by Restoration Games (Rob Daviau and Justin Jacobson)
Special Ability: MULDOON’S TRAPS
You may place a trap token in any unoccupied space in Muldoon’s zone. If Muldoon’s space is in more than one zone, you may pick a space in any of them. The target space cannot contain any fighters or other tokens, including other traps.
When an opposing fighter enters a space with a trap, the trap goes off. The fighter must immediately stop moving and takes 1 damage. After the trap goes off, return it to the box. Muldoon and his allies may land on or move through traps freely without setting them off. At the start of your turn, you may place a trap. Whenever one of your traps is returned to the box, draw a card. Muldoon starts with 8 traps.
InGen Workers (3)
Muldoon – 14 Cards
3x REMOTE DETONATION
Choose a trap in the same zone as any of your InGen Workers. Deal 1 damage to each opposing fighter adjacent to the trap. Return that trap to the box.
3x THEY SHOULD ALL BE DESTROYED
A4. DURING COMBAT: +1 to this attack for each trap token adjacent to the opposing fighter.
2x SHOOT HER!
A3. DURING COMBAT: If this is your first action this turn, this card’s value is 5 instead.
2x I’VE HUNTED MOST THINGS THAT CAN HUNT YOU
D4. AFTER COMBAT: Move each of your fighters up to 5 spaces. You may move them through spaces containing opposing fighters.
2x SECOND SHOT
A2. DURING COMBAT: You may BOOST this attack.
2x CALL FOR BACKUP
Choose 2 different effects:
> place up to 3 traps
> place all of your defeated InGen Workers (if any) in Muldoon’s zone
> draw 2 cards
InGen Workers – 3 cards
3x TACTICAL ADVANTAGE
A3D3. AFTER COMBAT: Move each of your InGen Workers up to 2 spaces.
Any – 4 cards
4x RENDING SHOT
A3. AFTER COMBAT: Move the opposing fighter up to 3 spaces. [Into a trap, preferably.]
Basics – 9 Cards – All Any
3x FEINT, Boost 1
3x REGROUP, Boost 1
3x LEAP AWAY
A4D4. AFTER COMBAT: If you won the combat, choose one of the fighters in the combat and move them up to 4 spaces.