#Sentinels of the Multiverse: Definitive Edition
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Friday Night Shots - Cooperative Games @floodgategames.bsky.social @fantasyflightgames.bsky.social
#Card Games#Cooperative Games#Dice-rolling#Eldritch Horror#Fantasy Flight Games#Fillers#Flash Point#FloodGate Games#Greater Than Games#Kites#Lunch Time Games#Pandemic: the Cure#Sentinels of the Multiverse: Definitive Edition#Z-Man Games
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finally had my first proper SotM session with the easiest characters a few days ago, most definitely overlooked some stuff and did something wrong, but who cares, anything goes with solo play and i had a blast
at this rate i think all character combos from the two huge boxes will last me a lifetime, and there's no point in getting more, right? RIGHT?
#took me 5 min after this pic to finish off freshly flipped Baron Blade#so. much. fun#sentinels of the multiverse#the definitive edition#the fiddliness people always bring up#i actually love it#my brain might not care about being efficient#but it THRIVES on structuring this kind of chaos#also i don't think this is fiddly at all#although maybe it is with harder characters
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So it had been a couple of weeks since I'd been on the Greater Than Games forum, and while I'd noticed there hadn't been a podcast episode in a little while, I figured it was probably just a break for a convention I'd forgotten about. Went to check the forum today and
NOPE. COMPANY GETTING SHUT DOWN.
Flat River Group, who seemed cool and nice as far as companies go, have decided to completely shut down GtG and fire the staff. While it's notionally to do with the Trump Tariffs, that doesn't make sense of all the stuff they're doing, so who knows if that's the real/whole reason.
It all just sucks. It sucks that this probably puts an end to any more development of Sentinels of the Multiverse: Definitive Edition, which I've played a bit and really enjoyed when I did. It sucks that this will probably put the brakes on Digital Definitive Edition (although Handelabra have confirmed they still want to do it, so maybe there's a sliver of hope there). It MASSIVELY FUCKING SUCKS that apparently Christopher and Adam, who built every part of the setting up from nothing, don't retain the IP, but have lost it to FRG!
Fuck. Fuck Trump, fuck everything, this sucks so fucking much! Fuck!
#sentinels of the multiverse#literally my first suggested tag under every post because I love the game that much!#greater than games#flat river group#fuck trump#trump's out here killing small businesses in the US
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Transformers: Multiverse #6 - "Soccer Bot"
Originally posted on November 24th, 2012
Story - Juan Pablo Osorio Art - Ted Simon Colours - Heather Smith Letters, Edits - Franco Villa Chromia redesign - Rigo
deviantART | Seibertron | TFW2005 | BotTalk
wada sez: This is the final strip to come out of the so-called “Girls’ Night Out” saga, following on from “Just Like In The Movies” and “Rage Against The Machines”. Like those strips, this was definitely intended for The Lost Seasons, but weirdly was never actually included on the deviantART page for that project. As in the cartoon, Chromia is depicted as having a close relationship with her counterpart, Ironhide. The phrase “soccer mom” is a (typically disparaging) term for a certain stereotypical suburban American mother, characterised as always ferrying her kids to and from soccer practise. See below for some shockingly horny character models by Rigo, designed for Chromia by request from Juan Pablo Osorio that she turn into a Pontiac Trans Sport, along with creator bios from the second “Multiversal Meet‘n’Greet”.


