Campaign Mode: Villain Boosts

After a win, roll three times on the Villain Boost chart (and then the corresponding subchart). After a loss, roll twice, and then try again. 
Villain Boost Chart:
1-3: Roll on the Theah Brutality Subchart.
4-5: Roll on the Mastermind Spinning Subchart.
6-8: Roll on the Villain Deck Chaos Subchart.
9-10: Roll on the Player Sadness Subchart.
Theah Brutality Subchart:
1-2: Villains in the Sewers are +1 // to defeat.
3-4: Villains in the Bank are +1 // to defeat.
5-6: Villains in the Rooftops are +1 // to defeat.
7-8: Villains in the Streets are +1 // to defeat.
9-10: Villains in the Bridge are +1 // to defeat.
Mastermind Spinning Subchart:
1-4: The Mastermind is +1 // to defeat.
5-8: After a Master Strike resolves, roll a d6: On a 6 or higher (-1 for each additional time this effect is rolled) add another Villain card.
9-10: Add a generic “Gain 5 shards” Master Tactic to the Mastermind.
Villain Deck Chaos Subchart:
1-3: Add one less Treasure to the Villain Deck.
4-5: Add one less Henchman from each Henchmen group to the Villain Deck.
6-8: Add a random Tentacle to the Villain Deck at the start of the game.
9-10: Add “Add the next Villain Card” to one of the Scheme Twists.
Player Sadness Subchart:
1-3: The first (second, third, etc. for each additional time this is rolled) Hero each player buys per game costs +1 $$.
4-5: A random player permanently gains a Wound in their starting deck.
6-7: Each player permanently gains a Goomba Jack Tar: “KO this Hero” in their starting deck.
8-9: Every time a Scheme Twist is resolved, each player rolls a d6; on a 6 or higher (-1 for each additional time this effect is rolled) that player gains a Wound.
10: Each player permanently gains a Chump Jack Tar: “Roll a d6: 1: +1 $$; 2: +1 //; 3: Draw a card; 4: Draw one less card at the end of turn; 5: KO a Hero; 6: Gain a Wound.

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