The Cauldron: Experimental (fan expansion for Sentinels of the Multiverse)
The Cauldron: Experimental (fan expansion for Sentinels of the Multiverse) Rulebook
Table of Contents
Table of Contents
Cricket (Hero)
Acoustic Distortion · Ongoing, Limited · Qty 3
Once per turn when a hero target would be dealt damage, you may redirect that damage to another hero target.
Enhanced Hearing · Ongoing, Limited · Qty 2
At the start of your turn, reveal the top card of 2 different decks, then replace them. Increase sonic damage dealt to Cricket by 1. Power: destroy this card.
Silent Stalker · Ongoing, Limited · Qty 3
At the end of your turn, if Cricket dealt no damage this turn, you may use a power.
Swarming Frequency · Ongoing, Limited · Qty 2
If there is at least 1 environment target in play, redirect all damage dealt by villain targets to the environment target with the lowest HP. At the start of your turn, destroy this card.
Vantage Point · Ongoing · Qty 2
Power: each player may put a card other than Vantage Point from their trash into their hand. Destroy this card.
Sound Masking · Ongoing · Qty 2
All targets are immune to damage. At the start of your turn, destroy this card.
Subharmonic Receiver · Equipment, Limited · Qty 2
Power: each player may draw a card. When a player draws a card this way, 1 other player must discard a card.
Sonic Amplifier · Equipment, Limited · Qty 2
Whenever Cricket deals sonic damage to a target, you may put the top card of your deck beneath this one. Cards beneath this one are not considered to be in play. Power: discard all cards beneath this one. Cricket deals 1 target X sonic damage, where X is the number of cards discarded this way.
Telescoping Staff · Equipment, Limited · Qty 3
Power: Cricket deals 1 target 1 melee damage. You may play a card.
Grasshopper Kick · Ongoing · Qty 2
Power: Cricket deals 1 target 2 melee damage. Cricket is immune to damage dealt by environment targets until the start of your next turn.
Voice Mimicry · One-shot · Qty 2
Play the top card of a deck.
Echonavigation · One-shot · Qty 3
Reveal the top card of each deck. You may replace or discard each card. One player may draw a card now.
Chirp · One-shot · Qty 3
Discard up to 3 cards. Cricket deals up to 4 targets X sonic damage each, where X is 1 plus the number of cards discarded this way.
Before the Thunder · One-shot · Qty 3
Draw 3 cards. Reveal the top card of 1 deck, then replace it.
Infrasonic Collapse · One-shot · Qty 3
Destroy 1 ongoing or environment card. If you destroyed an ongoing card this way, Cricket deals 1 target 2 sonic damage. If you destroyed an environment card this way, Cricket deals each non-hero target 1 sonic damage.
Return Pulse · One-shot · Qty 3
Cricket deals up to 3 non-hero targets 1 sonic damage each. For each target dealt damage this way, draw a card.
Titan (Hero)
The Chaplain · Equipment, Limited · Qty 3
Power: Titan deals 1 target 3 projectile damage. Power: If Titanform is in play, destroy 1 ongoing card.
Reversal · One-shot · Qty 2
Titan deals 1 target 1 infernal damage. Redirect the next damage dealt by that target back to itself. If Titanform is in your trash, you may put it into play or into your hand.
Hapless Shield · One-shot · Qty 2
Select a non-hero target. Each other non-hero target deals that target 1 melee damage.
Obsidian Grasp · One-shot · Qty 3
Titan deals 1 target 3 melee damage. If Titanform is in play, you may discard a card to search your deck and trash for a copy of the card Immolate and play it next to that target. If you searched your deck, shuffle it.
Juggernaut Strike · One-shot · Qty 3
If Titanform is in your hand you may play it now. Titan deals 1 target 4 infernal damage and each other target from that deck 1 projectile damage.
MS.5 Demolition Charge · One-shot · Qty 2
Destroy all environment cards. For each environment card destroyed this way, Titan deals himself 1 fire damage.
