Sentinels of the Multiverse: Wrath of the Cosmos
Sentinels of the Multiverse: Wrath of the Cosmos Rulebook
Table of Contents
Table of Contents
Captain Cosmic
Character Card (Front)
- Power (labelled Fabrication): Reveal the top card of your deck, put it into play or into your hand.
Deck
Cards are listed as printed. The starburst numeral is shown where the card carries one.
Augmented Ally (Construct, starburst 4) Play this card next to a hero character card. At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Autonomous Blade (Construct, starburst 4) Play this card next to a hero target. The first time that target deals damage each turn, this card deals 1 target 2 energy damage.
Conservation of Energy (One-Shot) Destroy any number of construct cards. You may either draw X cards or play X cards, where X = the number of construct cards destroyed this way plus 1.
Construct Cataclysm (One-Shot) Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest (Construct, Limited, starburst 4) Captain Cosmic and all construct cards are immune to energy damage. Power: Up to 3 construct cards regain 2 HP each.
Cosmic Weapon (Construct, starburst 4) Play this card next to a hero character card. That hero gains the following power: Power: This hero deals 1 target 3 energy damage.
Destructive Response (Ongoing, Limited) The first time a construct card is destroyed each turn, Captain Cosmic may deal up to 3 targets 1 energy damage each.
Dynamic Siphon (Construct, starburst 4) Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Energy Bracer (Construct, starburst 4) Play this card next to a hero character card. Reduce damage dealt to that hero character card by 1.
Harsh Offense (One-Shot) Reveal the top 3 cards of your deck. Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.
Potent Disruption (One-Shot) Destroy 1 construct card. If you do, Captain Cosmic deals 1 target energy damage equal to the HP of the destroyed construct card plus 1.
Sustained Influence (Ongoing) Whenever a construct card is destroyed, you may destroy this card to put that construct back into play.
Unflagging Animation (Ongoing, Limited) At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.
Vitality Conduit (Construct, starburst 4) Play this card next to a target. Whenever this card is dealt damage, that target regains 2 HP.
Wounding Buffer (Construct, starburst 4) Play this card next to a hero character card. The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Sky-Scraper
Character Card
Three faces, as printed:
- Tiny (Sneaking): Power: Play up to 2 link cards. You may move to your hand either 1 link card from play or 2 link cards from your trash.
- Normal (Surveillance): Power: Draw 2 cards.
- Huge (Concussive Clap): Power: Sky-Scraper deals each non-hero target 2 sonic damage and each hero target 0 sonic damage.
Deck
Aggression Modulator (Equipment, Link) Play this card next to an environment target. Reduce damage dealt by that target to hero targets by 2. Increase damage dealt by that target to villain targets by 1.
Catch a Ride (One-Shot, Tiny) Switch to Sky-Scraper's tiny character card. A hero target other than Sky-Scraper deals 1 target 2 projectile damage. Sky-Scraper deals 1 target dealt damage that way 2 irreducible melee damage.
Colossal Left Hook (One-Shot, Huge) Switch to Sky-Scraper's huge character card. Sky-Scraper deals 1 target 3 melee damage. You may discard a card. If you do, you may play a card.
Compulsion Canister (Equipment, Link) Play this card next to a target. That target deals itself and one other non-hero target 2 irreducible psychic damage now.
Cortex Hyperstimulator (Equipment, Link) Play this card next to a target. Reduce the first damage dealt by that target each turn by 1. At the end of its turn, that target deals itself 1 lightning damage.
Emergency Evac (One-Shot, Normal) Switch to Sky-Scraper's normal character card. Destroy all link cards, all environment cards, and up to 2 villain ongoing cards. Each hero target regains 1 HP.
Explosive Reveal (One-Shot, Normal) Switch to Sky-Scraper's normal character card. Destroy any number of link cards. Sky-Scraper deals up to X targets 2 projectile damage and 2 fire damage each, where X = the number of cards destroyed this way.
Linking Incursion (One-Shot, Tiny) Switch to Sky-Scraper's tiny character card. Reveal cards from the top of your deck until 2 link cards have been revealed. You may put each of those cards either into your hand or into play. Shuffle the other revealed cards into your deck.
Micro-Assembler (Equipment, Link) Play this card next to a hero character card. That hero gains the following power: Power: Discard a card. Then, search your deck for an equipment card and put it either into your hand or into play, then shuffle your deck.
Neutralizing Resonator (Equipment, Link) Play this card next to a villain character card and discard the top card of that villain's deck. At the start of your turn, you may destroy 1 ongoing card. If you do, destroy this card.
