Freedom Five: Rubble & Ruin
Freedom Five: Rubble & Ruin Rulebook
Table of Contents
Table of Contents
Scenario 5: Mayhem & Misfortune
Scenario Setup
Follow the general setup steps on rulebook pg. 6 before following the steps below.
- DIFFICULTY: Use the following difficulty settings for this Scenario::
- Set aside 4 Justice Rules the Night cards.
- Each Hero may spend 3 Ability Upgrade point and select 1 Augment card.
- One Hero may select an Ally card (except Ms Aminia Twain).
- Draw 1 Henchmen Modifier card.
- SCENARIO: Perform the following unique steps for this Scenario:
- Return the Ms. Aminia Twain Ally card to Envelope #2. She can't be chosen as an Ally for the rest of the campaign.
- If the city's criminals were empowered at the end of Scenario #4, draw a second random Henchmen Modifier card.
- MASTERMIND: Place Miss Information's Hidden Saboteur Mastermind card next to the Map. Place her figure on her card.
- VILLAINS: Place the following Villain cards next to the Map. Place each Villain's figure in the indicated Location.
- Random Blue Villain: Chatham Wineries (#18)
Scenario Objective
Someone has been working to undermine the Heroes' every move, while coordinating the city's Villains behind the scenes. You must investigate their identity and stop them in their tracks. If the required number of Clues are collected before the Mastermind is revealed, the Heroes win!
As you search for the source of the sabotage, do your best to keep chaos across the city in check. If the Mastermind track reaches 10, the Heroes lose!
You're ready to start! Turn the page and read Chapter 1. Good luck!
Chapter 1
Chapter 1 Objective: Defeat any 1 non-Mastermind Villain.
Thwart the Saboteur: Each time a Hero finds a Clue, place a counter on the Mastermind card. When any Villain is defeated, gain 2 Clues in addition to other rewards. If the required number of Clues have been collected, the Heroes immediately win!
Sabotage: The Interact Action costs 2 Action tokens instead of 1. Additionally, whenever a Mastermind token is placed in a Location, all Heroes there suffer 2 damage, and all Heroes in adjacent Locations suffer 1 damage.
Only turn the page when the Chapter Objective is complete or the Mastermind track reaches 5.
Justice Rewards (Chapter 1)
You may discard a Justice card from your Rewards pile to:
- Roll +1 die when fighting a Villain.
- Roll +2 dice when resolving an Anarchy or Mastermind token.
1. Anti-Anti-Gravity (Roll 5 dice to test: Body) Red light spews from a concealed device - you feel unusually heavy!
- 4+ Successes: You deactivate what turns out to be an experimental matter accelerator stolen from the F5 laboratory! Gain 2 Clues.
- Failure: You black out under the pressure! When you wake hours later, the gravity feels normal. Advance the Mastermind track +1.
2. Time Stumped! (Roll 4 dice to test: Mind) You find yourself surrounded by alarm clocks, all ticking down at different intervals. What could it mean?
- 3+ Successes: Following the sequence, it was easy to identify the bomb. Gain 1 Clue.
- Failure: The numbers overwhelm you and the bomb goes off! Suffer 1 damage and advance the Mastermind track +1.
3. Unexpected Appearance (Roll 3 dice to test: Spirit) The press arrives when you least expect them, asking unusually pressing questions. When they ask about recent events, you stumble.
- 2+ Successes: Your perfectly worded reply catches an unmarked reporter off guard. Who does he work for? Gain 1 Clue.
- Failure: The crowd seems unimpressed. No effect.
4. Gear Glitch (Roll 2 dice to test: Tech) On your way to respond to a police beacon, your communicator short circuits, sending an electric shock through your ear.
- 1+ Successes: Quickly tuning the device, you catch a few stray words over the static. Gain 1 Clue.
- Failure: The shock disorients you! Suffer 1 damage.
5. Too Close to Home (Make a choice) A mysterious threat. Only someone close to you could have known... Choose one:
- This Must Be Serious: Draw 2 Personal Task cards, then gain 1 Clue.
- Ignore It: Roll a die; on a 1 or 2, advance the Mastermind track +1.
End of Turn - Villain Phase (Chapter 1)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 1 Scheme card and fully resolve it.
Only turn the page when the Chapter Objective is complete or the Mastermind track reaches 5.
Chapter 2
Printed as "Chapter 1 Objective" on the page marked Chapter 2; transcribed as printed.
Chapter 1 Objective: Keep searching for Clues.
Thwart the Saboteur: Each time a Hero finds a Clue, place a counter on the Mastermind card. When any Villain is defeated, gain 2 Clues in addition to other rewards. If the required number of Clues have been collected, the Heroes immediately win!
Puppet Master: When any Scheme card would move a Villain that is not in the city, the active Hero must choose a Villain in the city to move instead.
Side Quest - Binary Problems: While investigating the F5 mainframe to determine the source of the recent hacks, you discover suspicious lines of code. The tower intern, Devra, has traced a matching anomaly to the other side of town!
Place Quest tokens on Valdez Theater (#2) and Hero HQ (#15). The Heroes must claim both tokens to complete the Quest.
- Valdez Theater: A Hero may take an Interact Action to draw and resolve the top Anarchy card on the deck. If successful, claim this Quest token. If not, draw 1 Scheme card and resolve step 1, then move this token to the first Location listed.
- Hero HQ: A Hero may take an Interact Action and discard their hand of Ability cards to claim the Quest token.
Justice Rewards (Chapter 2)
You may discard a Justice card from your Rewards pile to:
- Roll +1 die when fighting a Villain.
- Roll +2 dice when resolving an Anarchy or Mastermind token.
1. Frenemies (Roll 2 dice to test: Body) The chief of police pulls a gun on you! How? WHY!?
- 1+ Successes: You dispatch the weapon without harming your friend. Gain 1 Clue.
- Failure: You subdue your friend with a bit too much force. Advance the Mastermind track +1.
2. Reverse Psychology (Roll 3 dice to test: Mind) The clues all point to the culprit being... a member of the Freedom Five? It can't be.
- 2+ Successes: You know your friends better than that. Gain 1 Clue and choose another Hero to draw 2 Ability cards.
- Failure: Call your friends in for questioning. Move all other Heroes to your Location and exhaust your remaining Action tokens.
3. Heavy Burden (Roll 4 dice to test: Spirit) While making your normal rounds, an unusual wave of fear and doubt washes over you, as if from some unseen oppressor.
- 3+ Successes: Not today! Gain 1 Clue and deal 1 damage to the Blue Villain (if able).
- Failure: You crumble under the weight of your fears. Advance the Mastermind track +1.
4. System Meltdown (Roll 5 dice to test: Tech) An electrical surge from Freedom Tower threatens the entire city's power grid. You've got one shot at diverting the energy.
- 4+ Successes: You divert the surge and gain insight on its origin. Gain 2 Clues.
- Failure: Blackout! Place 1 Anarchy token of any color on this Location and 1 on any adjacent Location.
5. Red Alert (Make a choice) Sabotage at Homebase - but you're too close to turn back now! Choose one:
- Answer the Alarm: Move to Hero HQ (#15).
