Fuel points are a narrative currency the players generate anytime the D12 they have designated as their "Fuel Die" is higher than their "Fear Die" when making a an action roll.
They can be "spent" to :
- add a d6 to a nother players roll
- activate a Memento to add a +2
- spend at STOP to replenish supplies (which will increase your Fuel Die size if its been reducted)
- as a way to do something that bends the rules of the game or ruling of the GM
- most importantly, if a player fails a roll and would die as a result they can spend *ALL* there current fuel points to narrate how they narrowly avoided death!
Hope this helps, let me know if you have any questions!