Reduce damage dealt to the Simurgh by 1
At the start of the villain turn reveal the top card of the Condition deck. Then reveal the top X cards of the villain deck, where X is the number of revealed trap cards + 1. Return them to the villain deck in ascending order by their ⚠
At the end of the villain turn if all trap cards are revealed flip this card
Reduce damage dealt to the Simurgh by 1
At the start of the villain turn, reveal the top H + 1 cards of the villain deck. Put them back on the villain deck in ascending order by their ⚠
At the end of the villain turn, place a token on the Simurgh. Then all heroes deal themselves X psychic damage, where X is the number of tokens on the Simurgh
She requires resources. This requires patience.
--Interlude 28She must be unmolested. This is given freely to her.
--Interlude 28The heroes had cut the power, and the Simurgh was still managing to activate the thing.
--Migration 17.2With study and careful precision, each ball can find its pocket. Spheres of synthetic resin meet the furthest point of a ledge covered by woven wool, perching on the edge as they spend their momentum.
--Interlude 28She requires access to particular information. This can be arranged by positioning targets carefully.
--Interlude 28When this card is flipped, every player must secretly and without discussion vote for a hero by simultaneously pointing at a hero card (Count down from 3). If there is a clear winner, that hero deals itself 5 psychic damage. Otherwise, every hero deals themselves 5 psychic damage.
This card is indestructible
An obstacle must be removed. This is critical, but she is blind to it. This is the greatest problem she faces.
--Interlude 28Damage that would be dealt to hero targets cannot be redirected
This card is indestructible
One cape began to launch ice crystals towards the hoop, and the Simurgh caught the shards out of the air with her telekinesis. The crystals flew into the man with the forcefield bubble, shattering. The resulting shards and flakes of crystal didn't fly away, however. They turned around in the air and condensed in a thick shell around the force field.
--Migration 17.2Whenever a hero target would deal more than X damage, where X = 8 - H, that hero target deals itself 1 psychic damage
This card is indestructible
"It's going to backfire. I've said it before, I'll say it now, and I'll remind you all I said it with every chance I get, from now until the day I die. It's going to backfire."
--Myrddin, Migration 17.4At the start of the villain turn, the heroes name a card type. Reveal the top two cards of every hero deck. Return cards of the named type to the top of the deck, discard the others
Whenever a hero card goes to the trash, that hero deals themselves 1 psychic damage
This card is indestructible
"If she's answering questions for us, we don't want to know"
--Myrddin, Migration 17.4When this card is flipped, destroy every non-character-card target in play. The Simurgh deals X psychic damage to all hero targets, where X = the number of targets destroyed in this way
This card is indestructible
A tide of snow and ice hit him like a truck, driving him into the ragged edge of the building. Oliver yelped as he threw himself out of the way. Marissa's shriek seemed oddly delayed, until Krouse noted what had happened to the man. The cape, in a bodysuit of velvet blue with gold armor, had been impaled on a tangled mess of rebar, his intestines pushed out the front of his stomach.
--Migration 17.2When this card is flipped, place 8 - H tokens on it. If there are ever no tokens on this card, the heroes lose the game
At the end of the villain turn, remove a token
Heroes may skip any two phases (play, power, draw) in order to place a token on this card
This card is indestructible
The bubble-man formed another shield around himself, but he left his companion out of it, choosing to interject himself between the Simurgh and the woman.
A section of concrete from a building to the right of the heroes flew free and caved in the costumed woman's skull.
--Migration 17.2When this card is flipped, every player must secretly and without discussion vote for a hero by simultaneously pointing at a hero card (Count down from 3). If there is a clear winner, destroy every card owned by that hero except the character card. Otherwise, destroy all hero cards except character cards.
This card is indestructible
The circle flared with more light than before, and the resulting shockwave threw Krouse and his friends into the air. Windows shattered and snow was kicked up into clouds as tall as the high rises around them. The sky visibly darkened with the clouds that had been kicked up, heaping snowbanks dissolved into their constituent snowflakes and water molecules. The indistinct and distant noises of the heroes firing on the Simurgh had stopped all at once, as the heroes were killed or left reeling from the aftershock of the device's activation.
