Erik Miller
United States
Cincinnati
Ohio
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Mil05006 back here with a review of Villains of the Multiverse, the latest big box from GtG, and the last before the final expansion, OblivAeon. This expansion is chock full of villains and environments, but has no heroes in it. Some familiar faces return, and new faces are presented, all with the objective of destroying our heroes and using their diabolical plans to take over the world (or just not be chased anymore). Costing $30, this expansion comes with 10 villains in the Vengeance-style of play and 4 environments. Is it worth it, or do the villains fail to deliver in this latest expansion for Sentinels?


Here is a picture of the box thanks to Craig Roberts himself, imprimis5




Before we get too far, let’s address the villains style to play for those unfamiliar to it. If you are familiar, just skip down to the next section. The villains style of play is a bit different. Each villain has a smaller, 20 card deck and similar HP to a hero. When setting up the game you pick one villain per hero, so there are 3 villains in a 3 player game, 4 in a 4, and 5 in a 5. When you set up the play area you set it up so it goes villain 1, hero 1, villain 2, hero 2, etc etc. That is also the turn order. A villain goes, then a hero, a villain, a hero, etc. until the environment goes, then you swing back around and repeat. Villains all have some sort of text on the back for when they are KO’d, and you win the game if you defeat all the villains/lose if all the heroes are knocked out. As a general suggestion, it is best to focus all of your damage efforts on one villain at a time otherwise you will get overwhelmed.


Villains adds something fun to each of the villain decks that was a smaller part of Vengeance expansion- most of the villain decks have smaller, more minor villains that are nemeses with the heroes and go around causing them all sorts of problems. It’s a great addition that adds some bookkeeping since you have an extra nemesis to worry about, and most of these villains all trigger additional effects if they are going up against a nemesis of theirs.


The Villains:


There are 10 villains in the box. Here is a picture of their names, difficulty, and nemeses thanks to dorktron2000




In no particular order let’s run down the villains and what they do!

First up is Plague Rat. His nemesis is Setback. He’s back for another round, and plays differently. He still oozes toxic sludge, but was found wounded by RevoCorp and they performed “chemical enhancements” on him to make him listen to them. His nemesis is Setback, and the main focus of his deck are his 4 handlers. There are 2 copies of each handler (who look suspiciously like another team of 4 that ain’t afraid of no ghosts!) and the handlers help “keep him tame.” Essentially, that means they do annoying things to you/heal Plague Rat while serving as cannon fodder before Plague Rat unleashes the pain on you. If no handlers are in play, he deals +2 damage. Plague Rat’s focus is on dealing damage, specifically melee/toxic damage, to multiple targets. No infection cards anymore, fortunately! Now you just get “deal 1 toxic damage to all targets” and fun stuff like that. His deck is mostly one-shots and the handler cards, and he deals a lot of damage. He is annoying but can be mitigated with proper card play. His handlers can make him really annoying, like making him deal less damage to villain targets or healing, and once they are gone he goes berserk trying to kill you. He usually is a high-priority target for me since he does a lot of damage and can easily hit your entire party for 5+ damage each hero each round, which is devastating.