- Devra Can Handle This: Keep moving! Gain 1 Clue and place 1 Freedom Tower Anarchy card face down on Hero HQ.
End of Turn - Villain Phase (Chapter 2)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 2 Scheme cards. Resolve steps 1-3 on the 1st card and step 3 on the 2nd. Resolve Bad Events on both cards.
Only turn the page when the Mastermind track reaches 8.
Chapter 3
Confrontation: Too late! The saboteur has revealed themselves! Discard any Clue counters on the Mastermind card and flip it over. Place Miss Information's figure and 1 face down Freedom Tower Anarchy card on Hero HQ (#15). Collect all 5 Mastermind tokens, shuffle them, and stack them near her Mastermind card.
Best Laid Plans: Anytime a Mastermind token would be placed, instead move Miss Information to that Location, and ALL Heroes suffer 2 damage.
Chapter 3 Objective: Defeat Miss Information!
Justice Rewards (Chapter 3)
You may discard a Justice card from your Rewards pile to:
- Roll +2 dice when resolving a Mastermind token.
1. Falling Rubble (Roll 3 dice to test: Body) Debris from the explosion crashes all around you.
- 2+ Successes: Fast footwork uses the terrain to your advantage! Roll +1 die during this attack on Miss Information.
- Failure: You get knocked off balance. Discard 1 random Ability card. Shuffle this Mastermind token back into Miss Information's stack.
2. Mind Games (Roll 3 dice to test: Mind) Holograms flash all around, depicting scenes of happy memories with your trusted secretary.
- 2+ Successes: Shake it off - everything's different now! Draw 1 Ability card.
- Failure: Your hesitation gets you caught in a blast! Suffer 1 damage. Shuffle this Mastermind token back into Miss Information's stack.
3. Stolen Tech (Roll 3 dice to test: Spirit) A reprogrammed drone fires an energy blast right at you!
- 2+ Successes: You take the hit - barely stunned. No effect.
- Failure: The blast knocks you down, leaving you exhausted. You may roll no more than 3 dice during your attack. Shuffle this Mastermind token back into Miss Information's stack.
4. Trip-Trap (Roll 3 dice to test: Tech) You've tripped a hidden wire - she's one step ahead of you!
- 2+ Successes: You expertly dispatch the trap, propelling yourself forward. Discard any number of Ability cards and draw the same number.
- Failure: The trap sends you flying backward! You must reroll 1 success on your attack. Shuffle this Mastermind token back into Miss Information's stack.
5. Insider Info (Take damage) Her intimate knowledge of the team is a deadly weapon!
- Miss Information deals damage equal to the number of Heroes in the game to the attacking Heroes. The attacking Heroes decide how this damage is divided among them.
End of Turn - Villain Phase (Chapter 3)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 2 Scheme cards. Resolve steps 1-3 on the first card and step 3 on the second. Resolve Bad Events on both cards.
Only turn the page when the Heroes win or the Mastermind track reaches 10.
Scenario Resolution
The comic's closing pages give one entry per outcome. Each entry is headed by its outcome name, followed by the instruction printed under it. The printed flavour narration is omitted.
Victory - Thwarted
- Open Envelope #5.
Victory - Confrontation
- Open Envelope #5. Though victorious, Hero HQ is badly damaged (the next Scenario Comic will reference this).
Defeat - Mastermind Track
- Open Envelope #5. Not only is Hero HQ damaged, but the city's power grid is completely down (the next Scenario Comic will reference this).
Side Quest
- If you collected both Quest tokens, add "Reclaimed" to the Justice deck. If not, return it to Envelope #5.
Gap: the comic prints the outcome headings without a separate trigger line for each. The Scenario Objective above is the only trigger text in the comic.
Scenario 6: Fallen
Story narration on the opening page is omitted.
Scenario Setup
Follow the general setup steps on rulebook pg. 6 before following the steps below.
- DIFFICULTY: Use the following difficulty settings for this Scenario:
- Set aside 4 Justice Rules the Night cards.
- Each Hero may spend 3 Ability Upgrade points and select 2 Augment cards.
- One Hero may select an Ally card.
- Draw 1 Henchmen Modifier card.
- SCENARIO: Perform the following unique steps for this Scenario:
- Each Hero draws 2 Personal Task cards.
- If the city's power grid was down at the end of Scenario #5, return 3 Justice Rules the Night cards to the box.
- If Hero HQ was damaged at the end of Scenario #5, place the Construction token on Hero HQ (#15).
- (Reminder: While under construction, Hero HQ has no special effects and is treated like any other Location.)
- MASTERMIND: No Mastermind is used in this Scenario.
- VILLAINS: Draw 1 random Villain card of each color (4 total) and place them next to the Map. Place each Villain's figure on their card.
Scenario Objective
Morale in Megalopolis has never been lower. You'll need to restore the citizens' faith by pursuing justice and solving problems. If you advance to the final Chapter and complete its Objective, the Heroes win!
As ever, you must keep a lid on opportunistic Villains, leftover hazards, and an invigorating underbelly of ambitious Henchmen. If the Mastermind track reaches 10, the Heroes lose!
You're ready to start! Turn the page and read Chapter 1. Good luck!
Chapter 1
Rebuilding Trust: To raise the city's morale, the Heroes must rescue Bystanders. Place a counter next to this Comic each time a Hero removes a Bystander token from the city. If the required number of Bystanders have been rescued, advance to the next Chapter.
The required number is printed on the page as "H + 2" (H = the number of Heroes).
Organized Crime: When Henchmen attack during the Villain phase, each Henchman affected by a Henchmen Modifier card deals 2 damage instead of 1.
Chapter 1 Objective: Rescue the required number of Bystanders.
Justice Rewards (Chapter 1)
You may discard a Justice card from your Rewards pile to:
- Roll +1 die when fighting a Villain.
- Roll +2 dice when resolving an Anarchy or Mastermind token.
1. Stolen Goods (Roll 5 dice to test: Body or Tech) These goons are wearing YOUR missing gear!
- 3+ Successes (Body): Remove any 3 Henchmen from adjacent Location(s).
- 3+ Successes (Tech): Draw 1 Special card.
- Failure: They escape! Advance the Mastermind track +1.
2. Insider Info (Roll 5 dice to test: Mind or Spirit) With all your files leaked, everyone knows your weaknesses...
- 2+ Successes (Mind): Adapt! Draw 2 Ability cards but suffer 1 damage.
- 2+ Successes (Spirit): Endure! Heal 2 damage but discard 1 Ability card.
- Failure: Discard 2 Ability cards and suffer 2 damage.
3. A Step Behind How long have they been stalking you without your notice!?
- Move Villain: Move a Villain of your choice to your Location. Add 1 Henchman of their color to their Villain card.
4 & 5. Into the Frying Pan (Make a choice) The roof of a burning building is about to cave in. Act fast! Choose one:
- Fight the Fire: Suffer 2 damage, then interact with any 1 Bystander token in the city (without exhausting an Action token).
- Prevent Collapse: Remove any 2 Anarchy tokens from the city.
End of Turn - Villain Phase (Chapter 1)
- Each Henchman in your Location deals 1 damage to you. Henchmen affected by a Modifier deal 2 damage instead.
