many modules have conditions that must be met before their bonuses take effect. When choosing a module, it&#039;s important to understand how frequently or infrequently these conditions are likely to happen given the carriages, cards, and other modules the player expects to have during a fight.&lt;br /&gt;
&lt;br /&gt;
For example, the first module seen in the game, &#039;&#039;&#039;Ice Pillars,&#039;&#039;&#039; comes with the first available [[Driver]]. This module is therefore already activated at the beginning of the player&#039;s first run. Its effect happens immediately, because its condition is &amp;quot;at the start of every fight.&amp;quot; Therefore, at the start of every fight, an environmental hazard is spawned.&lt;br /&gt;
&lt;br /&gt;
Modules persist between fights. At the end of a run, the player loses all modules (except the Driver&#039;s innate module), and they must be found again during each run before they can be activated.&lt;br /&gt;
&lt;br /&gt;
For players coming from other deckbuilder games, modules are similar to relics.&lt;br /&gt;
&lt;br /&gt;
== Obtaining during a run ==&lt;br /&gt;
&lt;br /&gt;
There are two ways of adding modules to your train during your run.&lt;br /&gt;
&lt;br /&gt;
=== Convoys ===&lt;br /&gt;
[[File:Convoy fight map icon.png|180px|thumb|right|Convoy encounter on the map]]&lt;br /&gt;
A random module can be acquired for free by destroying the [[List_of_Bandits|Convoy Van]] of a [[Map_Encounters|Convoy]]. As one of the rewards after finishing that fight, a choice of one of three modules is offered, with a rare chance of offering a choice from four. Clicking one will immediately add it to your train.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=512 heights=288 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Convoy rewards module.png|Rewards for defeating a Convoy and destroying the Convoy Van&lt;br /&gt;
File:Convoy_rewards_module_choices.png|Random module choices after destroying a Convoy Van&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chop Shops ===&lt;br /&gt;
[[File:Chop Shop map icon.png|180px|thumb|right|Chop Shop on the map]]&lt;br /&gt;
[[Map_Encounters|Chop Shop]]s have a random selection of three modules for sale for {{Scrap}} Scrap. Players may purchase any number of these for various amounts of Scrap. Players may also pay 30 {{Scrap}} Scrap to reroll for a new random selection. The Scrap price for a module depends on its rarity and therefore power. The rare module in the screenshot cost 160 {{Scrap}} Scrap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=512 heights=288 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Chop Shop shop choices.png|Random modules for sale at a Chop Shop&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Progression across runs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pre-run modules and cards review button.png|thumb|180px|&#039;&#039;Modules &amp;amp; Cards&#039;&#039; button at the left of the pre-run screen]]&lt;br /&gt;
Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked modules are added to the pool, so that during the run when earning or purchasing a new module, the unlocked module may be a random option.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;ANOTHER DAY IN THE FOG&#039;&#039;, players are shown their Driver, Locomotives, Carriages, &#039;&#039;&#039;Modules &amp;amp; Cards&#039;&#039;&#039;, and the button to start the run. Once the run begins, the module pool is set for the remainder of the run.&lt;br /&gt;
&lt;br /&gt;
=== Deactivating a module ===&lt;br /&gt;
&lt;br /&gt;
On the &#039;&#039;Modules &amp;amp; Cards&#039;&#039; screen, additional modules beyond the &#039;&#039;&#039;Base Tier&#039;&#039;&#039; are revealed and unlocked in tiers. Once a module has been unlocked, it is guaranteed to be in the pool. If the player changes their mind, they may &#039;&#039;&#039;Deactivate&#039;&#039;&#039; a module. The choice to deactivate a module is only available once the entire tier has been unlocked. After unlocking all four modules in a tier, the player receives two deactivation options. Unlocking all in the second tier grants two additional deactivation options, and so on. For example, in the screenshot below, two tiers are fully unlocked, so there are up to 4 deactivations possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules_and_unlock_tiers_available_before_run.png|Modules available to be unlocked before a run&lt;br /&gt;
File:Module tiers and deactivated modules.png|Unlocked modules can be deactivated&lt;br /&gt;
File:Deactivated module small.png|Once deactivated, the module icon in the tier list changes&lt;br /&gt;
File:Deactivated module full size.png|A deactivated module can be activated again with the &#039;&#039;Activate&#039;&#039; button&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:List_of_Modules}}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Carriages&amp;diff=318</id>
		<title>Carriages</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Carriages&amp;diff=318"/>
		<updated>2026-07-15T16:07:35Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Added new Scrap icon to references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Operator_carriages_tutorial_tip.png|480px|center|Choose up to two carriages to connect to the train. Carriage cards are added to the deck and new ones can be unlocked during a run. Tip: Train length affects hand size, number of cards to choose from and base AP amount.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Together, &#039;&#039;&#039;Carriages&#039;&#039;&#039; and the [[Locomotive]] make up the train. Carriages automatically add several [[Cards]] to the deck that are specific to the abilities of that carriage. Upgrading the carriage allows selecting more cards to add to the deck, and completing a run and [[Cards#Progression_across_runs|Progressing by ranking up]] a carriage unlocks additional cards—again, specific to the abilities of that carriage.&lt;br /&gt;