Next we have another returning classic, Ambuscade. His nemesis is The Naturalist. He pulls a Spiderman-like villain team together, the Slaughterhouse Six, to help fight the heroes. Each of the 5 other members of his team are in his deck along with some one shots and some traps. Yay for more traps! He has a special rule that he is not defeated until all the Slaughterhouse 6 villains in play are defeated, and he starts with one of them in play. Ambuscade is either fairly easy or awful, depending on what Slaughterhouse Villains you get out. Also- more shout outs to Spiderman here!
Desert Eagle (aka Vulture) deals some damage at the end of Ambushcade’s turn. Nothing too crazy here. Nemesis is Haka.
Glamour (nemesis Tachyon, Also msyterio?) is super annoying- the first time a Nemesis target would be dealt damage EACH TURN that damage is redirected to the hero target with the highest HP. Also, if Tacyhon is in play no hero may redirect damage. Nemesis cards are a new card type that are the named card type of each of these smaller nemeses in the villain decks. She is really annoying, and can cause serious problems if you don’t have multiple damage capabilities during your turn since you’ll just be hurting yourself.
Magman (hmmm… Sandman?, nemesis Unity) does damage to the 2nd lowest hero HP target each turn and also does 1 fire damage to all hero targets when an equipment is destroyed if Unity is in the game. Again, annoying but nothing crazy. I don’t mind him either.
Ray Manta (looks like a mini batman to me, Nemesis Omnitron X) does damage to the hero with the highest HP and destroys an equipment card. If Omnitron X is in play, he also destroys a component card and heals. I despise Ray Manta. Anything that makes me destroy my precious equipment, especially if he comes out early, is super annoying. I don’t like him at all and always make him a priority target. Since he is an end of turn, you’ll usually losing something when he comes out unfortunately.
Re-Volt (electro anyone, nemesis Setback) also deals damage. He’s not crazy bad, and I would much rather have damage dealt to me vs. losing items from Ray Manta.
The rest of Ambuscade’s deck is traps and one-shots, including ones that bring more teammates out and traps that you draw instead of drawing a card, etc. Ambuscade himself isn’t much different, dealing some small damage each turn, but depending on what traps/Slaughterhouse 6 members you get out he can quickly turn the game in the favor the villains. He is like a ticking timebomb with Glamour/Ray Manta and can easily unhinge your plans if you don’t stop him quickly.

The Operative is back as well. She was healed from the brink of death and trained at the assassin’s guild at the Temple of Zhu Long. Trained with poison arts and even deadlier with her katana, she has a few familiar faces present in her deck from former allies of The Operative, but her deck mostly revolves around one-shots that deal damage and ongoing cards. She also can instantly kill a hero target that is low on health, a real danger to watch out for, and she deals consistent, small damage to the targets with the lowest HP. She can be deadly for characters that start off with low HP, but is not a first priority target like other villains in this expansion are.

Citizens Hammer and Anvil are nemeses of Visionary. They are actually a 2-villain deck, represented by 2 different villain cards. Hammer does fire damage, lots of it, while Anvil does some melee damage with his hammer/shield combo and has some of the most annoying effects in the game. Additionally, if you take down Hammer while Anvil is still alive, Anvil brings him back to life. Oh what fun! Hammer and Anvil are priority-one targets for me because they have these cards called position cards in their deck. There can only be one out at a time, and they describe the position of the 2 villains and effect what they do. If they are in Cover Fire mode, Citizen Hammer takes 1 less damage and the first time Anvil is dealt damage each turn, Hammer deals the source of that damage 2 fire damage. If they are in Wildfire mode, Hammer deals each non-villain target 1 fire damage at the end of their turn and they both heal 1 point. If they are in Bastion mode, just start crying. All villain character cards besides Anvil take 2 less damage, and if you defeat Anvil he comes back to life with 5 HP and this card is destroyed. Bastion can seriously ruin the game for you, especially if it is the position card you draw at the start of the game. It is amazingly annoying, and the only way to get rid of it is either kill Anvil so it gets discarded, hope they draw a different position card, or use Tempest to put it on top of the deck. On top of this, they also start with the shield/hammer of Citizen Anvil out, which does damage at the end of their turn (but has HP so you can kill it), and all of their other cards are one shots that deal damage and have other effects, like destroying equipment cards, healing, etc. these guys are extremely tough, and they are easily my number 1 target to kill in this expansion. They can make the game unwinnable, and deal a lot of damage in the process.

Bugbear is Nightmist’s nemesis and is all about dealing insane amounts of damage. He found his powers while abandoned in the jungle and is now controlled by a desire to feed on the blood of bigger and more powerful prey. His biggest fear is that someone who knows magic will find him and stop him before he becomes all-powerful. Bugbear has an ongoing card he puts onto the hero target with the highest HP at the start of the game and which can move around on his turn. He deals additional damage to that hero, and also, if you destroy it, has a pretty good chance of bringing it out of his discard pile. His entire existence is to deal damage, lots of it, to a single target, and to heal. He unloads on the hero in front of his ongoing card and just lashes out at them usually 2-3 times a turn for 3-5 damage each time. He can easily take down your entire team, and if the above-mentioned Citizens are not in the game he is my next target. He really, really hurts, and usually heals pretty consistently when he deals damage, so he is all sorts of annoying and is a definite target to take out early.