Forbidden Archives · One-shot · Qty 3
Each player may draw 2 cards now. For each other player that draws cards this way, Titan deals himself 2 psychic damage.
Molten Veins · One-shot · Qty 4
Titan regains 2HP. You may search your deck and trash for a copy of the card Titanform and put it into your hand. If you searched your deck, shuffle it. You may play a card.
Misbehavior · One-shot · Qty 4
Reveal up to 3 cards from the top of your deck. Put 1 of them into play or into your hand. Put the rest into your trash. Titan regains X HP, where X is 3 minus the number of cards revealed this way.
Unbreakable · Ongoing · Qty 2
Skip any effects which would act at the end of the villain turn. You may not use Powers. You may not draw cards. At the start of your turn, destroy this card.
Combat Pragmatism · Ongoing · Qty 2
When a non-hero card enters play, you may destroy this card. If you do, you may use a power now. Power: Titan regains 3HP.
Immolate · Ongoing · Qty 2
Play this card next to a target. The first time that target deals damage each turn, it deals itself 1 fire damage. If that target leaves play, destroy this card.
Vulcan's Judgment · Ongoing · Qty 3
When this card is destroyed, Titan deals 1 villain target 5 infernal damage. If Titanform is in play, Titan also deals that target 2 fire damage. Power: destroy this card.
Titanform · Ongoing · Qty 1
Whenever Titan is dealt damage by another target, reduce damage dealt to Titan by 1 until the start of your next turn. When Titan would deal damage, you may destroy this card to increase that damage by 2.
Payback Time · Ongoing, Limited · Qty 2
Increase damage dealt by Titan by 1 to non-hero targets that have dealt him damage since the end of his last turn. At the end of your turn Titan regains 1HP.
Stubborn Goliath · Ongoing, Limited · Qty 2
Power: Titan deals up to 2 non-hero targets 2 infernal damage each. Until the start of your next turn, when those targets would deal damage, you may redirect that damage to Titan.
Cypher (Hero)
Retinal Aug · Equipment, Augment · Qty 1
Play this card next to a hero. The hero next to this card is augmented. During their play phase, that hero may play an additional card.
Fusion Aug · Equipment, Augment · Qty 1
Play this card next to a hero. The hero next to this card is augmented. That hero may use an additional power during their power phase.
Vascular Aug · Equipment, Augment · Qty 1
Play this card next to a hero. The hero next to this card is augmented. That hero regains 1HP at the end of their turn.
Muscle Aug · Equipment, Augment · Qty 1
Play this card next to a hero. The hero next to this card is augmented. Increase damage dealt by that hero by 1.
Dermal Aug · Equipment, Augment · Qty 1
Play this card next to a hero. The hero next to this card is augmented. Reduce damage dealt to that hero by 1.
Neural Interface · Ongoing, Limited · Qty 3
Power: you may move 1 Augment in play next to a new hero. Draw 2 cards. Discard a card.
Hacking Program · Ongoing, Limited · Qty 2
Power: Cypher deals himself 2 irreducible energy damage. If he takes damage this way, destroy 1 ongoing or environment card.
Rebuilt to Succeed · One-shot · Qty 3
Select two Augments in your trash. Put one into your hand and one into play. The hero you augment this way may play a card now.
Cyberdefense · One-shot · Qty 2
Destroy any number of Augments. Cypher deals each non-hero target X lightning damage, where X equals the number of cards destroyed this way.
Cyberintegration · One-shot · Qty 3
Destroy any number of Augments. When an Augment is destroyed this way, the hero it was next to regains 3HP.
Backup Plan · Ongoing, Limited · Qty 2
When a non-hero card enters play, you may destroy this card. If you do, select any number of Augments in play and move each one next to a new hero. Then, each augmented hero regains 2HP.
Networked Attack · One-shot · Qty 2
Each augmented hero may use a power now.
