This card needs to be updated here, it incorrectly shows it as 3 per player threat, it is not 3 per player threat, it is only 3 threat and Hinder 1 per player.
Not a particularly great card but nice to have more player side schemes available.
Hinder 1.
Prerequisite (Defender). Victory 0.
When Defeated: Each player may search their deck and discard pile for a Team-Up card and add it to their hand. Until the end of the phase, reduce the cost to play each Team-Up card by 1.
This card needs to be updated here, it incorrectly shows it as 3 per player threat, it is not 3 per player threat, it is only 3 threat and Hinder 1 per player.
Not a particularly great card but nice to have more player side schemes available.
Helps to alleviate the 'feels bad' when you get your identity ally but not the Team-Up card (e.g. getting Luke Cage as Jessica Jones but no Unbreakable Bond). Also scaling with player count is nice so everyone at the table can find theirs too!
This card is terrible. First, because of the amount of threat that needs to be removed (4 per player). Second, because you can only have one side scheme in play, and there are plenty of better ones than this. Third, you must have your ally on the table. It requires a specific set of circumstances: the side scheme must be in play, your ally must be on the table, and it must actually be advantageous for you to remove the threat from that card. And all of this just so the equipment card can be any good... And for multiplayer, it’s even worse. If it’s already difficult for it to happen to you, just imagine it happening to 2, 3, or 4 players. Simply adding a note that it doesn’t count toward the player’s limit for side missions would be a huge improvement. In fact, I’m going to implement this house rule.