Proportionist (Ongoing, Limited) Increase sonic damage dealt by Sky-Scraper by 1. When Sky-Scraper's character card is switched to a larger size, Sky-Scraper deals each non-hero target 1 melee damage. When Sky-Scraper's character card is switched to a smaller size, draw a card.
Rebounding Debilitator (Equipment, Link) Play this card next to a non-hero target. When that target would deal 3 or more damage, prevent that damage, then either destroy this card or put it on top of your deck.
Rest and Recover (One-Shot, Normal) Switch to Sky-Scraper's normal character card. Sky-Scraper regains 1 HP. Draw 1 card and move 1 card other than Rest and Recover from your trash to your hand.
Tectonic Chokeslam (One-Shot, Huge) Switch to Sky-Scraper's huge character card. Sky-Scraper deals 1 target 4 melee damage. Sky-Scraper deals each target 1 projectile damage.
Thorathian Monolith (Ongoing, Huge) When this card enters play, switch to Sky-Scraper's huge character card. Reduce damage dealt to Sky-Scraper by 2. Redirect any damage that would be dealt to a hero target to Sky-Scraper. At the start of your turn, destroy this card.
Undetectable Relinking (One-Shot, Tiny) Switch to Sky-Scraper's tiny character card. Put any number of link cards in play back in your hand. You may play X link and/or tiny cards now, where X = the number of link cards returned to your hand by this card.
Progeny
Villain Character Card: Vassal of Destruction
Setup At the start of the game, put Progeny's villain character cards into play, Vassal of Destruction side up. Shuffle the villain deck and reveal cards until a Scion card is revealed. Put it into play. Shuffle the other revealed cards back into the villain deck.
Game Play At the start of the villain turn, if there are any hero character cards with fewer than 10 HP, flip Progeny's villain character cards. At the end of the villain turn, Progeny deals each hero target 2 energy damage.
Advanced Scion cards are indestructible.
Deck
Cards are listed as printed. The circled-H icon is reproduced as "H".
Beginning of the End (One-Shot) Destroy H environment cards. Destroy H hero ongoing cards. Destroy H equipment cards.
Elemental Outburst (One-Shot) Progeny deals the hero target with the highest HP 1 fire damage, 1 cold damage, and 1 lightning damage.
Form of the Harbinger (One-Shot) Reveal cards from the top of the villain deck until a Scion card is revealed. Put it into play. Discard the other cards revealed this way. Progeny deals each hero target 1 energy damage.
Hour of Reckoning (Ongoing) Hero cards cannot be played. At the start of the villain turn, destroy 1 ongoing card belonging to each player, then destroy 1 Scion card and this card.
Obvious Futility (Ongoing) Damage dealt by Progeny is irreducible. Reduce damage dealt to Progeny by 1.
Scion of Blight (Scion) When this card enters play, Progeny deals each hero target 1 toxic damage. Then, if there are 3 or more Scion cards in play, destroy 1 Scion card other than this card. The first time Progeny is dealt damage each turn, 1 player must discard 1 card.
Scion of Flame (Scion) When this card enters play, Progeny deals each hero target 1 fire damage. Then, if there are 3 or more Scion cards in play, destroy 1 Scion card other than this card. Increase damage dealt by Progeny by 1.
Scion of Frost (Scion) When this card enters play, Progeny deals each hero target 1 cold damage. Then, if there are 3 or more Scion cards in play, destroy 1 Scion card other than this card. The first time Progeny is dealt damage each turn, Progeny regains 2 HP.
Scion of the Storm (Scion) When this card enters play, Progeny deals each hero target 1 lightning damage. Then, if there are 3 or more Scion cards in play, destroy 1 Scion card other than this card. At the end of the villain turn, play the top card of the villain deck.
The Inevitable (One-Shot) Reveal cards from the top of the villain deck until an ongoing card is revealed. Put it into play. Discard the other cards revealed this way. Progeny deals each hero target 1 energy damage.
Time of Tribulations (Ongoing) Increase damage dealt by Progeny by 2. At the start of the villain turn, destroy 1 equipment card belonging to each player, then destroy 1 Scion card and this card.
Infinitor
Villain Character Card: Tormented Malefactor
Setup At the start of the game, put Infinitor's villain character cards into play, Tormented Malefactor side up. Shuffle the villain deck and reveal cards until H minus 1 manifestation cards are revealed. Put them into play. Shuffle the other revealed cards back into the villain deck.