Initiated Upgrade · One-shot · Qty 4
Search your deck or trash for an Augment card and put it into play. If you searched your deck, shuffle it. You may draw a card.
Cyborg Blaster · One-shot · Qty 2
You may move 1 Augment in play next to a new hero. One augmented hero deals 1 target 2 lightning damage.
Cyborg Punch · One-shot · Qty 2
You may move 1 Augment in play next to a new hero. One augmented hero deals 1 target 1 melee damage and draws a card now.
Rapid Prototyping · One-shot · Qty 3
Draw 2 cards. Play any number of Augments from your hand.
Electro-Optical Cloak · Ongoing, Limited · Qty 2
Augmented heroes are immune to damage. At the start of your turn, destroy this card.
Nanite Surge · One-shot · Qty 2
You may draw a card. You may play a card. Each augmented hero regains X HP, where X is the number of Augments next to them.
Heuristic Algorithm · One-shot · Qty 3
Reveal cards from the top of your deck until you reveal an Augment. Put it into play or into your trash. Shuffle the rest of the revealed cards into your deck. If you did not put an Augment into play this way, draw 2 cards.
Swarm Eater (Villain)
Converted Biomass · Trait · Qty 1
This card and cards beneath it are indestructible. Whenever Swarm Eater destroys an environment target, put it beneath this card. Cards beneath this one have no game text. At the end of the villain turn, Swarm Eater regains X times 2 HP, where X is the number of cards beneath this one.
Absorbed Nanites · Trait · Qty 1
This card and cards beneath it are indestructible. Whenever Swarm Eater destroys a villain target, put it beneath this card. Activate the Absorb text of all cards beneath this one. Ignore all other game text on those cards.
Single-Minded Pursuit · Ongoing · Qty 1
Play this card next to the target with the lowest HP, other than Swarm Eater. The target next to this card is Pursued. Increase damage dealt by Swarm Eater by 2. If the Pursued target leaves play, destroy this card.
Hunting Grounds · Ongoing · Qty 1
Reduce damage dealt to Swarm Eater by environment targets by 1. Increase damage dealt by Swarm Eater to environment targets by 1. Whenever Swarm Eater destroys a target, play the top card of the environment deck.
"Behind you!" · Ongoing · Qty 1
Whenever a target enters play, Swarm Eater deals that target 1 melee damage. When this card is destroyed, play the top card of the villain deck.
Follow the Screams · One-shot · Qty 2
Swarm Eater deals the (H) non-character targets with the lowest HP 4 irreducible projectile damage each. Swarm Eater deals the hero target with the highest HP (H) melee damage.
Nanite Corruption · One-shot · Qty 2
Reveal cards from the top of the villain deck until (H)-1 targets are revealed. Put those cards into play and discard the rest. Swarm Eater deals the (H) targets other than itself with the lowest HP 2 projectile damage each.
Insatiable Charge · One-shot · Qty 2
Swarm Eater deals each other target 2 melee damage. For each target destroyed by Swarm Eater this way, destroy 1 hero ongoing or equipment card.
Updated Priorities · One-shot · Qty 3
Search the villain deck and trash for Single-Minded Pursuit and put it into play. If you searched the deck, shuffle it. Play the top card of the villain deck.
Lasher Aug · Nanomutant · Qty 1 · HP 12
At the end of the villain turn this card deals the hero target with the highest HP (H) projectile damage and destroys (H)-2 hero ongoing and/or equipment cards. Absorb: at the start of the villain turn, destroy 1 hero ongoing or equipment card.
Jumper Aug · Nanomutant · Qty 1 · HP 13
Reduce damage dealt to this card by non-villain cards by 1. At the end of the villain turn this card deals the 2 hero targets with the lowest HP (H)-2 melee damage each. Absorb: reduce damage dealt to Swarm Eater by 1.
Fire Aug · Nanomutant · Qty 1 · HP 14
At the end of the villain turn this card deals the hero target with the second highest HP (H)-1 fire damage and each player must discard a card. Absorb: at the start of the villain turn, (H)-2 players must discard a card.