Hi, I'm Juan Pablo Osorio, 35 from Valdivia, Chile; I'm a biochemist by profession, but a toys and comics fan at heart. When I finally assumed I wasn't good enough to be a comics artist, I gave writing a try, and the results weren't that bad, so here you have me: writing, editing, managing and doing graphics for the TF: The Lost Seasons project I started. Following my obsession on taking over dead continuities, I'm now working on a DC superheroes fancomic set in the pre-reboot DCU, DC-NewEarth So, yeah, I now bug superhero artists for help too, not just TF ones!
I'm Ted Simon. I'm 19 years old and currently attending the University of Cincinnati. Though I like doing character art, I hope to study industrial design to get a job with Hasbro at some point..
Hello Bots and Cons. My name is Heather Smith, but all my best friends call me Prime. I admit it was the 2007 movie that reminded me of all that is wonderful about Transformers, but since then I have fallen hard for the comic books, and never looked back. Being part of this fandom has gotten me back into making art, and kickstarted a newfound love of writing. This is the first sequential work I've ever colored. .
Franco has been plaguing the internet for years with his obsession about Simon Furman being the greatest Transformers writer ever, "War Within" being the best Transformers comic ever and so on. An example of this can be seen in page 23 of Seeds Of Deception: Sentinel Prime, in which he rewrote a rewritten character retconning the retcon. But it wasn't enough: he also rewrote the Pretenders: And Gods Will Walk the Earth. He didn't stop at Transformers: Italian comic book Martin Mystére was retconned as well, see page 1 of "Get a Life!: Enlarged Family Business". Is there a way to put a halt to this madness (short of killing him)?
#Transformers#Maccadam#Sunbow Transformers#Transformers: Multiverse#Transformers: The Lost Seasons#Juan Pablo Osorio#Ted Simon#Heather Smith#Franco Villa#Rigo#Chromia#Ironhide#Frenzy#Rumble
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on the topic of playing games with headmates...
we love playing blackjack but with our own cards, physically (so the impulsive host aka me doesn't ruin the entire crew's finances by gambling)
we even got the poker set to exclusively play blackjack with the chips and all!
there's also a game in Steam called tabletop simulator that allows you play tabletop/board games virtually. you can even download other games from the workshop like Jenga and Uno! the local co-op is super plural-friendly too ^u^ we use that one as well.
- Bel 🍃
That's awesome! I never even considered Blackjack!
And seconding the Tabletop Simulator recommendation! I've mentioned Sentinels of the Multiverse a few times on here, so I'll also toss out that I found the Definitive Edition on Tabletop Simulator, which is currently the only way to play the Definitive Edition digitally. (There's word of an official digital version but no clue when that's actually coming.)
#tabletop simulator#plural#pluralgang#systempunk#syspunk#system stuff#system#plurality#multiplicity#endogenic#tulpamancy#tulpa#systems#pro endo#pro endogenic#sysblr#system things#actually plural#actually a system
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I love Sentinels of the Multiverse. For those unaware, it is a cooperative card game where you play as a team of heroes against a villain who "pilots themself". It's set in the fictional comic universe (as in comics are fictional, and the existence of these comics is also largely fictional, you know, a meta fiction scenario) of Sentinel Comics which comes complete with all the comic book tropes and story lines you can find in Marvel and DC. They have amazing character concepts, each with their unique approach to playing the game. I love everything about it. They ended with a major multiverse threatening story line before calling that the end of the card game. Then, a few years back they announced that they would be re-releasing the game with some streamlined rules and updated illustrations. Okay, cool. I can get behind that. The first set released, not significantly different than how the original game played, but there are a few less ambiguities. That's always nice. Then they announced the first expansion for the definitive edition. This time with a new hero and new villains. I wasn't thrilled that they were adding new content when there was no indication this would be anything but a remaster of the original game, but it was also exciting that we would be getting new content for a game that I believed had ended. So a bit of a wash on that one and the excitement for new stuff won out for me. Now we are in the waiting phase of the second expansion. This one also brings with it a new hero (hero pair to be precise) and new villains. There was something that seemed off to me during the fundraising campaign and then as time went and I couldn't shake that feeling I kept looking at the card and art previews they had given us. That's when it struck me. What was bothering me was in the art. The game has art that pays homage to the general style of comics through time, but what I would describe as the "modern comic" art is where I continue to dwell and think about it. That particular style of art is doing what I can only describe as "homogenizing".
There are two particular characters where this really stands out to me. The first of which is Parse. Here is what she looked like in the original printing of the game.
I like her design, I think she looks super cool! Then in her alt art you can see she's a bit on the fatter side (by comic standards anyway, she realistically just has human proportions there). That's cool to see in a riff on the comic genre. Take some things that aren't seen as much and bring them front and center! I love that. Then there is her new art for the definitive edition.

