1.7. Zones
Zones represent hazards and extra rules that exist over a given area of the world. Entering some Zones, like a Fire Zone, may require that you perform a Test to avoid taking Damage while others, like Dark Zones, may help by making it harder for other people to see and attack you.
Each Zone can "Stack" upon itself a second time, making its effects stronger. For example, a Fire Zone with two Stacks deals one extra Damage compared with a single-Stack Fire Zone.
Some Zones will exist logically in the world, even if the GM does not explicitly say they are there. For example, going outside at night will, logically, take you into a Dark Zone. Similarly, a pond is an Airless Zone that could drown a careless creature.
If you are a GM that is planning to use rare Zones in an upcoming story arch or if you are a Player that picked up a new Ability, it can be helpful to print out a reference card for the Zones you will be using. You can then hand the reference to other Players to help them learn and remember how the Zone works.
The Zone List appendix contains a full list of all the Zones organized by how rare they are: Common or Uncommon. You should reviewing the Common Zones before playing, but you can ignore the Uncommon Zones until they come up in play.