Miss Information is back again as well. Her nemeses is the Freedom Five team, and man does she hate them. Her deck is a mix of one-shots, ongoing cards, and nemesis cards, and there are some really annoying combos in here. She brings out an ongoing card at the start of the game, which all change the game in annoying ways but can be destroyed through effects on the card. Examples include preventing all damage dealt to village targets (if you skip your turn as a hero you destroy this card) or destroying equipment cards at the start of her turn (this card is destroyed if there are no equipment cards left). The one shots deal damage, destroy ongoing/equipment cards, and play more cards from her deck, while the nemesis cards increase psychic damage dealt (she does a ton), destroy even more ongoing/equipment cards, and deal damage, with additional effects like only allowing you to use your powers on your turn. All in all, Miss Information is back and is STILL super annoying. She does deal some damage but her main focus/issue is with destroying your cards and with her ongoing cards. Fortunately, you can bring someone with dedicated ongoing destruction power like Visionary to help negate her, but she is still a pain and can really put a crimp in your plans to keep cards on the table for the heroes.

Biomancer is the nemesis of the Scholar and is like 800 years old. He has the power to create and control living flesh, and animates skeletons etc to do his bidding, but he can also create near-perfect clones of anyone he meets. His ability is that he takes less damage each turn for the first time he would be dealt damage, and his deck consists of one shots, ongoing cards, and Fleshchilds, targets that are his creations. His one shots focus on dealing damage, pulling Fleshchilds from his deck, and healing him/his creations. His ongoing card brings all defeated Fleshchild cards from his discard pile into play and heal him. Annoying! And his Fleshchild cards are a mixed bag, ranging from a normal damage dealer to copies of different heroes/villains in the game that have similar powers. The Carbon Adept destroys 2 hero ongoing cards each turn, Clone-Ranger deals 1 ranged damage to the heroes, etc. Biomancer is not a hard villain in and of himself, though certain Fleshchild cards are instant targets, like the Carbon Adept or Repli-Blade, which deals 1 hero x damage where x=the # of cards in Biomancer’s trash. Biomancer is usually a kill anything he puts out and save ongoing destruction to prevent it from coming back again, and gang up on Biomancer at the end of the game when he is the last villain left.

La Capitan makes a return here, and her nemesis is Chrono-Ranger. This is the earliest version of La Capitan, just after she gained control of her ship. She jumped all the way to the far future when only monsters roamed the Earth (the timeline Chrono-Ranger comes from) and is now exploring and stealing whatever she wants. She has a friend, a monkey from the future, who helps her. Her deck is mostly one-shots and ongoing cards, and she starts the game with Chiquito, her monkey friend, in play. Whenever he or La Capitan would be dealt damage, move 1 card from under Chiquito to the appropriate trash. Damage is prevented if a card is moved. La Capitan puts discarded cards under Chiquito, and a lot of her one shots make heroes discard cards. She also puts cards under him that are destroyed, like ongoing/equipment cards. Her ongoing cards cause extra cards to be discarded, give La Capitan an extra turn (out of turn), and prevent damage from being dealt to her (one time, then discard). It is usually best to just take out Chiquito as quickly as possible to hamper La Capitan and come back and deal with her later, though she can quickly get annoying with the card discards and with the damage reduction/negation. The other option is to take Chiquito out early and spike her quickly, taking her out in a round or two so that she doesn’t annoy you anymore with her discards/card destruction.

Greazer is the next villain. He is a space greaser bounty hunter, and his entire focus is on scoring his next paycheck. He has no set nemesis, though one of his starting cards is assigned to the hero with the highest HP and that is his nemesis. It can never be destroyed, but once the hero is KO’d Greazer is also KO’d and leaves the game. He also has his indestructible Impeccable Pompadour, a 4 HP card that deals damage back to the attacker until it runs out of HP. After it has 0 or less, it deals Greazer damage and is restored to 4 hp. The rest of his deck is one shots, hunter tech (like equipment, but with HP), and nemesis cards. The one shots deal with pulling out Hunter tech and dealing damage to the hero with the living paycheck, the tech deals damage to different heroes and is usually put in front of a hero to deal more damage, like putting it in front of the hero with the most cards in play and dealing it 1 damage each time it plays a card, etc. He also has his ship, the Pink Lady, which deals damage to the contract he is hunting, and his nemesis cards both deal damage as well. Greazer can easily KO a hero in 2 turns if he gets the right equipment out early, and he is a huge pain to fight. He can easily spike you, and you have 2 options with him. Either ignore him and let him go to town on his contract, eventually taking him and the contract target out of the game, or go at him like crazy and hope to take him down quickly. It’s either or. You won’t have enough healing/damage reduction to stop him, only enough to slow him, and he’s going to be a huge pain until he is gone. He is the most annoying villain in this expansion since most of his deck is full of annoying cards, but he is not the hardest villain to defeat.

