The Cauldron: Unexpected (fan expansion for Sentinels of the Multiverse)
The Cauldron: Unexpected (fan expansion for Sentinels of the Multiverse) Rulebook
Table of Contents
Table of Contents
Dungeons of Terror
Environment deck, difficulty 2.
Delayed Rock Trap
Card type: trap. Copies: 1.
Play this card next to a hero. When a card enters the environment trash, check that card. If it is a fate card, this card deals the hero next to it {H} melee damage. If it is not a fate card, this card deals each other hero target {H - 2} melee damage. Then, destroy this card.
Dubious Edibles
Card type: fate. Copies: 1.
When this card enters play, check the top card of the environment trash. If it is a fate card, this card deals each hero 1 toxic damage. If it is not a fate card, 1 hero target regains 4 HP. Then, destroy this card.
Enormous Pack
Card type: fate. Copies: 1.
When this card enters play, check the top card of the environment trash. If it is a fate card, 1 hero may play a card, draw a card, or use a power. If it is not a fate card, the player with the most cards in hand discards 2 cards. Then, destroy this card.
High Ground
Card type: fate. Copies: 1.
While the top card of the environment trash is a fate card, reduce damage dealt by hero targets by 1. While it is not a fate card, reduce damage dealt by villain targets by 1. At the start of the environment turn, destroy this card.
Improbable Failure
Card type: fate. Copies: 1.
At the start of each player's draw phase, discard and check the top card of the environment deck. If it is a fate card, they skip the rest of their draw phase. At the start of the environment turn, destroy this card.
Magic Blade
Card types: treasure, fate. Copies: 1.
Play this card next to a hero. The first time they use a power each turn, discard and check the top card of the environment deck. If it is a fate card, that hero deals 1 target 2 energy damage. If it is not a fate card, that hero deals themselves 2 infernal damage.
One in a Million
Card type: fate. Copies: 1.
When this card enters play, discard and check the top 2 cards of the environment deck. If at least 1 is a fate card, each player draws a card. If both are fate cards, skip the next villain turn. Then, destroy this card.
Restful Inn
Card type: tavern. Copies: 1.
The first time a hero draws a card during their turn, they may discard it. If they do, that hero regains 2 HP. Increase HP regained this way by 1 if the top card of the environment trash is a fate card. At the start of the environment turn, destroy this card.
Ring of Foresight
Card type: treasure. Copies: 1.
Play this card next to a hero. At the start of their turn, they regain 1 HP. When checking a card in the environment trash, the players may first destroy this card, and then check it instead of the original card.
Roving Slime
Card types: monster, fate. Copies: 1.
At the end of the environment turn, check the top card of the environment trash. If it is a fate card, this card deals the hero target with the highest HP {H - 1} toxic damage. If it is not a fate card, this card deals each non-environment target 1 toxic damage.
Shopkeeper
Card type: npc. Copies: 1.
When this card enters play, reveal the top card of each hero deck, and move it beneath this card. Cards beneath this one are not considered in play. At the start of their turn, a player may discard a card to play or draw one of their cards from beneath this.
Stone Warden
Card type: monster. Copies: 1.
At the end of the environment turn, check the top card of the environment trash. If it is a fate card, this card deals the hero target with the highest HP {H} melee damage. If it is not a fate card, this card deals the non-environment target with the lowest HP 2 melee damage.
Suspicious Chest
Card type: monster. Copies: 1.
At the end of the environment turn, check the top card of the environment trash. If it is a fate card, this card deals the hero target with the highest HP {H - 1} toxic damage. If it is not a fate card, 1 player draws a card.
There's Always a Bard
Card types: character class, fate. Copies: 1.
Play this card next to a hero. At the start of their turn, they may use a power, play a card, or destroy this card. Damage dealt to the hero next to this card is irreducible and increased by 1.
Underleveled
Copies: 1.
While the top card of the environment trash is a fate card, increase damage dealt by villain targets by 1. While it is not a fate card, increase damage dealt by hero targets by 1. At the start of the environment turn, destroy this card.
Oblask Crater
Environment deck, difficulty 2.
Fresh Tracks
Copies: 1.
When this card enters play, reveal cards from the top of the environment deck until a target is revealed, place it beneath this card, and discard the rest. Cards beneath this one are not considered in play. When a target enters play, the players may destroy this card to play the card beneath it.
Game Trail
Card type: ecosystem. Copies: 1.
When this card enters play, play the top card of the environment deck. Whenever a predator card destroys another target, that predator deals each hero {H - 2} melee damage.
Gentle Transport
Card type: biomachine. Copies: 1.
At the end of the environment turn, move this card next to a hero. Then the predator card with the highest HP deals each target in this card's play area {H - 1} melee damage. If the hero next to this card plays a card with a power on it, they may immediately use a power on that card.
Industrious Hulk
Card type: biomachine. Copies: 1.
Whenever a hero draws a card, this card deals them 1 melee damage. When this card is destroyed, each player may put the top card of their deck into their hand.
Inscrutable Ecology
Copies: 1.
When this card enters play, reveal cards from the top of the environment deck until {H - 1} targets are revealed, put them into play, and discard the other revealed cards. Reduce damage dealt by environment targets by 1. At the start of the environment turn, destroy this card.
Invasive Growth
Card type: ecosystem. Copies: 1.
When this card enters play, discard the top 2 cards of the enviroment deck, then put a random target from the environment trash into play. When an environment target is destroyed, all other environment cards become indestructible until the start of the next turn.
Metal Scavenger
Card types: biomachine, predator. Copies: 1.
At the end of the environment turn, move the top card of each other trash pile beneath this card. Then, this card deals each other target 1 toxic damage and itself 1 fire damage. Cards beneath this one are not considered in play.
Moon Watcher
Card type: biomachine. Copies: 1.
At the end of the environment turn, this card deals each non-environment target 1 sonic damage. When this card is destroyed, if it has 0 or fewer HP, reveal the top card of each deck and replace or discard each one.
Oblask Object Y-3A
Card type: impact object. Copies: 1.
Play this card next to a hero, then play the top card of the environment deck. When the hero next to this card would be dealt damage by an environment target, they may discard a card. If they do, redirect that damage.
Open Ground
Card type: ecosystem. Copies: 1.
Once per turn when a hero target would be dealt damage by a non-hero target, they may increase that damage by 1 and play the top card of the environment deck. If that card is a target, redirect that damage to it.
Plated Giant
Card type: biomachine. Copies: 1.
Play this card next to a hero. The hero next to this card is immune to damage from enviroment targets other than this one. At the end of the environment turn, this card deals the hero next to it {H - 1} melee damage.
Shadow of Oblask
Card types: biomachine, predator. Copies: 1.
At the end of the environment turn, this card deals the hero target with the second lowest HP {H} energy damage. If no other predator cards are in play, increase damage dealt by this card by 1.
Swarm of Fangs
Card types: biomachine, predator. Copies: 1.
At the end of the environment turn, this card deals the target other than itself with the lowest HP 2 melee damage. If this damage destroys a target, repeat the text of this card.
Unseen Terror
Card types: biomachine, predator. Copies: 1.
At the end of the environment turn, this card deals the 3 other targets with the highest hp {H - 2} cold damage each. Until the end of the next environment turn, this card becomes immune to damage from targets that were not damaged this way.
Unknown Herds
Card type: biomachine. Copies: 1.
At the end of the environment turn, if there are 0 or 1 predator cards in play, 1 hero may use a power. If that power would deal damage, prevent it. When this card is destroyed, each predator and villain target regains {H} HP.