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.
Homebrewers is an engine-building and dice-trading game. Your dice represent the actions you can take, such as buying ingredients, participating in monthly events, adding flavors to your recipes, and of course, brewing beer! Homebrewers is played over eight months (eight rounds). Each month, you meet with the homebrewing club one weekend (trade phase) and take actions the other weekends (action phase). You'll be crafting your own unique beer recipes in four categories (Ale, Porter, Stout, and IPA). Each time you brew a particular recipe, your quality level for that recipe increases.
You gain reputation in two main ways. First, by moving up the quality tracks for the four beer categories in order to win medals at Summerfest and Octoberfest, and second, by crafting your recipes to meet the particular tastes of a panel of judges at Octoberfest. At the end of eight months, if you've gained the most reputation as your club's best brewer, you win!
SCRPG uses a range of dice from four-sided to twelve-sided. We?ve created a set with three of each of those die types for you. Our dice are customized with engraved numbers in one of our signature Sentinel Comics fonts. Each die type is a different color made to match the example images in the core rulebook as well as the colors of each section tab. All dice are made from colored, semi-translucent material with darker flecks throughout as a visual nod to the look of comic book half tone patterns. White numbers complete the aesthetic and are easily visible so the action doesn?t stop because you can?t read your dice!
Playing SCRPG involves the players working together with the GM, helping their heroes play to their principles and ultimately save the day... but at what cost?! GMs frequently need to come up with twists on the fly in action scenes, or create minions in response to hero or villain actions. To make your job as GM easier, we?ve created a kit of useful GM supplies.
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.
The 5th Anniversary Foil Hero Collection is a box full of over one hundred hero character cards, all in foil and with new art! It will have not just the hero variants, but all Of The hero character cards, including those from the core game and each expansion!
The Complete Foil Oversized Villain Collection is a set of every villain character featuring gorgeous foil art! This includes every villain from the base game and each expansion, including mini-expansions, variants, Vengeance, Villains of the Multiverse, and OblivAeon! The foil oversized cards come in a sweet collector's case with magnetic closures. Additionally, the case features spot-UV and spot-Foil printing.
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.
Benchmark?s suit is built into his body - he?s got subcutaneous cybernetics that let him talk to his suit at an innate level. As a result, his deck is made up of Hardware and Software cards. His Hardware upgrades his basic abilities and gives him a stable platform to build from. His Software gives him new options and powers, and expands his utility. Benchmark also has an internal struggle told across his cards. He?s been built to be a hero by RevoCorp, but he?s learning that his employers might not actually want him to be the hero they claim...
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.
The Complete Hero Variant Collection contains EVERY hero variant card ever made. To set these cards apart from their original print runs, Adam Rebottaro (artist for all things Sentinels Comics) did ALL NEW ART for every single card.
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 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.
The many villains from the Multiverse have been bested by the Freedom Five or Dark Watch or the Prime Wardens or even heroes not from a particular team. Many of those villains are prideful and would not deign to work with others, as their goals would not align. However, some of them have seen the value of cooperating towards a common goal, and those villains have joined forces, even at cross purposes, to defeat the heroes who have harried them for so long.
Some of these villains, such as Plague Rat or Biomancer, are more hesitant to work with other villains, whereas others, such as Citizens Hammer & Anvil or Sergeant Steel, are more than happy to join forces with other like-minded combatants.
Villains of the Multiverse is a collection of ten super-powered villains for Sentinels of the Multiverse. Rather than being standalone villains they work as part of a team of villains in the play style introduced in Sentinels of the Multiverse: Vengeance. Additionally, Villains of the Multiverse includes four new environments that can be used in any Sentinels of the Multiverse game.
The team known as the Southwest Sentinels were in trouble. Chokepoint had blindsided them in their headquarters in Fort Adamant. It was a rough fight. The fact that the heroes were getting no military support in this fight, and that no alarms had been set off by Chokepoint?s entirely unstealthy arrival was not immediately concerning to them, but the Southwest Sentinels began to realize things were not quite what they had assumed. They fled through the military installation, narrowly dodging the attacks from Chokepoint. As they entered the lower levels, Chokepoint tore through a wall before them, and then was incapacitated by a blast of power. The wall she had just destroyed housed a secret room the heroes had never seen before. In that room were four large glowing crystals, each radiating a different spectrum of energy. Behind them, Chokepoint groaned and began struggling to her feet. She would be back at full power in no time - the heroes had a choice to make. And they choose survival. Now, Doctor Medico, Mainstay, The Idealist, and Writhe harness the power of Oblivion Shards and fight against the end of all things. They hold back the Void when no one else can. Sentinels of the Multiverse: Void Guard is a box set of four hero characters, complete with their own hero character cards and decks.
Nick Hernandez, AKA Doctor Medico, is fully formed of living energy, and his healing capabilities far outpace any of his medical knowledge. However, the Shard within his chest pulses with a malevolent energy. In combat, he still heals and protects his allies, though he?s grown more and more intent on the destruction of their foes as well.
Jackson Bravo has always made his home on the open road, and as Mainstay, he fights to keep that road safe. Now he wields his massive Oblivion Shard on the end of a chain, attempting to break it against every opponent he can find. He knows that the strength of the shard is both a great boon, but also a danger to him and those he cares about.
Dr. Medico and Mainstay saved Miranda Fischer from an infernal contraption built by her supposed parents. The event wiped her memory, but she quickly progressed to a capable young adult with impressive psychic powers! After The Idealist gained an Oblivion Shard, her projections grew in power. But will that power come at a price Miranda can survive?
Eugene Wilkenson used his inventions to rob banks out of necessity. His research needed funding. After being defeated by the Sentinels, he joined them. After all, he needed to get out of prison. Then, he needed more power and an Oblivion Shard called out to him. Now, Writhe has a need to invent again. And his inventions have a cosmic? necessity.
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.
Peril racks Spirit Island. The invaders are more numerous and more capable than ever before. As hope begin to fade, defense of the island falls to those spirits more in tune with the danger and chaos of the natural world. Will you be able to harness their power to protect the island or will it fall to the persistence of the invaders? Whatever the outcome, Spirit Island will never be the same after the time of Jagged Earth!
A set of 218 custom wooden silkscreened tokens including Energy, Fear, Beasts, Wilds, Disease, Strife, and even the new Badlands tokens! This set of tokens comes packaged in a full-color box roughly the size of the Branch & Claw expansion.
This set includes:
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!