Legacy Virus Scheme
Setup: 8 twists. Place 4 wounds on the sewer, 3 on the bank, 2 on the rooftop and 1 on the street. Villains will move through the city as normal, wounds will stay in place. When a villain is defeated, that player gains all the wounds in that space. Healing effects on Wound's are nullified.
Twist: add 1 wound to every city space. Each player also gains a wound.
Evil Wins: when one player draws 6 wounds in one turn.
Nullifying specific card effects seems a little harsh, I understand the logic, it's just a little... dangerous. As an aside : why no mention of Diving Block?
As a general thought, it looks pretty number-of-players dependent, which the original Legacy Virus scheme was deliberately built to handle. Remember that there are only 30 wound cards in the game; with 5 players the wound deck will be emptied by the fourth scheme twist.
A clever group of players will ignore the "high risk" city spaces, choose to kill villains only on the bridge or the street and therefore no-one will ever have 6 wounds to draw...
By contrast, for a two or three player game, the general power reduction of wound-heavy decks will probably lead to a lot of villain escapes and therefore to villain deck being emptied long before the Mastermind goes down or the 6 wound hands turn up.