Encounter
Treachery

When Revealed: Exhaust a character you control for each side scheme in play.


Boost: Exhaust a character you control.

Boost:
"This is the end for you, Herr Captain!" —Red Skull
Denis Medri
The Rise of Red Skull #136. Red Skull #17-18.
Bitter Rival
Encounter
Side Scheme
Starting Threat: 3.
Hydra controls all media outlets and uses propaganda to turn the masses against the heroes of the past.

When Defeated: Each player chooses up to 3 cards in their discard pile and shuffles them into their deck.

The Rise of Red Skull #142. Red Skull #26.
Censor the Past
Encounter
Minion

Hydra.

Attack: 2. Scheme: 2. Health: 5.

Toughness.


Boost: Give the villain a tough status card and another boost card.

Boost:
"Careful, team. These guys pack a punch!" —Captain America
Javier Pina
The Rise of Red Skull #131. Red Skull #7-9.
Hydra Exo-Soldier
Encounter
Side Scheme
Starting Threat: 2.
What Hydra lacks in skill, they make up for with sheer numbers.

When Defeated: The player who defeated this scheme discards a non-Elite minion.

Patrick McEvoy
The Rise of Red Skull #143. Red Skull #27.
Hydra Reinforcements
Encounter
Treachery

When Revealed (Alter-Ego): Give Red Skull a tough status card. Red Skull schemes.

When Revealed (Hero): Give Red Skull a tough status card. Red Skull attacks you.

Boost:
Bryndon Everett
The Rise of Red Skull #138. Red Skull #21-22.
Infinite Power
Encounter
Side Scheme
Starting Threat: 0.
Red Skull creates catastrophes across the country to keep his enemies busy.

When Revealed: Each player discards the top 5 cards of their deck and places 1 threat here for each different type of resource icon (,,, or ) they discarded this way.

The Rise of Red Skull #144. Red Skull #28.
Mass Chaos
Encounter
Attachment

Skill.

Attack:
Scheme:

Attach to Red Skull.

Forced Interrupt: When Red Skull activates, give him an additional boost card for each side scheme in play. Then, discard this card. (Max once per activation.)

Boost:
"In chess, the only piece that truly matters is the King, and that's me." —Red Skull
Jordan Gunderson
The Rise of Red Skull #134. Red Skull #13-14.
Master Strategist
Encounter
Main Scheme. Stage 2.
Starting Threat: 1. Escalation Threat: 1.
Threat: 11.

Forced Response: After resolving step one of the villain phase, reveal the top card of the side-scheme deck and put it into play.

If this scheme is completed, the players lose the game.

Scott Drummond
The Rise of Red Skull #129. Red Skull #5.
New World Hydra
Main Scheme. Stage 2
The Red Skull is one step closer to unlocking the full power of the Infinity Stone. You need to stop him before he does, and all reality is bent to his evil will.

When Revealed: Reveal the top card of the side-scheme deck and put it into play.

New World Hydra
Encounter
Main Scheme. Stage 2A.
The Red Skull is one step closer to unlocking the full power of the Infinity Stone. You need to stop him before he does, and all reality is bent to his evil will.

When Revealed: Reveal the top card of the side-scheme deck and put it into play.

Scott Drummond
The Rise of Red Skull #129. Red Skull #5.
No image
Encounter
Main Scheme. Stage 2B.
Starting Threat: 1. Escalation Threat: 1.
Threat: 11.

Forced Response: After resolving step one of the villain phase, reveal the top card of the side-scheme deck and put it into play.

If this scheme is completed, the players lose the game.

Scott Drummond
The Rise of Red Skull #129. Red Skull #5.
New World Hydra
Encounter
Side Scheme
Starting Threat: 3.
Under Hydra's rule, families are separated and incarcerated without due process.

When Defeated: The player who defeated this scheme searches their deck and discard pile for an ally, puts it into play, and shuffles their deck.

Bryndon Everett
The Rise of Red Skull #141. Red Skull #25.
Prison Camps
Encounter
Villain. Stage I.

Hydra.

Attack: 0. Scheme: 2. Health: 12.

Red Skull gets +1 ATK for each side scheme in play.

"Freedom is only for the one who rules! All others must be slaves!"
Javier Pina
The Rise of Red Skull #125. Red Skull #1.
Red Skull
Encounter
Villain. Stage II.

