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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