Encounter
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.

Core Set #97. Rhino #4.
No image
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!
Encounter
Attachment

Armor.

Attach to Rhino.

Forced Interrupt: When any amount of damage would be dealt to Rhino, place it here instead. Then, if there is at least 5 damage here, discard Armored Rhino Suit.

Core Set #98. Rhino #5.
Armored Rhino Suit
Encounter
Attachment
Attack: +3

Attach to Rhino.

Forced Interrupt: When Rhino attacks, the attack gains overkill. (Excess damage to an ally from this attack is dealt to that ally's controller.) At the end of this attack, discard Charge.

Boost:
Core Set #99. Rhino #6-7.
Charge
Encounter
Attachment

Weapon.

Attack: +1

Attach to Rhino.

Hero Action: Spend resources → discard this card

Boost:
Core Set #100. Rhino #8.
Enhanced Ivory Horn
Encounter
Minion

Hydra.

Attack: 1. Scheme: 0. Health: 3.

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

Boost:
"What is Hydra doing here?" —Carol Danvers
Core Set #101. Rhino #9-10.
Hydra Mercenary
Encounter
Minion

Criminal. Elite.

Attack: 3. Scheme: 2. Health: 4.

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

Boost:
"I just wanna get paid!"
Core Set #102. Rhino #11.
Sandman
Encounter
Minion

Criminal.

Attack: 2. Scheme: 1. Health: 3.

When Revealed: Deal 1 damage to each hero.

Boost:
"I bet you're shocked to see me!"
Core Set #103. Rhino #12.
Shocker
Encounter
Treachery

When Revealed: Rhino heals 4 damage. If no damage was healed this way, this card gains surge.

"You think you can stop me? What a joke!" —Rhino
Core Set #104. Rhino #13-14.
Hard to Keep Down
Encounter
Treachery

When Revealed: Give Rhino a tough status card. If Rhino already has a tough status card, this card gains surge.

"Bring it!" —Rhino
Core Set #105. Rhino #15-16.
"I'm Tough"
Encounter
Treachery

When Revealed (Alter-Ego): This card gains surge.

When Revealed (Hero): Rhino attacks you. If a character is damaged by this attack, that character is stunned.

Boost:
Core Set #106. Rhino #17-19.
Stampede
Encounter
Side Scheme
Starting Threat: 2.
Rhino is breaking things and taking them!

When Revealed: Place an additional 1 threat here.

(Hazard Icon: Deal +1 encounter card during the villain phase.)

Boost:
Core Set #107. Rhino #20.
Breakin' & Takin'
Encounter
Side Scheme
Starting Threat: 2.
Panicked civilians crowd the area. It is difficult to confront Rhino without putting them at risk. Get the people to safety!

(Crisis Icon: While this scheme is in play, you cannot remove threat from the main scheme.)

Boost:
Core Set #108. Rhino #21.
Crowd Control
Encounter
Side Scheme
Starting Threat: 2.
Reports are out that Hydra agents have planted a bomb in a nearby hotel.

When Revealed: Place an additional 1 threat here.

(Acceleration Icon: Place +1 threat on the main scheme at the start of the villain phase.)

Boost:
Core Set #109. Bomb Scare #1.
Bomb Scare
Encounter
Minion

Hydra.

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

When Revealed: Choose to either take 2 damage or place 1 threat on the main scheme.

Boost:
"I know that if you cut off one head, two more will take its place. But what if it blows up instead?" —She-Hulk
Core Set #110. Bomb Scare #2-3.
Hydra Bomber
Encounter
Treachery

When Revealed: If Bomb Scare is in play, assign X damage among heroes and allies, where X is the amount of threat on Bomb Scare. If Bomb Scare is not in play, this card gains surge.

Boost:
Core Set #111. Bomb Scare #4.
Explosion
Encounter
Treachery

When Revealed: You are confused. If you are already confused, this card gains surge.

Boost:
"Nothing to see here people!" —Iron Man
Core Set #112. Bomb Scare #5-6.
False Alarm
Encounter
Villain. Stage 1

Masters of Evil.

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

Forced Interrupt: When Klaw attacks, give him 1 additional boost card for this activation.

"Come meet your doom!"
Core Set #113. Klaw #1.
Klaw
Encounter
Villain. Stage 2

Masters of Evil.

Attack: 1. Scheme: 2. Health: 18.

When Revealed: Search the encounter deck and discard pile for The "Immortal" Klaw and reveal it. Shuffle the encounter deck.

Forced Interrupt: When Klaw attacks, give him 1 additional boost card for this activation.

Core Set #114. Klaw #2.
Klaw
Encounter
Villain. Stage 3

Masters of Evil.

Attack: 2. Scheme: 3. Health: 22.

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

Forced Interrupt: When Klaw attacks, give him 1 additional boost card for this activation.

Core Set #115. Klaw #3.
Klaw
Encounter
Main Scheme. Stage 1
Starting Threat: 0. Escalation Threat: 1.
Threat: 6.
Your investigation reveals that the criminal enterprise is operated by Klaw, an old rival of the Avengers!

When Revealed: Discard cards from the encounter deck until a minion is discarded. Put that minion into play engaged with the first player.

Core Set #116. Klaw #4.
Underground Distribution
Main Scheme. Stage 1
The attack on the S.H.I.E.L.D. facility has been linked to an underground weapons network.

Contents: Klaw (I) and Klaw (II). (Klaw (II) and Klaw (III) instead for expert mode.) Klaw and Standard encounter sets. One modular encounter set (recommended: Masters of Evil)

Setup: Search the encounter deck for the Defense Network side scheme and reveal it. Shuffle the encounter deck. Advance to stage 1B.

Underground Distribution