There are two types of enemy activations: an attack activation and a scheme activation. Whenever an enemy attacks or schemes, it is considered to have activated.
- After placing threat on the main scheme (during step two of villain phase), the villain activates once per player, in player oder.
- If the identity of the player resolving the action is in hero form, the villain initiates an attack against that player’s identity.
- If the identity of the player resolving the action is in alter-ego form, the villain initiates a scheme.
- Each time the villain activates, give the villain one boost card from the encounter deck for the activation.
- After the villain has finished their activation against the player, each minion engaged with a player activates against that player. If the identity is in hero form, the minions attack the player’s identity. If the identity is in alter-ego form – the minions’ scheme.
- If the activated minion has the villainous keyword, give that minion a boost card for that activation.
- Some card abilities can also cause enemies to attack or scheme. These are also considered activations.
- If multiple enemies activate against you simultaneously, resolve the villain’s activation first (if any) in the order of your choice, followed by minion activations in the order of your choice.
- If an activating minion leaves play, that minion’s activation ends immediately and no further steps of that activation resolve.
Chain Activations
- If an effect initiates an activation during the resolution of another activation, the newly initiated activation resolves after the current activation has finished resolving. In short, resolve the first activation, then the new one.
- All abilities triggered by the initial activation resolve before subsequent activations initiate.
- If multiple activations are initiated this way, the first player decides the order in which they are resolved.
Ref. Activations (p.6, Rules v1.7)