--Migration 17.21 ⚠
If all trap cards are revealed, play the top card of the villain deck
Otherwise, Flip over a face down trap card, then shuffle this card back into the villain deck
He glanced over his shoulder, saw the various components of the circle crackling with current as it rose behind the Simurgh, like a gargantuan halo, wide enough that it nearly exceeded her wingspan.
--Migration 17.22 ⚠
The environment deals X instances of 1 projectile damage spread out over all hero targets, where X = 2 * H - 1
The environment deals X instances of 1 irreducible projectile damage spread out over all hero targets, where X = (H-1) * (H-1)
There was a sudden movement from the Simurgh, tearing sections of wall free from the nearest building, maneuvering them to form a makeshift barrier in mid-air. Not one second after the barrier was in place, a pair of heroes flew around the corner.
--Migration 17.22 ⚠
The environment deals X instances of 1 projectile damage spread out over all hero targets, where X = 2 * H - 1
The environment deals X instances of 1 irreducible projectile damage spread out over all hero targets, where X = (H-1) * (H-1)
There was a sudden movement from the Simurgh, tearing sections of wall free from the nearest building, maneuvering them to form a makeshift barrier in mid-air. Not one second after the barrier was in place, a pair of heroes flew around the corner.
--Migration 17.22 ⚠
The environment deals X instances of 1 projectile damage spread out over all hero targets, where X = 2 * H - 1
The environment deals X instances of 1 irreducible projectile damage spread out over all hero targets, where X = (H-1) * (H-1)
There was a sudden movement from the Simurgh, tearing sections of wall free from the nearest building, maneuvering them to form a makeshift barrier in mid-air. Not one second after the barrier was in place, a pair of heroes flew around the corner.
--Migration 17.23 ⚠
Destroy all equipment cards in play. Reveal the top X cards of the villain deck, where X = the number of cards destroyed in this way. Put them back on the villain deck in ascending order by their ⚠
The Simurgh stopped and raised one hand. Pieces of machinery began to flow out of a gaping hole in the side of the building nearest where she'd landed, stopping when they reached her immediate vicinity. A massive box that looked like an oversized washing machine, a large engine with blue L.E.D.s lining it, and tendrils of electrical cords with frayed ends still sparking with live current.
--Migration 17.23 ⚠
Destroy all equipment cards in play. Reveal the top X cards of the villain deck, where X = the number of cards destroyed in this way. Put them back on the villain deck in ascending order by their ⚠
The Simurgh stopped and raised one hand. Pieces of machinery began to flow out of a gaping hole in the side of the building nearest where she'd landed, stopping when they reached her immediate vicinity. A massive box that looked like an oversized washing machine, a large engine with blue L.E.D.s lining it, and tendrils of electrical cords with frayed ends still sparking with live current.
--Migration 17.24 ⚠
When this card is revealed, play it
Destroy all hero ongoing cards
Pretercognition. Spread out over several targets at once, it serves as her primary sense. Each target is conceptualized in the context of twelve to eighty years of history.
--Interlude 284 ⚠
When this card is revealed, play it
Destroy all hero ongoing cards
Pretercognition. Spread out over several targets at once, it serves as her primary sense. Each target is conceptualized in the context of twelve to eighty years of history.
--Interlude 285 ⚠
The first time each round the Simurgh would be dealt damage, redirect that damage to the hero with the lowest HP
Another power extends in the other direction, and this is not one that can be sensed by most. Possibilities, as another jumble of images. These clarify as the others do, as eventualities are discarded, the targets around her coming into focus.
--Interlude 285 ⚠
The first time each round the Simurgh would be dealt damage, redirect that damage to the hero with the lowest HP
Another power extends in the other direction, and this is not one that can be sensed by most. Possibilities, as another jumble of images. These clarify as the others do, as eventualities are discarded, the targets around her coming into focus.
--Interlude 286 ⚠
When this card is revealed, play it
The Simurgh deals X psychic damage to all hero targets, where X = the number of revealed trap cards + 1
The Simurgh lifted Lucas' apartment building into the air and tore it into shreds. The various fragments, the little things, the bodies and pieces of furniture, they became part of a protective maelstrom around the Simurgh, orbiting her and blocking the barrage of long-range fire that the good guys were directing at her.
