Encounter
Attachment

Weapon.

Attack: +1

Attach to Thunderball.

Forced Response: After Thunderball attacks, place 1 threat on the main scheme.

Hero Action: Exhaust your hero and discard 1 card at random from your hand → discard this card.

Boost:
The Wrecking Crew #20. Thunderball #4.
Ball and Chain
Encounter
Treachery

When Revealed: Choose the villain whose side scheme has the least threat. Reveal the top card of his deck (top 2 cards instead if he is the only villain in play).


Boost: Move the active counter to the villain whose side scheme has the least threat.

Boost:
The Wrecking Crew #25. Thunderball #9.
Buddy System
Encounter
Treachery

When Revealed: Choose to either discard an upgrade you control or place 1 threat on the active villain's side scheme for each upgrade you control. If you do not control any upgrades, this card gains surge.


Boost: If this attack is undefended, discard an upgrade you control.

Boost:
The Wrecking Crew #26. Thunderball #10.
Chaos In the Prison
Encounter
Minion

Traitor.

Attack: 2. Scheme: 0. Health: 3.

Guard. (While this minion is engaged with you, you cannot attack the villain.)

The Wrecking Crew #23. Thunderball #7.
Corrupt Prison Guard
Encounter
Treachery

When Revealed: Deal 1 damage to each friendly character you control.


Boost: Deal 1 damage to the defending character.

Boost:
The Wrecking Crew #27. Thunderball #11-12.
Energy Projectiles
Encounter
Minion

Criminal.

Attack: 1. Scheme: 1. Health: 2.

Surge


Boost: Move the active counter to the villain whose side scheme has the least threat. If you are in hero form, that villain attacks you after this attack. That attack does not get a boost card.

Boost:
The Wrecking Crew #24. Thunderball #8.
Escaped Convict
Encounter
Treachery

When Revealed (Alter-Ego): The villain whose side scheme has the most threat schemes.

When Revealed (Hero): The villain whose side scheme has the least threat attacks you.

Boost:
The Wrecking Crew #28. Thunderball #13.
Get Wrecked!
Encounter
Attachment

Attach to the active villain's side scheme.

Threat cannot be removed from attached scheme by thwarting.

Hero Action: The villain corresponding to the attached side scheme attacks you. Then, discard this card.

Boost:
The Wrecking Crew #21. Thunderball #5.
Held Hostage
Encounter
Treachery

When Revealed: The active villain heals 3 hit points. Give that villain a tough status card.


Boost: Move the active counter to the villain with the least threat on his side scheme. That villain schemes.

Boost:
The Wrecking Crew #29. Thunderball #14.
I've Been Waiting For This!
Encounter
Treachery

When Revealed (Alter-Ego): Place 3 threat on the side scheme with the most threat.

When Revealed (Hero): Thunderball attacks you. If this attack is undefended, place 3 threat on Thunderball's side scheme.

Boost:
The Wrecking Crew #30. Thunderball #15-16.
Lightning Blast
Encounter
Attachment

Condition.

Attack: +3

Attach to Thunderball.

Excess damage dealt by Thunderball is placed as threat on his corresponding side scheme.

Forced Response: After Thunderball attacks, discard this card.

Boost:
The Wrecking Crew #22. Thunderball #6.
Radioactive Buildup
Encounter
Treachery

When Revealed: Move all threat from the side scheme with the least threat to the side scheme with the most threat. If that scheme's "Forced Response" ability is not triggered this way, this card gains surge.

Boost:
The Wrecking Crew #31. Thunderball #17-18.
Tactical Prowess
Encounter
Villain. Stage 1

Wrecking Crew.

Attack: 1. Scheme: 3. Health: 13.

When Thunderball schemes, place the threat on his side scheme instead of the main scheme.

Forced Response: After Thunderball attacks you, deal 1 damage to each character you control.

The Wrecking Crew #17. Thunderball #1.
Thunderball
Encounter
Villain. Stage 2

Wrecking Crew.

Attack: 2. Scheme: 3. Health: 16.

When Thunderball schemes, place the threat on his side scheme instead of the main scheme.

Forced Response: After Thunderball attacks you, deal 1 damage to each character you control.

The Wrecking Crew #18. Thunderball #2.
Thunderball
Encounter
Side Scheme
Starting Threat: 5.

Thunderball's Side Scheme.

This card cannot leave play while Thunderball is in play.

Gamma Blast — Forced Response: After threat is placed here, if there is 10 or more threat here, stun each friendly character. Remove all but 3 threat from this scheme.

The Wrecking Crew #19. Thunderball #3.
Thunderstruck