Game Play At the start of the villain turn, if there are H or more manifestation cards in play, flip Infinitor's villain character cards. Reduce damage dealt to villain targets by 1. At the end of the villain turn, Infinitor deals the hero target with the highest HP H minus 1 energy damage.
Advanced At the end of the villain turn, play cards from the top of the villain deck until at least H plus 1 manifestation cards are in play.
Deck
Cards are listed as printed. The circled-H icon is reproduced as "H".
Crazed Artifice (One-Shot) Reveal the top H cards of the villain deck. Put any manifestation cards revealed into play. Discard any one-shots revealed this way. If no manifestation cards were revealed this way, play the top card of the villain deck.
Crushing Cage (Manifestation, starburst 4) When this card enters play, put it in front of the hero character card belonging to the player with the most cards in hand. That player cannot play cards. At the start of that hero's turn, this card deals that hero and then itself 1 psychic and 1 energy damage.
Insanity (One-Shot) Play the top card of the villain deck. If that card is a manifestation card, repeat the entire game text of this card.
Lambent Reaper (Manifestation, starburst 4) At the end of the villain turn, this card deals the hero target with the lowest HP 2 energy damage and 2 psychic damage.
Machinations of a Madman (One-Shot) Reveal the top card of the villain deck. If it is a one-shot, discard it and Infinitor deals each target 1 psychic damage. If it is a manifestation card, put it into play. Play the top card of the villain deck.
Ocular Swarm (Manifestation, starburst 4) Whenever this card or any other manifestation card is destroyed, reveal the top card of the villain deck. If the revealed card is a manifestation, put it into play. If not, discard it and this card deals each hero target 1 energy damage.
Recalcesent Hellion (Manifestation, starburst 4) At the end of the villain turn, this card deals the 2 hero targets with the highest HP 3 fire damage each.
Twisted Miscreation (Manifestation, starburst 4) Whenever this card would be dealt damage, reduce that damage to 1. At the end of the villain turn, this card deals the hero target with the highest HP H energy damage.
Whispers of Oblivion (One-Shot) Infinitor deals each target 1 psychic damage. If at least one target is destroyed this way, restore all manifestation cards to their maximum HP. Play the top card of the villain deck.
Deadline
Villain Character Card: Radical Peacemonger
Setup At the start of the game, put Deadline's villain character cards into play, Radical Peacemonger side up. Search the villain deck for the card Atomic End-Glaive and put it into play. Shuffle the villain deck.
Game Play At the end of the villain turn, if there are 3 or more catastrophe cards in play, flip Deadline's villain character cards. Otherwise, play the top card of the villain deck.
Advanced Whenever a catastrophe card is destroyed, Deadline deals each hero target 3 infernal damage.
Deck
Cards are listed as printed. The circled-H icon is reproduced as "H".
Atomic End-Glaive (Device, starburst 10) At the end of the villain turn, this card deals the hero target with the highest HP 3 energy damage.
Auto-Armor Caster (Device, starburst 10) The first time damage would be dealt to Deadline each turn, prevent that damage.
Calculated Orogenesis (Ongoing, Catastrophe) At the start of the villain turn, play the top card of the environment deck. Then, that environment card deals each non-villain target 2 melee damage.
Magnetic Pole Shift (Ongoing, Catastrophe) At the start of the villain turn, discard the top H minus 2 cards of each non-villain deck and destroy H minus 2 hero ongoing and/or equipment cards.
Pandemonium Key (Device, Relic, starburst 10) The first time an environment target enters play each turn, play the top card of the villain deck.
Severed Ley-Line (Ongoing, Catastrophe) At the start of the villain turn, each player shuffles their trash into their deck and Deadline regains H minus 2 HP.
Subduction Super-Zone (Ongoing, Catastrophe) At the start of the villain turn, Deadline deals each non-villain target 1 irreducible melee and 1 irreducible fire damage.
The Ataxia Sphere (Device, Relic, starburst 10) At the end of the villain turn, this card deals the hero target with the lowest HP 2 infernal damage. If a hero character card is dealt damage this way, that hero's player must either discard 1 card or shuffle their trash into their deck.
Unleashed Hurricane (Ongoing, Catastrophe) At the start of the villain turn, H minus 2 players must put 1 card from hand on top of their deck. Then, Deadline deals the H minus 2 non-villain targets with the highest HP 1 cold damage each.
Unnatural Disaster (One-Shot) Reveal the top H minus 1 cards of the villain deck. Put all catastrophe cards revealed into play. Discard the other cards revealed this way.
