Adventures rules

The threat track & tokens

How the villain advances toward its objective, and the web and acid tokens minions leave behind.

Updated about 1 month ago · 1 min

Each villain has a threat track showing how close it is to its objective . Enemy cards and effects say when to advance the threat marker and by how much; count the spaces one by one, ignoring the printed numbers below the track.

Threat level

The threat level is the number printed directly below the threat marker’s current position. Some effects ask you to reference it.

End of the track

When the marker reaches the end of the track, the villain achieves its objective (described in the villain’s special rules). Ignore any extra spaces, resolve the objective immediately , and — unless that ends the game — return the marker to the first space of the track.

Tokens

Some minions add tokens to spaces: the Tarantula adds webs and the Blob adds acid . A space can hold only one token of each type, and once a web or acid token is placed it cannot be moved or removed. Enemies ignore tokens; only heroes and sidekicks are affected.

  • Web: a hero or sidekick that enters an empty space with a web token must end their movement (they may move again with a new action or effect).

  • Acid: a hero or sidekick that enters an empty space with an acid token takes 1 damage ; acid does not stop movement.

A hero or sidekick ignores a web’s or acid’s effect if there is already a friendly fighter on the space.

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