
Hyanda |

So reading over the new Adventure 2 scenarios, 2-2A : A night on the Town, had some confusing elements. The Henchmen listed are Poison Traps, and Scarecrow Golem. How many of each do I include. Also, there is a printable henchmen for Giant Cockroach Swarm, with rules of what to do when encountering it, but no rules as for where to put them. I'm assuming they meant to say poison traps were a proxy for the the Giant Cockroach Swarm, but it's unclear. what is everyone else take on this?

![]() |

Well, the first part is easy. When you have a list of multiple henchmen, you start from the top, and include one of each until you reach the bottom, and then fill in the rest with the last one.
In other words, when you make your stack of henchmen/villains to add to locations, start with the Villain (if any), then start adding one henchman of each type until you reach the bottom. If you still don't have as many cards in your stack as you have locations, add multiples of the last henchman until you do.

![]() |

An attempt to temporarily close is still an attempt to close.
(Note that the rule "Temporarily closing a location only prevents the villain from escaping there during this encounter; it does not trigger any of the other effects of closing a location" doesn't have anything to do with this situation—it merely limits the effect when you do succeed at temp closing.)