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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- Light at the End Sinistre Intenzioni #102
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