&lt;br /&gt;
For example, at the very beginning of the game, before the first run, the train comes with the &#039;&#039;&#039;Artillery&#039;&#039;&#039; carriage. This automatically adds three [[Artillery Attack]] cards to the deck. The carriage also comes with three unlocked cards that can be added to the deck when upgrading the carriage during a run, &#039;&#039;&#039;Blow Out,&#039;&#039;&#039; &#039;&#039;&#039;Reload,&#039;&#039;&#039; and &#039;&#039;&#039;Carpet Shot.&#039;&#039;&#039; Finally, finishing a run and ranking up Artillery allows one choice from among the remaining hidden cards to be unlocked and then available to find during upgrades on subsequent runs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The order of carriages matters significantly during fights.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some cards directly affect &#039;&#039;&amp;quot;adjacent&amp;quot;&#039;&#039; carriages, and the impact range and pushing bandits will consistently affect certain carriages around the carriage with the ability in use. For example, in the train order in the screenshots below, the Artillery can push bandits to the left to go directly behind the train or to the right into the Protector carriage, potentially damaging it.&lt;br /&gt;
&lt;br /&gt;
== Attaching carriages to the train ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pre-run carriages button.png|thumb|right|180px|&#039;&#039;Carriages&#039;&#039; button at the bottom of the pre-run screen]]&lt;br /&gt;
After &#039;&#039;ANOTHER DAY IN THE FOG,&#039;&#039; the initial train loadout can be configured, including the [[Driver]], [[Locomotive]], &#039;&#039;&#039;Carriages,&#039;&#039;&#039; and more. The train&#039;s loadout can have two carriages behind the locomotive. For example, at the beginning of the game, the train will have the &#039;&#039;&#039;Protector&#039;&#039;&#039; and &#039;&#039;&#039;Artillery&#039;&#039;&#039; carriages.&lt;br /&gt;
&lt;br /&gt;
[[File:Swap carriages buttons.png|thumb|right|180px|Swap the selected carriage with the carriage to the left or right, if any]]&lt;br /&gt;
Once more carriages are unlocked, additional carriages can be purchased with {{Scrap}} Scrap from the [[Map Encounters|Central Station]] during the run. At any safe zone, not just the Central Station, the order of carriages may be swapped.&lt;br /&gt;
&lt;br /&gt;
The moment a carriage is added to the train, the default cards are added into the deck. Similarly, if the carriage is removed or sold, all cards associated with that carriage are immediately removed from the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360px heights=202 mode=&amp;quot;nolines&amp;gt;&lt;br /&gt;
File:Carriages screen protector.png|Protector carriage is in the middle, behind the locomotive&lt;br /&gt;
File:Carriages screen artillery.png|Artillery carriage is third&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairing and upgrading carriages ==&lt;br /&gt;
&lt;br /&gt;
During the run, most [[Map Encounters|safe zones]] allows repairing train units. Repairing any damaged train unit costs 30 {{Scrap}} Scrap and restores one health point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Central Stations&#039;&#039;&#039; allow upgrading train units. Upgrading costs 100 {{Scrap}} Scrap.&lt;br /&gt;
&lt;br /&gt;
Each upgrade rewards a choice of one of three options. If the carriages has been upgraded enough times and all unlocked cards have been added to the deck, then the option instead of a deck card is to receive Spikes, the permanent currency (not Scrap). Therefore, the options are:&lt;br /&gt;
* one unlocked card belonging to the carriage being upgraded&lt;br /&gt;
* a second unlocked card, if available&lt;br /&gt;
* an instant bonus that is applied immediately:&lt;br /&gt;
** &#039;&#039;&#039;Max Health&#039;&#039;&#039; bonus that increases the current and maximum health of the carriage by one (that is, it does not then require repairing)&lt;br /&gt;
** &#039;&#039;&#039;Partial Refund&#039;&#039;&#039; that returns 20 {{Scrap}} Scrap just spent on the upgrade&lt;br /&gt;
** &#039;&#039;&#039;Driver Gauge Bonus&#039;&#039;&#039; that gives boosts to the number of points added to the [[Drivers|Driver Gauge]]&lt;br /&gt;
** &#039;&#039;&#039;Driver Card Bonus&#039;&#039;&#039; that draws two special cards instead of one the next time the Driver Gauge is activated&lt;br /&gt;
* Spikes, if no unlocked cards remain&lt;br /&gt;
&lt;br /&gt;
=== Carriage panel example ===&lt;br /&gt;
&lt;br /&gt;
Below is a screenshot of a Chop Shop&#039;s options for an Artillery carriage. The leftmost green boxes are the current health of the carriage, in this case it has a max health of 2HP and does not need any repairs.&lt;br /&gt;
&lt;br /&gt;
In this example, two out of a total of seven cards, &#039;&#039;1/7,&#039;&#039;  belonging to the Artillery carriage are in the deck. So it would take six more upgrades or Chop Shop purchases to obtain the remaining six cards to have all of the Artillery cards in the deck, assuming an Artillery card was selected every time. Note that this is the number of &#039;&#039;&#039;unique&#039;&#039;&#039; cards, not the total number of cards. (The first unique card for this carriage is &#039;&#039;&#039;Artillery Shot,&#039;&#039;&#039; which comes in a stack of 3, so this &#039;&#039;1/7&#039;&#039; cannot mean the total number of cards.)&lt;br /&gt;
