It's the bottom of the ninth inning. The game is tied. It's down to the home team to score one run to win it all. Unfortunately, the home team is staring down the league's best closer.
A dice and card game for two players, Bottom of the 9th brings all the excitement of the final three outs of a baseball game into a compact 5-20 minute game session. With variable player strengths, bluffing/deduction, and die-rolling, only the pitcher knows what's coming and the batter needs to keep his eyes peeled. Bottom of the 9th is played over the course of three outs, or four hits (for one run scored) ? whichever occurs first.
Bottom of the 9th includes tons of variable player powers, myriad customizable line-ups and rules for advanced league and solo play to keep gamers wanting to play ball time and time again.
Big League Support is a full expansion for Bottom of the 9th. It includes 12 players (including B. Weaver, Reld Nahcire, and J.A. Kapowski) and 1 stick of "gum".
The Hitters Pack is a small, booster pack expansion to our wildly popular game, Bottom of the 9th. In the Hitters Pack players get 12 new batter cards to pick from and add to their all-star line up.
The Pitchers Pack is a small, booster pack expansion to our wildly popular game, Bottom of the 9th. In the Pitchers Pack players get 12 new pitcher cards to pick from and add to their all-star line up.
Sentinels of the Ninth is a full expansion for Bottom of the 9th. It includes 12 players, including Legacy, Tempest, Haka, Mr. Chomps, and Mr. Fixer, and 1 stick of "gum".
Exoplanets is a dynamic game for 2-4 players, wherein each player contributes to the creation of an entire planetary system. Each player?s role in Exoplanets is to expand the system by adding new planets, create and evolve life forms, and fulfill various tasks. To fulfill these tasks, you will manipulate the planetary system in any way necessary, potentially altering the relations between planets and possibly even the life-giving star at the system?s center.
In Exoplanets, players will use their terraforming skills to create planet interdependencies, which will provide valuable resources. These resources will allow players to create new life on the planets? surfaces, and help them to evolve those life forms into new species. While developing the solar system, players will also obtain space tiles which will allow them to influence planets, possibly making the game easier for themselves or more difficult for their opponents.
Space is vast, its ever-increasing breadth mind boggling. You never realized just how vast it could be until you and your kind set out among the stars to terraform new worlds and bring life to desolate worlds. You found the perfect system to create and evolve, but just beyond its reaches lies a Great Expanse, with mysteries and riches untold.
The Great Expanse is an expansion for Exoplanets that brings the wonders and mystery of Gravity, strange Stars, Deep Space ? with 16 new Space Tiles ? and even bits to add a 5th explorer to your games. Feel free to add any or all of these modules to your travels and expand your horizons!
In Fate of the Elder Gods, players take on the ever-maddening role of cults trying to summon ancient evil and herald the fall of mankind! Each cult is in competition to be first to summon their god, but they all must also repel intrepid investigators working to seal off the gate to beyond with Elder signs. Gather arcane artifacts, cast powerful spells, embrace the Dark Gift of your Elder God, and be first to hasten doom...before it's too late!
During the game, players use a variable hand of spell cards to do one of two things to aid their cult in their mission: Use the spell's Astral Symbol to navigate the areas around Arkham on the unique Fate Clock board, or use the symbols in a location's Astral Column to ready a spell. Readied spells can be cast at any time, but while in a cult's Spell Reserve their primary Astral Symbol can aid in readying future spells, creating an engine for pumping out more potential power.
As cults travel to the six locations on the Fate Clock, they activate specific powerful abilities, such as gaining useful artifacts at The Museum or enabling their Elder God's Dark Gift at The Ceremony. As cults send more and more cultists to a location, they may gain control there, adding even more powerful abilities. However, cults must be careful how they navigate Arkham as a location with lots of activity will attract pesky investigators. Tempt fate too many times and the investigators may raid your cult's lodge, placing Elder Signs, and generally getting in the way of summoning your Elder God. Gain too many Elder Signs and it's game over!
If any cult can manage to raise their Summon Track to 9 before the investigators save humanity, their Elder God awakens and they win! Of course, "win" is a relative term as it will certainly herald the end of the world ? but that's a small price to pay for eternal servitude to the Ancient Ones.
A high-speed, high-energy, trackless racing game with light push your luck, area denial, and strategy elements. Ride the LAZER!
