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Black Widow’s organized play performance is on the Stats page.  Espionage Espionage Batons Batons Batons Widow
Status Effects Covert Ops Unique Status Effect
Stack limit 3 - You may spend this token once per turn during your Main Phase to do one of the following effects. Put an Ability Upgrade from your hand into play. Or look at the top 3 cards of your deck. If none of them are Ability Upgrades, you may reveal these cards and search your deck for an Ability Upgrade, show it to your opponent and add it to your hand, then shuffle your deck. Otherwise, put them back in any order. This token may not be transferred or removed by any means.
Agility Positive Status Effect
Stack limit 2 - When a player with this token receives damage, they may spend it and roll 1 die. If the outcome is 1-3, prevent 1/2 incoming damage (rounded up).
Time Bomb Negative Status Effect
Stack limit 2 - When inflicting this token, if you have at least 6 Ability Upgrades in play, place it on the 0:01 side up. Otherwise, place it on the 0:02 side up. During their Upkeep Phase, a player afflicted with this token must roll 1 die. On 1-5, advance the Time Bomb. On 6, remove the token. When a Time Bomb is advanced, if the token is on the 0:01 side, the player afflicted with this token removes it and receives 4 dmg as an isolated source of undefendable dmg. If the token is on the 0:02 side, flip it to the 0:01 side.
AbilitiesRed Room Training Passive- Begin the game with 3 Covert Ops. You may play Ability Upgrades during any Roll Phase. If you have at least 5 Ability Upgrades in play, add 1 dmg to all of your Attacks.
Baton Strike Offensive (98.4% / 87.9% / 51.3%)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
Hacked Offensive (61.5%)Needs a Small Straight - Inflict Time Bomb. Deal 5 dmg. If you have at least 3 Ability Upgrades in play, deal 7 dmg instead.
UpgradesRed Room Training II Upgrade of Red Room Training (2 CP)- Whenever you play an Ability Upgrade card, draw 1 (excluding this card). You may play Ability Upgrades during any Roll Phase. If you have at least 5 Ability Upgrades in play, add 1 dmg to all of your Attacks.
Baton Strike II Upgrade of Baton Strike (1 CP)  Deal 6 dmg   Deal 7 dmg    Deal 8 dmg
- When this card is played, force an opponent to reveal their hand to you.
Hacked II Upgrade of Hacked (1 CP)Needs a Small Straight - A chosen opponent is inflicted with Time Bomb. Deal 6 dmg. If you have at least 3 Ability Upgrades in play, deal 8 dmg instead.
Hero CardsElude! CardRoll Phase Action, 1 CP - If the outcome of an Agility die roll is 5-6, you may play this card to ignore all incoming dmg (this card can be played after your dice have been rolled).
Recoil! CardRoll Phase Action, 0 CP - Play only after being Attacked. Roll 2 dice: On
, gain 1 CP. On , prevent 1/2 incoming dmg (rounded up).
Subversion! CardRoll Phase Action, 1 CP, Attack Modifier - Add 2 dmg. Add an additional 1 dmg for each Ability Upgrade played this turn.
Assemblé! CardInstant Action, 1 CP Undercover Mission! CardMain Phase Action, 2 CP - A chosen opponent gains Time Bomb. If you have at least 4 Ability Upgrades in play, gain Agility.
Cunning! CardMain Phase Action, 2 CP - Look at the top 5 cards of your deck. Reveal all Ability Upgrades to your opponent and then add them to your hand. Put all remaining cards back in any order.
Smoke Screen! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain Covert Ops and inflict Time Bomb on a chosen opponent. On any other outcome, draw 1.
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