Hydra.

Attack: 1. Scheme: 3. Health: 16.

Red Skull gets +1 ATK for each side scheme in play.

When Revealed: Deal each player an encounter card.

"No one will stand in the way of my plans!"
Javier Pina
The Rise of Red Skull #126. Red Skull #2.
Red Skull
Encounter
Villain. Stage III.

Hydra.

Attack: 2. Scheme: 3. Health: 20.

Red Skull gets +1 ATK for each side scheme in play.

When Revealed: Deal each player an encounter card.

"The world will bow to Red Skull!"
Javier Pina
The Rise of Red Skull #127. Red Skull #3.
Red Skull
Encounter
Attachment

Weapon.

Attack: +1
Scheme: +1

Attach to Red Skull.

Red Skull's attacks gain piercing and ranged.

Hero Action: Spend resources → discard this card.


Boost: Attach to Red Skull.

Boost:
Andrea Di Vito & Laura Villari
The Rise of Red Skull #132. Red Skull #10.
Red Skull's Luger
Encounter
Attachment

Skill.

Attach to Red Skull.

Red Skull gains retaliate 1.

Hero Action: Spend resources → discard this card.

Boost:
"I am your superior in every way!" —Red Skull
Andrea Di Vito & Laura Villari
The Rise of Red Skull #133. Red Skull #11-12.
Red Skull's Right Hook
Encounter
Treachery

When Revealed: Place 2 threat on each scheme in play.


Boost: Give Red Skull a tough status card.

Boost:
"With my great and unmatched cunning, Hydra will reign supreme!" —Red Skull
Jordan Gunderson
The Rise of Red Skull #137. Red Skull #19-20.
Spreading Lies
Encounter
Side Scheme
Starting Threat: 3.
Red Skull built his fortress over the White House as a symbol of Hydra's conquest over America.

Red Skull cannot take damage.

Interrupt: When a character thwarts this side scheme, they may use their ATK instead of their THW.

Bryndon Everett
The Rise of Red Skull #139. Red Skull #23.
The Red House
Encounter
Main Scheme. Stage 1A.

Contents: Red Skull (I) and Red Skull (II). Red Skull and Standard encounter sets. Two modular encounter sets (Hydra Assault and Hydra Patrol).

Setup: Put the Red House into play. Shuffle every other side scheme into the side-scheme deck and set it next to the encounter deck (see insert).

Set The Sleeper aside, out of play.

Denis Medri
The Rise of Red Skull #128. Red Skull #4.
No image
Encounter
Main Scheme. Stage 1B.
Starting Threat: 0. Escalation Threat: 1.
Threat: 8.
Red Skull plans to conquer the world with the power of the Reality Stone. He uses his strategic genius to keep you busy while he works towards his goal.

Forced Response: After resolving step one of the villain phase, reveal the top of the side-scheme deck and put it into play.

Denis Medri
The Rise of Red Skull #128. Red Skull #4.
The Rise of Red Skull
Encounter
Main Scheme. Stage 1.
Starting Threat: 0. Escalation Threat: 1.
Threat: 8.
Red Skull plans to conquer the world with the power of the Reality Stone. He uses his strategic genius to keep you busy while he works towards his goal.

Forced Response: After resolving step one of the villain phase, reveal the top of the side-scheme deck and put it into play.

Denis Medri
The Rise of Red Skull #128. Red Skull #4.
The Rise of the Red Skull
Main Scheme. Stage 1

Contents: Red Skull (I) and Red Skull (II). Red Skull and Standard encounter sets. Two modular encounter sets (Hydra Assault and Hydra Patrol).

Setup: Put the Red House into play. Shuffle every other side scheme into the side-scheme deck and set it next to the encounter deck (see insert).

Set The Sleeper aside, out of play.

The Rise of the Red Skull
Encounter
Minion

Elite. Hydra. Robot.

Attack: 3. Scheme: 1. Health: 5.

Guard. Retaliate 1. Toughness.

When Revealed: The Sleeper engages the first player.

When Defeated: Remove The Sleeper from the game.

Boost:
Patrick McEvoy
The Rise of Red Skull #130. Red Skull #6.
The Sleeper