Game Mastermind TRAck!
Flow!
+1
1. Private Life Phase no mastermind tokens
If skipping hero phase, no Henchmen attacks, in stack when needed
no Ability cards, no Team Ups
No Anarchy tokens of
2. Hero Phase needed color or
purple
3. Villain Phase Hero HQ is Overrun
(see chapter)
a. Henchmen attack 3rd Personal Task
STANDARD
gained
b. Draw Ability cards
c. Resolve Scheme card(s)
+2
4. Refresh Hero knocked out
Refresh Action markers and discard
down to 12 Ability cards +X
As directed by game
effects
ATTACKS!
1. DECLARE Team-up
2. COMMIT Cards Matching villain attribute Team-Ups!
color (+Special, Justice, etc.)
3. CHOOSE Attack order
4. ROLL Atack (Check defense ability)
5. APPLY damage (to henchment on card first)
6. DISCARD & NEXT attack
7. COUNTERSTRIKE (Always, even if villain
defeated)
8. AFTER ATTACK if not defeated
After Fully Resolving Attack: Flip to Defeated side
Defeated villain (Non-Mastermind) and choose 2 rewards (divided as desired)*
*Rewards granted only if defeated by attack
Henchmen of Defeated Villains: Defeated automatically when attacked
Defeated Villain Henchmen Overrun: Excess henchmen return to supply (add to adjacent locations as normal)
Defeated Villain Anarchy Token Removed: Flip to Purple when returned to HQ Board
Place New Anarchy Token of Defeated Villain’s Color: Place any color of your choice
Henchmen
Attack on villain phase
Anarchy tokens No limit in a location* If needed color unavailable, use purple
Prevent token interaction Removed via interact action or ability cards
Overruns Interact Action (if no henchmen):
Place excess Henchman on villain Draw from anarchy deck until reaching a matching
Add 1 new henchman of matching color in each adjacent color (or your choice if purple); other drawn cards go
location to bottom of the deck
if adjacent location has 3 henchmen already, place on villain Complete attribute check and discard the card
card instead (no secondary overrun) Success: return token and gain reward
If villain card has 3 henchmen, return them to supply and add Failure: leave the token and take the penalty
anarchy token to villain space (non-masterminds only)
*At hero HQ, use Freedom tower anarchy
Supply runs out deck
if needed color runs out, place matching 2 at start of villain phase = Immediate loss
anarchy token instead
special cards
Fill from left
Discard when used (one-time use only, either masterminds
for text or for dice) check scenario-specific abilities and effects
mastermind exceptions
>>>Always need have one active
Move to Justice Rewards pile after successful Justice action
Flip completed Justice cards to gain Reward effect
Justice movement Do NOT move via Scheme card
(Movement Ability specifies when/how)
Discard face-up or face-down card from Justice Rewards
pile to gain Chapter Justice Rewards
cards Unlimited Henchmen on Mastermind card
henchmen
(do not remove to place Anarchy)
Cover 2 leftmost Special Card/Justice spaces
Personal >>>Cannot fill or use cards from locked spaces Durability Based on the number of Heroes in the game
(H = # of Heroes)
Tasks Spend an action token and necessary cards to clear
>>>Can ONLY resolve in Private Life Phase
Flipping If Mastermind’s card is double sided, follow
scenario rules on when to flip. Damage STAYS
Perform Interact Action to save if no Henchmen/Anarchy present on the card
Draw top card from Bystander deck and gain
reward/penalty
Check Bystander icons in top left of card;
Bystanders mastermind Tokens
>>>When 2 or more icons are collected, you may discard to Complete with Interact Action
draw 1 Special card as a free action (if no henchmen)
Resolve matching # Event in Scenario Comic
Reshuffle token into supply regardless of success
or failure