Got my copy of Sentinels of the Multiverse this week, along with all the expansions and promo cards (that were still in print, at least) and oversized villain cards and so on, since I backed for the Maximum Completion tier on their Shattered Timelines Kickstarter. It probably wasn’t a real wise financial decision since at the time I had never so much as seen the game, much less played it, but I got a chance to play it at a gaming night last night and gave it a solo run just now and I am pleased to report that the gamble absolutely paid off. Hell, I’m sorry I didn’t kick in the final $40 for the Vengeance expansion that will supposedly hit late this year.

I love this game so much. It hits all the right points for me - purely cooperative, with huge game to game variance based on which heroes you play against which villain in which environment (and with my buy-in, that’s 18 hero decks, several with promo character cards that actually significantly change how the deck plays even though all the other cards are the same, 18 villain decks (two with promo character cards), and 12 environment decks), attractive, vibrant art, and simple basic mechanics that become incredibly thematic due to great deck design. And wonder of wonders it actually plays pretty fast, has difficult decisions to make (always key in a cooperative game), is easy to set up, is pretty space-efficient, and is remarkably inexpensive (base game’s $40 and the expansions $20).

I’m gonna second this- I love the hell out of this game.

I missed out on all of the Kickstarter fun but bought the core set a few weeks ago. Wish I had been aware of it last year!

I just barely passed up Sentinels of the Multiverse at the FLGS earlier in the week. I love co-op games. Superheroes are cool. The theme and everything looks great with this, but I just keep fearing that the basic mechanics are… not too simple, but too coverdone, I guess? I just find that practically any game about doing damage points to things with hit points leaves me cold. The dynamic these games typically have just doesn’t do it for me. But I know there’s more to this game, and the deck/card combos sounds great. I should totally get over my preconceptions, shouldn’t I?

Well, it’s true that ultimately the mechanic that leads to victory is doing damage points to things with hit points, and some of the heroes focus more on that than other things. But everybody’s got other tricks up their sleeves (heroes and villains alike) and depending on which heroes, villain and environment are in the mix the flow of the game can be very different. For example, since I last posted I ran another (significantly lengthier) solo game. I had The Visionary, The Wraith, and Ra versus Citizen Dawn in the Wagner Mars Base environment.

The Visionary hardly wound up doing more than a few points of damage over the entire game, but was incredibly useful, between precognitive one-shot cards that allowed me to move particularly nasty villain and environment cards to the bottom of their respective decks, decoys that soaked damage on her behalf, ongoing powers that let me destroy enemy ongoing cards or fish friendly ongoing cards out of the trash, dropping ongoing powers on other people that let me choose the damage type every time they did damage and raise or lower the amount by one (I used this to let Wraith turn all her attacks into projectile damage for her +2 projectile damage equipment bonus with an additional +1 damage on top, despite Ra’s ongoing power converting all hero damage to fire, and used a second copy on Citizen Dawn so that her attacks could be converted to fire (to bounce harmlessly off Ra’s fire immunity) as well as accelerate her self-damage from Channel the Eclipse by changing it to fire (for a +1 fire damage bonus from Ra’s ongoing power and an additional +1 from Visionary’s damage-changing power)), and her baseline power to accelerate one hero’s draw rate by having them draw two cards and then discard one.

The Wraith absolutely churned out equipment, with a variety of projectile attacks, a +2 projectile damage bonus, a utility belt that let her consistently use two powers a turn throughout the game, an environment damage debuff (stackable, though I never managed to do so), and most critically, a power that let me look at the top two cards of the villain deck and pick one to put on the bottom, then draw a card. This meant Wraith was often in a good position to burn cards to get rid of some of the nastier Mars Base environment cards, and it meant I could keep Citizen Dawn from getting any sort of engine together or (mostly) popping some of her nastiest one shots.

Ra is pretty much a damage dealing beast, but a couple of his ongoing abilities proved very handy for combos (Imbued Fire, which gives +1 damage to all instances of fire damage while it’s out and also converts all damage from hero targets to fire damage, useful both for buffing his own output and the Visionary’s output on the few occasions where she attacked; and Body of the Sun God (I think), which makes Ra immune to fire damage and has a power that he can use to make all hero targets fire immune until his next turn).

