Manual in English

Sentinels of the Multiverse: Definitive Edition – Rook City Renegades — Rules Manual

Greater Than Games, LLC, Portal Games · Board game · 2023
1–5 · best 4 Solo 30–60 min Weight 3.1/5 Official PDF 35 pages
9.5 rating Ludopedia
8.9 rating BGG

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CREDITS
Writer and Designer: Christopher Badell
Artist: Adam Rebottaro
Additional Game Design: Christopher Burton
Editor: Christopher Badell
Layout and Graphic Design: SaRae Henderson and Darrell Louder
Developers: Christopher Badell and Christopher Burton
Continuity Auditor: Jesse Garrison
Product Developers: Christopher Badell and Paul Bender
Playtesters: Michael J. Ahlers, Christopher Battles, Christopher Dade, Ian Delaney, Brian Denning, Alex Franklin, Richard Gillingham, Bryan Graham, AJ Harris, Graham Hildebrandt, Donner Holten, Brian Jewett, Tim and Katelyn Jewett, Steve Kaylor, Carl Klutzke, Benjamin Larsen, Ruduen, Russ Luzetski, Jim McEwan, Cole Preece, Andy Rasmussen, Ryan Samarco, Michael Schector, Bill Stull, Brent Ur, Benton Winfrey, Sameer Yalamanchi, Samuel Zhu, and so many more around the world! Evil may never sleep, but neither do the Sentinels of the Multiverse.
Sentinel Comics was created by Christopher Badell and Adam Rebottaro
©2011 Flat River Group, LLC
www.GreaterThanGames.com

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TABLE OF CONTENTS
Introduction........................................................................page 2
Components........................................................................page 2
◦Sleeves. ......................................................................page 3
New Rules and Clarifications. .........................................page 4
Lore
◦The Heroes. ...............................................................page 6
◦Villains. .....................................................................page 14
◦Environments. .........................................................page 25
FAQs...................................................................................page 31

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1 Villain HP Spinner
3 Nemesis Tokens
14 “1” HP Tokens
7 Irreducible Damage Tokens
1 Additional Large HP Spinner Wheel
1
Damage dealt by this target is IRREDUCIBLE
INTRODUCTION
Rook City. Nighttime. The Cult of Gloom performs their dark rituals, seeking to open the way for their dread lord and master. Rumors abound of a red-masked killer lurking in the shadows. A monstrous giant rat-man-beast stalks the sewers, its terrible teeth teeming with toxins. And, above it all, The Chairman of The Organization — the largest organized crime syndicate the world has ever seen — watches the ebb and flow of his underlings, his subjects, his city. If things need a more hands-on approach, he'll send his Operative to deal with the dirty work.
Sentinels of the Multiverse: Rook City Renegades expands the award-winning core game of Sentinels of the Multiverse: Definitive Edition! Gritty heroes, terrible villains, and deadly environments all come together in this expansion, adding a lot of content, and even a few new mechanics!
Sentinels of the Multiverse: Rook City Renegades requires the Sentinels of the Multiverse: Definitive Edition Core Game to play.
COMPONENTS