- Draw 2 Ability cards.
- Draw 2 Scheme cards and fully resolve them.
Only turn the page when the Chapter Objective is complete.
Chapter 2
Missing from the Vault: Find the missing tech stolen from the F5 vault! Collect all 5 Mastermind tokens and place them face up on the following Locations: token 1 on Workshop Avenue (#1); token 2 on Eaken-Rubendall Laboratories (#20); token 3 on Megalopolis University (#13); token 4 on RevoCorp Headquarters (#5); token 5 on Hero HQ (#15).
Heroes may pre-read Mastermind Events during this Chapter. Heroes can only remove Mastermind tokens by resolving them (they can't be removed by Abilities or other effects). Whenever a Mastermind token would be placed, instead place 1 Henchman of your choice in the indicated Location.
Side Quest - What Really Matters: With everything else going on, it's been easy to ignore your less glamorous heroic duties. Volunteering at the soup kitchen. Hospice. Helping the local farmers outside the city. There is a lot the Freedom Five used to do that never made the news. Time to get back to your roots.
Place Quest tokens on Basilica Cathedral of St. James (#8), Woodchuck Grove (#25), and Wyandot River Market (#11). A single Hero must claim all 3 tokens to complete the Quest.
While in a Location with a Quest token, a Hero may take an Interact Action and discard 3 Ability cards to claim the token.
Chapter 2 Objective: Defeat all 4 Villains.
Justice Rewards (Chapter 2)
You may discard a Justice card from your Rewards pile to:
- Roll +2 dice when resolving a Mastermind or Anarchy token.
1. Military Vehicle (Roll 3 dice to test: Body) A heavy-duty custom ATV is just cruising down Main Street.
- 3+ Successes: Whatever branch of the military this was stolen from could probably use more funding. No effect.
- Failure: Advance the Mastermind track +1. Instead of removing this Mastermind token, place it in an adjacent Location.
2. Confiscated Artillery (Roll 3 dice to test: Mind) Coulda sworn you have impounded these EXACT weapons before...
- 3+ Successes: Fortunately, you remember how to disassemble them. No effect.
- Failure: Advance the Mastermind track +1. Instead of removing this Mastermind token, place it in an adjacent Location.
3. Alien Reactor (Roll 3 dice to test: Spirit) Civilians weren't supposed to know about this tech, let alone play with it! Thankfully they haven't figured out how to turn it on yet.
- 3+ Successes: You manage to contain and conceal without needing to erase any memories. No effect.
- Failure: Advance the Mastermind track +1. Instead of removing this Mastermind token, place it in an adjacent Location.
4. Prototype Mech Suit (Roll 3 dice to test: Tech) It's janky, and definitely falling apart, but even a partially completed mechanized exo-suit packs quite the punch.
- 3+ Successes: Go figure - the armor was weak at the neck! No effect.
- Failure: Advance the Mastermind track +1. Instead of removing this Mastermind token, place it in an adjacent Location.
5. Baron's Explosives (Roll a die) One of bombs you seized from Blade has fallen into the wrong hands. Disassembling it on site, you need to make a call on instinct alone:
- Odd result: Boom. Suffer 2 damage and advance the Mastermind track +1.
- Even result: Phew, nailed it! Draw 1 Ability card.
End of Turn - Villain Phase (Chapter 2)
- Each Henchman in your Location deals 1 damage to you. Henchmen affected by a Modifier deal 2 damage instead.
- Draw 2 Ability cards.
- Draw 2 Scheme cards and fully resolve them.
Only turn the page when the Chapter Objective is complete or the Mastermind track reaches 7.
Chapter 3
Finders Keepers: Collect any unresolved Mastermind tokens in the city, shuffle them, and place them face down on Villain card(s) of the Heroes' choice. Before any Hero can attack a Villain, they must use Interact Actions to resolve each Mastermind token on their card.
Heroes can only remove these Mastermind tokens by resolving them (they can't be removed by Abilities or other effects). Whenever a Mastermind token would be placed, instead place 1 Henchman of your choice in the indicated Location.
Re-Organized Crime: Discard the current Henchmen Modifier card and draw through the deck until you have 2 Modifiers of different colors. These Modifiers are now active. (Henchmen with Modifiers no longer deal 2 damage.)
Chapter 3 Objective: Defeat all 4 Villains.
Justice Rewards (Chapter 3)
You may discard a Justice card from your Rewards pile to:
- Roll +2 dice when fighting a Villain.
1. Military Vehicle (continued) (Roll 3 dice to test: Body) What's worse than evil? Evil with a fresh set of wheels!
- 3+ Successes: Packed full of henchmen like a clown car. Draw 1 Ability card.
- Failure: They peel off fast, leaving tire marks on the ground and obscene gestures in the air. Suffer 1 damage.
2. Confiscated Artillery (continued) (Roll 3 dice to test: Mind) You've followed your very obvious tracking signal back to a Battalion safe house. Something feels off...
- 3+ Successes: They didn't even take off the F5 stickers. Draw 1 Ability card.
- Failure: A classic set up - didn't think they had it in them. Suffer 1 damage.
3. Alien Reactor (continued) (Roll 3 dice to test: Spirit) Now they have crudely fashioned an extraterrestrial power source to their equipment.
- 3+ Successes: They short circuit the moment you arrive. Draw 1 Ability card.
- Failure: Holy cow - it actually worked! Suffer 1 damage.
4. Prototype Mech Suit (continued) (Roll 3 dice to test: Tech) The gear wasn't salvageable, but the attachments are lethal enough.
- 3+ Successes: Was that held on with duct tape? Draw 1 Ability card.
- Failure: A few of these "goons" must have engineering degrees. Suffer 1 damage.
5. Baron's Explosives (continued) (Roll a die) One of bombs you seized from Blade has fallen into the wrong hands. Disassembling it on site, you need to make a call on instinct alone:
- Odd result: Boom. Suffer 2 damage and advance the Mastermind track +1.
- Even result: Phew, nailed it! Draw 1 Ability card.
End of Turn - Villain Phase (Chapter 3)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 2 Scheme cards and fully resolve them.
Only turn the page when the Chapter Objective is complete or the Mastermind track reaches 10.
Scenario Resolution
Victory - Villains Defeated
- Open Envelope #6. Add "Well-Earned Quiet" to the Scheme deck.
Defeat - Mastermind Track
- Open Envelope #6. Return "Well-Earned Quiet" to the Envelope.
Side Quest
- If a single Hero collected all 3 Quest tokens, add "Neighborhood Watch" to the Ally deck. If not, return it to Envelope #6.
Scenario 7: Devastation
Story narration on the opening pages is omitted.
Scenario Setup
Follow the general setup steps on rulebook pg. 6 before following the steps below.
- DIFFICULTY: Use the following difficulty settings for this Scenario:
- Set aside 4 Justice Rules the Night cards.
- Each Hero may spend 4 Ability Upgrade points and select 2 Augment cards.
- One Hero may select an Ally card.
- SCENARIO: Perform the following unique steps for this Scenario:
- Place 5 Explosion tokens on the HQ board.
