The survivors distribute six points between their resources Gas, Drugs, and Provisions. With a hard move, the GM may take away one of these as it fits.
Gas is also assumed to decrease over time as long as the survivors are actually moving: -1Gas for every day of travel. Also, you need to eat: -1Provisions per day.
If the group ever runs out of any ressource, the GM uses the following moves:
Out of Gas: You can't travel inside a comfy vehicle without gas. Ask the player's whether they're looking for fuel or try to continue on foot. Without cars, each survivor can only take one ressource with him.
Afterwards, put them in a spot.
No Drugs: No one besides a Healer may make healing moves and his moves are at a Disadvantage until the survivors re-supply. Use Announce future badness to make it clear that this just happened at the worst possible time.
Starving: Everybody acts at a Disadvantage until some food can be scavenged. Additionally, the situation gets charged, so use initiate a Blame Game.
Survivors may also spend Ressources to barter with other survivors or NPCs and to get a bonus to certain rolls:
Drugs may also be spend for stop the bleeding or certain Healer moves.