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= the on the top card of your trash
HERO
INCANTATION
POWER: Discard 1 card. Either draw 2 cards or play 1 Spell card.
26
HERO
QUICKDRAW
POWER: Expatriette deals 1 target 2 projectile damage. You may play 1 Item card.
28
HERO, WEREWOLF
PROWL
POWER: Either discover 1 Aspect card or Alpha deals 1 target 2 melee damage.
26
VILLAIN, RAT
URBAN LEGEND
Damage dealt by Plague Rat is irreducible. ADVANCED...
Plague Rat is immune to toxic damage.
END PHASE
If there are 3 or more Villain Ongoing cards in play, . Otherwise, Plague Rat deals the Hero target with the highest HP melee damage. Then, play the top card of the Villain deck.
Setup: Summon the Plague Locus.
VILLAIN
PIKE’S RIGHT HAND
45
−2 damage dealt to The Chairman.
ADVANCED...
When The Operative would be destroyed, instead:
.
COMMANDS
Play the top card of The Operative’s side deck.
START PHASE
If there are no Technique cards in play, discover 1 Technique card from The Operative’s side deck.
END PHASE
The Operative deals the Hero target with the highest HP 2 melee damage. Then, discover 1 Underboss card from The Chairman’s deck and activate the COMMANDS on that
Setup: Put The Operative’s Villain Character Card in the Villain play area “Pike’s Right Hand” side up. Shuffle and set The Operative’s side deck in the Villain play area. The Operative acts after The Chairman during the Villain turn. Discover minus 2 Underboss cards. Discover minus 1 Thug cards.
VILLAIN
SHADOWY MASTERMIND
40
Play the top card of the Villain deck.
The Chairman is immune to damage.
After an Underboss card is destroyed, put it under this card.
START PHASE
If there are at least cards under this card, play them all and .
END PHASE
Activate the COMMANDS on The Operative’s character card.
ADVANCED...
END PHASE
After a Villain Ongoing card is destroyed, Spite deals the target other than himself with the lowest HP 2 infernal damage.
EVENT: Prelude of the Soulless
AUG 1983
The life-draining and life-ending Spite was one of the worst villains to stalk the streets of Rook City. Even the bravest of street-toughs feared him, avoiding the alleys and underpasses he was rumored to frequent. Of course, no one knew just where Spite might strike next, and most of the reports about him hung on mere shreds of fact. His powers grew with every kill as he prepared to take on the one hero who he blamed for making him the monster he became.
Villain: SPITE
EVIL SMILE
After Plague Rat’s Villain character card flips, discover 1 Ongoing card.
EVENT: Dominion of the Plague Rat
AUG 1988
The rumors of a massive rat-like creature stalking the sewers of Rook City abound! Those who live on the street level know the rumors have too much truth in them to be casually disregarded. The mix of toxic sludge, chemical testing remnants, growth hormones, and illicit drugs streaming from the Pike Industrial Complex has mutated someone -- or someTHING -- in the sewers. Now, the Plague Rat hungers, and he knows where to find his next meal…
Villain: Plague Rat
Rapid Infection
After a Villain target is destroyed, The Operative deals the Hero target with the highest HP 2 melee damage.
EVENT: Built in a Day
Jan 1990
As The Chairman built his vast criminal operation, he stepped on many outstretched hands, kept a few allies close, betrayed the rest, and never looked back for even an instant. Now, The Organization is stronger than ever, but its sheer size and scope demand additional muscle in the ranks of leadership. The Chairman and his deadly right hand, The Operative, find their Underbosses from many walks of life, but they all work towards the same goals: power, control, and profit.
Villain: The Chairman
Retaliatory Patrolling
CRITICAL EVENT
Abomination of Desolation
JUN 1994
Spite has come back to prey on the people of Rook City countless times. He has been defeated and left for dead and even confirmed medically absolutely without question dead many times… and yet, he always returns, eager to pick right back up where he left off. But now, something is different. Spite has grown vastly in power, having gorged on experimental remnants from the supposedly destroyed Barzahk Wing, and now he’s specifically going after the heroes. They won’t have any trouble finding him this time, but will they be able to survive?
CRITICAL EVENT
The Plagued Horde
JUN 2001
Eliza Beck was merely a mild-mannered lab technician, but the fools at the anti-toxin lab couldn’t appreciate her genius. Why create anti-toxins when you could instead align life to thrive under the influence of certain so-called toxic chemicals? Doctor Toxica has been stopped by the heroes before, but her plot now can bring the truth of her toxins to all, starting with a strain from rodents in the sewers, moving on to the neighborhood dogs and cats, and then on to the people of Rook City! From there: the world!
CRITICAL EVENT
The Making of The Organization
Nov 1973