Citizen Dawn’s big thing is that she is regularly spawning fairly nasty superpowered minions called Citizens. Each one is unique, and they come in themed groups, most of which combo if you let her have more than one of the group out. Citizen Battery, for example, does a single 3 point energy hit. Citizen Assault hits everyone for lower melee damage. But if they’re both out, they buff each other’s attacks. (I never let this happen, thanks to Wraith’s ability & Visionary one-shots.) She also has ongoing powers that heal all Citizens (and she shares the Citizen keyword), fish Citizens out of the villain trash and put them back into play, and deal cold damage to her every turn in exchange for playing two villain cards per turn instead of one. And her oneshots are mostly pretty brutal - one destroys all ongoing, equipment, and environment cards in play, which fortunately only happened once in my game, very early on (it nukes Wraith and Ra pretty bad). Another heals her by 10 HP (which is significant) and all her Citizens to full. A third zaps every hero for energy damage and makes them discard 2 cards. Her special mechanic is that if she starts a turn with more than a certain (number of heroes-based) number of Citizens in the trash, she temporarily powers up and becomes invulnerable while she pumps out villain cards double quick. This ends as soon as she has a certain number of Citizens out at the start of one of her turns (again based on the number of heroes), so you kind of have to sit there and tank for at least a turn or two because you can’t hurt her and if you kill too many of her minions she’ll stay that way longer. Visionary has a card called Brain Burn that was very helpful here - it zaps the entire villain trash back onto the bottom of the villain deck (and then Visionary takes damage equal to the number of cards you moved this way, but I shunted all of that onto a decoy). Still, it’s hard to kill her before she can pull this off the one time she gets to.

The Wagner Mars Base was…interesting. Sometimes a Meteor Swarm would happen and everyone would become immune to damage (this happens at the right time to tank all environment and villain damage and you can then potentially have the first hero skip their turn to get rid of it so the other two can kick some ass). Sometimes the biosphere would catch fire and every target (hero, villain and environment all three) would take fire damage. Potentially, increased by Imbued Fire and if Ra had a chance to use the appropriate power, the entire hero team was immune. I got some beautiful use out of that, but it hurt just as often. Another card was a (destroyable) buff to all villain damage. Most of the time, nasty. But I did manage to use it to good effect to have Citizen Dawn burn herself for a turn or two of six fire damage between the Visionary’s damage-altering power and Citizen Dawn’s Channel the Eclipse ongoing. Once the Self-Destruct Sequence triggered, which meant spending hero turns defusing that or lose the game. The Pervasive Red Dust kept fragging Wraith’s equipment and Ra’s Staff of Ra, only to recover most of it the following environment turn, which meant Ra was playing the Staff of Ra quite regularly and healing 3 HP every time. This made Ra the defacto tank most of the game. There were two other cards, Oxygen Leak and Maintenance Level, but the latter never got played (all the copies got used for the Self-Destruct Sequence) and Oxygen Leak could be disposed of before it really did anything (although I think I misread the card and it should have been more difficult to get rid of - I thought it said discard 1 card to toss it, but it sounds like it’s actually discard 1 ongoing card, which are rarer and more precious).

Hmm. A Pathfinder-based cooperative LCG:

http://paizo.com/paizo/blog/v5748dyo5lei1?The-Pathfinder-Adventure-Card-Game-Gets-Ready

Hmm. A Pathfinder-based cooperative LCG:

http://paizo.com/paizo/blog/v5748dyo5lei1?The-Pathfinder-Adventure-Card-Game-Gets-Ready

Someone’s elaborate and extremely organized Arkham Horror storage for the base game and all the expansions. The fact that he still needs to store stuff in the game box after all that effort is why I suspect I’m never going to own Arkham even though I am madly in love with it. I don’t have the space!

Thats one im keeping an eye on. (Darn quote fail, the pathfinder co op card game.)

Nightgaunt, I’m an admitted fan of Sentinels, but I get your hesitation. The hardest thing to get across about the game is the variation that opens up based on the interaction between the three or four heroes, the villain and the environment. Even if some of the basic mechanics of doing damage seem bland, what I find is that this is mostly the last thing I focus on. I’m often having to play catchup and mitigate incoming damage and card destruction before I can concentrate on beating on the villain. There are tons of wrinkles that come up based on the decks being played that always make it feel fresh. I find the themes and how they manifest into deck mechanics as the most interesting part of the game.

We play our last race next week. Results were pretty close for the top three of us until this last race, and I was first in points going in. Unfortunately I placed 4th out of 5 in the time trials, and then I stalled off the line on the first turn. And then it got worse. We were all on the ‘soft’ tires (fast, but wear easily) playing on the Belgium (Spa-Francorchamps) track, and halfway through the first straight, the lead player threw a 20 in 5th, and the weather changed to rain. The rest of the race was a rollercoaster ride of epicness. People trying to cope with the extra three spaces in every move in a turn, some of us learning to take advantage of it and pulling off some epic drifts around corners. I caught up to the lead players (was in the lead for a whole turn!), then a bad roll killed me. This was going in to the last turn before we finished the first lap. Everyone zoomed by me, and the rain stopped. We all started in to the second lap, proper-like this time. I started to catch up, but it looked hopeless- I was in third place, going into that same last turn, I rolled in in 5th gear when the two in front of me had geared down to take it cautiously. That was their downfall- I was perfectly placed that nearly anything I rolled on the 4th gear die would put me in front of them and able to gear up into 5th (and I had the resources to burn to mitigate any overshooting), taking me across the finish first at the last possible second. Like I said, epic.