- Place 1 Quest token on each of the following: Megalopolis Montgomery International Airport (#28); Port of Megalopolis (#30); Megalopolis Stock Exchange (#30); Chatham Country Club (#14). (The comic prints "(#30)" for both the Port of Megalopolis and the Megalopolis Stock Exchange; transcribed as printed.)
- Take out the Hostage deck and remove the Hostages Rescued card. Shuffle the remaining cards and count out a pile of 1 per Hero +3 cards. Shuffle the Hostages Rescued card in with the bottom 2 cards in the pile (so it is one of the bottom 3 cards). Place the pile near the HQ board and return all other Hostage cards to the box.
- MASTERMIND: Place Citizen Dawn's Militant Meta-Human card next to the Map and place her next to it. Place her figure on Megalopolis University (#13).
Scenario Objective
Citizen Dawn has taken a group of City Council members hostage, demanding truckloads of gold bars in exchange for their release. To stop her, you must decide: do you try to pay the ransom, investigate where the hostages are being held, or attack Citizen Dawn head-on? If you collect enough Gold, rescue the hostages, OR defeat Citizen Dawn, the Heroes win!
Meanwhile, Dawn's rampage is attracting Villains and leaving destruction across the city. If the Mastermind track reaches 10, the Heroes will have one last chance to stop Citizen Dawn before they lose!
You're ready to start! Turn the page and read Chapter 1. Good luck!
Chapter 1
Chosen by the Light: When Citizen Dawn moves to a Location with another Villain, that Villain heals 1 damage. If they are undamaged, instead advance the Mastermind track +1, unless the Heroes discard 1 Gold per Hero.
Don't Test Me: While Citizen Dawn is in a Location, Heroes may not interact with Mastermind or Anarchy tokens there.
Chapter 1 Objective: Defeat any 1 non-Mastermind Villain.
Justice Rewards (Chapter 1)
You may discard a Justice card from your Rewards pile to:
- Roll +2 dice when fighting a Villain.
- Roll +1 die when resolving an Anarchy or Mastermind token.
- Roll 1 die and gain that much Gold.
1. Citizen's Bank (Make a choice) Chaos ensues while the Citizens of the Sun rob a local bank. Choose one:
- Apprehend the Robbers: Advance the Mastermind track +1, then roll a die and gain that much Gold.
- Protect the Citizens: Each Hero draws 1 Special card.
2. Powerhouse (Roll 5 dice to test: Body or Spirit) Citizen Dawn flies overhead and fires an energy blast at you.
- 3+ Successes: Reflect the blast! Deal 2 damage to Citizen Dawn.
- 1+ Successes: Dodge the blast! Draw 1 Ability card.
- Failure: You are struck by the bolt. Suffer 3 damage.
3. Clear the Path (Roll 2 dice to test: Mind or Tech) A gold delivery truck is being blocked by a mob.
- 1+ Successes: You safely clear a path. Roll a die and gain that much Gold.
- Failure: Things turn violent. Place an Anarchy token of any color on this Location.
4 & 5. Political Problems (Make a choice) An envoy from the president has arrived. Move to Freedom Tower. Choose one:
- Support Their Plan: Advance the Mastermind track +1, then roll a die and gain that much Gold.
- Send Them Packing: Move to any Location.
End of Turn - Villain Phase (Chapter 1)
- Each Henchman in your Location deals 1 damage to you.
- Draw 3 Ability cards, then discard 1 from your hand.
- Draw 1 Scheme card and fully resolve it.
Only turn the page when the Chapter Objective is complete or the Mastermind track reaches 5.
Chapter 2
Interrogation: When a non-Mastermind Villain is defeated, choose any Hero to roll 2 dice to test Body and 2 dice to test Mind. If they roll at least 1 success on both tests, you learn the Location of the Hostages! Immediately advance to Chapter 4 (pg. 32).
Warpath: If a Villain moves to a Location with another Villain, place an Explosion in that Location.
Chapter 2 Objective: Defeat any 2 Non-Mastermind Villains.
Destroyed Locations (Explosion rule)
Printed on the Justice Rewards page of Chapter 2.
When an Explosion is placed in a Location, immediately remove all Henchmen and tokens there, then deal 2 damage to each Hero and non-Mastermind Villain there. If 1 or more Mastermind tokens are removed, advance the Mastermind track +1. When a Henchman or token would be placed in a Location with an Explosion, instead place it in any adjacent Location.
Justice Rewards (Chapter 2)
You may discard a Justice card from your Rewards pile to:
- Roll +2 dice when fighting a Villain.
- Roll +1 die when resolving an Anarchy or Mastermind token.
- Roll 1 die and gain that much Gold.
1-2. Search the Scene (Roll 5 dice to test: Mind) You just missed the Citizens, but there may be clues around.
- 4+ Successes: You learn the Location of the Hostages! Immediately advance to Chapter 4 (pg. 32).
- 1-3 Successes: Key intel! Deal 1 damage to any non-Mastermind Villain.
- Failure: No clues. Exhaust 1 Action token.
3-4. Military Meltdown (Roll 3 dice to test: Spirit) You encounter melted military vehicles, still glowing with radiation.
- 3+ Successes: You're able to sense the trail of energy. Immediately advance to Chapter 4 (pg. 32).
- 1-2 Successes: What's that? Draw 1 Special card.
- Failure: A feeling of dread washes over you. Advance the Mastermind track +1.
5. High-Stakes Heist (Make a choice) A new shipment of Gold has been intercepted. Choose one:
- Protect the Cargo: Roll a die and gain that much Gold.
- Take Out the Attackers: Remove any 3 Henchmen from the city.
End of Turn - Villain Phase (Chapter 2)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 2 Scheme cards. Resolve only steps 1 and 3 and the Event on each card.
Only turn the page when the Chapter Objective is complete or the Mastermind track reaches 8.
Chapter 3
Determination: When any Hero takes a Heal or Recover Action, they may take the other Action immediately without exhausting a second Action token.
Escalation: When Citizen Dawn moves, the active Hero must roll a die. On an odd result, place an Explosion in Dawn's destination and deal +1 damage to all Heroes there.
Chapter 3 Objective: Locate the Hostages or defeat Citizen Dawn.
Justice Rewards (Chapter 3)
You may discard a Justice card from your Rewards pile to:
- Roll +1 die when fighting a Villain.
- Roll +1 die when resolving an Anarchy or Mastermind token.
- Roll 1 die and gain that much Gold.
1-2. Military Support (Make a choice) The United States Army has created a perimeter around this area. Choose one:
- Accept Aid: Choose to either deal 3 damage to a non-Mastermind Villain in the city or roll a die and gain that much Gold. Then move Citizen Dawn to this Location and place an Explosion token here.
- Leave: Draw 1 Ability card and move to an adjacent Location.
3-4. Technical Analysis (Roll 3 dice to test: Mind or Tech) Incoming call from Freedom Tower with intel from Homeland Security.
- 3+ Successes: This will lead us right to the hostages! Immediately advance to Chapter 4 (pg. 32).
- 1-2 Successes: They're not useless. Draw 1 Special card.
