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Subject: Mil05006 Reviews: Infernal Relics! rss

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Erik Miller
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Infernal Relics is the second large expansion for Sentinels of the Multiverse. Infernal Relics deals with magic and creatures/heroes powered by magic (and other things). It comes with 2 heroes, 4 villains, and 2 environments. It's currently only available in a dual-pack with the Rook City expansion for $40. Is this half of the expansion worth it?


Here's a picture of the hero card backs thanks to user Hex_Enduction_Hour



Nightmist: If you've played any of the FFG Cthulhu inspired games, this character is going to sound familiar. Nightmist is Faye Diamond, the granddaughter of Joe Diamond, who disappeared in Arkham, Mass., during the 20's. She went to investigate his disappearance and learned magic was real. She cast a spell which backfired and cursed her body to turn into mist whenever she's in darkness or shadow. Her deck, shockingly, deals with magic.

Her power allows Nightmist to deal herself 2 damage to draw 2 cards and she introduces an interesting mechanic into the game, spells (currently only in her deck). Spells are one-shot cards that require you to reveal the top card(s) of your deck. Each card in her deck has a spell number in the bottom right from 1-4 which works with spells. For example, a spell will say: Reveal the top card of your deck. Nightmist deals herself that cards spell number infernal damage and may destroy up to that cards spell number ongoing and/or environment cards. Put the revealed card into your trash. Some spells let her put the revealed card into her hand or into play, while others allow her to reveal multiple cards and pick the damage assigned to different targets based off the spell numbers she has. She also has different relics in her deck that are equipment and help her cast spells and survive. The Amulet of the Elder Gods, for example, lets her discard 2 cards to redirect damage she would take,while the Tome of Elder Magic lets her reveal cards until she draws a spell card and draw it. She can also go into mist form, making her immune to damage but unable to use powers or play cards. Her nemesis is Gloomweaver.

All in all, Nightmist is a complicated character to play that is fragile (she only has 27 health) and deals a lot of damage to herself. If you can't get some healing cards out quick, she's going to go down fast in the game and not help the team out much. I like Nightmist, but she's very situational. She'll make the entire team look like a fool one game because she's kicking trash, and the next game she'll die in 3 or 4 turns. She's very swingy but is fun to play because of the spell mechanic. Just don't count on her to fill the damage dealing or healing roll completely because you'll never know what you'll get with her.!

Argent Adept:
The nemesis of Akash'bhuta, the Argent Adept is the Virtuoso of the Void, charged with making sure that Akash'bhuta doesn't break the entire world. However, Akash'bhuta has been slowly destroying the weapons of the Virtuoso's and the Argent Adept has to find them before she destroys them all.

The Argent Adept uses instruments to function and plays different musical melodies for different effects. He's the ultimate support character because of this. Essentially, his deck has 2 main components. Firstly, he has various ongoing cards that are harmony, melody, or rhythm cards. Each of these cards has either a perform, accompany, or a perform and accompany ability. For example, Rhapsody of Vigor is an Ongoing-Melody card that says: Perform: Up to 5 targets regain 1 HP each. Inventive Preparation is an Ongoing-Rhythm card that says: Perform: Each player may look at the top card of their hero deck, then replace it or discard it. Accompany: One player, other than you, may play 1 card now. There are various different cards that have different effects like dealing damage, destroying ongoing or environment cards, and other abilities. The other big part of his deck are his instruments. His basic power lets him activate a perform text, while his instruments do more. He has 6 different instruments that do different things. Drake's Pipes let him activate the perform text on 2 different melody cards, while Xu's Bell lets him activate the perform text of a rhythm card and the accompany text of either a rhythm card or a harmony card. Finally, his deck rounds out with cards that let him search his deck for cards, put cards from heroes trash onto the top of their deck, and fix the order of the cards in his deck.

