Put Coil: Scheming and Coil: Acting into play, "Evil Mastermind" side up.
Put Underground Base into play.
Note that Coil: Scheming activates before Coil: Acting.
At the start of the villain turn play the top card of the environment deck.
At the end of the villain turn all villain targets regain 2 HP.
When this card would be destroyed flip it instead
At the start of the villain turn reveal cards from the villain deck until you reveal a Parahuman or you've revealed H-1 cards. Put the Parahuman into play (if there is one) then shuffle the other revealed cards into the villain deck.
At the end of the villain turn deal H energy damage to the hero target with the highest HP.
When this card would be destroyed, flip it instead
The interior of the sub-basement had none of the smell of the previous chambers, and consisted of two tiers with walls of poured concrete. The upper level we stood on was an arrangement of metal walkways that extended around the room's perimeter. Crates and boxes filled the level below, and I could see fifteen or so of Coil's people down there, sitting on crates or leaning against them, talking among themselves.
--Buzz 7.11Each soldier was outfitted in a matching uniform: shades of gray and some black, hard vests with raised collars to protect their necks. Only a few wore their balaclavas, and I could see a variety of nationalities in a group that was mostly men. All of the soldiers had assault rifles somewhere nearby, slung over shoulders with straps and leaning against walls or crates.
--Buzz 7.11Each soldier was outfitted in a matching uniform: shades of gray and some black, hard vests with raised collars to protect their necks. Only a few wore their balaclavas, and I could see a variety of nationalities in a group that was mostly men. All of the soldiers had assault rifles somewhere nearby, slung over shoulders with straps and leaning against walls or crates.
--Buzz 7.11Each soldier was outfitted in a matching uniform: shades of gray and some black, hard vests with raised collars to protect their necks. Only a few wore their balaclavas, and I could see a variety of nationalities in a group that was mostly men. All of the soldiers had assault rifles somewhere nearby, slung over shoulders with straps and leaning against walls or crates.
--Buzz 7.11This card is immune to fire damage.
At the end of the villain turn, this card deals 2 fire damage to all hero targets
Directly below Sundancer, the floor was normal. Starting around five feet from her, though, the ground looked wet, glassy.
The asphalt was melting.
--Hive 5.9The first time Trickster would be dealt damage each round, redirect it to the hero target with the lowest HP.
At the end of the villain turn, the hero with most cards in play destroys one of their cards
"A shame," Trickster bowed.
In the blink of an eye, Weld disappeared, and Genesis loomed in his place
--Sentinel 9.3When this card is destroyed, shuffle it back into the villain deck.
At the end of the villain turn, this card deals 2 poison damage to H hero targets
Genesis had decided on a form that was an overlarge woman's face carved out of bone, surrounded by long, thin, branching tentacles.
--Colony 15.10Whenever a hero card is dealt damage by this card, that hero must destroy one of their cards.
At the end of the villain turn, this card deals H + 1 projectile damage to the hero target with the highest HP
When he used his power on the car, you didn't see it move. Rather, in the blink of an eye, it was gone from where it had been, abruptly in a position where it was virtually wrapped around the upper half of the forcefield.
--Tangle 6.7Coil: Scheming and Coil: Acting are immune to damage.
Whenever this card is dealt damage during a hero's turn, that hero must discard a card
"The last thing I want is another arrogant dickface telling me what to do," Dinah said. "You want answers, Director? Fine. Twenty two point eight one three percent chance you die painfully, over long, slow minutes or hours. Maybe soon, maybe in twenty years, but it'll bring you to tears, and you'll wail in pain. That's a freebie. Want more details?"
--Dinah, Cell 22.1After a hero card has been played, this card deals that hero 1 projectile damage
Dauntless parried Circus' sledgehammer with his Arclance, and the sledgehammer was gone in the next second, as though it had never existed. At some point in the meantime, though, she'd managed to slip a lit torch into one hand.
--Tangle 6.7Whenever a non-villain target would damage a villain target other than Trainwreck, redirect the damage to Trainwreck.
At the start of the villain turn, Trainwreck regains H HP
A steel giant with massive hands and a spout on its back that was spewing volumes of gray-black smoke had one hand closed around Armsmaster. Repeatedly, methodically, it slammed Armsmaster against the hood of a car.
--Tangle 6.7"He's found a way to confuse my power, to counteract it. This thing with the hit on your head. It was just to scare us. To let us know that any security my power afforded us, it doesn't apply to him."
--Tattletale, Colony 15.10"He's found a way to confuse my power, to counteract it. This thing with the hit on your head. It was just to scare us. To let us know that any security my power afforded us, it doesn't apply to him."
--Tattletale, Colony 15.10Über kicking down the door, leaving the heroes to deal with the bomb they were holding, which was squealing at a higher pitch and volume with every passing second. It was glowing, brilliant in its golden radiance.
--Monarch 16.8Über kicking down the door, leaving the heroes to deal with the bomb they were holding, which was squealing at a higher pitch and volume with every passing second. It was glowing, brilliant in its golden radiance.
--Monarch 16.8Put the villain trash on top of the villain deck.
Shuffle the villain deck.
Play the top card of the villain deck
"Do not use grenades. I assure you it does not work out the way you imagine it will. Give me that."
--Coil, Monarch 16.11Put the villain trash on top of the villain deck.
Shuffle the villain deck.
Play the top card of the villain deck
"Do not use grenades. I assure you it does not work out the way you imagine it will. Give me that."
--Coil, Monarch 16.11"Maybe," she admitted, "But that still feels wrong. Why wouldn't Coil have a backup plan?"
--Tattletale, Colony 15.10"Maybe," she admitted, "But that still feels wrong. Why wouldn't Coil have a backup plan?"
--Tattletale, Colony 15.10He snapped his fingers, and soldiers began to teleport down to the edges of the market.
--Monarch 16.13He snapped his fingers, and soldiers began to teleport down to the edges of the market.
--Monarch 16.13Increase damage dealt by villain targets by 1.
Damage dealt by villain cards is irreducible
"Tattletale clued me in. He creates parallel realities. Makes two different decisions, and he gets to see the outcome of each as they unfold. Decides which he wants in the end."
--Skitter, Colony 15.4Increase damage dealt by villain targets by 1.
Damage dealt by villain cards is irreducible
"Tattletale clued me in. He creates parallel realities. Makes two different decisions, and he gets to see the outcome of each as they unfold. Decides which he wants in the end."
--Skitter, Colony 15.4Screws. Screws with hexagonal slots. Because Calvert wasn't willing to risk that I'd have a screwdriver on hand with a more typical head on it.
--Monarch 16.11Screws. Screws with hexagonal slots. Because Calvert wasn't willing to risk that I'd have a screwdriver on hand with a more typical head on it.
--Monarch 16.11