I feel like her costume really just became "skintight female hero outfit". I think it really detracts from the character of her original costume. I also think she looks on the skinnier side, but the same could be said of her first art from the original game. Then there is the villain character, Apostate.
He's grizzled, he's buff. He looks like you're in for a bad time fighting him. Then updated:

What happened to his wrinkles? What happened to his extreme widows peak? The defining features of his face are gone and replaced with a younger, prettier man. This somehow makes him less sexy. My understanding is it's to display he's more about scheming than kicking your ass directly, but I also can't over the look he's giving the viewer. Now he looks like you would have a bad time fighting off the invitations to the bedroom he's trying to get you into.
These are just the examples that irk me the most. There seems to be a general trend in the game's art that leans into these young, pretty, triangular sexless men and these skin-tight suited, buxom, skinny ladies. It's homogenizing to the worst form of comic art. A style I would describe as "Liefeld-esque" It bugs me that all the character in the designs is being taken out and replaced with such generic "comic art". Anyway, just keep thinking about that and wanted to send it to the void.
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Random thing on this topic: Sentinels of the Multiverse: Definitive Edition! When Greater than Games decided to release an updated version of their Superhero Card Game, they also settled on making the art on the cards be panels from comic books published over the 70+ year history of their fictional comic book line. Which meant the artist, Adam Rebotarro, gave himself a crash course in what color palates and technology were available in each year.

As real world technology advanced, he allowed himself access to better and more diverse color palettes. Just what I think is a cool real-world example of the ideas OP is talking about.
Something I try to keep in mind when making art that looks vintage is keeping a limited color pallette. Digital art gives you a very wide, Crisp scope of colors, whereas traditional art-- especially older traditional art-- had a very limited and sometimes dulled use of color.
This is a modern riso ink swatch, but still you find a similar and limited selection of colors to mix with. (Mixing digitally as to emulate the layering of ink riso would be coloring on Multiply, and layering on top of eachother 👉)
If you find some old prints, take a closer look and see if you can tell what colors they used and which ones they layered... a lot of the time you'll find yellow as a base!

Misprints can really reveal what colors were used and where, I love misprints...
Something else I keep in the back of my mind is: how the human eye perceives color on paper vs. a screen. Ink and paint soaks into paper, it bleeds, stains, fades over time, smears, ect... the history of a piece can show in physical wear. What kind of history do you want to emulate? Misprinted? Stained? Kept as clean as possible, but unable to escape the bluing damages of the sun? It's one of my favorite things about making vintage art. Making it imperfect!
You can see the bleed, the wobble of the lines on the rug, the fading, the dirt... beautiful!!
Thinking in terms of traditional-method art while drawing digital can help open avenues to achieving that genuine, vintage look!


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How do you plan on adapting your character decks and environment deck into the new Definitive Edition?
Thanks for the question. Short answer - I'm probably not going to.
For one thing, Enhanced Edition is the version of Sentinels I play and enjoy. DE makes some changes that I think are great, but just as many that I don't like. My favourite EE deck, The Harpy, is completely different! I'm probably not going to buy or play DE, so looking at my custom decks as personal projects that I enjoy, there's no reason to convert them.
So then why not just put my decks in the DE format for other people to enjoy? Well... it's not that simple. Some of the core rules and design philosophies have changed between EE and DE. For example, there are no longer any One-Shot cards with "lingering" effects, like Gold Dragon's Sign Autographs.
There are also power level concerns. My decks are, I dare say, well-balanced for EE. But DE raises the power level a lot - heroes do more and play faster. Even if I fixed up all these lingering One-Shots and other things, what we'd be left with are decks that are too weak and too slow to be fun in DE.
So a direct port is out. I'd have to carefully redesign each deck (and I'd want to anyway in order to explore the new design space like Suddenly! and Reactions). But again - I don't play DE. I don't own DE. I don't know DE. I should not be designing DE content.
Maybe a future DE expansion will excite me enough to replace my collection. I doubt it, but if that happens, then I'll look at converting my decks.
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Ghost: I had been wanting to do play Sentinels of the Multiverse with the girls for a little while now, but have a nasty habit of procrastinating.
Soph decided to take the decision out of my hands. By the time I was handed control over the body again, I was holding a hand of cards and we were facing down Citizen Dawn.
The game went better than expected. I was worried that there would be a lot of blending, but it wasn't that bad.
For those that have never played it, Sentinels of the Multiverse is a co-op card game where a team plays as multiple superheroes fight to save the day from supervillains.