&lt;br /&gt;
The carriage has not yet been upgraded, &#039;&#039;0X.&#039;&#039; If the next upgrade added a new card to the deck, for example, &#039;&#039;&#039;Carpet Shot&#039;&#039;&#039; or &#039;&#039;&#039;Blow Out,.&#039;&#039;&#039; then this would bring the upgrade to &#039;&#039;1X&#039;&#039; and increase the unique card number from &#039;&#039;1/7&#039;&#039; to &#039;&#039;2/7.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rest of the panel shows the following three buttons:&lt;br /&gt;
* Show the cards in the deck associated with the Artillery carriage&lt;br /&gt;
* Repair the carriage for 30 {{Scrap}} Scrap (disabled because the carriage is at full health already)&lt;br /&gt;
* Sell the carriage for 100 {{Scrap}} Scrap (disabled because the train is at a Chop Shop, not the Central Station)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=800px heights=176 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Station carriage panel.png|Artillery Carriage in a Chop Shop, showing buttons for seeing the related cards in the deck and repairing and selling the carriage&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{:List of Carriages}}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Cards&amp;diff=317</id>
		<title>Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Cards&amp;diff=317"/>
		<updated>2026-07-15T16:06:30Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Added new Scrap icon to references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hand of four cards.png|480px|thumb|right|A hand of four cards, 2 Red, 1 Blue, 1 Yellow]]&lt;br /&gt;
&#039;&#039;&#039;Cards&#039;&#039;&#039; are what players interact with most frequently. They allow the player to deal damage, protect their train, and control the fight in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
Every card is associated with the locomotive or one of the [[Carriages]]. They represent that train unit&#039;s abilities, so the player must add that unit to the train at the start of or during the run in order to have access to any of its cards. And if a train unit is lost during a run, that carriage&#039;s cards are lost.&lt;br /&gt;
&lt;br /&gt;
At a glance, players can determine the category of a card&#039;s effect by its border color:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardBlue}};&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt; cards apply defenses to the train.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardRed}};&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; cards are offensive, damaging or impairing enemy units.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: {{CardYellow}};&amp;quot;&amp;gt;Yellow&amp;lt;/span&amp;gt; cards affect initiative, the grid, the player&#039;s hand, Action Points, or enemy units in non-damaging ways.&lt;br /&gt;
&lt;br /&gt;
At the beginning of every turn, the player draws cards from their &#039;&#039;&#039;Deck&#039;&#039;&#039; to fill their hand. At the very beginning of the game with the default train, the player&#039;s hand size is four cards. The player&#039;s hand size can be upgraded via modules. Most cards are played exactly once during a turn and then discarded. Discarded cards make their way back to the &#039;&#039;&#039;Draw pile&#039;&#039;&#039; to be drawn into the player&#039;s hand at a later turn. Many cards allow the player to draw extra cards in the middle of a fight, and this can be done regardless of the player&#039;s hand size. At the end of every player&#039;s turn, their entire hand is discarded.&lt;br /&gt;
&lt;br /&gt;
Players do not need to count cards. At any time, the player can view all the cards in their Deck, the Draw Pile, the Discard Pile, etc. These views do not show the player the order in which cards will be drawn, but this information may be crucial in some situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=220 heights=100 mode=&amp;quot;nolines&amp;gt;&lt;br /&gt;
File:Draw pile has 2 cards.png|Draw Pile at the bottom left&lt;br /&gt;
File:Deck has 6 cards.png|Deck at the top of the screen&lt;br /&gt;
File:Exhaust pile has 0 cards.png|Exhaust Pile at bottom right&lt;br /&gt;
File:Discard pile has 0 cards.png|Discard Pile right next to it&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action Points and playing cards==&lt;br /&gt;
&lt;br /&gt;
[[File:5-out-of-5 AP.png|240px|thumb|right|5 AP currently; 5 normally expected per turn]]&lt;br /&gt;
[[File:Artillery_Attack_card.png|240px|thumb|right|Artillery Attack requires 2 AP]]&lt;br /&gt;
Cards are played by spending their &#039;&#039;&#039;Action Points (AP)&#039;&#039;&#039; listed above the card with the lightning bolt icon. For example, the card [[Artillery Attack]] requires {{AP|2}} AP. At the beginning of a run, the player has 5 AP per turn. Many cards award the player extra AP, so players frequently will have more than their normal expected AP during a turn. In the screenshot, &#039;&#039;5/5&#039;&#039; means 5 AP left this turn (top) out of 5 AP normally expected each turn (bottom).&lt;br /&gt;
&lt;br /&gt;
When not enough Action Points are left to play a card, the AP number and icon will turn red. Clicking on a card that costs too many AP will show the message &#039;&#039;Not enough AP&#039;&#039; and prevent the player from playing that card.&lt;br /&gt;
&lt;br /&gt;
Clicking a card will either immediately play it or show a preview of the effect. For example, a red card with a targeting range will allow the player to target an enemy unit or grid space. Clicking again then plays the card.&lt;br /&gt;
&lt;br /&gt;
=== Effects that change their own AP cost ===&lt;br /&gt;