The Argent Adept is currently one of the weakest characters in the game with 24 HP. He takes a few turns to get going but he can support your characters all across the board. He's the best supporting character in the game but cannot be counted on to deal a lot of damage. He can deal a bit but it's nothing major. I like the Argent Adept, but other people don't. He's the favorite of my wife because she loves music, and he can be a great benefit to any team that needs support, whether in healing, dealing more damage, or taking less damage. He just stinks against anyone who destroys ongoing cards or equipment cards with ease (like his nemesis...)


Here's a picture of the card backs of the villains from user Hex_Enduction_Hour



Gloomweaver: Living in the Realm of Discord (environment in this expansion), Gloomweaver is worshiped by voodoo cults and primitive tribes. He feeds off the gloom and despair of the world and has decided his time to reveal himself has come.

Gloomweaver's deck is full of villain targets. He brings out cultists, zombies, relics, and voodoo curses (called pins), all of which are targets. You win the game against him if he hits zero health OR if you've destroyed 3 of his relics and they are in the trash at the same time. He only has 4 non-target cards in his deck. Cultists deal damage and sometimes bring zombies back from the villain trash. They also can turn into zombies. Zombies deal damage. Voodoo pins go next to different heroes (like the one with the least cards in play, or highest HP) and damages them at the end of their turn or has other effects. Relics deal damage to each hero that can be negated by discarding cards.

There is nothing surprising or crazy about Gloomweaver, and he's pretty easy to kill. He only has 90 HP and not much damage reduction or healing. He almost always dies because you kill him, not because you've killed 3 relics. He's interesting but relatively easy to fight.

The Ennead:
The nemesis of Ra, the Ennead are 9 former archeologists for hire who were taken over by ancient Egyptian gods who are very, very angry. Especially at Ra, for possibly imprisoning them in the first place. They want revenge.

The Ennead are unique because there are 9 different villains to fight. Each one is essentially a mini-hero with health ranging from 24-32 (like the heroes), an incapacitated side with an effect, and a power that triggers from certain cards in the villain deck (which is only 25 cards). At the start of the game you set up the Shrine of the Ennead, an indestructible card that you put all the members of the Ennead under. You then draw the top H Ennead cards and that's who you fight (some cards add more and in advanced mode you draw 1 extra card each turn, so you'll go after all 9). If there are no villain targets left, you win!

The Ennead are.. difficult to explain. Each card in their deck is a one-shot and has a symbol on it (like a hand, or an ankh). Each Ennead villain have different abilities that trigger that first time a card with a matching symbol is played each turn. For example, if you play Ancient Magicks from the villain deck (one-shot, hand symbol), the card triggers and any villain with a hand icon also has an effect. Set, one of the villains, has the ability to deal each hero target 1 lightning damage. These effects trigger for each different villain you fight and each different card you draw.

The Ennead are tricky to fight because you have to keep track of who does what. It's a bit of a pain if you don't have the IOS app to do so. They are really interesting though because of the different effects each one has. Their biggest problem is that you can get a really easy team and wipe them out before they are too much of a problem, or they will completely crush you. It all depends on who you flip over at the beginning and what cards you draw from the villain deck! I like them though because they are really different.

Apostate: The nemesis of Fanatic, Apostate is just like Fanatic, but with black wings. He claims to have created Fanatic and that she is not an angel. He summons demons to fight for him and uses relics just like she does.

Apostate is a weak villain (66 HP) but always starts with his sword, Condemnation, in play. This deals the hero with the highest HP 3 damage at the end of the villain turn and takes 1 less damage from everything. His super annoying ability is that if there is a villain relic in play and you reduce him to 0 or fewer HP, the relic gets destroyed and his villain card gets flipped (but he only has 20 HP). You cannot kill him until there are no relics in play.

His deck has 8 relics in it, 1 of which, Condemnation, starts out in play. The others have annoying effects, like playing the top card of the hero deck everytime a hero draws a card, or dealing additional damage each time Apostate deals melee damage. They also summon demons and summon each other as well.

