Encounter
Side Scheme
Trap!
Starting Threat: 10.
Permanent. Hinder 10.
The players cannot win unless they escape.
Forced Interrupt: When the last threat is removed from this scheme, resolve the "Ambush!" ability on the main scheme. Flip this card. (The players can escape on the other side.)
Sinister Motives #102. Sinister Six #9.
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Encounter
Side Scheme
Chase!
Starting Threat: 5.
Permanent. Hinder 10.
The players cannot win unless they escape.
Forced Interrupt: When the last threat is removed from this scheme, the players escape and win the game.
Sinister Motives #102. Sinister Six #9.
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- Light at the End Sinister Motives #102
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