ROUND TWO
The Chairman
HP: 35
In Play: The Operative - 43
The Broker - 2
The Fence - 3
Trash: Enforcers x2, Thief x2, Hired Gun x2, Informant x2, Crooked Cop x2, Prison Break, The Contract
Additional Effects: ST: If there are any Underbosses in the trash, flip The Chairman.
ST: Play the top card of the villain deck.
ET: Reveal an Underboss from the villain deck and put it into play.
ET: Put a Thief and an Informant from the villain trash into play.
The Chairman is immune to damage.
Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.
Reduce damage dealt to The Chairman and The Operative by 1.
When a hero card is destroyed, The Chairman and The Operative regain 3HP.
Villain cards cannot be played.
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Start of Turn: The Chairman flips.
Play a Card: The Chairman is Mistbound.
End of Turn: The Deputy enters play.
An Informant enters play.
A Thief enters play.
A Crooked Cop enters play.
Destroy a hero Ongoing or Equipment card. The Fence heals The Operative.
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HP: 35
In Play: The Operative - 45
The Broker - 2
The Fence - 3
The Deputy - 9
Informant - 2
Thief - 2
Crooked Cop - 5
Trash: Enforcers x2, Thief, Hired Gun x2, Informant, Crooked Cop, Prison Break, The Contract
Additional Effects: ST: Play the top card of the villain deck.
ST: Crooked Cops regain 3HP.
ET: Reveal an Underboss from the villain deck and put it into play.
ET: Put a Thief, an Informant and a Crooked Cop from the villain trash into play.
ET: Destroy a hero Ongoing or Equipment card.
The Chairman is immune to environment damage.
Increase damage dealt by Thugs by 5.
The first time the Chairman is dealt damage each turn, deal the source of that damage 5 melee damage.
Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.
Reduce damage dealt to The Chairman and The Operative by 2; reduce damage dealt to Underbosses by 1.
When a hero card is destroyed, The Chairman and The Operative regain 3HP.
When a hero card is played, play the top card of the villain deck.
Villain cards cannot be played (until the start of Nightmist's turn).