&lt;br /&gt;
{{Define|Cost Up|This card&#039;s AP cost increases by 1 each time another card is played.|color={{CardYellow}}}}&lt;br /&gt;
{{Define|Cost Down|This card&#039;s AP cost decreases by 1 each time another card is played.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Many cards have the effect &#039;&#039;&#039;Cost Down&#039;&#039;&#039; or &#039;&#039;&#039;Cost Up&#039;&#039;&#039; on them. When these cards are in the player&#039;s hand, every other card played in that turn will lower or raise the AP cost of that card, respectively. Therefore, &#039;&#039;&#039;Cost Up&#039;&#039;&#039; cards are best played at the beginning of the turn, and &#039;&#039;&#039;Cost Down&#039;&#039;&#039; cards are best played once their AP cost has reached {{AP|0}}. For example, [[Shield]] has the Cost Down effect, making it appropriate for a player to leave it for last after doing everything else they can to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
{{Define|Charged|This card&#039;s AP cost and power is equal to your current AP.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Cards with the &#039;&#039;&#039;Charged&#039;&#039;&#039; effect will consume all remaining AP in a turn in order to boost its power. For maximum effect, Charged cards are best played at the beginning of a turn or after other cards that increase the player&#039;s current AP.&lt;br /&gt;
&lt;br /&gt;
{{Define|Inflation|This card&#039;s AP cost increases by 1 each time this card is played.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
For the duration of a fight, cards with the &#039;&#039;&#039;Inflation&#039;&#039;&#039; effect will get more expensive every time they are played. Its cost can exceed the normal AP each turn gets.&lt;br /&gt;
&lt;br /&gt;
=== Exhaust effect ===&lt;br /&gt;
&lt;br /&gt;
{{Define|Exhaust|Card is sent to the exhaust pile until the end of the fight.|color={{CardYellow}}}}&lt;br /&gt;
&lt;br /&gt;
Cards played with the &#039;&#039;&#039;Exhaust&#039;&#039;&#039; effect are placed out of play in the &#039;&#039;&#039;Exhaust Pile&#039;&#039;&#039; until the end of the fight. Unlike other cards that go to the Discard Pile, cards in the Exhaust Pile are not recycled into the Draw Pile to be drawn again into the player&#039;s hand. These cards are generally much more powerful.&lt;br /&gt;
&lt;br /&gt;
Some cards, for example &#039;&#039;&#039;Into the Furnace&#039;&#039;&#039; and &#039;&#039;&#039;Out of the Furnace&#039;&#039;&#039; take another card from the player&#039;s hand with them to the Exhaust Pile as part of their cost. Both cards will then be out of play until the next fight.&lt;br /&gt;
&lt;br /&gt;
== Target and impact ranges ==&lt;br /&gt;
&lt;br /&gt;
[[File:Artillery Attack range.png|240px|thumb|right|Artillery Attack&#039;s targeting pattern]]&lt;br /&gt;
Most cards that affect units will have limitations on which units it can affect based on where the unit is relative to the carriage in the grid.&lt;br /&gt;
&lt;br /&gt;
For example, [[Artillery Attack]] can reach most grid cells that are not adjacent to the Artillery carriage. The carriage is at the center of  the range pattern, where the brighter lines intersect. The horizontal brighter line represents the track, and the locomotive will be to the right of the carriage.&lt;br /&gt;
&lt;br /&gt;
Other cards&#039; ranges do not reach as far as Artillery Attack, have bigger or smaller blind spots, can reach enemies that are closer, or have entirely different patterns. For example, the cards &#039;&#039;Intent Button,&#039;&#039; [[Carpet Shot]], and &#039;&#039;Suppressive Fire&#039;&#039; can only target enemies aligned vertically with their respective carriage, with no range to the left or right.&lt;br /&gt;
&lt;br /&gt;
Some fights do not have large enough grids to see the entire targeting pattern. This can happen when the maneuverable track is short or when the carriage is too far left or right on the track (horizontally), when there is a cliff or canyon (vertically), or during smaller fights earlier in the run where the grid is smaller by default.&lt;br /&gt;
&lt;br /&gt;
=== Impact Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Carpet Shot range.png|240px|thumb|right|Carpet Shot&#039;s target and impact range]]&lt;br /&gt;
Cards that affect more than one grid cell have an &#039;&#039;&#039;Impact Range,&#039;&#039;&#039; &#039;&#039;&#039;Explosion Range,&#039;&#039;&#039; or similar grid on their card back separate from the Targeting Range.&lt;br /&gt;
&lt;br /&gt;
All damage and effects happen to all cells in the impact range equally.&lt;br /&gt;
&lt;br /&gt;
For example, although [[Carpet Shot]] can only shoot straight up and down from the Artillery carriage, it hits 3 cells in a line parallel to the train. Therefore, it hits any enemies that are just to the left and right of the vertical targeting line, even though it cannot directly target those grid cells.&lt;br /&gt;
&lt;br /&gt;
== Card modifications ==&lt;br /&gt;
&lt;br /&gt;
[[File:Card modification reward.png|480px|Completing this green-dot map encounter allows the player to modify a card in their deck.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Carpet Shot card.png|240px|thumb|right|Carpet Shot card showing a modifiable value in {{Mv|green}}.]]&lt;br /&gt;
Many cards have modifiable values, and all cards&#039; AP costs can be modified. Modifiable values appear {{Mv|in green}} in the card&#039;s text.&lt;br /&gt;
&lt;br /&gt;
