Surprise round - Villains don't act
1st round - Villains go first but setback
2nd round - Seize initiative to keep last card (Setback), followed by Master Plan
3rd round - Seize initiative to keep last card (Setback)
4th round - villains finally get to do something meaningful, but by now the heroes have absconded with the mcguffin and are making a break for it and already have A and B on the chase.
I mean I'm super happy my players are starting to (finally) use the cards optimally and pull off more daring things but man was it painful to see my NPCs get treated so poorly by the cards

Oh and when I finally did get to so something meaningful - one of the NPCs disconnected and the other mishapped.
Apparently this session was simply not meant to favor the opposition