- Failure: A waste of precious time. Advance the Mastermind track +1.
5. Might of the Sun! (Take damage) Citizen Dawn appears overhead, glowing with rage.
- Roll a die and suffer that much damage. You may discard Ability cards to block 1 damage per card discarded.
Destroyed Locations (Explosion rule)
Printed again on the Justice Rewards page of Chapter 3. Same rule as above.
When an Explosion is placed in a Location, immediately remove all Henchmen and tokens there, then deal 2 damage to each Hero and non-Mastermind Villain there. If 1 or more Mastermind tokens are removed, advance the Mastermind track +1. When a Henchman or token would be placed in a Location with an Explosion, instead place it in any adjacent Location.
End of Turn - Villain Phase (Chapter 3)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 2 Scheme cards and fully resolve them.
If the Chapter Objective is complete, flip to Chapter 4 (pg. 32). If the Mastermind track reaches 10, flip to Chapter 5 (pg. 33).
Chapter 4
Free the Hostages: You've located the Hostages, and now's your chance to rescue them! Each Hero moves to Woodchuck Grove (#25) and draws 2 Ability cards. Then reveal cards one at a time from the Hostage deck and work together to resolve them. If you reveal a Villain, you must immediately fight them. If you reveal the Hostages Rescued card, the Heroes win!
Citizen Dawn is on her way to stop you! Each time you fail a Hostage card, you must place a time counter next to the deck. If there are 3 time counters next to the deck, or if all Heroes are knocked out, the Heroes lose!
Justice Rewards (Chapter 4)
You may discard a Justice card from your Rewards pile to:
- Roll +1 die when fighting a Villain.
- Roll +1 die when resolving any Attribute test.
End of Turn - Villain Phase (Chapter 4)
Heroes do not resolve Villain phases during this Chapter. Henchmen don't attack and Scheme cards aren't drawn.
Only turn to the back of the Comic (pg. 34) when the Heroes win or lose the Scenario.
Chapter 5
Sundown Showdown: You have one last chance to take down Dawn (or pay her ransom) before it's too late! Flip Citizen Dawn's card over and heal 1 damage per Hero +1. Then remove all Mastermind tokens from the city and stack them next to her card.
Whenever the Mastermind track would advance, instead place a token on Citizen Dawn's card. These tokens can't be removed by any means. If a token would be placed but there are none left, the Heroes immediately lose!
Destroyed Locations (Explosion rule)
Printed again on the Chapter 5 page. This copy omits the Mastermind-track sentence of the earlier copies; transcribed as printed.
When an Explosion is placed in a Location, immediately remove all Henchmen and tokens there, then deal 2 damage to each Hero and non-Mastermind Villain there. When a Henchman or token would be placed in a Location with an Explosion, instead place it in any adjacent Location.
Justice Rewards (Chapter 5)
You may discard a Justice card from your Rewards pile to:
- Roll +1 die when fighting a Villain.
- Roll 1 die and gain that much Gold.
End of Turn - Villain Phase (Chapter 5)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 2 Scheme cards and fully resolve them.
Only turn to the back of the Comic (pg. 34) when the Heroes win or lose the Scenario.
Scenario Resolution
Victory - Dawn Defeated
- Open Envelope #7. Add "Force of Will" to the Special deck. The Heroes are injured (the next Scenario Comic will reference this).
Victory - Ransom Paid / Hostages Freed
- Open Envelope #7. Return "Force of Will" to the Envelope.
Defeat - Dawn's Rage
- Open Envelope #7. Return "Force of Will" to the Envelope. The city has been melted (the next Scenario Comic will reference this).
Scenario 8: New Dawn
Story narration on the opening pages is omitted.
Scenario Setup
Follow the general setup steps on rulebook pg. 6 before following the steps below.
- DIFFICULTY: Use the following difficulty settings for this Scenario:
- Set aside 4 Justice Rules the Night cards.
- Each Hero may spend 4 Ability Upgrade points and select 2 Augment cards.
- One Hero may select an Ally card.
- SCENARIO: Perform the following unique steps for this Scenario:
- Do not use normal Henchmen Modifier cards in this Scenario. Instead shuffle the 4 Citizens of the Sun Henchmen Modifier cards and draw 1.
- If the Heroes were injured at the end of Scenario #7, each Hero suffers 2 damage and discards 1 Ability card.
- If the city was melted at the end of Scenario #7, return 3 Justice Rules the Night cards to the box.
- MASTERMIND: Place Citizen Dawn's Idealistic Leader card next to the Map. Place her figure on Bowery Bridge Arch (#12).
- VILLAINS: Place the following Villain cards next to the Map. Place each Villain's figure in the indicated Location.
- Truth or Dare: Draw through the Scheme deck and place Truth or Dare on the first listed Yellow or Green Location revealed. If placed on a Yellow Location, Truth starts as the active Villain. If Green, Dare starts.
Scenario Objective
Citizen Dawn is rallying the downtrodden and dejected people of Megalopolis to her cause. Confront her and kick her out of town while protecting the city from chaos by defeating Villains, managing Henchmen, and keeping Anarchy under control.
As the story advances, Dawn's plan will come into focus.
You're ready to start! Turn the page and read Chapter 1. Good luck!
Chapter 1
Crowded Streets: After any Hero rescues a Bystander, instead of removing the token, move it to a random Location.
True Believers: When any Anarchy token is placed, move any 1 Henchman from that Location onto Citizen Dawn's card. If there are none to move, instead place a Mastermind token there.
Citizen's Arrest: When Truth or Dare are defeated, in addition to normal rewards, the attacking Heroes gain 3 face down Justice cards to divide among their Rewards piles.
Chapter 1 Objective: Defeat any 1 non-Mastermind Villain.
Justice Rewards (Chapter 1)
You may discard a Justice card from your Rewards pile to:
- Roll +2 dice when fighting a Villain.
- Roll +1 die when resolving an Anarchy or Mastermind token.
1. "Stand Down!" (Make a choice) Dawn shouts from above! Move to Citizen Dawn to this Location. Choose one:
- Fight Her: Each Hero in this Location and all adjacent Locations rolls a die. On a 5-6, deal 1 damage to Citizen Dawn. On a 1-4, suffer 2 damage and discard 1 Ability card.
- Let Her Pass: Place an Anarchy token on this Location matching its color.
2. Conflict Resolution (Roll 5 dice to test: Mind or Spirit) You're surrounded by an angry mob! There is at least one news camera.
- 3+ Successes: You talk them down peacefully! No effect.
- 1-2 Successes: Place 2 Henchmen on this Location.
- Failure: Your words flop, and the news report makes it sound worse. Draw 1 Personal Task card and place any 2 Henchmen on this Location.
3 & 4. Stop the Hooligans (Roll 1 die to test: Body or Tech) A group of "citizens" are destroying public property!
- 1+ Success: Got the clowns! Place 2 Justice cards from the deck face down in your Rewards pile.
- Failure: They manage to escape! Advance the Mastermind track +1. Move this token to an adjacent Location.
5. "Don't Interfere!" (Make a choice) Dawn shouts from above! Move to Citizen Dawn to this Location. Choose one:
- Try to Reason: Your speech falls short, but it does buy a bit of time. No effect.