When completing a fight with the &#039;&#039;Card modification reward&#039;&#039; bonus, the player is shown three randomly selected cards from their deck with random modifications applied to them. Modifications are diverse: Some are more powerful than others, and some are exceptionally good for certain runs or in combination with other cards in a situation.&lt;br /&gt;
* AP cost down&lt;br /&gt;
* Damage up&lt;br /&gt;
* Damage up &#039;&#039;&#039;and&#039;&#039;&#039; AP cost up&lt;br /&gt;
* Added effect, for example &#039;&#039;&#039;Exhaust&#039;&#039;&#039; or &#039;&#039;&#039;Blind&#039;&#039;&#039;&lt;br /&gt;
* Random AP cost&lt;br /&gt;
&lt;br /&gt;
Numbers in plain gray in the card&#039;s text cannot be modified. For example, Carpet Shot is never modifiable to hit any more or less than &#039;&#039;&#039;3&#039;&#039;&#039; cells in a line.&lt;br /&gt;
&lt;br /&gt;
Some cards can wind up having random modifiers that cancel each other out, for example a card that adds {{Modifiable value|1}} AP increasing to {{Modifiable value|2}} but also increasing its cost by +1 AP. Other modifications can make cards objectively worse, for example by giving a random AP cost to a card with a base cost of {{AP|0}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=240 mode=&amp;quot;nolines&amp;gt;&lt;br /&gt;
File:Modification example minigun exhaust plus 1 damage.png|Minigun modified to add {{Modifiable value|+1 Damage}}, but adding the &amp;lt;span style=&amp;quot;color: {{CardYellow}};&amp;quot;&amp;gt;Exhaust&amp;lt;/span&amp;gt; effect.&lt;br /&gt;
File:Modification example minigun sabotage plus 1 ap cost.png|Minigun modified to add the {{Modifiable value|Sabotage}} effect, but increasing its cost by {{AP|1}}.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding cards during a run ==&lt;br /&gt;
&lt;br /&gt;
The run starts with a specified set of unlocked and available cards in their pool based on their chosen Locomotive and [[Carriages]]. During the run, the player may be rewarded with or purchase additional cards from this pool. When that happens, the player is given a random selection of cards from the pool to add to their deck.&lt;br /&gt;
* Reward for winning a fight: Choose one of three random cards.&lt;br /&gt;
* Upgrading a carriage: Choose one of three random cards associated with that carriage.&lt;br /&gt;
* Shopping at Chop Shops: Purchase any of several randomly chosen unlocked cards with {{Scrap}} Scrap—with the option to purchase rerolls with {{Scrap}} Scrap.&lt;br /&gt;
* Green dots on the map that offer &#039;&#039;&#039;Card duplication reward&#039;&#039;&#039;: Choose any one card from the deck to duplicate.&lt;br /&gt;
&lt;br /&gt;
When adding cards during a run, the preview of the card includes a stack size in a box in the top left, for example &#039;&#039;&#039;x2&#039;&#039;&#039;. This is how many cards are added for the purchase price. Many cards, especially red cards, come in pairs. For example, in the screenshot of the [[Carpet Shot]] card, above, the &#039;&#039;2x&#039;&#039; in the corner means two Carpet Shot cards will be added to the deck.&lt;br /&gt;
&lt;br /&gt;
When upgrading a carriage, it is possible to acquire all the unlocked cards for that carriage. In that situation, the upgrade reward options will be Spikes bonuses or Driver Gauge bonuses instead of more cards.&lt;br /&gt;
&lt;br /&gt;
Every run, the player must re-acquire cards from their pool into their deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fight rewards adding a card.png|Winning a basic fight rewards a card.&lt;br /&gt;
File:Fight reward choose a card.png|Cards added this way can belong to any train unit.&lt;br /&gt;
File:Upgrading adds a card.png|Upgrading a carriage rewards a choice of random cards from the pool (or an instant health upgrade).&lt;br /&gt;
File:Cards_for_sale_in_the_shop.png|Random cards for sale at a Chop Shop.&lt;br /&gt;
File:Duplicating a card.png|Duplicating a card as a random green-dot reward.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Progression across runs == &lt;br /&gt;
&lt;br /&gt;
[[File:Pre-run modules and cards review button.png|thumb|180px|&#039;&#039;Modules &amp;amp; Cards&#039;&#039; button at the left of the pre-run screen]]&lt;br /&gt;
Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked cards are then made available to be added to the deck during the run when completing fights or purchasing cards from [[Map_Encounters|Chop Shops]].&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;ANOTHER DAY IN THE FOG,&#039;&#039; players are shown their Locomotives, Carriages, &#039;&#039;&#039;Modules &amp;amp; Cards&#039;&#039;&#039;, and the button to start the run. Once the run begins, the card pool is set for the remainder of the run.&lt;br /&gt;
&lt;br /&gt;
The Driver&#039;s cards are &#039;&#039;&#039;not&#039;&#039;&#039; in the pool or ever in the player&#039;s deck, but become playable through the [[Drivers|Driver Gauge]] mechanic.&lt;br /&gt;
&lt;br /&gt;
Each locomotive and carriage has a beginning loadout of cards. A small number of cards are immediately in the deck upon starting the run. Others are initially shown with a lock icon and must be unlocked by completing runs to increase the rank of the unit. Ranking up the unit unlocks these extra cards, which are then added to the pool to find during a run.&lt;br /&gt;
&lt;br /&gt;
For example, the [[Artillery Attack]] card is always in the deck when the Artillery carriage is on the train, but the [[Carpet Shot]] card must be found during the run, and the carriage has three more cards that can be unlocked by ranking up the carriage.&lt;br /&gt;
&lt;br /&gt;
As another example, the Protector carriage adds two [[Shield]] cards to the deck when attached to the train. Three other cards are added to the pool to be found during the run, and three more cards can be unlocked by ranking up the carriage.&lt;br /&gt;