This was our team. I played as Argent Adept, Soph was Fanatic, Almond was The Wraith, and Abby was The Harpy.
There's not really too much to report about the game itself. After a really strong first turn from the villains, we eliminated enough of Dawn's minions to cripple her attacks without her flipping.
Soph's Fanatic was able to quickly end up under 10 HP and then went wild. (Fanatic's cards become stronger when her life is below 10.) Abby's army of birds did a ton of damage. Almond was a huge help as Wraith in so many ways. And I... played as The Argent Adept.
AA is a much more support-oriented character, and the most complex character in the game, so I'm still getting a feel for what he does. Playing as him feels like trying to work out a complex puzzle.
It was a lot of fun. I'm glad Soph got me to do it. And the girls really enjoyed themselves too.
Would highly recommend Sentinels (Definitive Edition) for systems looking for things to do with their headmates.
#plural#pluralgang#plurality#endogenic#superheroes#system#systems#tulpa#tulpas#multiplicity#plural stuff#sentinels of the multiverse#sotm#plural system#actually plural#card games#board games#superhero#tulpamancy#actually a system
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My copy of Sentinels of the Multiverse Definitive Edition finally arrived!

I'm super excited to play it!
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Sentinels of the Multiverse Definitive Edition - Kickstarter on March 30
Sentinels of the Multiverse Definitive Edition – Kickstarter on March 30
Double post day! Just received this in my email and thought I’d post something on the same day instead of a day later. What’s the news? (oh yeah, it’s in the title) Greater Than Games has announced that, for the 10th Anniversary of the founding of Greater Than Games as well as the very popular superhero card game, Sentinels of the Multiverse, they will be issuing Sentinels of the Multiverse:…

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#Adam Rebottaro#Card Games#Christopher Badell#Greater Than Games#Paul Bender#Sentinels of the Multiverse#Sentinels of the Multiverse: Definitive Edition
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IMPORTANT: I messed up Ambuscade's setup. He should have started with 3 devices in play (number of heroes minus 2) which would have changed things up significantly.
This is the First Post of this series:
Second Post
Third Post
Okay, now that I have the first expansion to Sentinels of the Multiverse: Definitive Edition, time to try this new version. There's a lot of mechanics changes and this has been controversial. A lot of people, including people in my family, who are upset that they declared the game finished and then revamped the whole thing with a lot of new mechanics.
Personally, I haven't owned a physical copy until now, just the digital. (That said, I would love a digital version because some of the people I play with are on entirely other continents)
Anyway, let's get on to introducing our cast of characters.

So, for our supervillain, we're going with Ambuscade: Ansel G. Moreau, world famous French action movie-star with an addiction for big-game hunting that's gone out of control. Leveraging his wealth, he hired a shady genetics company to give him superpowers, but the process went wrong, scarring his million dollar face (it's like... a line, barely perceptible... seriously there's a version of him without the mask... he's vain as hell) and now he spends his time hunting superheroes.
In the prior edition, we usually turn to Ambuscade as a palate cleanser or light game. Often the environment was more dangerous. We've described Ambuscade games as "We fought dinosaurs... also Ambuscade was there."
He is one of the villains coming in Rook City Renegades, which is a bit funny since he usually appears in Megaopolis and hunts Haka. But anyway. This edition has placed him a bit more difficult than before. I had considered fighting Spite because I've heard his redesign is really good, but Spite in the old edition is a SLOG so I decided not to for this time.
In any case, Ambuscade wields a lot of high-tech devices and weapons including booby traps, automated drones, guns and a cloaking field supported by his genetically enhanced physique and healing. In the prior edition his cloaking field was a device you had to destroy before you could attack him. In this case, the cloak comes up when he uses a One-Shot card and goes away when he plays another. He can push heroes to pull his cards off his deck and they're usually more powerful when played on a hero's turn.
Actually, there's a hero version of him called Stunt Man that also did a lot of playing cards on other people's turns and when doing so was more powerful. So it feels like they're basing the new Ambuscade on the Stunt Man version of him.
Seriously, his mechanics are basically based around making sure he's always in the spotlight.

