Light at the End
Light at the End
Side Scheme · encounter
Trap!.
Permanent. Hinder 10[per_hero].
The players cannot win unless they escape.
Forced Interrupt: When the last threat is removed from this scheme, resolve the "Ambush!" ability on the main scheme. Flip this card. (The players can escape on the other side.)
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Errata & Rulings
- Ruling I have some questions to consult with you. 1.I play Clear the Area and removes the last threat of The Search… Hall of Heroes (rules 1.6) · may be outdated
- Ruling 43 – So when you defeat the trap! side of the light at the end side scheme in the Sinister Six scenario, it… Hall of Heroes (rules 1.5) · may be outdated
- Errata Boggs Rule Clarifications: Light at The End has Hinder, but at any point it’s instructed that it should be revealed, only put into play. Hall of Heroes (rules 1.0–1.4) · may be outdated
- Ruling Sinister Motives, Miles, and Gwen: Light at The End has Hinder, but at any point it’s instructed that it should be revealed, only put into p Hall of Heroes (rules 1.0–1.4) · may be outdated
- Ruling Sinister Motives, Miles, and Gwen: My question involves the Sinister Motives campaign Reputation Track and the Sinister Six scenario side… Hall of Heroes (rules 1.0–1.4) · may be outdated
- Ruling Sinister Motives, Miles, and Gwen: “When defeated” abilities trigger before the card is discarded. Taunting Presence attachment reads “Threa Hall of Heroes (rules 1.0–1.4) · may be outdated
- Ruling Sinister Motives, Miles, and Gwen: Based on this ruling https://hallofheroeslcg.com/latest-ffg-rulings/#158, where Sinister 6 villains’ “Whe Hall of Heroes (rules 1.0–1.4) · may be outdated