The rest of his deck consists of demons, villain targets that deal damage, heal relics, and have other effects, one-shots that deal damage and have other effects, and the ongoing card apocalypse, which destroys all other cards besides relics and character cards at the start of the environment turn. Annoying, to say the least.

Apostate is a pain to fight because he and his relics keep coming back. And he keeps getting rid of everything so unless you have someone to get rid of Apocalypse you're just screwed every 10ish turns. Makes it really hard to get anything going. I like that, however, because it doesn't allow you to sit back and wait until you have a ton of cards out in front. You have to hit him fast and hard to kill him and win.

Akash'bhuta:
AB from here on out, AB is the spirit of chaos and destruction in nature. She feeds off of the destruction and wants to destroy the world continually so she can feel happy and fulfill her purpose.

AB is a beast with 200 HP but do not let that scare you. Her villain deck has primeval limbs in it, villain targets that have various effects and deal damage but which deal their starting HP value to AB when they die. You're cutting off her limbs so it makes sense. The really, really annoying limb is the one that makes it so certain heroes cannot deal damage during their next turn.

She also destroys equipment and ongoing cards, heals the limbs and all environment targets, and deals damage with her deck. Everytime an environment target comes out she also plays the top card of her deck, which can be annoying because it usually is another limb that will whap you on her turn.

Despite having 200 HP AB is not that hard to fight. If you kill her limbs quickly you'll run down her health like crazy. She doesn't deal enough damage to make you worry about it. The biggest downside is if you're the hero with the lowest HP because all her don't deal damage effects target you. Really stinks when you can't deal any damage and limits your options and fun severely.

Here's a picture of the environment card backs thanks to Hex_Enduction_hour



Realm of Discord: This is one ANNOYING environment deck. It consists of distortions and targets with a couple one-shots thrown in. Distortions are cards that destroy all other distortions when they enter play and have various effects like making all ongoing and equipment cards targets with 6 HP (annoying or beneficial, depending on the fight) or making all non-hero targets immune to damage expect for the target with the lowest HP (beyond super annoying). Some also let you draw/play more cards or either play a card OR use a power. The most annoying target is ethereal bonds, a card that deals damage to the hero with the highest HP and prevents them from dealing damage for the next turn. That SUCKS!

This environment definitely is a rough one that is really hard to beat. It's almost as annoying as some of the villains in the game.

Tomb of Anubis:
The Tomb of Anubis is full of mummies, trials, and treasures (And Anubis himself!). Mummies are targets which deal damage or put more environment cards into play. Trials are cards that stay in play until the heroes do something to destroy it, like take damage or discard cards. They deal damage to everyone, make heroes discard cards, and have other effects. However, if you destroy an environment card and there is a treasure card in play, you gain the treasure. Treasure cards stay in front of a hero and give them an additional power like healing or dealing damage.

This environment makes the game harder for the heroes but it can also make it easier since it usually hits every non-environment target in the game and not just the heroes.

Thoughts: Infernal Relics is a... meh expansion. I like the heroes but they are really fiddly and take a lot to figure out. The villains are interesting but 2 of them are easy (Gloomweaver and AB) and the other 2 are easy or hard depending on the game (Apostate and The Ennead). The environments are really hard, with the Realm of Discord really upping the ante for the heroes, and are the definite highlight of the expansion.

I'd recommend this expansion to anyone who likes the cards mentioned above or who just wants more Sentinels. There's nothing here to write home about, but there's nothing here to really drive you away either. It's just... meh. I don't regret buying it, but I wouldn't give it to a friend unless they really liked Sentinels.

Check out my other reviews at Reviews by Mil05006
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Tiago Rebelo
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Another great review.

I am enjoying reading all the reviews of sentinels, one of the games i like the must, and still brings a lot of punch every time i play.
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Erik Miller
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Aragami1982 wrote:
Another great review.

I am enjoying reading all the reviews of sentinels, one of the games i like the must, and still brings a lot of punch every time i play.


Thanks for the support! I'm glad others share the same love for Sentinels that I do.
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