&lt;br /&gt;
As a counter example, the Foggie locomotive&#039;s unlocks from ranking up are [[Modules]], not cards. Compare the screenshots of the initial loadouts of these three units at the very beginning of the game, before any runs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Artillery carriage initial loadout.png|Artillery carriage deck cards, pool cards, and unlockable cards.&lt;br /&gt;
File:Protector carriage initial loadout.png|Protector carriage deck cards, pool cards, and unlockable cards.&lt;br /&gt;
File:Foggie initial loadout.png|Foggie locomotive pool cards and unlockable modules.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deactivating a Card ===&lt;br /&gt;
&lt;br /&gt;
On the &#039;&#039;Modules &amp;amp; Cards&#039;&#039; screen, additional cards beyond the &#039;&#039;&#039;Base Tier&#039;&#039;&#039; are revealed and unlocked in tiers. Once a card has been unlocked, it is guaranteed to be in the pool. If the player changes their mind, they may &#039;&#039;&#039;Deactivate&#039;&#039;&#039; a card. The choice to deactivate a card is only available once an entire tier has been unlocked. After unlocking all four cards in a tier, the player receives two deactivation options.&lt;br /&gt;
&lt;br /&gt;
Deactivating a card is beneficial when the card conflicts with the player&#039;s chosen loadout of locomotives, carriage, and other cards. It also serves to increase the likelihood of finding the other cards in the pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=360 heights=203 mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Cards and unlock tiers available before run.png|Cards available to be unlocked before a run&lt;br /&gt;
File:Card tiers and deactivated cards.png|Unlocked cards can be deactivated&lt;br /&gt;
File:Deactivated card small.png|Once deactivated, the card icon in the tier list changes&lt;br /&gt;
File:Deactivated card full size.png|A deactivated card can be activated again with the &#039;&#039;Activate&#039;&#039; button&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Effects ==&lt;br /&gt;
&lt;br /&gt;
There are many effects that buff the player&#039;s units, debuff enemy units, or change the playing field. Every effect is described in-game; a tooltip will appear over the card after a short delay. For additional descriptions of the effects and interactions, find the article on the specific card.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Turns !!class=&amp;quot;unsortable&amp;quot;| Text&lt;br /&gt;
|-&lt;br /&gt;
| Blind	|| 1 || Blinded units cancel their intent. They move and create intents randomly while blinded.&lt;br /&gt;
|-&lt;br /&gt;
| Burn || 1 || Burning units take 1 damage at the end of their turn.&lt;br /&gt;
|-&lt;br /&gt;
| Charged || &amp;amp;nbsp; || This card&#039;s AP cost and power is equal to your current AP.&lt;br /&gt;
|-&lt;br /&gt;
| Cost Down || &amp;amp;nbsp; || This card&#039;s AP cost decreases by 1 each time another card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Cost Up || &amp;amp;nbsp; || This card&#039;s AP cost increases by 1 each time another card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Damage || &amp;amp;nbsp; || —&lt;br /&gt;
|-&lt;br /&gt;
| Destabilize || 1 || If this unit receives damage, it will skid one cell backwards. Does not work on Heavy units.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaust || &amp;amp;nbsp; || Card is sent to the exhaust pile until the end of the fight.&lt;br /&gt;
|-&lt;br /&gt;
| Flip || 1 || Flip the unit&#039;s intent.&lt;br /&gt;
|-&lt;br /&gt;
| Ignore Shield || &amp;amp;nbsp; || Action will ignore shield.&lt;br /&gt;
|-&lt;br /&gt;
| Inflation || &amp;amp;nbsp; || This card&#039;s AP cost increases by 1 each time this card is played.&lt;br /&gt;
|-&lt;br /&gt;
| Innate || &amp;amp;nbsp; || Guaranteed to be drawn first at the beginning of a fight.&lt;br /&gt;
|-&lt;br /&gt;
| Move Target || &amp;amp;nbsp; || Move affected units away from the carriage. &#039;&#039;[Note: does not work on Heavy units]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage || 1 || This unit receives 1 damage the next time it moves.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 1 || —&lt;br /&gt;
|-&lt;br /&gt;
| Speared || 1 || If this unit is damaged, draw a Spearwall card from the draw or discard pile.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:List of Cards}}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:Scrap&amp;diff=316</id>
		<title>Template:Scrap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Template:Scrap&amp;diff=316"/>
		<updated>2026-07-15T16:04:38Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Created for paragraph-inline icon for Scrap for reader recognition. Does not have or add a color.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TemporaryCurrency.png|x20px|Scrap|link=]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a small Scrap icon Scrap, sized for use in paragraphs so it doesn&#039;t affect line height. Includes a &amp;quot;Scrap&amp;quot; tooltip for screen readers and curious readers. {{Scrap}} The link to the file itself is disabled for screen readers so that the icon can be included liberally in paragraphs without affecting readability—and because it does not link to an article about Scrap, but just the image file itself.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:TemporaryCurrency.png&amp;diff=315</id>
		<title>File:TemporaryCurrency.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=File:TemporaryCurrency.png&amp;diff=315"/>