The Wraith, Maia Montgomery, is basically this world's Batman. The ever mythical responsible billionaire superhero. During her hero career she's more an heiress than in control of her family business. She turned hero after a near fatal attack in college. So she doesn't have Batman's sheer skill, (the setting's premiere martial artist considers her form very raw but with extremely good instincts).
Later on, she starts pulling out of the field and instead using her wealth to address social issues and acting as a trainer for younger heroes, going in the field only when needed.
She's about what you expect from Batman otherwise. She is one of the founding members of the Freedom Five

The first new hero of this edition is Alpha: The Wolf Woman. A reporter with the properly comic book alliterative appeal name of Tabitha Taft, she is a werewolf who has "an above average" control of her powers. She doesn't remember when or how she got cursed and it eventually turns out she is the only known werewolf born with the curse.
She disagrees with attitudes of other werewolves who feel humans are food at best and uses her powers to investigate stories, sometimes even getting her claws a little bloody to stop things. She's not really a member of the Rook City supergroup "Dark Watch" but she knows who they are and works to keep their activities out of the newspapers as much as possible.
She has a lot of effects that just automatically trigger, but the more of these she has in play, the more likely she is to hurt other people around her. Though she has some ways to affect that.

Faye Diamond was a private investigator looking into the disappearance of her grandfather Joe (yes, from the Arkham Horror board game themed on Cthulhu myths by Fantasy Flight Games). Her search led her to infiltrate a coven of witches who had... poor control over their magics. The end result was that she was cursed (She's basically a living embodiment of the Mists of R'lyeh.) Soon after she was approached by a man offering to teach her to control her curse and learn magic.
Since then she has become effectively the world's Sorcerer Supreme and is one of the founding members of Dark Watch. Nightmist at one point was cured of her curse but decided she did not like living as a normal person and took steps to recover her misty nature. While she was missing for days from the perspective of the world, she experienced unknown centuries and came back forever divorced from her humanity, a living force of magic, but still a hero.
Nightmist does not survive the OblivAeon event that separates the card game from the RPG. During that event she expends all her effort on reaching out to countless alternate timelines to call for aid from variant heroes and in the end, her essence became the re-instated boundaries between realities. In theory, some centuries down the line she could reach out again, but for the moment, she literally stretched thin across the multiverse.
Her powers involve discarding cards and she does a lot of support effects. She is capable of dealing massive damage, but often this comes at a risk. A lot of her spells damage herself, but she gets ways to redirect that.

The Harpy, Lillian Corvus, in her teens came across a mask of immense power which hooked into her jealousy of her more famous cousin, the brilliant scientist Meredith Stinson and superhero Tachyon (this world's Flash/Reed Richards... only has impact on the world, unlike Reed). The mask drove her to become the villain Matriarch and the extent of her attack was such that she has kept a terrible reputation even though she only ever attacked once.
She spent a good long time in prison as a result, receiving constant visits and support from Meredith. Eventually she got out due to a weird confluence of events and was once again drawn to the mask, but this time her power went crazy with her birds attacking her. Meredith sought out Faye Diamond/Nightmist to help and The Harpy has become her apprentice and will eventually inherit her position as the premiere magical hero of the world.
Not a founding member of Dark Watch, but becomes a firm member eventually.
Her powers work by summoning more and more birds and, like Alpha, has a lot of effects that just trigger. Most of the consequences are directed at herself where as Alpha's attack people around her.

Imagine your mother is a fascist Canadian version of Magneto and you were born with no powers. That's the situation for Amanda Cohen. She's a mix of Nick Fury and the Punisher and has spent lots of effort building up her tactical powers and ability to face off against enemies.
While The Wraith is the Batman of the world, Expatriette is the hero who maintains plans on how to take out every super around her. (She's said it's a calming exercise for her and she does it when her boyfriend, the superhero Setback, breaks something due to his superhumanly bad luck).
Another founding member of Dark Watch along with Nightmist, her powers are about guns, bullets, and tactical plans supporting everybody around her.
Side Note: I don't know enough about their new mechanics to know what turn order position these heroes are best in, so I put them in an order based on story reasons. I have Wraith and Expat taking first and last positions as the more tactical minded members of the party, with Wraith taking point and Expat being a bit more patient and calculating by taking up the rear.
Nightmist is taking the center position as the major mentor type of the group and the two people with major control issues are on either side of her. I put Alpha next to Wraith since Wraith is one of the heroes who stopped "Matriarch" and as much as The Harpy realizes she needed to be stopped, I read her as an incredible dork and a bit nervous (manifesting as over-dramatic mannerisms) so she's distancing herself a bit from Wraith.

For an environment, I'm going with Diamond Manor. Nightmist's home and a collection of supernatural oddities. It also operates as the headquarters of Dark Watch, a hero group mostly focused on the grim Rook City and dealing with supernatural beasties, organized crime, and civic corruption. (Post OblivAeon, they do a lot of civic organizing and outreach in addition to classic superheroing)
This is a low-peril environment and it often help the heroes. The villains have less opportunity to benefit from it, but there's some dangerous stuff here.


