To Get You Away - Dark Minions - Middle Earth CCG / TCG
To Get You Away - Dark Minions - Middle Earth CCG / TCG
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Card Type: Hazard Event
Rarity: Rare
Card Text: Tap an agent at target company's new site. Agent may attack not counting against hazard limit) during the movement/hazard phase. Attacker chooses defending characters. A successful strike doesn't wound the defending character, instead the character is taken prisoner at one of the agent's home site (attacker's choice, regardless of site's location) and the agent returns to the same site. Rescue-attack: Same race as agent-3 strikes with 8 prowess.
Set: Dark Minions
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Rarity: Rare
Card Text: Tap an agent at target company's new site. Agent may attack not counting against hazard limit) during the movement/hazard phase. Attacker chooses defending characters. A successful strike doesn't wound the defending character, instead the character is taken prisoner at one of the agent's home site (attacker's choice, regardless of site's location) and the agent returns to the same site. Rescue-attack: Same race as agent-3 strikes with 8 prowess.
Set: Dark Minions