		<updated>2026-07-15T15:56:10Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Scrap icon art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Scrap icon art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Table_of_modifications_statistics&amp;diff=314</id>
		<title>Table of modifications statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Table_of_modifications_statistics&amp;diff=314"/>
		<updated>2026-07-13T18:40:37Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: whitespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;code&amp;gt;The table of modifications statistics is intended to be for behind-the-scenes reference only. Please only link to this page; do not translude it&amp;lt;/code&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Observations ==&lt;br /&gt;
&lt;br /&gt;
Running statistics on observed modifications. Feel free to contribute after collecting some data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;   &lt;br /&gt;
|+ 59 observations of card modifications categorized&lt;br /&gt;
! Modification summary !! N !! P(N) !! SE !! 90% CI&lt;br /&gt;
|-&lt;br /&gt;
| Card power buff for free || 1 || 0.02 || 0.017 || 0.00–0.04&lt;br /&gt;
|-&lt;br /&gt;
| Removed penalty for free || 1 || 0.02 || 0.017 || 0.00–0.04&lt;br /&gt;
|-&lt;br /&gt;
| Effect for free || 7 || 0.12 || 0.042 || 0.05–0.19&lt;br /&gt;
|-&lt;br /&gt;
| Swap Cost Down for Cost Up for -2 AP || 2 || 0.03 || 0.024 || 0.00–0.07&lt;br /&gt;
|-&lt;br /&gt;
| Card power for 1 AP || 8 || 0.14 || 0.045 || 0.06–0.21&lt;br /&gt;
|-&lt;br /&gt;
| Penalty for -1 AP || 6 || 0.10 || 0.039 || 0.04–0.17&lt;br /&gt;
|-&lt;br /&gt;
| Effect for 1 AP || 23 || 0.39 || 0.063 || 0.29–0.49&lt;br /&gt;
|-&lt;br /&gt;
| Card power for penalty || 3 || 0.05 || 0.029 || 0.00–0.10&lt;br /&gt;
|-&lt;br /&gt;
| Random AP Cost by itself || 8 || 0.14 || 0.045 || 0.06–0.21&lt;br /&gt;
|-&lt;br /&gt;
! N !! 59 !! 1.00 &lt;br /&gt;
|}   &lt;br /&gt;
								&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
; Card power buff for free&lt;br /&gt;
: Minigun gets +1 Damage with no new downside&lt;br /&gt;
; Removed penalty for free&lt;br /&gt;
: Delayed Departure gets Exhaust effect removed with no new downside&lt;br /&gt;
; Effect for free&lt;br /&gt;
: Carpet Shot gets Burn effect with no new downside&lt;br /&gt;
; Swap Cost Down for Cost Up for -2 AP&lt;br /&gt;
: Shield goes from Cost Down to Cost Up and starts out costing 0 AP instead of 2 AP&lt;br /&gt;
; Card power for 1 AP&lt;br /&gt;
: Panzer Dome gets +1 Shielding (2-&amp;gt;3), but AP cost goes up from 2 AP to 3 AP&lt;br /&gt;
: Carpet Shot gets +1 Damage, but AP cost goes up from 3 AP to 4 AP&lt;br /&gt;
; Penalty for -1 AP&lt;br /&gt;
: Reload gets Cost Up effect, but starts out costing 0 AP instead of 1 AP (amazing)&lt;br /&gt;
: Carpet Shot gets Exhaust effect, but AP cost goes down from 3 AP to 2 AP&lt;br /&gt;
: Picky Jester gets Exhaust effect, but AP cost goes down from 1 AP to 0 AP&lt;br /&gt;
; Effect for 1 AP&lt;br /&gt;
: Reinforced Shield gains Hold effect, but AP cost increases by 1 AP&lt;br /&gt;
: Minigun gain Sabotage effect, but AP cost increases by 1 AP&lt;br /&gt;
: Artillery Attack gains Innate effect, but AP cost increases by 1 AP&lt;br /&gt;
: Flare/Chaff gains Burn effect, but AP cost increases by 1 AP&lt;br /&gt;
; Card power for penalty &lt;br /&gt;
: (might always be Exhaust?)&lt;br /&gt;
: Minigun gains +1 Damage, but gains the Exhaust effect&lt;br /&gt;
: Emergency Coal moves 2 instead of 1, but gains the Exhaust effect&lt;br /&gt;
: Picky Jester draws 3 cards instead of 2 (discard is still 1), but gains the Exhaust effect&lt;br /&gt;
; Random AP Cost by itself&lt;br /&gt;
: Emergency Coal gets a Random AP Cost (0–3) instead of 0 AP (objectively bad)&lt;br /&gt;
: Precision Shot gets a Random AP Cost instead of 1 AP&lt;br /&gt;
: Shield gets a Random AP Cost, overwriting Cost Down effect (or is this a different category?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Table_of_modifications_statistics&amp;diff=313</id>
		<title>Table of modifications statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Table_of_modifications_statistics&amp;diff=313"/>
		<updated>2026-07-13T18:39:00Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Updated table with SE and CI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;code&amp;gt;The table of modifications statistics is intended to be for behind-the-scenes reference only. Please only link to this page; do not translude it&amp;lt;/code&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Observations ==&lt;br /&gt;
&lt;br /&gt;
Running statistics on observed modifications. Feel free to contribute after collecting some data.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;   &lt;br /&gt;
|+ 59 observations of card modifications categorized&lt;br /&gt;
! Modification summary !! N !! P(N) !! SE !! 90% CI&lt;br /&gt;
|-&lt;br /&gt;
| Card power buff for free || 1 || 0.02 || 0.017 || 0.00–0.04&lt;br /&gt;
|-&lt;br /&gt;
| Removed penalty for free || 1 || 0.02 || 0.017 || 0.00–0.04&lt;br /&gt;
|-&lt;br /&gt;
| Effect for free || 7 || 0.12 || 0.042 || 0.05–0.19&lt;br /&gt;
|-&lt;br /&gt;
| Swap Cost Down for Cost Up for -2 AP || 2 || 0.03 || 0.024 || 0.00–0.07&lt;br /&gt;
|-&lt;br /&gt;
| Card power for 1 AP || 8 || 0.14 || 0.045 || 0.06–0.21&lt;br /&gt;
|-&lt;br /&gt;
| Penalty for -1 AP || 6 || 0.10 || 0.039 || 0.04–0.17&lt;br /&gt;
|-&lt;br /&gt;
| Effect for 1 AP || 23 || 0.39 || 0.063 || 0.29–0.49&lt;br /&gt;
|-&lt;br /&gt;
| Card power for penalty || 3 || 0.05 || 0.029 || 0.00–0.10&lt;br /&gt;
|-&lt;br /&gt;
| Random AP Cost by itself || 8 || 0.14 || 0.045 || 0.06–0.21&lt;br /&gt;
|-&lt;br /&gt;
! N !! 59 !! 1.00 &lt;br /&gt;
|}   &lt;br /&gt;