Venom Aug · Nanomutant · Qty 1 · HP 15
At the end of the villain turn this card deals the hero target with the highest HP (H) projectile damage. Any target dealt damage this way deals itself 1 toxic damage. Absorb: whenever Swarm Eater deals damage to another target, that target deals itself 1 toxic damage.
Stalker Aug · Nanomutant · Qty 1 · HP 16
At the end of the villain turn this card deals each hero target except the hero with the lowest HP (H)-2 irreducible energy damage. Absorb: at the end of the villain turn, Swarm Eater deals each other target 1 irreducible energy damage.
Subterran Aug · Nanomutant · Qty 2 · HP 6
At the start of the villain turn, put a random target from the villain trash into play. Absorb: the first time Swarm Eater would be dealt damage each turn, reduce that damage by 1.
Blade Aug · Nanomutant · Qty 2 · HP 4
At the end of the villain turn, this card deals the hero target with the highest HP 2 lightning damage. Absorb: at the end of the villain turn, Swarm Eater deals the target other than itself with the highest HP 2 lightning damage.
Speed Aug · Nanomutant · Qty 2 · HP 7
Increase damage dealt by villain targets by 1. Absorb: increase damage dealt by Swarm Eater by 1.
Vector (Villain)
Undiagnosed Subject · Pawn · Qty 2 · HP 6
At the end of the villain turn, play the top card of the villain deck. When this card is destroyed, reveal the top card of the villain deck. If a Virus card is revealed you may put it beneath Supervirus, otherwise discard or replace it.
Bioterror Squad · Pawn, Virus · Qty 2 · HP 10
At the start of the villain turn, shuffle a Virus card from the villain trash into the villain deck. At the end of the villain turn, this card deals the hero target with the highest HP (H) projectile damage, then Vector deals this card 1 toxic damage.
VR-5 Razortail · Vehicle · Qty 1 · HP 12
Reduce damage dealt to this card by 1. At the start of the villain turn, Vector regains (H) HP. If Vector is dealt damage by an environment card, he becomes immune to damage dealt by environment cards until the end of the turn.
Quarantine Protocols · Device · Qty 1 · HP 3
Environment targets are immune to damage. At the end of the villain turn, each player must discard a card. When this card is destroyed, it deals each hero target (H) lightning damage.
Virulent Blade · Device, Virus · Qty 2 · HP 5
When this card enters play, Vector deals himself 2 irreducible melee damage. At the end of the villain turn, Vector deals each hero target 2 toxic damage.
Lethal Force · One-shot · Qty 2
Vector deals the hero target with the second highest HP (H)-1 melee damage. Vector deals the hero target with the lowest HP (H)-2 melee damage.
Assassin's Signature · One-shot · Qty 3
Vector deals the hero target with the highest HP (H) projectile damage. That hero must destroy 1 of their ongoing or equipment cards.
Delayed Symptoms · One-shot, Virus · Qty 2
Destroy (H)-1 hero ongoing and/or equipment cards. Discard the top card of each hero deck.
Hostage Shield · Ongoing · Qty 1
Play this card next to the hero with the lowest HP. That hero cannot deal damage. At the start of their turn, a hero may skip the rest of their turn to destroy this card.
Hyperactive Immune System · Ongoing · Qty 1
At the end of the villain turn, Vector regains X HP, where X is the number of hero Ongoing and Equipment cards in play.
Vendetta · One-shot · Qty 1
Vector deals the hero target with the highest HP (H)-1 psychic damage. That hero must discard a card.
Hot Zone · One-shot · Qty 1
Vector deals each non-villain target 2 toxic damage.
Elite Training · Ongoing · Qty 1
Increase damage dealt by villain targets by 1. When this card is destroyed, each player must discard 2 cards.