In the deepest pockets of space, there exist Power Prizms, leftover artifacts from intergalactic beings of a bygone era. Activating three prizms allows Ryderz to charge up and pass through to new destinations in the galaxy. The portal only allows one Ryder to pass through before moving on to a new location, so speed is essential to meet your goal lest you be left in the space dust. But the faster you go, the harder it is to turn, and if you run into another player's lazer, you'll crash! Who will continue their quest, and who will be left behind?
In Lazer Ryderz, take on the role of one of four Ryderz (the Galactic Waveryder, Lazer Shark, Super Sheriff, or Phantom Cosmonaut) as you race to capture three prizms. Unlike most games, Lazer Ryderz does not use a set board; instead, your table is the board! The size and shape of the table you play on can change the game dramatically as you use individual straight and curved lazer pieces to create your path to victory. Lazer Ryderz features simple and intuitive yet fast-paced gameplay that is easy to grasp. It?s all the best parts of press-your-luck, racing, and tabletop strategy mechanics without a set track or high learning curve.
Nantucket ? a small, two-player game with a whaling theme ? takes you to "The Little Grey Lady of the Sea" during the early American whaling industry. You need just a few cards and coins to play in whatever port you find yourself. Mix and match two cards to form the modular board. Then use your single turn each round to carefully build the town and send out ships. After performing your actions, flip the coins on your ship to catch a whale. Play until the town is fully constructed, supplies run out, or the last whales are taken. Between buildings and earned coins, may the best captain win!
In Sentinel Comics: The Roleplaying Game, you and your friends play as comic-book heroes, either from the pages of Sentinel Comics or from your own imagination! Join forces against terrible villains and fight in dangerous environments, all in a tabletop roleplaying game!
The Sentinel Comics: The Roleplaying Game ? Starter Kit comes with everything you need to play your first entire super-heroic campaign! This starter kit comes with a ton of information and gameplay content across thirteen booklets. The first booklet is the Gameplay Guide, which includes all of the rules of both how to play a hero for the individual players, and also how to run adventures, for whoever will be the Game Master, a.k.a. the GM. This booklet will teach players, regardless of their familiarity level with roleplaying games, and make the learning process for playing the Sentinel Comics RPG quick, simple, and straightforward. The next six booklets are all character folios - a separate hero sheet booklet for each member of the Freedom Five, plus one more for their former intern Unity! The character folio booklets will not only present the character sheet for each hero, but also teach how each portion of the hero sheets are used, and how that sheet relates to the rest of the game.
The last six booklets are the most exciting. Each is a complete adventure, aimed at both teaching Sentinel Comics: The Roleplaying Game through actual play and also telling the story of Sentinel Comics, in the aftermath of the Sentinels of the Multiverse card game. These adventures will introduce game mechanics and also notable characters and locations. They will tell a story that is engaging but also allows the players to take part in telling the story and advancing the plot. The six adventure booklets each act as a complete issue of a comic, with all six of them telling a self-contained story arc. By the end of the last issue, players will have braved dangerous environments, fought deadly foes, and (hopefully) foiled the plot of one of the most notable villains from the pages of Sentinel Comics.
A 27 card mini-expansion to Sentinels of the Multiverse featuring a brand-new villain, Ambuscade! Ambuscade, the superhuman hunter, seeks the ultimate prey . . . in the heroes of the Multiverse! The expansion contains a 25 card villain deck plus a villain character card and rules card.
In the far-reaches of space, there drifts a colossal unmanned manufactory, shaped like a sword.
None know the true origins of the vessel, but it is posited that some ancient alien race built the factory and its rules to act as judge and jury for their home planet. The ship has an impartial A.I. that judges the actions of sentient life-forms it encounters. Then, if it senses any impropriety, it dispenses its executioners.
Automatons are constructed to severely punish those who the ship deems reprehensible. However, the A.I. is inordinately harsh in its rulings. So much, in fact, that many think this spelled the fate of the original creators of the A.I.
The Celestial Tribunal has acted thusly for millennia. If it finds its way into your galaxy, or if you find yourself in the range of its scanners, be prepared for a harsh sentence.
This is a mini-expanion and pre-order bonus for Sentinels of the Multiverse: Villains of the Multiverse.
Before Evelyn Moore could talk she ?spoke? to machines. A representative of a group called the Ironclad Project offered to take care of Evelyn. Years went by, and Evelyn grew into Chokepoint, learning to control her powers.
