EXPANSION CAMPAIGN
Unique custom cards only. No identity may appear twice on the field. Clear the precincts, then face Legendary villains across three escalating phases. Sound, card-shake hits, floating damage, and victory overlays are enabled.
Buzzkill Assault
Select three unique heroes, then advance stage by stage. Prior stages must be cleared before a Legendary encounter unlocks. Surviving heroes recover 3 Chill after each victory.
Choose 3 Unique Heroes
Each custom identity may be selected only once.
Hotseat Duel
Two players share this device. Each drafts three unique heroes from the remaining pool. No card identity may be used by both sides.
Threat
Sentinels
Unique Card Codex
Every custom identity in this expansion appears once. Duplicate copies are not printed.
Objective
Reduce enemy Team Tolerance (the sum of living Chill) to zero. Campaign victory requires every stage, including Legendary phases, to be cleared.
Uniqueness
A card identity may appear only once on the battlefield. The same hero, henchman, lieutenant, or Legendary cannot be fielded twice in a match or shared across hotseat teams.
Turn Sequence
- Activate one living allied card.
- Choose an enemy target if the action requires one.
- Attack and, separately, use the printed ability once per card per turn.
- End the turn. Temporary locks and wards expire.
Combat
Damage equals the greater of 1 or attacker Buzz minus defender Buzz. Wards absorb damage first. Soften reduces incoming damage. A veiled target ignores the next attack. Legendary villains restore Chill and gain a new printed ability when a phase breaks.
Campaign
Stages 1–4 must be cleared in order. Legendary encounters then unlock. After a campaign victory the surviving team recovers 3 Chill, to a maximum of printed Chill.