Encounter
Side Scheme

Trap!

Starting Threat: 10.

Permanent. Hinder 10.

The players cannot win unless they escape.

Forced Interrupt: When the last threat is removed from this scheme, resolve the "Ambush!" ability on the main scheme. Flip this card. (The players can escape on the other side.)

legacy
Sinister Motives #102. The Sinister Six #9.
Light at the End
Encounter
Side Scheme

Chase!

Starting Threat: 5.

Permanent. Hinder 10.

The players cannot win unless they escape.

Forced Interrupt: When the last threat is removed from this scheme, the players escape and win the game.

legacy
Sinister Motives #102. The Sinister Six #9.
Light at the End
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