Protection
Event
Cost: 1.
Resource:

Hero Interrupt: When a treachery card is revealed from the encounter deck, cancel its "When Revealed" effects. The villain attacks you instead.

"Ahem! Stand aside, citizens!" —Ms. Marvel
Core Set #78.
Get Behind Me!
Protection
Resource
Resource:

Max 2 per deck.

Double the number of resources this card generates while paying for a Protection (green) card.

Core Set #79.
The Power of Protection
Protection
Support

S.H.I.E.L.D.

Cost: 3.
Resource:

Uses (3 medical counters). (Enters play with 3 counters. When those are gone, discard this card.)

Action: Exhaust Med Team and remove 1 medical counter from it → heal 2 damage from a friendly character.

Core Set #80.
Med Team
Protection
Upgrade

Armor.

Cost: 1.
Resource:

Play under any player's control. Max 1 per player.

Your hero gets +1 DEF.

Life-saving and stylish.
Core Set #81.
Armored Vest
Protection
Upgrade

Condition.

Cost: 1.
Resource:

Response: After your hero defends, discard indomitable → ready your hero.

"We have no choice. So we fight — and we win. There are no other options." —Captain America
Core Set #82.
Indomitable

Mockingbird
Bobbi Morse

Basic
Ally

S.H.I.E.L.D. Spy.

Cost: 3.
Health: 3.
Attack: 1. Thwart: 1.
Resource:

Response: After Mockingbird enters play, stun an enemy.

Core Set #83.
Mockingbird
Basic
Ally

S.H.I.E.L.D. Spy.

Cost: 4.
Health: 3.
Attack: 2. Thwart: 2.
Resource:

Forced Response: After Nick Fury enters play, choose one: remove 2 threat from a scheme, draw 3 cards, or deal 4 damage to an enemy. At the end of the round, if Nick Fury is still in play, discard him.

Core Set #84.
Nick Fury
Basic
Event

Thwart.

Cost: 0.
Resource:

Interrupt (thwart): When the villain schemes, reduce the amount of threat placed on the scheme by 1.

"CALLING ALL UNITS! CALLING ALL UNITS!"
Core Set #85.
Emergency
Basic
Event
Cost: 1.
Resource:

Action: Heal 2 damage from any character.

"Does it still qualify as first aid if it's your second day in the hospital?" —Clint Barton
Core Set #86.
First Aid
Basic
Event

Attack.

Cost: 2.
Resource:

Hero Action (attack): Deal 3 damage to an enemy.

WHAM!
Core Set #87.
Haymaker
Basic
Resource
Resource:

Max 1 per deck.

Core Set #88.
Energy
Basic
Resource
Resource:

Max 1 per deck.

Core Set #89.
Genius
Basic
Resource
Resource:

Max 1 per deck.

Core Set #90.
Strength
Basic
Support

Avenger. Location.

Cost: 4.
Resource:

Max 1 per player.

Action: Exhaust Avengers Mansion → choose a player. That player draws 1 card.

"Did you remember to turn off the stove?" —Janet Van Dyne
Core Set #91.
Avengers Mansion
Basic
Support

Location. S.H.I.E.L.D.

Cost: 3.
Resource:

Max 1 per player.

Action: Exhaust Helicarrier → choose a player. Reduce the resource cost of the next card that player plays this phase by 1.

"A flying aircraft carrier? You're kidding, right?" —Jennifer Walters
Core Set #92.
Helicarrier
Basic
Upgrade

Condition.

Cost: 2.
Resource:

Hero Action: Spend a resource and discard this card → ready your hero.

Core Set #93.
Tenacity
Encounter
Villain. Stage 1

Brute. Criminal.

Attack: 2. Scheme: 1. Health: 14.
"I'm Rhino, I knock things down. That's what I do. That's who I am."
Core Set #94. Rhino #1.
Rhino
Encounter
Villain. Stage 2

Brute. Criminal.

Attack: 3. Scheme: 1. Health: 15.

When Revealed: Search the encounter deck and discard pile for the Breakin' & Takin' side scheme and reveal it. Shuffle the encounter deck.

"Out of my way!"
Core Set #95. Rhino #2.
Rhino
Encounter
Villain. Stage 3

Brute. Criminal.

Attack: 4. Scheme: 1. Health: 16.

Toughness. (This character enter play with a tough status card.)

When Revealed: Stun each hero.

"You brought this on yourself!"
Core Set #96. Rhino #3.
Rhino
Encounter
Main Scheme. Stage 1
Starting Threat: 0. Escalation Threat: 1.
Threat: 7.
Rhino is trying to smash through the facility wall and steal a shipment of vibranium. You must stop him!

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

Core Set #97. Rhino #4.
The Break-In!
Main Scheme. Stage 1
Rhino is attacking a S.H.I.E.L.D. facility!

Contents: Rhino (I) and Rhino (II). (Rhino (II) and Rhino (III) instead for expert mode.) Rhino and Standard encounter sets. One modular encounter set (recommended: Bomb Scare).

Setup: Advance to stage 1B.

The Break-In!