The last villain is Sergeant Steel and his team of enforcers from The Block. They were tasked by F.I.L.T.E.R. to catch K.N.Y.F.E and are her nemesis. He leads this team of 9 agents, and they all have a different specialty. His desk runs a little different- each agent on his team (and Sergeant Steel) have an alien icon on them. You can only activate each alien ability once per round, and each agent also has an “always-active” or end/start of turn ability as well. His one shots focus on getting more agents out and activating their alien abilities, his ongoing cards increase damage dealt to heroes and reduce damage dealt to Sergeant Steel and his team, and the agents are a mixed bag. There is a medic, a tank-style class, a bomb specialist, a spy, an inventor, a heavy weapons person, a sniper, and a infiltrator. All of these focus on dealing damage/supporting the team, and their various alien abilities destroy cards, pull additional agents out, deal damage, and bring agents back from the discard pile. Sergeant Steel can quickly overwhelm you with damage and effects, and at least keeping his agents in control is a huge factor to beating him. Otherwise, you’ll have to worry about 5-6 additional effects triggering each time he gets a turn, and they will all be annoying in their own right. Sergeant Steel isn’t super bad on his own, but until you clear out his team he is a force to be reckoned with.


The Environments

Here is a picture of the enviornments thanks to dorktron2000. The Celestial Tribunal environment pictured here was part of a pre-order bonus and is NOT included in the retail version of the game, though you can buy it separately.



The Court of Blood is the first environment and is, shockingly, full of vampires. They take extra radiant damage, some of them are nemeses of Fanatic, and they have a variety of effects, including healing when they deal damage, dealing damage, sacrificing themselves to protect others, and the most annoying card in this deck, the one that prevents healing for all non-vampire targets. I HATE YOU! There is also a vampire hunter, to help you kill these fiends (and other villains too!) and some Angry Mobs that attack everything and destroy environment cards. All in all, the Court of Blood is almost like having another villain to fight, and can easily upset all of your plans. There are a lot of targets in the deck, and most of them are vampires, and the vampires can be a huge pain to kill. I like this environment, it is a hard fight, and it makes the game more interesting, though I am not a huge vampire fan. There are some really annoying cards here though, and the vampires can challenge/change your plans and force you to accommodate them. Bring some environment destruction if you are fighting here!

Madame Mittermeier’s Fantastic Festival of Conundrums and Curiosities is not only fun to say 5 times fast, but is an interesting environment as well. There are no targets here, and almost all the cards will stay in play until something triggers to discard them. They make minor changes on gameplay, like letting a hero discard a card to reveal the top card of their deck and play it if it is a one shot, or dealing additional damage at the end of the environment turn. Everything here is either some sort of booth/thing you can do at the carnival, or a one-shot that will pull out more booths. There is nothing too insane here, but it is not an easy environment either. It usually has 4-6 cards out at the same time, so bookkeeping can be a bit of a pain, but nothing does a ton of damage, but it has annoying effects like discarding the top card of your deck and dealing damage, bringing out additional environment cards, causing the hero with the lowest HP to not deal damage, and dealing 1 damage for each attraction card in play. All in all this environment needs managed to win the game, but it is not an insane environment. It will consistently annoy you and cause you to sigh, but it will not cause you to win or lose the game on its own. The biggest problem with it is that most of the cards will just stay in play, pinging you for some annoying effect each environment round. Omnitron X loves this environment since he can eat up the nasty cards and leave all the good ones.

