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Global Plan

Fast Advance

Ambush

Value 3

Value 2

Value 2

Phase A

Phase C

Phase C

You may choose a specific scenario,


instead of a random pick. If both
players choose this strategy, then
neither can apply its effect.

Increases your deployment area by


10cm. If you have two deployment
areas increase each by 5cm. If both
players choose this strategy, then
neither can apply its effect.

Patrol

Reinforcements

Deploy your entire crew after the


other player has deployed theirs. If
both players choose this strategy,
then neither can apply its effect.

Maps
Value 1

Value 1
Value 1

Phase C

Phase C

You may place one miniature up to


10cm outside your deployment
zones limits. If this scenario doesnt
include a deployment zone, you gain
a +1 to the rolls to enter the game
zone instead.

You may pick one model from your crew


and roll a die. If 4+ you may hold it off
table rather than deploy it. At the Raise
nd
the Plan stage of 2 round you may
deploy model in contact with any edge
not in enemy deployment zone.

Phase B

Change of Plans

Snitch

Value 1

Value 2

Phase D

Phase ?

Secret Objective
Value 2
Phase D
Set 1 additional objective of your
choice. This strategy may only be
chosen once per player.

Roll 2d6 and move an objective that


far in a direction of your choice. This
strategy may only be used once per
game and it only after placing
objective markers in the game zone.

Early Bird

Play in any pre-game phase to cancel


a strategy played by the enemy.
Snitch may be used to cancel
another Snitch.

Battle Cry

Perfect Plan

Value 2

Value 3

Phase E

Phase C

Value 2
Phase E
You may choose who Takes the Lead
in the first round without having to
draw counters. If both players
choose this strategy, then neither
can apply its effect.

Gain 2 extra lamp posts or 1 sewer


(your choice). Can place anywhere
except enemy deployment zone.

Your crew only tests to Run Away


when your reputation is reduced by
80% or more of its starting value.

At the beginning of the game add an


extra counter for your crew to the
bag or container for determining
who Takes the Lead.

Vandalism
Tunnel

Rapid Response Training


Value 1

Value 1

Value 1
Phase B

Phase C

Phase E

One character can start game in


Sewers but cant exit in round 1. Not
for Batman, Arrow or Law.

When opponent has placed all their


sewer & lamps choose 1 to remove
from play. Not for Batman, Arrow, or
Law. This strategy may only be
chosen once per game.

Distant Distraction

Objective Trap

Value 1

Value 1

Phase E

Phase D

Choose an enemy Henchman to take


a Willpower test, if it fails they
cannot move during its first
activation.

Choose & mark an objective. First model


to come in contact with it must pass an
Agility test or suffer blood/stun damage.
This strategy may only be chosen once
per game.

Under Pressure

Duress

1-2 henchmen gain 1 bonus MC at


the end of the first Raise the Plan
phase. Batman, Arrow or Law only.

Fake Objective
Value 3
Phase E
Choose 1 of opponents objectives. It
awards 1VP less than usual
(minimum of 1). If they dont have
objectives, subtract 1 from their final
total. This strategy may only be
chosen once per game.

Public Resource Upgrade


Value 2

Value 3
Value 2

Phase E

Phase E
Phase E

Select 1 enemy with Willpower 5 or


less, gains -1 Willpower for entire
game. This strategy may only be
chosen once per game and cannot
target same character as the Duress
strategy.

Select 1 enemy with Willpower 7 or


less, , gains -1 Willpower for entire
game. This strategy may only be
chosen once per game and cannot
target same character as the Under
Pressure strategy.

Choose up to 3 lampposts on the


board. They now illuminate a 15cm
radius instead of 10cm. Batman,
Arrow or Law only.

Road Warning Signals


Sewer Maps
Value 1
Oops its a

Value 1
Phase B
Phase E
The maximum number of models
you may have in the sewers at same
time is increased by 1.

Dummy card
After both players have placed lamps
& sewers, you may deploy up to 4
signals, 5cm from the edge and 10cm
from each other. Signals count as
lampposts with a 3cm radius
illumination.

Penguin Effective
henchmen

Joker Why so serious?

Value 2

Value 1

Phase ?

Phase ?

Once per game at beginning of any


Take the Lead phase choose up to 3
lampposts. They stop functioning for
the rest of the round.

When a henchman passes a Lets Go


roll and activates they can
immediately move a free 5cm.

Your crews boss gets the Immortal


trait.

LoS Indomitable Will

Law Forces Police Training

Value 2

Value 2

Phase ?

Phase ?

Each of your Henchmen can reroll


one failed Willpower roll each round.

All henchmen in the crew with Arrest


only need to spend 1SC to use it.

Batman I am the Night


Value 1
Phase ?

Two Face Guardian of


Gotham
Value 2
Phase ?
First enemy who becomes KOd is
removed as a casualty instead.

Poison Ivy - Regrowth

Organised Crime - Payday

Riddler Undercover Spy

Value 1

Value 2

Value 1

Phase ?

Phase ?

Phase E

When friendly henchman makes


enemy non-henchman a casualty,
roll a die. On a 4+ gain +1 VP.

Select an enemy henchman, the


target cannot control or contest
objectives.

Mr Freeze Frozen Area

Scarecrow A city in fear

Wonderland Weird Crew

Value 1

Value 2

Value 1

Phase E

Phase ?

Phase E

At the beginning of Take the Lead


phase of each even-numbered
round, select an enemy (not Boss).
Pass a willpower test or become
Scared.

One Free Agent in your crew is


treated as a Henchman for the rest
of the game, but still counts as an
Agent for configuration and
equipment purposes.

Once per game at the start of a Take


the Lead phase you can change
position of one friendly plant to
another seed counter.

Place ice explosion template in the


neutral zone. Roll a die in each
Recount phase, on a 5+ remove it
from play.

Court of Owls Lords of


Gotham

Arrow Adaptable plan

Value 1

Value 1

Phase B

Phase E

Place 2 additional sewer markers


clearly marked as special, can only
be used by friendly models.

Move up to 2 of your models 2d6cm.

Bane Titan container


located
Value 1
Phase D
Choose any 1 titan objective, may
move it up to 10cm but must still
follow usual rules for placing
objectives.

Grodd Hunting Pack


Oops its a

Oops its a

Dummy card

Dummy card

Oops its a

Oops its a

Oops its a

Dummy card

Dummy card

Dummy card

Oops its a

Oops its a

Oops its a

Dummy card

Dummy card

Dummy card

Value 1
Phase ?
All henchmen in your crew gains the
Fast rule.

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