Chokepoint can sense weak points, and her scope is without limit. She already has growing concerns that the star at the center of this galaxy will eventually die or explode, and that getting rid of it sooner rather than later might be necessary?
Chokepoint is a mini-expansion for Sentinels of the Multiverse: Villains of the Multiverse.
A mad scientist holds the world hostage with his terrifying inventions. An alien warlord from a far away galaxy brings his limitless army of bizarre minions to conquer the planet. A giant rampaging robot cuts a swath of destruction across the coast, destroying major population centers. And who will stand in their way? A team of heroes, all with impressive powers and abilities stand between the world and the forces of evil. Will you help them? Answer the call to protect the multiverse!
Sentinels of the Multiverse is a cooperative, fixed-deck card game with a comic book flavor. Each player plays as one of ten heroes, against one of four villains, and the battle takes place in one of four different dynamic environments.
The Sentinels of the Multiverse: Enhanced Edition features a much larger box than our original print run, with enough space to hold 578 cards and still have room for all the cards from both the Rook City and Infernal Relics expansions. The Enhanced Edition also features 36 divider cards, one for each hero, villain, and environment from the core game, both expansions, and even promo characters! The 120 round tokens and 42 rectangular tokens are useful for tracking hero and villain HP, as well as conditional modifiers that can occur throughout the game. The game also includes a 20 page rulebook, complete with instructions, diagrams, a quick-start guide, and even bios of the heroes and villains!
Sentinels of the Multiverse: Guise Hero Mini-Expansion is a standalone hero character with his own unique deck of forty hero cards and a character card.
A 27 card mini-expansion to Sentinels of the Multiverse featuring a brand-new villain, Miss Information! The expansion contains a 25 card villain deck plus a villain character card and rules card. Also include a divider card for organization in the Enhanced Edition box.
After the cosmically imbued Omnitron was destroyed by the heroes of earth, many thought the last had been seen of the destructive artificial intelligence. Baron Blade merely saw potential. He worked through many channels to recover parts of the Omnitron frame, and rebuilt and reactivated them as his own personal Omni-Blade!
However, after the Vengeful Five's defeat, there was enough sentience left in the Omni-Blade that it knew to hide. It slowly accumlated parts and resources, but it had lost much of its intelligence. It struggled to reach its former power, but it was missing too much of itself. Instead, it formed a massive construction assemblary. There, it pumped out drones and devices, hoping to match in numbers what it once had in power.
Many seeking power have attempted to harness the automatically generated troops and resources created by the fourth incarnation of Omnitron. Heroes have faced more than one villain in the self-aware factory, each attempting to join forces with the robot, or even to subjugate its programming. If any were to succeed, the results would be disastrous...
Omnitron IV is a mini-expansion Environment Deck of 15 cards that adds a new place for the Heroes of Sentinels of the Multiverse to battle the Villains in.
The original prototype of Sentinels of the Multiverse included oversized villain cards that had the art for that villain and all of that character's game text on one big card. Due to printing costs, we were unable to produce them in the original print run. Since then, we have made villain oversized card packs as part of various Kickstarter campaigns, but now we are releasing this: the Ultimate set of Villain Oversized Cards!
These 4" by 6" cards represent all of the villains from the Sentinels of the Multiverse core game as well as the Rook City, Infernal Relics, Shattered Timelines, and Wrath of the Cosmos expansions and every villain promo ever printed for Sentinels of the Multiverse! This set contains an oversized card for every villain which will ever be printed (other than those which come with their own oversized cards, such as the Vengeance villains).
This box-set of Shattered Timelines and Wrath of the Cosmos combines all of the content from both expansions, including divider cards for each hero, villain, and environment, and a combined rulebook in a new box.
Sentinels of the Multiverse: Shattered Timelines features two new time-traveling heroes, four villains (some of which may be familiar to Sentinels fans), and two time-displaced environments! Besides just expanding the number of characters and environments available to players, Shattered Timelines introduces new mechanisms and exciting new challenges. Can you repair time before it runs out?!
The far-reaches of space have converged on the earth! In Sentinels of the Multiverse: Wrath of the Cosmos, heroes must join forces to defend the world from threats from beyond our galaxy. This expansion includes two cosmic heroes, four destructive villains, and two far-flung environments. The Cosmos are leaving their mark on the Multiverse! Do you have what it takes to save the earth from the impending annihilation?