The game starts with the Villain going first. Start of turn, Ambuscade shoots the healthiest target (Alpha) for 3 Damage (5 heroes minus 2).
Then he plays a card, Reactive Plating, this is a device not a one-shot, so he doesn't go invisible.
Then he shoots the healthiest hero, which is now The Harpy.

Now we come to Wraith and we get a chain.
In the old edition, "Impromptu Invention" was prone to causing Wraith to just explode on the field, and this is no different.
She plays Impromptu and does the following in order (I layered them a bit out of order in the image tough):
Draw a Card (a second Impromtu Invention... OMG)
Discover an Item (Throwing Knives... Discover means look and play the first card of that type, so her knives go right into play)
She may play a card if she wants to (doesn't have to)... and I have a second Impromtu so definitely playing it)
That draws her Smoke Bombs
Discovers Utility Belt
And then she plays the Smoke Bombs out
This is just her Play Phase, now it's time for Power Phase

Utility Belt lets her do two powers
She uses her inherent power "Stealth" to reduce damage against her until the next round (it used to reduce the next damage dealt and you could stack it up if she wasn't attacked, this covers multiple attacks, but won't stack)
She also uses Throwing Knives to hit Ambuscade and his Reactive Shielding. Smoke Bombs increases her damage by 1 so she gets past the -1 damage from Reactive, but she also takes damage from reactive. It wou;d normally be 4 but her stealth and smoke bombs reduce that to 2. But she did make two attacks, so she takes it twice for a total of 4
This is a VERY good first round for Wraith. Impromtu is one of her best cards and she got both copies in the first round as well as the ability to play both. Also, Utility Belt is one of her best items.

Ambuscade has taken 1 damage.
Side note, I tend to feel that the "Health" is less about health than about the countdown for the storyline.
Like, Spite's deck plays out as trying to track down a serial killer and Ambuscade's is like a cat and mouse game. So part of the "Health" is tracking down and forcing Ambuscade into a confrontation.

Alpha also has a good starting round (incidentally, it's a starting hand of 4 cards, which I didn't think to take photoes of) but not as good and she doesn't quite explode.
I have her play Hamstring which will prevent Ambuscade from dealing damage. Unfortunately it doesn't stop the Reactive Armor from dealing damage, so she still takes damage from it.
I could possibly have hamstrung the armor, but I'm a bit more concerned with the sort of big blasts Ambuscade might have coming up. I don't know what this new edition has done with him yet.

So, I've marked that Ambuscade can't deal damage until the start of Alpha's next turn.
Anyway, this moves on to her Power phase.

I use Alpha's innate power Prowl and choose to Discover an Aspect card instead of dealing damage.
I pull Fangs and Claws and reshuffle the other revealed cards back into her deck.
Note, that when a deck runs out of cards, you just shuffle the trash back into the deck. There's no decking out like in Magic: The Gathering or Hearthstone.
That said, some villains have mechanics where you will lose if their trash gets too big.

So. for Nightmist I play "Call Forth" to summon one of her items and now I'm noticing I made an error... she should have discarded the top of her deck and taken some damage casting this spell. The game is over now, so it's hard to say how this would have affected the game.
Anyway, so if you see the numbers on the deck at the bottom right of the pictures? Those number often determine the power and risk of the spells she casts. In this case, she's summoning her Phial of Exomna, an item that lets her heal, draw, or both if she doesn't mind losing the phial temporarily. If either of those cards were in the discard then she would take that "3" damage marked.

She then uses her Phial's power instead of her innate to draw 3 cards and then her normal draw phase comes and she draws a fourth card.
There is no upper hand limit, so it's entirely possible on some characters to have your entire deck in your hand. That sounds good, but it often isn't. A lot of those characters (including Nightmist here) are powered by the contents of their Trash pile, so if they have no Trash pile, then they can't do much.