Anticoagulant · Ongoing, Virus · Qty 2
Increase damage dealt to Vector by 1. When Vector is dealt damage, destroy this card and Vector deals each hero target X toxic damage, where X is the amount of damage that was dealt to Vector.
Blood Sample · Ongoing, Virus · Qty 2
When this card enters play, Vector deals each hero target 1 toxic damage. At the start of the villain turn, if Supervirus is in play and Vector was dealt (H) times 2 or more damage last round, you may put this card beneath Supervirus.
Supervirus · Ongoing, Virus · Qty 1
At the start of the villain turn you may put 1 Virus card from the villain trash beneath this card. Then, Vector deals each hero 1 toxic damage and regains (H) times 2 HP. If Vector is destroyed, the heroes lose.
Oriphel (Villain)
High Tormul · Guardian · Qty 1 · HP 12
At the start of each hero turn, this card deals that hero 2 toxic damage. When this card is destroyed, reveal cards from the top of the villain deck until a Relic is revealed and play it. Shuffle the remaining cards into the villain deck.
High Asriel · Guardian · Qty 1 · HP 12
When a hero card is played, this card deals the hero with the highest HP 2 psychic damage. When this card is destroyed, reveal cards from the top of the villain deck until a Relic is revealed and play it. Shuffle the remaining cards into the villain deck.
High Djaril · Guardian · Qty 1 · HP 12
At the end of the villain turn, this card deals the hero target with the highest HP (H) lightning damage. When this card is destroyed, reveal cards from the top of the villain deck until a Relic is revealed and play it. Shuffle the remaining cards into the villain deck.
High Phaol · Guardian · Qty 1 · HP 12
The first time any hero target deals damage to any villain target each turn, this card deals that hero target 3 cold damage. When this card is destroyed, reveal cards from the top of the villain deck until a Relic is revealed and play it. Shuffle the remaining cards into the villain deck.
Moon Shardkey · Relic · Qty 1 · HP 4
At the start of the villain turn, reveal the top card of the villain deck. If a Transformation card is revealed, play it, otherwise put it on the bottom of the villain deck. At the end of the villain turn, the villain target with the highest HP deals the hero target with the highest HP 2 energy damage.
Veil Shardkey · Relic · Qty 1 · HP 4
At the start of the villain turn, reveal the top card of the villain deck. If a Transformation card is revealed, play it, otherwise put it on the bottom of the villain deck. Whenever another villain target is destroyed, play the top card of the villain deck.
World Shardkey · Relic · Qty 1 · HP 4
At the start of the villain turn, reveal the top card of the villain deck. If a Transformation card is revealed, play it, otherwise put it on the bottom of the villain deck. At the end of the villain turn, the villain target with the highest HP deals the hero target with the lowest HP 2 melee damage.
Sun Shardkey · Relic · Qty 1 · HP 4
At the start of the villain turn, reveal the top card of the villain deck. If a Transformation card is revealed, play it, otherwise put it on the bottom of the villain deck. Whenever a hero uses a power, that hero deals themselves 2 psychic damage.
Shardbearer Nathaniel · Goon · Qty 1 · HP 5
Increase damage dealt by Guardians and Oriphel by 1.
Meji Guard · Goon · Qty 2 · HP 4
Reduce damage dealt to Guardians by 1. At the end of the villain turn, this card deals the hero with the most cards in hand 2 melee damage.
Meji Nomad · Goon · Qty 2 · HP 6
At the end of the villain turn, this card deals the hero target with the highest HP X projectile damage, where X is the number of Guardians in play plus 2.
Meji Clan Leader · Goon · Qty 1 · HP 4
Reduce damage dealt to Goons by 1. At the end of the villain turn, this card deals each hero target 3 melee damage.
Grand Oriphel · Ongoing, Transformation · Qty 1
At the start of the villain turn, destroy this card unless it entered play this turn. Increase damage dealt by Oriphel by 1. Reduce damage dealt to Oriphel by 1. At the end of the villain turn, Oriphel deals each hero target 1 infernal damage and 1 projectile damage.
