Sentinels of the Multiverse: Chokepoint Villain Character
Sentinels of the Multiverse: Chokepoint Villain Character Rulebook
Table of Contents
Table of Contents
Villain Character Cards
Chokepoint has two villain character cards: Ferro-Kineticist and Armored Animus. Each has a front and a back. The rules text is printed on the backs.
Ferro-Kineticist (Front)
Card title: Villain — Ferro-Kineticist. Chokepoint, 70.
Ferro-Kineticist (Back)
Setup
At the start of the game, put Chokepoint's villain character cards into play, Ferro-Kineticist side up. Shuffle the villain deck.
Game Play
At the start of the villain turn, if there are [H] or more face-down cards in the villain play area, flip Chokepoint's villain character cards.
Whenever Chokepoint destroys a non-character card target, put it face-down in the villain play area.
Face-down cards in the villain play area cannot be affected in any way.
At the end of the villain turn, Chokepoint deals the hero target with the highest HP [H] minus 1 energy damage.
Advanced
At the end of the villain turn, the player with the most cards in hand puts one card from their hand face-down in the villain play area.
Armored Animus (Front)
Card title: Villain — Armored Animus. Chokepoint, 70.
Armored Animus (Back)
Game Play
At the start of the villain turn, if there are no face-down cards in the villain play area, flip Chokepoint's villain character cards.
Increase damage dealt by Chokepoint by 1 to targets from any deck with a face-down card in the villain play area.
Reduce damage dealt to Chokepoint by 1 by targets from any deck with a face-down card in the villain play area.
At the end of the villain turn, destroy 1 face-down card in the villain play area. Then, Chokepoint deals the hero target with the highest HP [H] plus 1 projectile damage.
Advanced
The first time a hero card would be discarded each turn, put it face-down in the villain play area instead.
Villain Deck Cards
Chokepoint's villain deck contains these nine unique cards. The deck's listed copies are reproductions of these nine cards.
Augmented Energy Field
Ongoing
Reduce damage dealt to Chokepoint by 1.
Whenever Chokepoint would be dealt 5 or more damage, prevent that damage and destroy this card.
Empowered Self-Repair
One-Shot
Chokepoint regains 5 HP.
Chokepoint deals the non-villain target with the lowest HP 5 energy damage. If that target is destroyed, Chokepoint regains 10 more HP.
Harvest the Mighty
One-Shot
Chokepoint deals the hero character card with the most cards in play 4 energy damage.
Select 1 non-character card from that hero's play area. Put it face-down in the villain play area.
Ireful Grasp
One-Shot
Chokepoint deals each hero target in any play area with no equipment cards 3 psychic damage.
Select 1 equipment card from a hero play area. Put it face-down in the villain play area.
Kinetic Looter
Ongoing
When this card enters play, destroy 1 equipment card.
The first time a hero card leaves play each turn, put it face-down in the villain play area.
Material Upheaval
One-Shot
Chokepoint deals each non-villain target 2 projectile damage.
Select 1 equipment card in each hero play area. Put them face-down in the villain play area. If no equipment cards are moved this way, Chokepoint deals each non-villain target 2 melee damage.
Newfound Power
One-Shot
Reveal the top card of the villain deck. Each player must put 1 card that shares a keyword with the revealed card from their hand face-down in the villain play area. Then, put the revealed card into play.
Shocking Animation
Ongoing
Play this card next to an equipment card. If there are none, put this card face-down in the villain play area.
The card next to this card has a maximum HP of 5. At the end of that card's hero turn, that card deals each hero target 2 lightning damage.
If that card would leave play, put it face-down in the villain play area, then destroy this card.
Stripped Resources
One-Shot
Destroy all environment cards.
Put any targets destroyed this way face-down in the villain play area.