Magmaria, the underground city of the Magmen, is a different environment as well. It runs on Magma crystals, which are found in the deck and can be discarded to perform various effects. The really annoying card is Fiery Crystallization, which lets equipment count as magma crystals but deals each hero X fire damage and destroys X equipment cards, where X is the number of Magmarian in play. It also pulls Magmarians out of the deck and into play. All Magmarians are immune to fire damage (sorry Ra!) and give you a variety of effects, like discarding a crystal to draw 3 cards, use a power right now, or redirect damage from you to this card. There are other powers as well. All of the Magmarian only do things when a magma crystal is discarded. There are also Smoldering Crystals, magma crystals you can take damage to “pick up” and put in your hand, and the Crystalloid Behemoth, a gigantic creature that dishes out a lot of damage, deals damage whenever a hero uses a power, and counts as a magma crystal when destroyed. I really like this environment. I like how you can “trade” the magma crystals for different effects, and it can get really annoying when most of the magmarian’s are out because the stupid Fiery Crystallization cards comes out a LOT. GRRR! This is a fun environment that gives you some interesting options and choices when you play the game to get different bonuses while paying for them, and the Behemoth is a beast that really ruins your day.

The final environment is The Temple of Zhu Long where The Operative was healed/trained. And MAN, this place stinks. It has annoying Ninja Assassins who go on top of your deck when destroyed and come back into play no matter what happens to them, poisoners who deal you damage each turn and when you kill them, cards that stay in play and let you choose to eliminate them by drawing cards, but bring out extra cards from the environment deck (only non-targets though!), a card that brings a hero back to life! But they cannot deal damage to environment cards. And the worst card, the True Form, a target that deals the non-environment target with the 2nd highest HP 6 damage per environment turn and spits out extra environment cards whenever a target is destroyed. Between The True Form and the stupid Ninja’s, this deck is one of the most annoying environment decks in the game and really ramps up the difficulty level of the game. It is amazingly annoying, slows down your card draw, and is almost built for you to take Haka to just to eliminate these stupid cards after they show up, though they don't go underneath Savage Mana. This ramps up the difficulty of the game and is almost another villain again, and makes it a LOT more challenging to fight.


Final Thoughts:
I really like the Villains expansion. It takes the gamestyle that Vengeance introduced and gave it a lot more life since there are now 15 villains you can draw from. These are all pretty hard villains to fight as well, and some of them are just downright horrible. If I had to rank the villains in terms of who I would kill first if I fought them, it would look like this:
1) Citizens Hammer/Anvil
2) Bugbear
3) Greazer
4) Miss Information
5) Sergeant Steel
6) La Capitan
7) Ambuscade
8) Plague Rat
9) The Operative
10) Biomancer

Though depending on who you bring to the fight and what cards they spit out, that may change. I like Villains, and feel that it makes the Villains playstyle a fun way to play, though I still prefer the team vs. 1 villain that the base game has. I will play Villains sometimes when I want a change, but the real meat for me is the 4 environments. They are all fun to play with, and make the game really interesting in their own different ways. I have a love/hate relationship with the Temple of Zhu Long, mostly hate while I play but I love to fight in it since it is a huge pain. This is a solid expansion that doesn’t come with any heroes, but stands well without them.


Verdict:

Get this is you love Sentinels, especially if you love the Villains-style of play. If you don’t, there are 4 new environments and this really breathes life into the Villains style of play. I’d suggest getting it anyways. This is a solid expansion you won’t regret getting.


Check out my other reviews at: Reviews by Mil05006
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Bill Stull
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Just as a note the Shinobi Assassin would never go under Savage Mana. It's wording is such that it is not destroyed and so it won't go under Savage Mana. While it hurts your card draw they can be used to your advantage if there are low health villain targets. I've played in Temple of Zhu Long a lot and I have to say I like it overall.
 
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Erik Miller
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Sonvar wrote:
Just as a note the Shinobi Assassin would never go under Savage Mana. It's wording is such that it is not destroyed and so it won't go under Savage Mana. While it hurts your card draw they can be used to your advantage if there are low health villain targets. I've played in Temple of Zhu Long a lot and I have to say I like it overall.


I didn't play that way either. I just used his Eternal Haka power to kill them, place on his deck, and draw in the same turn.

The temple is fun to fight in, don't get me wrong, but it is definitely annoying depending on what you draw out and makes the game harder in general to win. That's fine by me!
 
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