Unfortunately, that makes the last race fairly anticlimactic. I’m first in points, and the only threat to me is if I come in last and the 2nd place player comes in 1st- in which case we tie. That said, the last race is going to be the huge two-board Netherlands monster (Zandvoort 1&2). From reading the reviews, it’s common to have half the cars not finish due to engine failure- nearly the entire thing is played in 5th & 6th gear. It’s possible I just won’t finish, I suppose.

I’ve really enjoyed this series, probably as much as I enjoyed Risk Legacy last year at around this time. Getting a group together to do an ongoing campaign of sorts outside the usual (pseudo/)RPG games has been pretty great. Especially when the games are quick like these two- you can play an early game while people are arriving at game night and get it out of the way, but it doesn’t dominate the whole evening.

We’re about to leave on a 2 weeks family holiday to Canada with my mother and the kids. All present love to play board and card games and I’m hoping to bring some games to play during the trip. However, considering the number of people travelling and flight related luggage restrictions, we really don’t have the space to bring boardgames with us.

So I was wondering whether you guys might know of any compact games which I could acquire this week to bring along? Ideally, they would play somewhere between 2 and 6 players (though there is no requirement to hit either number. This is just a guideline) and there would be extra bonus points for the game being as language independent if possible (the kids prefer English but can deal with reading some French, my mother is strictly a French speaker).

I’m bringing Citadels with me. And there is also a little known card game called Fantasy (by Asmodee, I think) which is super lightweight rules wise and takes no space at all. I considered bringing The Resistance, but we played it non stop over the Christmas break and the kids got a bit bored of it.

Can you think of any other games which would fit the bill?

Wendelius

Our traveling group of 5 people really enjoys playing Colossal Arena. We love “take that” games, though. :-)

That sounds interesting. And even better if 5 can play. I’ll have a look at the BGG page after work. Thanks!

I also just remembered seeing Gloom played on Tabletop (The Geek and Sundry boardgaming program). Not sure how many can play, but it sounds like it could be a bit of gothic fun too.

Wendelius

If your family would enjoy a 40K-themed coop game, the Space Hulk card game plays 1-6, comes in a box not much larger than a paperback book, retails for maybe $20 at most, isn’t hard to pick up, and has a lot of tense, difficult decisionmaking.

That doesn’t sound like a game for my mother, but my 3 boys will no doubt be all over it. :) Thanks for the suggestion.

Wendelius

I second this. It is a fun, solidly themed cooperative game that easily fits in luggage or even a pocket (play area takes a table though). It is our family go to game for traveling.

Bohnanza’s a slick little game, with very little language dependence, and it’s basically a big deck of cards. Also if any of these family members aren’t big gamers, I find its a pretty big hit with a broad audience. This one supports six easy.

Roll Through The Ages is like Civilization crossed with Yahtzee, plays in like 30 minutes, and comes in a tiny box and is nothing but thick wood so you wouldn’t need to worry about travel damage. This and Bohnanza are my go-to travel games, but this one only supports four players I think.

If you’re not concerned about travel damage, a lot of card/tile games can be quite portable if you’re willing to ditch the box.

Finally, this just occurred to me and I have no idea how easy or hard it is to find, but I recently played a game called String Railway where you basically, yes, use string as rails to connect between stations. Skinny box with a small deck of cards, some wood bits and some string. I wasn’t enamored with the game but pretty small to tote around.

Thanks Polite Nate.

2 good suggestions. I think I’ll add Bohnanza to the pile for this trip. I also ordered Saboteur, which seems to have some of the traitor element of BSG mixed with a lightweight card game. Sounds like fun too. With Death Angel on the more serious side of things, we’re starting to have a good mix of games to play.

Wendelius

So games not mentioned above that may not be on your radar.
Magical Athlete is a fun, lite game for 4-5 players. You auction for athletes then race them (a simple dice roll) but each athlete has special abilities which is where the fun comes in. The abilities are straightforward so reading them off (assuming you get the English version) will not be hard to remember. In a small box.
Skull & Roses has no written part (except for the rules). it is poker distilled down to just the bluffing part. small box.
King of Tokyo is fun, some written stuff, bigger box that the rest.