
HeWhoLaffs |
Just making sure I'm doing it right. Was playing solo and on the last open location of my scenario, I came across the Poison Trap henchman card, defeated that, "when closing" says to summon a Bandit henchman card, I defeated that, so I went thru the location deck pulled out the Pillbug villain, and attempted to defeat him. I got a check of 10 out of 11, so I took one damage. He had no where to escape to, so I re-drew back to my hand size to end my turn, started my next turn, and defeated him.
After defeating the Poison Trap, then doing the "when closing" and defeating the Bandit henchman, I was left with only one card, my weapon. My question is, is there a "break" after accomplishing the "when closing" part of the location and encountering the villain so I'm able to re-draw back to my full handsize or do I have to continue on to the the villain encounter with what little cards I have?
I'm assuming I did it right, but it just seems a little harsh, especially when playing solo and not having others able to help out, to have to fight two henchmen and then the villain all in a row without a break to be able to replenish your hand in any way.

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1. If you defeat a Henchman and successfully close the location, you banish all the cards except the Villain. The Villain then becomes the entire location deck. You don't then encounter the Villain. You have to make another exploration to encounter the Villain.
2. Once you defeat the Villain, the location automatically closes, and if there isn't any place for them to flee, you complete the adventure.

Eric W |
After defeating the Poison Trap, then doing the "when closing" and defeating the Bandit henchman, I was left with only one card, my weapon. My question is, is there a "break" after accomplishing the "when closing" part of the location and encountering the villain so I'm able to re-draw back to my full handsize or do I have to continue on to the the villain encounter with what little cards I have?
Yes, there is a break between completing the close and encountering the villain on your next turn.