Kaargra Warfang
Villain Character Card: Bloodsworn Master
Setup At the start of the game, put Kaargra Warfang's villain character cards into play, Bloodsworn Master side up. Put the Bloodsworn Colosseum card in the center of the play area. Shuffle all the title cards to make the title deck. Put it below the Bloodsworn Colosseum card. Put the Crowd's Favor card below the title deck. Shuffle the villain deck. Reveal cards from the top until 1 Gladiator card is revealed. Put it into play. Shuffle the other revealed cards into the villain deck.
Game Play At the start of the villain turn, if there are no Gladiator cards in play, flip Kaargra Warfang's villain character cards. At the end of the villain turn, play the top card of the villain deck.
Advanced At the end of the villain turn, add 2 tokens to the Bloodsworn favor pool.
Deck
Cards are listed as printed. The circled-H icon is reproduced as "H". Cards without a type line are shown without one, as printed.
Ashclaw R'Velos (Gladiator, starburst 16) At the end of the villain turn, this card deals the hero target with the lowest HP 2 fire damage. A target dealt damage this way cannot deal damage until the start of the next villain turn.
Bloodsworn Colosseum (no type line) Play the top card of the title deck whenever any of these things occur:
- The start of the villain turn
- Whenever a target is destroyed
Whenever a title card is discarded or destroyed, shuffle it into the title deck. Whenever a target leaves play, move any title cards not under a target back to this area. This card and the Crowd's Favor card are indestructible. This card, the Crowd's Favor card, and title cards are not hero, villain, or environment cards.
Bloodsworn Judgement (One-Shot) Each player destroys one of their ongoing or equipment cards. Flip the top card of the title deck and put it under the villain target with the highest HP with the title effects still visible. If there are no villain targets in play, discard it.
Crowd's Favor (no type line; two sides, one per favor pool)
Hero side: Put 1 token in the hero favor pool when any of these things occur:
- A hero target deals 2 or more damage at once to multiple non-hero targets in a single turn.
- A hero target deals a non-hero target 4 or more damage at once.
- A hero target destroys a non-hero target.
- A hero target gains a title card.
If the hero favor pool ever has 20 tokens in it, the heroes win.
Bloodsworn side: Put 1 token in the Bloodsworn favor pool when any of these things occur:
- A villain target deals 2 or more damage at once to multiple non-villain targets in a single turn.
- A villain target deals a non-villain target 4 or more damage at once.
- A villain target destroys a non-villain target.
- A villain target gains a title card.
If the Bloodsworn favor pool ever has 20 tokens in it, the heroes lose.
Dymkharn the Fearless (Gladiator, starburst 10) At the end of the villain turn, this card deals the 2 hero targets with the highest HP 3 lightning damage each. Whenever this card is dealt damage, this card becomes immune to damage for the rest of the current turn.
Fickle Fans (One-Shot) Move H tokens from the favor pool with the most tokens to the favor pool with the fewest tokens. If both pools have the same number of tokens, each target deals itself 1 psychic damage.
"Get Back in There!" (One-Shot) Shuffle the villain trash and reveal cards from the top until 2 Gladiator cards are revealed. Put them into play. Put the other revealed cards back into the villain trash. Then, if Kaargra Warfang is not a target, flip her character card.
Idesa the Adroit (Gladiator, starburst 10) At the end of the villain turn, this card deals each hero target 1 energy damage. If multiple hero targets are dealt damage this way, add H minus 1 tokens to the Bloodsworn favor pool.
Impassable Andolin (Gladiator, starburst 14) Reduce damage dealt to this card by 1. At the end of the villain turn, this card deals the hero character card with the most cards in play H minus 2 melee damage.
Orrim Hiveminded (Gladiator, starburst 12) At the end of the villain turn, this card deals the hero target with the highest HP H minus 1 melee damage. Then, add 1 token to the Bloodsworn favor pool for each environment card in play.
Provocator Tarnis (Gladiator, starburst 18) The first time a villain target other than this card would be dealt damage each turn, redirect that damage to this card. At the end of the villain turn, this card deals the hero target with the highest HP 2 melee damage.
Soulslayer Perith (Gladiator, starburst 14) At the end of the villain turn, this card deals the non-villain target with the lowest HP 2 infernal damage. Whenever a target is destroyed by this card, this card deals each non-villain target 2 infernal damage.
S'Sdari the Bloody (Gladiator, starburst 12) Whenever a non-villain target enters play, this card deals that target 2 sonic damage. At the end of the villain turn, this card deals the hero target with the second highest HP 2 sonic damage.