								&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
; Card power buff for free&lt;br /&gt;
: Minigun gets +1 Damage with no new downside&lt;br /&gt;
; Removed penalty for free&lt;br /&gt;
: Delayed Departure gets Exhaust effect removed with no new downside&lt;br /&gt;
; Effect for free&lt;br /&gt;
: Carpet Shot gets Burn effect with no new downside&lt;br /&gt;
; Swap Cost Down for Cost Up for -2 AP&lt;br /&gt;
: Shield goes from Cost Down to Cost Up and starts out costing 0 AP instead of 2 AP&lt;br /&gt;
; Card power for 1 AP&lt;br /&gt;
: Panzer Dome gets +1 Shielding (2-&amp;gt;3), but AP cost goes up from 2 AP to 3 AP&lt;br /&gt;
: Carpet Shot gets +1 Damage, but AP cost goes up from 3 AP to 4 AP&lt;br /&gt;
; Penalty for -1 AP&lt;br /&gt;
: Reload gets Cost Up effect, but starts out costing 0 AP instead of 1 AP (amazing)&lt;br /&gt;
: Carpet Shot gets Exhaust effect, but AP cost goes down from 3 AP to 2 AP&lt;br /&gt;
: Picky Jester gets Exhaust effect, but AP cost goes down from 1 AP to 0 AP&lt;br /&gt;
; Effect for 1 AP&lt;br /&gt;
: Reinforced Shield gains Hold effect, but AP cost increases by 1 AP&lt;br /&gt;
: Minigun gain Sabotage effect, but AP cost increases by 1 AP&lt;br /&gt;
: Artillery Attack gains Innate effect, but AP cost increases by 1 AP&lt;br /&gt;
: Flare/Chaff gains Burn effect, but AP cost increases by 1 AP&lt;br /&gt;
; Card power for penalty &lt;br /&gt;
: (might always be Exhaust?)&lt;br /&gt;
: Minigun gains +1 Damage, but gains the Exhaust effect&lt;br /&gt;
: Emergency Coal moves 2 instead of 1, but gains the Exhaust effect&lt;br /&gt;
: Picky Jester draws 3 cards instead of 2 (discard is still 1), but gains the Exhaust effect&lt;br /&gt;
; Random AP Cost by itself&lt;br /&gt;
: Emergency Coal gets a Random AP Cost (0–3) instead of 0 AP (objectively bad)&lt;br /&gt;
: Precision Shot gets a Random AP Cost instead of 1 AP&lt;br /&gt;
: Shield gets a Random AP Cost, overwriting Cost Down effect (or is this a different category?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Table_of_modifications_statistics&amp;diff=312</id>
		<title>Table of modifications statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Fogpiercer/index.php?title=Table_of_modifications_statistics&amp;diff=312"/>
		<updated>2026-07-13T18:27:39Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Created to house some statistics on card modifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;code&amp;gt;The table of modifications statistics is intended to be for behind-the-scenes reference only. Please only link to this page; do not translude it&amp;lt;/code&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Observations ==&lt;br /&gt;
&lt;br /&gt;
Running statistics on observed modifications. Feel free to contribute after collecting some data.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ 59 observations of card modification rewards&lt;br /&gt;
! Modification summary !! N !! P(N)&lt;br /&gt;
|-&lt;br /&gt;
| Card power buff for free || 1 || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Removed penalty for free || 1 || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Effect for free || 7 || 12%&lt;br /&gt;
|-&lt;br /&gt;
| Swap Cost Down for Cost Up for -2 AP || 2 || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Card power for 1 AP || 8 || 14%&lt;br /&gt;
|-&lt;br /&gt;
| Penalty for -1 AP || 6 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Effect for 1 AP || 24 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Card power for penalty || 2 || 3%&lt;br /&gt;
|-&lt;br /&gt;
| Random AP Cost by itself || 8 || 14%&lt;br /&gt;
|-&lt;br /&gt;
! Total || 59 || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
; Card power buff for free&lt;br /&gt;
: Minigun gets +1 Damage with no new downside&lt;br /&gt;
; Removed penalty for free&lt;br /&gt;
: Delayed Departure gets Exhaust effect removed with no new downside&lt;br /&gt;
; Effect for free&lt;br /&gt;
: Carpet Shot gets Burn effect with no new downside&lt;br /&gt;
; Swap Cost Down for Cost Up for -2 AP&lt;br /&gt;
: Shield goes from Cost Down to Cost Up and starts out costing 0 AP instead of 2 AP&lt;br /&gt;
; Card power for 1 AP&lt;br /&gt;
: Panzer Dome gets +1 Shielding (2-&amp;gt;3), but AP cost goes up from 2 AP to 3 AP&lt;br /&gt;
: Carpet Shot gets +1 Damage, but AP cost goes up from 3 AP to 4 AP&lt;br /&gt;
; Penalty for -1 AP&lt;br /&gt;
: Reload gets Cost Up effect, but starts out costing 0 AP instead of 1 AP (amazing)&lt;br /&gt;
: Carpet Shot gets Exhaust effect, but AP cost goes down from 3 AP to 2 AP&lt;br /&gt;
: Picky Jester gets Exhaust effect, but AP cost goes down from 1 AP to 0 AP&lt;br /&gt;
; Effect for 1 AP&lt;br /&gt;
: Reinforced Shield gains Hold effect, but AP cost increases by 1 AP&lt;br /&gt;
: Minigun gain Sabotage effect, but AP cost increases by 1 AP&lt;br /&gt;
: Artillery Attack gains Innate effect, but AP cost increases by 1 AP&lt;br /&gt;
: Flare/Chaff gains Burn effect, but AP cost increases by 1 AP&lt;br /&gt;
; Card power for penalty &lt;br /&gt;
: (might always be Exhaust?)&lt;br /&gt;
: Minigun gains +1 Damage, but gains the Exhaust effect&lt;br /&gt;
: Emergency Coal moves 2 instead of 1, but gains the Exhaust effect&lt;br /&gt;
: Picky Jester draws 3 cards instead of 2 (discard is still 1), but gains the Exhaust effect&lt;br /&gt;
; Random AP Cost by itself&lt;br /&gt;
: Emergency Coal gets a Random AP Cost (0–3) instead of 0 AP (objectively bad)&lt;br /&gt;
: Precision Shot gets a Random AP Cost instead of 1 AP&lt;br /&gt;
: Shield gets a Random AP Cost, overwriting Cost Down effect (or is this a different category?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
</feed>