Encounter
Main Scheme. Stage 1.
Starting Threat: 0. Escalation Threat: 1.
Threat: 6.

Forced Response: After step one of the villain phase, place 1 threat on each side scheme. Move the active counter to the villain whose scheme has the most threat. (If there is a tie, the first player chooses.)

If this stage is completed, the players lose the game

The Wrecking Crew #1. Wrecking Crew #1.
Breakout
Main Scheme. Stage 1

Scenario Contents: Wrecher A, Thunderball A, Piledriver A, and Bulldozer A as villains. (Version B for increased difficulty.) Wrecker, Thunderball, Piledriver, and Bulldozer encounter decks.

Setup: Put the Day of Reckoning, Thunderstruck, Pile It On!, and Clear the Road side schemes into play. Place the active counter on Wrecker. Advance to stage 1B.

Breakout
Encounter
Main Scheme. Stage 1A.

Scenario Contents: Wrecker A, Thunderball A, Piledriver A, and Bulldozer A as villains. (Version B for increased difficulty.) Wrecker, Thunderball, Piledriver, and Bulldozer encounter decks.

Setup: Put the Day of Reckoning, Thunderstruck, Pile It On!, and Clear the Road side schemes into play. Place the active counter on Wrecker. Advance to stage 1B.

The Wrecking Crew #1. Wrecking Crew #1.
No image
Encounter
Main Scheme. Stage 1B.
Starting Threat: 0. Escalation Threat: 1.
Threat: 6.

Forced Response: After step one of the villain phase, place 1 threat on each side scheme. Move the active counter to the villain whose scheme has the most threat. (If there is a tie, the first player chooses.)

If this stage is completed, the players lose the game

The Wrecking Crew #1. Wrecking Crew #1.
Breakout