Tyragon-Rex (Gladiator, starburst 16) At the end of the villain turn, this card deals the H minus 2 hero targets with the highest HP 1 fire damage, 1 cold damage, and 1 toxic damage each.
The Enclave of the Endlings (Environment)
Environment deck cards are listed by card name, with the subtitle printed on the card in parentheses where one is shown.
Baahsto (The Last Kabran, starburst 7) At the end of the environment turn, this card deals the non-environment target with the lowest HP 1 melee damage. A target dealt damage this way cannot deal damage until the start of the next environment turn.
Bloogo (The Last Ahpan, starburst 13) At the end of the environment turn, move this card next to the non-environment target other than the target this card is already next to with the lowest HP. Redirect any damage that would be dealt to the target next to this card to Bloogo.
Frazzat (The Last Pirinian, starburst 5) At the end of the environment turn, this card deals the non-environment target with the second lowest HP 3 energy damage. When this card is destroyed, play the top card of the environment deck.
Gruum (The Last Tromtar, starburst 11) At the end of the environment turn, this card deals the non-environment target with the second highest HP H melee damage.
Hall of the Terminarch (no subtitle) At the end of the environment turn, if Jansa VI Dero is in play, she deals each non-environment target 2 sonic damage and destroys this card. If not, play the top card of the environment deck.
Immutus (The Last Fortrian, starburst 35) Redirect any damage that would be dealt to a target other than this target to this card.
Jansa VI Dero (The Terminarch, starburst 25) Reduce damage dealt to environment targets by 1. At the end of the environment turn, each environment target regains 1 HP.
Korrupton (The Last Infektor, starburst 9) At the end of the environment turn, this card deals each non-environment target 1 melee damage. Then, this card deals any target damaged that way 1 toxic damage.
Orbo (The Last Satellan, starburst 25) At the end of the environment turn, this card deals the target with the second highest HP 2 melee damage. Then, if that target has fewer HP than this card, this card deals that target 1 energy damage.
Phrentat (The Last Piunite, starburst 5) At the end of the environment turn, this card deals the 3 non-environment targets with the highest HP 2 psychic damage each.
Slamara (The Last Xarabian, starburst 7) At the end of the environment turn, put the top card of the villain deck into play. Then, put the top card of each hero deck into play in turn order. If a limited card already in play would be put into play, discard that card instead.
Szreem (The Last Flacop, starburst 9) At the end of the environment turn, this card deals the non-environment target with the second lowest HP 2 energy damage.
The Endling Refuge (no subtitle) At the start of the environment turn, if there are H or more environment cards in play, destroy this card. At the end of the environment turn, play the top card of the environment deck.
Urdid (The Last Nordid, starburst 13) At the end of the environment turn, this card deals the non-environment target with the second highest HP 2 melee damage and 2 fire damage.
Venox (The Last Mubbloxian, starburst 11) At the end of the environment turn, this card deals each non-environment target 2 toxic damage.
Dok'Thorath Capital (Environment)
Dok'Thorath Capital (no rules text) The source sheet for this card shows its art and title only. No rules text is printed on it in the source, so none is transcribed here.
Dok'Thorath Capital Environment Cards
The rest of the Dok'Thorath Capital sheet is listed by card name, with the card type and starburst number as printed.
Abject Refugees (Civilian, starburst 2) At the start of the environment turn, each player may draw a card. Whenever this card would be dealt damage, a player may discard 1 card to redirect that damage to a hero target.
Authority Ziggurat (no type line) Villain targets are immune to damage dealt by Thorathian cards. At the end of the environment turn, if there are fewer Thorathian targets than non-Thorathian environment targets, play the top card of the environment deck.
Defiant Looters (Civilian, starburst 3) At the end of the environment turn, discard the top card of each deck. If an equipment card is discarded this way, move it to its owner's hand.
Freedom Fighters (Civilian, starburst 4) At the end of the environment turn, this card deals each non-civilian target 2 lightning damage.
Gene-Bound Ravagers (Minion, starburst 4) At the end of the environment turn, this card deals each non-minion target 2 melee damage.
Orbital Bombardment (no type line) At the start of the environment turn, deal 4 energy damage to each non-Thorathian target. Then, destroy the Rebel Headquarters and this card.
Rebel Headquarters (no type line) Hero targets are immune to damage dealt by civilian cards. At the end of the environment turn, if there are fewer civilian targets than non-civilian environment targets, play the top card of the environment deck.
Thorathian Military (Thorathian, starburst 4) Reduce damage dealt to this card by 1. At the end of the environment turn, this card deals each non-Thorathian target 2 energy damage.