Sandstorm · One-shot · Qty 2
Shuffle the villain trash and reveal cards until X Goons are revealed, where X is 1 plus the number of environment cards in play. Put the revealed Goons into play and discard the other cards.
Shardwalker's Awakening · One-shot, Transformation · Qty 2
If Oriphel is in play, he deals each hero target 1 infernal and 1 projectile damage. If Jade is in play, flip her villain character cards.
Mirage · One-shot · Qty 3
Reveal the top 2 cards of the villain deck. Put any revealed targets or Transformation cards into play and discard the rest. Each Goon deals the hero target with the highest HP 1 fire damage.
Scrolls of Zephaeren · One-shot · Qty 2
Shuffle all Guardians from the villain trash into the villain deck. Play the top card of the villain deck. If Oriphel is in play, he deals the hero target with the second lowest HP 3 melee damage.
Umbral Javelin · One-shot · Qty 1
If Jade is in play, reveal the top (H) cards of the villain deck. Put any revealed Goons and Guardians into play and discard the rest. If Oriphel is in play, destroy (H) hero ongoing and/or equipment cards. Play the top card of the villain deck.
The Cybersphere (Environment)
B3H3M-TH · Grid Virus · Qty 1 · HP 10
At the end of the environment turn, this card deals the non-environment target with the second lowest HP 4 fire damage.
DR3D-NT · Grid Virus · Qty 1 · HP 10
At the end of the environment turn, this card deals each other target 2 projectile damage.
N1N-J4 · Grid Virus · Qty 1 · HP 4
At the end of the environment turn, this card deals the target other than itself with the lowest HP 3 energy damage. Whenever damage dealt by this card destroys a target, play the top card of the environment deck.
H3L-1X · Grid Virus · Qty 1 · HP 8
At the start of the environment turn, this card deals the hero target with the lowest HP 1 melee damage, the hero target with the second highest HP 3 melee damage, and the hero target with the highest HP 5 melee damage.
FO55-1L · Grid Virus · Qty 1 · HP 6
At the end of the environment turn, this card deals the non-environment target with the second highest HP 3 melee damage and 1 lightning damage.
GHO-5T · Grid Virus · Qty 1 · HP 3
At the end of the environment turn, each hero must destroy 1 of their ongoing or equipment cards. When this card is destroyed, each player may draw a card.
SP4-RK · Grid Virus · Qty 1 · HP 7
At the end of the environment turn, this card deals the non-environment target with the second highest HP 3 toxic damage.
Infected Holoweapon · Grid Virus · Qty 1 · HP 4
At the end of the environment turn, this card deals the 2 non-environment targets with the highest HP 2 irreducible energy damage each. Damage dealt by those targets is irreducible until the start of the environment turn.
Infected Firewall · Grid Virus · Qty 1 · HP 4
Reduce damage dealt to environment targets by 1. At the end of the environment turn, play the top card of the environment deck.
Glitch · Grid Virus · Qty 1 · HP 1
When this card is destroyed, it deals the non-environment target with the second highest HP 5 lightning damage.
Holocycle Race · Grid Program · Qty 1
Increase all damage dealt by 1. At the start of the environment turn, each player may discard up to 2 cards. Then, unless (H) cards were discarded this way, destroy this card.
Hologame Arena · Grid Program · Qty 1
Whenever a hero card destroys an environment target, that hero draws a card. At the end of the Environment turn, either destroy this card or play the top card of the Environment deck.
Replication · Other · Qty 1
At the start of the Environment turn you may destroy this card. Whenever a hero card destroys an environment target, that hero draws a card. At the end of the Environment turn, play the top card of the Environment deck.
System Crash · Other · Qty 1
At the start of the environment turn, if there are at least 4 Grid Virus cards in play, everyone is deleted. Game Over.
Your Mind Makes it Real · Other · Qty 1
When this card enters play, it deals each target 3 lightning damage. At the end of the environment turn, destroy this card.