- Try to Disrupt the Crowd: Advance the Mastermind track +1. The Heroes may discard up to 5 Ability cards between them to remove that many Henchmen of any color(s) from Citizen Dawn.
End of Turn - Villain Phase (Chapter 1)
- Henchmen on your Location attack.
- Draw 2 Ability cards.
- Draw 1 Scheme card and fully resolve it.
Only turn the page when the Chapter Objective is complete or the Mastermind track reaches 3.
Chapter 2
Glory to the Sun: Discard the current Henchmen Modifier card and draw a new one.
True Believers: When any Anarchy token is placed, move any 1 Henchman from that Location onto Citizen Dawn's card. If there are none to move, instead place a Mastermind token there.
Citizen's Arrest: When Truth or Dare are defeated, in addition to normal rewards, the attacking Heroes gain 3 face down Justice cards to divide among their Rewards piles.
Chapter 2 Objective: Defeat Citizen Dawn!
Chapter 2 also prints a Henchmen Modifier card, "Energy Enhanced" (Citizens of the Sun), on the page's card fan, printed as: "When a Yellow Henchmen is removed from a Villain or Mastermind, it deals 1 damage to the attacker." The same fan appears on the Chapter 3 page. The other fanned cards are not legible in the comic and are not transcribed.
Justice Rewards (Chapter 2)
You may discard a Justice card from your Rewards pile to:
- Remove any 1 Henchman from Citizen Dawn.
- Move a Bystander token to an adjacent Location.
1. Uprising! (Take damage) A crowd of "citizens" comes barreling towards you!
- You cautiously fend off the crowd. Suffer 3 damage. You may discard Ability cards to block 1 damage per card discarded.
2. Beatdown (Move Villain) Citizen Dawn crashes down in front of you, angrily!
- Citizen Dawn moves to your Location and deals 3 damage to you. You may discard Ability cards to block 1 damage per card discarded. If you don't discard any, advance the Mastermind track +1.
3. Half-Baked Plans (Roll 2 dice to test: Mind or Tech) The military needs your help with an experimental solution.
- 1+ Successes: You convince them that temporarily blacking out the sun is not a real option. Draw 1 Ability card.
- Failure: Their device does nothing but anger Dawn. Advance the Mastermind track +1.
4 & 5. Diffuse Tensions (Make a choice) A riot is forming outside Freedom Tower! Move to Freedom Tower. Choose one:
- Dispatch the Crowd: Place Henchmen of different colors on Freedom Tower until there are 3 Henchmen present.
- Hold a Press Conference: Discard your hand of Ability cards.
End of Turn - Villain Phase (Chapter 2)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 2 Scheme cards. Fully resolve the first card. Resolve step 3 of the second, and the Event if it is Bad.
Only turn the page when the Chapter Objective is complete or the Mastermind track reaches 6.
Chapter 3
Glory to the Sun: Discard the current Henchmen Modifier card and draw a new one.
March on City Hall: Citizen Dawn's ultimate plan is revealed! Flip her card to the Archon of Revolution side, then move her to Bowery Bridge Arch (#12) and move all Henchmen there onto her card. If there are none, place a Mastermind token instead.
Whenever the Mastermind track would advance, instead move Citizen Dawn 1 Location towards City Hall (#21).
If Citizen Dawn is on City Hall and would move again, the Heroes lose!
The comic shows the route as a sequence of Location cards: Bowery Bridge Arch (#12), then #8, #9, #13, and City Hall (#21).
Chapter 3 Objective: Defeat Citizen Dawn!
Justice Rewards (Chapter 3)
You may discard a Justice card from your Rewards pile to:
- Remove any 1 Henchman from Citizen Dawn.
- Move a Bystander token to an adjacent Location.
- Choose any 1 Hero to discard a Personal Task.
1. Fire in the Streets (Move Villain) Dawn continues her trek towards the city, while the heroes rally.
- Citizen Dawn moves 1 Location towards City Hall (#21). All Heroes draw 1 Special card and 2 Ability cards.
2. Powerhouse (Roll 4 dice to test: Spirit) Citizen Dawn flies overhead and fires an energy blast at you.
- 3+ Successes: Reflect the blast! Deal 2 damage to Citizen Dawn.
- 1-2 Successes: Dodge the blast! Draw 1 Ability card.
- Failure: You are struck by the bolt. Suffer 3 damage.
3. Hammer & Anvil!? (Roll 2 dice to test: Body) Dawn's chosen champions are never far from her side...
- 1+ Successes: For each success, draw 1 Ability card.
- Failure: For each failure, suffer 2 damage.
4 & 5. Political Problems (Make a choice) You've got the jump on a group of Citizens of the Sun! Choose one:
- Disrupt: Roll a die. On 1-2, place any 2 Anarchy tokens on this Location. On a 3-6, draw 1 Ability card.
- Take 'Em Down: Suffer 1 damage, then remove any 2 Henchmen from this Location.
End of Turn - Villain Phase (Chapter 3)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 2 Scheme cards and fully resolve them.
Only turn the page when the Heroes win or lose the Scenario.
Scenario Resolution
Victory - Citizen Dawn Defeated
- Open Envelope #8. Add all 4 new Anarchy cards to the deck.
Defeat - Meta-Human Awakening
- Open Envelope #8. Choose 1 new Anarchy card to add to the deck. Return the others to the Envelope.
Scenario 9: Human Error
Story narration on the opening pages is omitted.
Scenario Setup
Follow the general setup steps on rulebook pg. 6 before following the steps below.
- DIFFICULTY: Use the following difficulty settings for this Scenario:
- Set aside 3 Justice Rules the Night cards.
- Each Hero may spend 4 Ability Upgrade points and select 2 Augment cards.
- 2 Heroes may select an Ally card.
- SCENARIO: Perform the following unique steps for this Scenario:
- Place 8 Explosion tokens on the HQ board.
- MASTERMIND: Place the Omnitron card and figure next to the Map.
- VILLAINS: No Villains are used in this Scenario.
- HENCHMEN: Place +1 Henchman in every Location, matching the Location's color.
- ANARCHY TOKENS: Stack 4 Red, 4 Blue, 4 Green, and 4 Yellow Anarchy tokens on the HQ board.
Scenario Objective
A robotics manufacturer's AI has become sentient and seeks to wipe out all human life - starting with Megalopolis. Reports indicate it will arrive soon; use the limited time you have to clean up the city and investigate the machine's origin before facing off in the final showdown for humanity. If Omnitron is defeated, the Heroes win!
If the Mastermind track reaches 10, the Heroes lose!
You're ready to start! Turn the page and read Chapter 1. Good luck!
Chapter 1
Drone Attack!: When a Scheme card would move any Villain, instead place an Anarchy token of the Villain's color on the listed Location and deal 2 damage to each Hero there.
Industrial Mystery: Resolve Mastermind tokens to learn about Aldred Industries. Heroes may only interact with face down tokens.
Self-Sufficient: Whenever Henchmen would be placed on a Villain's card, place them on Omnitron's card. If there are ever 3 Henchmen there, return them to the supply and place 2 Anarchy tokens of any color(s) on Omnitron's card.
