Incontri
Trama Secondaria

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 palyers can escape on the other side.)

Sinistre Intenzioni #102. Sinistri Sei #9.
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Incontri
Trama Secondaria

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.

Sinistre Intenzioni #102. Sinistri Sei #9.
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