Now we come to my girl. Queen of all Chip Damage (in the prior edition at least), The Harpy.
This card works a lot different from the prior edition, mostly because the prior edition's Harpy had a mechanic where she had 5 tokens which would flip between Arcane and Avian. That version of Harpy Hex would do damage whenever one of those tokens flipped. This one will deal damage whenever one of her Flock cards is destroyed.
I then used her innate power "Seeking Order" to try to deal one damage and draw 2 cards. She fails to do damage, which also means she doesn't suffer the retaliation damage.
Side note, the End Phase effect is a "May" meaning it's a choice. Thus the fact I forgot about it most of the game has no impact. That said, I definitely use it here to discover a Flock card

Harpy tends to snow ball in the older edition and seems similar here.
Also note that the Chatter of Starlings are unable to beat Ambuscade's armor so she deals no damage with them, and thus doesn't suffer damage.

So, pondering over Expatriette's options I decide to opt for Arsenal Access.
This lets her discover both a Gun and Ammo getting her the Modified SMG and the Shock Rounds out into play.
Then she uses the last line of the card to play her double-barreled shotgun.
I much appreciate the cleaner why ammo cards work here. You used to have to attach them to guns ahead of time and they would be automatically used the next time you used that gun. Now, they are played to your play area and when you use a gun, you can choose to use one of the ammos.
Afterwards the ammo is destroyed.
Side note: destroyed in this game is basically just narratively no longer available. Like if something destroys Expat's signature pistols, it's just that they're not usable for now. Maybe she was disarmed or maybe she's out of bullets for them.
Likewise, when Harpy's flocks are "destroyed" it's more like they are dispersed to their natural behaviors instead of calling to server her.
Again, while these games can be read as a single battle, it's more appropriate to view each game as a multi-issue story arc with both combat and non-combat scenes.

Speaking of that shotgun and those shock rounds... she applies them to his reactive armor, and now it's gone. Though she does take the damage in retaliation before the item is destroyed.

Now the environment has it's turn and plays The Bloodless Reliquary. Fortunately, Expat just destroyed the Reactive Armor, as such, the target with the lowest HP is now The Wraith. So it moves over to her.

Now it's Ambuscade's turn again.

He plays a Hunter Drone which attacks Nightmist.
Ambuscade also attacks Nightmist, but he's still dealing with a werewolf reporter keeping him busy (in this narrative, I'm viewing "Hamstring" as a more extended chase sequence), so he deals no damage.

Back to Wraith, and her Smoke Bombs are destroyed at the start of her turn. But then, she plays Leverage which allows her to Collect 1 card (meaning she brings it to her hand from either her Deck or Trash)... she opts to collect Smoke Bombs and bring it back to her hand. (THIS BECOMES A THEME)

She then uses Utility Belt's power to play an Item card to put Smoke Bombs back on the Field and then uses Throwing Knives to attack both the Hunter Drone and Ambuscade, doing 3 damage to each due to the Smoke Bombs and the Bloodless Reliquary boosting her damage (I'm now wondering if I forgot to apply that damage properly... ah the paranoia of going from digital version with automated bookkeeping to actual tabletop)
She draws Combat Prowess but can't play it yet.
At the end of Wraith's turn the play area with the lowest-HP target is Ambuscade's so he gets the Bloodless Reliquary now.



Start of Turn, Alpha's Hamstring power goes into the discard and Ambuscade can now do damage again. She also has her Fangs and Claws trigger, choosing to do damage to both the Hunter Drone and Ambuscade (and I'm seeing I did forget to do all of Wraith's damage, ah well, it was only 1 pt)
Since there's a limit to how many images one post can have, carrying this on later.
This is the First Post of this:
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I GOT IT! AT LAST I HAVE THE FIRST EXPANSION TO SENTINELS OF THE MULTIVERSE DEFINITIVE EDITION!
LOOK AT IT! IT’S GLORIOUS!
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8bA Podcast 250: Sentinels Redux
This week's gaming news, plus a surface-level review of Sentinels of the Multiverse: Definitive Edition from Greater Than Games!
The 8BA Podcast is a casual talk show where we discuss geeky pop culture and relay some of our favorite news of the past week. (more…)

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Announcing Sentinels of the Multiverse: Definitive Edition
To celebrate the 10th anniversary of their founding, Greater Than Games is releasing a new definitive edition of Sentinels of the Multiverse!
https://is.gd/55TEpF
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Sentinels of the Multiverse: Definitive Edition refines the superhero card game

Image: Adam Rebottaro/Greater Than Games
The revised game will include all-new art and streamlined rules
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Sentinels of the Multiverse: Definitive Edition refines the superhero card game published first on https://sixchexus.weebly.com/
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