Doom & Gloom: When the Mastermind track advances, for each space it advances, each Hero must discard 1 card matching their Location's color or suffer 1 unblockable damage.
Chapter 1 Objective: Each Hero must resolve their starting Justice card.
Justice Rewards (Chapter 1)
You may discard a Justice card from your Rewards pile to:
- Roll +2 dice when resolving an Anarchy or Mastermind token.
- Draw 3 Ability cards.
1. Prodigal Student (Roll 5 dice to test: Spirit) Rumor has it Aldred Industries has hired an undergrad ace code-breaker. You'll need to go undercover on campus to learn more.
- 3+ Successes: You manage to fake your way through a dorm party and get an address. Move this token to West Gardens (#19) and leave it face up. Also place a Quest token there.
- Failure: Move this token to West Gardens (#19) and leave it face up.
2. Parts Supplier (Roll 5 dice to test: Body) Aldred Industries imports its materials from overseas. Time to shake down some dock workers for a company name.
- 3+ Successes: It doesn't take much to loosen the hired hands' lips. Move this token to Workshop Avenue (#1) and leave it face up. Also place a Quest token there.
- Failure: Move this token to Workshop Avenue (#1) and leave it face up.
3. Fishy Funding (Roll 5 dice to test: Mind) The Omnitron project was bankrolled by some major investors. Shmooze with the city's upper echelon to find where the capital is coming from.
- 3+ Successes: These penguin suits practically give you a paper trail. Move this token to Megalopolis Stock Exchange (#14) and leave it face up. Also place a Quest token there.
- Failure: Move this token to Megalopolis Stock Exchange (#14) and leave it face up.
4 & 5. Drone Strike! (Roll 5 dice to test: Tech) A drone emerges, firing at you with impressive accuracy.
- 3+ Successes: You dismantle the robot and study its systems. Draw 1 Special card.
- Failure: Suffer 1 damage then remove this token.
End of Turn - Villain Phase (Chapter 1)
- Each Henchman in your Location deals 1 damage to you.
- Draw 3 Ability cards, then discard 1 from your hand.
- Draw 1 Scheme card and fully resolve it.
Only turn the page when the Chapter Objective is complete or the Mastermind track reaches 3.
Chapter 2
Deus Ex Machina: Place Omnitron on South Island Free-Dome (#26) and move all Anarchy tokens in the city onto its card.
Hot on the Trail: Flip each face up Mastermind token in the city face down. When resolving a Mastermind token, roll +2 dice if there is a Quest token present. Heroes may only interact with face down tokens.
Self-Sufficient: Whenever Henchmen would be placed on a Villain's card, place them on Omnitron's card. If there are ever 3 Henchmen there, return them to the supply and place 2 Anarchy tokens of any color(s) on Omnitron's card.
Doom & Gloom: When the Mastermind track advances, for each space it advances, each Hero must discard 1 card matching their Location's color or suffer 1 unblockable damage.
Chapter 2 Objective: Defeat Omnitron!
Destroyed Locations (Explosion rule)
When an Explosion is placed in a Location, deal 2 damage to each Hero there. While a Hero is in a Location with an Explosion, they can't attack Omnitron, and they suffer 1 damage during their Villain phase. Explosions do not affect Henchmen or tokens.
Justice Rewards (Chapter 2)
You may discard a Justice card from your Rewards pile to:
- Roll +2 dice when resolving an Anarchy or Mastermind token.
1. Prodigal Student (continued) (Roll 4 dice to test: Spirit) You approach the suburban home with caution, not knowing what to expect.
- 3+ Successes: You convince the parents to convince their son to give you a server access code. Claim the Quest token in this Location (or from the supply if there isn't one). Leave this token face up in your Location.
- Failure: Advance the Mastermind track +1. Flip this token face down and leave it in your Location.
2. Parts Supplier (continued) (Roll 4 dice to test: Body) You thought you knew every business operating on the Ave, but this one must keep its doors shut tight.
- 3+ Successes: You infiltrate the office building and ascertain a server access code. Claim the Quest token in this Location (or from the supply if there isn't one). Leave this token face up in your Location.
- Failure: Advance the Mastermind track +1. Flip this token face down and leave it in your Location.
3. Fishy Funding (continued) (Roll 4 dice to test: Mind) Halfway through hacking Aldred's accountant's computer, you hit a snag.
- 3+ Successes: You get lucky guessing the password and steal a server access code. Claim the Quest token in this Location (or from the supply if there isn't one). Leave this token face up in your Location.
- Failure: Advance the Mastermind track +1. Flip this token face down and leave it in your Location.
4 & 5. Drones Attack! (Roll 5 dice to test: Tech) Several drones emerge, blasting at you in unison.
- 3+ Successes: It's a tough fight, but you take them down! Suffer 1 damage, then draw 1 Special card.
- Failure: Suffer 2 damage then remove this token.
End of Turn - Villain Phase (Chapter 2)
- Each Henchman in your Location deals 1 damage to you.
- If there is an Explosion in your Location, suffer 2 damage.
- Draw 2 Ability cards.
- Draw 1 Scheme card and fully resolve it.
Only turn the page when the Mastermind track reaches 6.
Chapter 3
Server Hunt: Return any Quest tokens in the city to the supply. Flip all 5 Mastermind tokens face down, shuffle them together, and place each of them on a different random Location.
Self-Sufficient: Whenever Henchmen would be placed on a Villain's card, place them on Omnitron's card. If there are ever 3 Henchmen there, return them to the supply and place 2 Anarchy tokens of any color(s) on Omnitron's card.
All We've Got: At the start of each Hero's turn, they may discard 2 Ability cards to draw 1 Special card.
Chapter 3 Objective: Defeat Omnitron!
Destroyed Locations (Explosion rule)
When an Explosion is placed in a Location, deal 2 damage to each Hero there. While a Hero is in a Location with an Explosion, they can't attack Omnitron, and they suffer 1 damage during their Villain phase. Explosions do not affect Henchmen or tokens.
Justice Rewards (Chapter 3)
You may discard a Justice card from your Rewards pile to:
- Draw 3 Ability cards.
1. Underground Server (Make a choice) Someone at Aldred Industries must have had access to one of Baron Blade's abandoned subterranean laboratories. Choose one or return this token face down:
- Input Access Code: Discard 1 claimed Quest token to deal 4 damage to Omnitron.
- Hack It: Discard 2 Ability cards to deal 2 damage to Omnitron.
2. Hidden in Plain Sight (Make a choice) Looks like Omnitron's been crowdsourcing computing power from local networks. You should be able to access it from here. Choose one or return this token face down:
- Input Access Code: Discard 1 claimed Quest token to deal 4 damage to Omnitron.
- Hack It: Exhaust 3 Action tokens to deal 2 damage to Omnitron.
3. Antenna (Make a choice) Prying open a drone's exoskeleton reveals a link to Omnitron's mainframe. With a little luck, you might be able to tap in. Choose one or return this token face down:
- Input Access Code: Discard 1 claimed Quest token to deal 4 damage to Omnitron.
- Hack It: Discard a Special card to deal 2 damage to Omnitron.
