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.
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.
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!
Getting Equipped is a deck of 25 unique pieces of equipment, each one giving the brewer who installs it a special power. At the beginning of the game, players will draft the equipment cards, with each player selecting five that only they can chose from to install. Each player can only install four out of their five equipment cards, though.
During the game, you can pay the dollar cost shown on an equipment card to install that piece of equipment in your garage. Installing the right mix of equipment and making good use of them can make all the difference in the battle for title of Best Homebrewer! Each game that you play will see you drafting and installing different equipment. With over 53,000 different combinations of 5 equipment cards that you can draft, every game you play will provide a unique challenge and strategy.
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.
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 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.
The heroes of Earth and beyond have fought against the effects of an unknown cosmic power for a long time, and each time they managed to prevail. However, other realities and timelines have not been so fortunate. The goal of this cosmic entity's encroachment upon the Multiverse has been the collapse of all realities and timelines into a singularity which will self-implode, leaving naught but OblivAeon, the true heir to nothingness.
OblivAeon itself has manifested on Earth in this timeline to put an end to the pitiful resistance. If it succeeds, everything will be destroyed. However, if the heroes are able to stop OblivAeon, the cracks which run through all realities will be repaired as the cosmic power that created them is destroyed, effectively cutting the timelines and realities off from each other. One way or another, the Multiverse ends here.
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.
This double expansion combines Rook City and Infernal Relics, the first two expansions to the Sentinels of the Multiverse card game, in a single box. This box-set of Rook City and Infernal Relics contains all of the content from both expansions, including divider cards for each hero, villain, and environment, and a combined rulebook.
Dark streets, vile sewers, and twisting alleys; all home to the terrible criminals that control this city. Welcome to Rook City, where evil never sleeps.
Sentinels of the Multiverse: Rook City is the first expansion for the cooperative comic-book themed card game! It features 2 grim heroes, 4 terrible villains, and 2 challenging environments. Besides just expanding the number of characters and settings available to players, Rook City introduces new mechanics and exciting new challenges, while still maintaining the rules that make Sentinels of the Multiverse fun!
Ancient deities, extra-planar elder gods, and dark spirits threaten the very fabric of reality!
Sentinels of the Multiverse: Infernal Relics, the second expansion for the award winning cooperative comic-book themed card game, features two arcane heroes, four powerful villains, and two exciting environments. In addition to expanding the number of characters and settings available to players, Infernal Relics introduces new mechanisms and exciting new challenges, while still maintaining the rules that make Sentinels of the Multiverse thrilling.
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!
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.
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!