--Migration 17.26 ⚠
When this card is revealed, play it
The Simurgh deals X psychic damage to all hero targets, where X = the number of revealed trap cards + 1
The Simurgh lifted Lucas' apartment building into the air and tore it into shreds. The various fragments, the little things, the bodies and pieces of furniture, they became part of a protective maelstrom around the Simurgh, orbiting her and blocking the barrage of long-range fire that the good guys were directing at her.
--Migration 17.26 ⚠
When this card is revealed, play it
The Simurgh deals X psychic damage to all hero targets, where X = the number of revealed trap cards + 1
The Simurgh lifted Lucas' apartment building into the air and tore it into shreds. The various fragments, the little things, the bodies and pieces of furniture, they became part of a protective maelstrom around the Simurgh, orbiting her and blocking the barrage of long-range fire that the good guys were directing at her.
--Migration 17.26 ⚠
When this card is revealed, play it
The Simurgh deals X psychic damage to all hero targets, where X = the number of revealed trap cards + 1
The Simurgh lifted Lucas' apartment building into the air and tore it into shreds. The various fragments, the little things, the bodies and pieces of furniture, they became part of a protective maelstrom around the Simurgh, orbiting her and blocking the barrage of long-range fire that the good guys were directing at her.
--Migration 17.27 ⚠
The Simurgh deals H psychic damage to the hero with the least cards in play
The result is hallucinations, momentary or sustained. Hearing sounds, seeing things, smelling something, where none truly exist. Fight or flight response feeds need for escapism. A hallucination serves as the first step into a daydream.
--Interlude 287 ⚠
The Simurgh deals H psychic damage to the hero with the least cards in play
The result is hallucinations, momentary or sustained. Hearing sounds, seeing things, smelling something, where none truly exist. Fight or flight response feeds need for escapism. A hallucination serves as the first step into a daydream.
--Interlude 287 ⚠
The Simurgh deals H psychic damage to the hero with the least cards in play
The result is hallucinations, momentary or sustained. Hearing sounds, seeing things, smelling something, where none truly exist. Fight or flight response feeds need for escapism. A hallucination serves as the first step into a daydream.
--Interlude 288 ⚠
Play the top H cards of the environment deck
Frame a situation to put a target under optimal fear and stress. Hormone secretions increase. Manipulate situation to a position where they will connect familiar visual, olfactory and auditory cues to their immediate environment.
--Interlude 288 ⚠
Play the top H cards of the environment deck
Frame a situation to put a target under optimal fear and stress. Hormone secretions increase. Manipulate situation to a position where they will connect familiar visual, olfactory and auditory cues to their immediate environment.
--Interlude 288 ⚠
Play the top H cards of the environment deck
Frame a situation to put a target under optimal fear and stress. Hormone secretions increase. Manipulate situation to a position where they will connect familiar visual, olfactory and auditory cues to their immediate environment.
--Interlude 288 ⚠
Play the top H cards of the environment deck
Frame a situation to put a target under optimal fear and stress. Hormone secretions increase. Manipulate situation to a position where they will connect familiar visual, olfactory and auditory cues to their immediate environment.
--Interlude 289 ⚠
Reveal the top H cards of the villain trash. Play the one with the lowest ⚠
Telekinesis. She'd created a false image of herself out of snow and ice, baiting Scion away. Judging by the sound of Scion's continued onslaught, she was still controlling it. Controlling it even though there was no way she could see what it was doing by eyesight alone.
--Migration 17.29 ⚠
Reveal the top H cards of the villain trash. Play the one with the lowest ⚠
Telekinesis. She'd created a false image of herself out of snow and ice, baiting Scion away. Judging by the sound of Scion's continued onslaught, she was still controlling it. Controlling it even though there was no way she could see what it was doing by eyesight alone.
--Migration 17.29 ⚠
Reveal the top H cards of the villain trash. Play the one with the lowest ⚠
Telekinesis. She'd created a false image of herself out of snow and ice, baiting Scion away. Judging by the sound of Scion's continued onslaught, she was still controlling it. Controlling it even though there was no way she could see what it was doing by eyesight alone.
--Migration 17.29 ⚠
Reveal the top H cards of the villain trash. Play the one with the lowest ⚠
Telekinesis. She'd created a false image of herself out of snow and ice, baiting Scion away. Judging by the sound of Scion's continued onslaught, she was still controlling it. Controlling it even though there was no way she could see what it was doing by eyesight alone.
--Migration 17.2