4 & 5. Drone Fleet (Roll 5 dice to test: Tech) An army of drones descends upon you, lasers blazing!
- 3+ Successes: You may have a few scrapes, but you recovered valuable scraps. Suffer 1 damage, then draw 1 Special card and remove this token.
- Failure: Suffer 2 damage and discard 2 Ability cards, then remove this token.
End of Turn - Villain Phase (Chapter 3)
- Each Henchman in your Location deals 1 damage to you.
- If there is an Explosion in your Location, suffer 2 damage.
- Draw 1 Ability card.
- Draw 1 Scheme card and fully resolve it.
Only turn the page when the Heroes win or lose the Scenario.
Scenario Resolution
Victory - Omnitron Defeated
- Open Envelope #9.
Defeat - Mastermind Track
- Replay this Scenario!
Side Story #1: The Hunt
Story narration on the opening pages is omitted.
Scenario Setup
Follow the general setup steps on rulebook pg. 6 before following the steps below.
- DIFFICULTY: Use the following difficulty settings for this Scenario:
- Set aside 4 Justice Rules the Night cards. Keep them face up next to the Map.
- Each Hero may spend 3 Ability Upgrade points and select 2 Augment cards.
- SCENARIO: Perform the following unique steps for this Scenario:
- Heroes do not start the game with any Special cards.
- Each Hero draws 2 Personal Task cards.
- MASTERMIND: There is no Mastermind in this Scenario.
- VILLAINS: Place Ambuscade's Villain card next to the Map. Place his figure in a random Location.
- SCHEME CARDS: Draw 2 Scheme cards and resolve steps 1-3 on each card (ignoring Villain movement). Then shuffle the revealed Scheme cards back into the deck (do NOT shuffle the Justice Rules the Night cards in).
- HENCHMEN: In Ambuscade's Location and each adjacent Location, add Henchmen matching the color of that Location until there are 3 in each.
Scenario Objective
Ambuscade is hunting members of the Freedom Five and running amok in the streets of Megalopolis - bring him to justice before his galavanting burns down the city! Be on your guard; your once lesser foe has some new tricks up his sleeve. If Ambuscade is defeated, the Heroes win!
If the Mastermind Track reaches 8, the Heroes lose!
You're ready to start! Turn the page and read Chapter 1. Good luck!
Chapter 1
Star of the Show: Deal 1 damage to Ambuscade each time a Hero successfully resolves an Anarchy token, or when instructed by a Mastermind token. Heroes may not attack Ambuscade or deal damage to him by any other means.
Everywhere, All at Once: Ambuscade moves whenever a Scheme card would move a Villain of any color. Instead of a Green Anarchy token, place a token of his destination's color.
Tight Schedule: When a Hero rolls dice, they must subtract -1 from each die for each Personal Task they have.
Chapter 1 Objective: Defeat Ambuscade!
Justice Rewards (Chapter 1)
You may discard a Justice card from your Rewards pile to:
- Roll +1 die when fighting a Villain.
- Roll +2 dice when resolving an Anarchy or Mastermind token.
1 & 2. Stunt Double (Fight Ambuscade) There he is - get him! Wait, does he seem a little shorter than usual? Immediately fight Ambuscade as if he was in your Location. Other Heroes may not join your attack. Instead of dealing damage to Ambuscade or Henchmen on his card, resolve the following effects based on the amount of damage you would do:
- 2+ Damage: Remove any 2 Anarchy tokens from the city.
- 4+ Damage: Also deal 1 damage to Ambuscade for each Anarchy token removed.
3. Deranged Fans (Place Henchmen) The streets are flooded with crooks, each claiming to be Ambuscade's biggest fan! He's way too vain to not be out here signing autographs. Choose up to 3 Locations in the city with no Henchmen and add 3 Henchmen of any colors to each. Deal 1 damage to Ambuscade for each Location you choose.
4. Malpractice (Roll 3 dice to test: Mind or Spirit) Your investigation leads you to a local psychiatrist's office, but the doctor does not seem interested in divulging any info on her patient.
- 1+ Successes: Draw 1 Ability card per success rolled.
- Failure: Advance the Mastermind track +1.
5. The "Talent" (Move Ambuscade) While running reconnaissance, you overhear Ambuscade screaming into the phone. "Have my trailer ready in 5 or you're fired!" Move Ambuscade to your Location. Reveal 3 random Ability cards from your hand and discard any that match your Location's color.
End of Turn - Villain Phase (Chapter 1)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 1 Scheme card and fully resolve it.
Only turn the page when the Chapter Objective is complete.
Chapter 2
Lights: Remove all damage counters from Ambuscade. Place his figure and a Blue Anarchy token on Valdez Theater (#2).
Camera: Treat Ambuscade as the color of his Location. Ambuscade moves whenever a Scheme card would move a Villain of any color. Instead of a Green Anarchy token, place a token of his destination's color.
Action: After a Hero draws a Scheme card, they may choose to remove 1 face up Justice Rules the Night card from the game to ignore all steps and events on that card.
Chapter 2 Objective: Defeat Ambuscade...again!
Justice Rewards (Chapter 2)
You may discard a Justice card from your Rewards pile to:
- Roll +1 die when fighting a Villain.
- Roll +2 dice when resolving an Anarchy or Mastermind token.
1 & 2. Stunt Double (Fight Ambuscade) There he is - get him! Wait, does he seem a little shorter than usual? Immediately fight Ambuscade as if he was in your Location. Other Heroes may not join your attack. Instead of dealing damage to Ambuscade or Henchmen on his card, resolve the following effects based on the amount of damage you would do:
- 2+ Damage: Remove any 2 Anarchy tokens from the city.
- 4+ Damage: Also deal 1 damage to Ambuscade for each Anarchy token removed.
3. Deranged Fans (Place Henchmen) The streets are flooded with crooks, each claiming to be Ambuscade's biggest fan! He's way too vain to not be out here signing autographs. Choose up to 3 Locations in the city with no Henchmen and add 3 Henchmen of any colors to each. Deal 1 damage to Ambuscade for each Location you choose.
4. Quiet on Set! (Roll 3 dice to test: Body or Tech) You pass through the area on high alert - Ambuscade and his hired hands have been hot on your heels, pouncing anytime you make a sound.
- 1+ Successes: Deal 1 damage to Ambuscade per success rolled.
- Failure: Advance the Mastermind track +1.
5. The "Talent" (Move Ambuscade) While running reconnaissance, you overhear Ambuscade screaming into the phone. "Have my trailer ready in 5 or you're fired!" Move Ambuscade to your Location. Reveal 3 random Ability cards from your hand and discard any that match your Location's color.
End of Turn - Villain Phase (Chapter 2)
- Each Henchman in your Location deals 1 damage to you.
- Draw 2 Ability cards.
- Draw 1 Scheme card and fully resolve it.
Only turn the page when the Heroes win or lose the Scenario.
Scenario Resolution
Victory - Ambuscade Defeated
- Open Envelope S1.
Defeat - Mastermind Track
- Open Envelope S1. Choose 1 Ally to add to the Ally deck and return the rest to the Envelope.