A 15 card mini-expansion to Sentinels of the Multiverse featuring a brand-new environment, The Final Wasteland! The Final Wasteland is a standalone environment with its own unique deck of 15 environment cards. Also comes with a divider card for organization in the Enhanced Edition box.
A 41 card mini-expansion to Sentinels of the Multiverse featuring a brand-new hero, The Scholar! The Scholar is a standalone hero character with his own unique deck of 40 hero cards and a character card. Also comes with a divider card for organization in the Enhanced Edition box.
A 15 card mini-expansion to Sentinels of the Multiverse featuring a brand-new environment, Silver Gulch! Silver Gulch is a standalone environment with its own unique deck of 15 environment cards. Also include a divider card for organization in the Enhanced Edition box.
A 41 card mini-expansion to Sentinels of the Multiverse featuring a brand-new hero, Unity! A technopath, she uses her innate abilities to control technology and create mechanical golems to fight for her. Unity is a standalone hero character with her own unique deck of 40 hero cards and a character card.
Baron Blade has long suffered at the hands of self-proclaimed "heroes". He tires of their constant harrying, their interruptions of his plans, their love of doomsday device destruction. No longer! He has gathered a team, the Vengeful Five! They bring the fight to the heroes along with an impressive army of villainous nemeses, each with their own vendetta against the many Sentinels of the Multiverse!
Sentinels of the Multiverse: Vengeance is a mega-expansion to the award-winning cooperative comic-book card game, Sentinels of the Multiverse. In addition to 5 new heroes and 2 devious environments, this product provides a new mode of play for the heroes to face in the form of a team of villains - Players must work together to overcome their greatest challenge yet!
Before time was time, before space was space, there was the wager. The wager that nothing would happen.
That wager was lost. And from that loss came the Wager Master.
As reality formed and matter came into being, all of the losing wagers - all of the impossible possibilities - also formed into being. Into a specific being: the Wager Master.
The Wager Master appears however it wants. It commonly goes for centuries without showing up anywhere in the Multiverse. But when it does show up, it?s a safe bet that things will go wrong. The Wager Master thrives on playing with the rules of reality. It appears to a race of sentient beings, plays games with whatever champions they might have, and ultimately destroys everything it encounters as they inevitably lose the Wager Master?s games. Those who lose to the Wager Master become mere playing pieces for more twisted games.
Now, unfortunately, the capricious Wager Master has appeared on earth. Too many things have gone wrong. Too many coincidences and too many confluences point to the truth: we are all pawns in the cruel game of an entity as old as the Multiverse. What chance do the Sentinels of that Multiverse have?
Sentinels of the Multiverse: Wager Master Villain Mini-Expansion is a new villain character, with his own unique villain deck of 25 cards, a rules card, and a character card.
In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there.
Spirit Island is a cooperative, settler-destruction strategy game for 1 to 4 players designed by R. Eric Reuss and set in an alternate-history world around A.D. 1700. Players are different spirits of the land, each with their own unique elemental powers, forced to defend their island home from colonizing Invaders spreading blight and destruction. Work with your fellow spirits and the native islanders to increase your power and drive the invading colonists from your island in this strategic area-control game.
The Branch & Claw Expansion for Spirit Island, featuring two new Spirits (Sharp Fangs Behind the Leaves and Keeper of the Forbidden Wilds) and a new Adversary (France) as well as adding Events to the Invader Phase of the game!
The Event Deck has events that happen each turn, adding further variation to the game play. In addition, the expansion has Tokens that prevent the invaders from exploring, building, or ravaging or add wild Beasts to the land, a new set of powers (31 Minor and 21 Major) that use the new Tokens and expand the gameplay, 15 new Fear cards, new Blight cards, and new Scenarios.
Trick-Taking: The Trick-Taking Game is a card game for 2-4 players. The game takes place over 7 tricks of 7 cards each, with the winner taking all cards played and adding them to their repertoire. The final trick involves each player using cards that they've won across the course of the game, with the finest performance during the Ultimate Trick being the overall winner. Each round, one magician plays a trick for their rivals to emulate. Whoever can perform that style of trick best is the winner. After seven tricks, take the card set aside at the start of the game - it reflects the audience's taste, and ensures that every game is different. Do they want a subtle illusion, or are they after the most magnificent levitation trick the world has ever seen? It's up to you to deliver!