Decades ago, when Rook City was not yet as terrible of a place as it is now known to be, Graham Pike secretly worked with Boris “The Bear” Sokolov, a small-time crook with a big-time presence. Together, they took over the holdings and territory of other crime families and built The Organization into the sprawling criminal organization that is known and feared today.
CRITICAL EVENT
Environment
Rook City
villain
The Chairman
Alpha
hero
HALP03
START PHASE
Alpha deals 1 target 1 sonic damage. Destroy 1 Ongoing card in that target’s play area.
END PHASE
If there are 3 or more Aspect cards in play, Alpha deals the target with the lowest HP 1 melee damage.
“Sacré bleu! My spine, it shivers at that sound! This will be more fun than I had thought!”
--Ambuscade, Rook City Renegades #135
BLOODCURDLING HOWL
ONGOING, ASPECT
HALP02
After this card is played, Alpha deals 1 target 2 melee damage.
REACTION: Alpha deals the attacker 2 melee damage.
“That’s a lot of teeth! I’m gonna stay out of this one. Or, at least, hang back a bit...”
--Setback, Terminal Ballistics #32
BADGER THE BLOODIED
ONGOING, LIMITED
HALP01
Play or discover 1 Aspect card. Alpha deals 1 target X melee damage, where X is the number of Aspect cards in play plus 1.
“Legend speaks of a far more terrible form of the wolf -- one whose very existence rends the minds of men.”
--NightMist, NightMist #146
ATTACK OF THE DIREWOLF
ONE-SHOT
VCHA03
THUG
−1 damage dealt to Underboss cards.
ORDERS
Randomly play 1 card from under The Chairman’s character card.
--Tony Taurus, Mystery Comics Vol. 2 #191
“Heh, I doubt you’ll get the help you’re looking for from local law enforcement.”
CROOKED COP
4
VCHA02
UNDERBOSS
COMMANDS
Discover 1 Hitman. Then, this card deals the Hero target with the lowest HP 2 projectile damage.
END PHASE
Activate ORDERS on each Hitman.
--The Contract, Built in a Day #4
“It’s nothing personal, you understand -- just business.”
THE CONTRACT
8
VCHA01
UNDERBOSS
COMMANDS
Discover 1 Informant. Then, discard the top card of each Hero deck. Whenever an Ongoing card is discarded this way, each Villain target regains 1 HP.
END PHASE
Activate ORDERS on each Informant.
--The Broker, Built in a Day #2
“Knowing is the half of it. The other half is profit.”
THE BROKER
8
After an Environment target is played, 1 Hero discards 2 cards.
END PHASE
Each Environment target deals the Hero target with the highest HP 1 sonic damage.
ANTI-HERO SENTIMENT
--Bruce Watkins, Mystery Comics Vol. 1 #356
“costumed vigilantes running wild in our streets, filling the heads of our children with dangerous ideas, while doing nothing to protect us!”
ONGOING, SMEAR
EROO02
If there are any Smear cards in play, this card is immune to damage.
When this card is destroyed, discover 1 Smear card.
END PHASE
Discover 1 Smear card.
BRUCE WATKINS
--Tabitha Taft, Rook City Renegades #65
3
“Werewolves, Bruce? Give me a break. What’ll you come up with next-- a giant man-eating rat in the sewers?”
REPORTER
EROO03
When this card is destroyed, destroy 1 Hero Ongoing card.
END PHASE
Each Hero may discard 1 card. This card deals each Hero character X projectile damage, where X is minus the number of cards discarded this way.
AMBITIOUS RACKETEER
--Mr. Fixer, Mystery Comics Vol. 2 #154
5
“The most dangerous evil is barely evil at all. It’s one man stepping on another to get ahead. It’s forgetting to look down when you’re moving up.”
THUG
EROO01
6
Hero Character Cards
Hero Decks
(6 Decks of 40 Cards each)
Villain Decks
(9 Decks of 25 Cards each)
11 Villain Character Cards
21 Divider Cards
Environment Decks
(5 Decks of 15 Cards each)
9 Event Cards
9 Critical Event Cards
5 Reminder Cards
HERO
POWER: Reveal the top card of 1 deck. You may replace that card, bury that card, or play that card.
24
SLEUTH
HERO, WEREWOLF
POWER: Alpha deals 1 target 1 energy damage. Alpha deals up to X targets 1 energy damage each, where X is the number of Aspect cards in play.
30
WOLF-TEK
BARRAGE
HERO, WEREWOLF
POWER: Draw 2 cards. You may bury 1 Aspect card from play or your hand. If you do, reveal the top Fard V o I de F N and re Sla Fe them in any order.
26
TABITHA TAFT
ON THE SCENE
TURN SEQUENCE
Villain Turn
START PHASE
PLAY PHASE
END PHASE
Each Hero Turn in Play Order
START PHASE
PLAY PHASE
POWER PHASE
DRAW PHASE
END PHASE
Environment Turn
START PHASE
PLAY PHASE
END PHASE
AND : the Flip Icon. Indicates when to flip over the Villain character card.
: the Hero Icon. Represents the number of Heroes in the game. The number does not change over the course of the game, even if any Heroes are incapacitated. Always 3, 4, or 5, based on the number of Hero decks, regardless of how many players are playing.
TURN SEQUENCE
Villain Turn
START PHASE
PLAY PHASE
END PHASE
Each Hero Turn in Play Order
START PHASE
PLAY PHASE
POWER PHASE
DRAW PHASE
END PHASE
Environment Turn
START PHASE
PLAY PHASE
END PHASE
AND : the Flip Icon. Indicates when to flip over the Villain character card.
: the Hero Icon. Represents the number of Heroes in the game. The number does not change over the course of the game, even if any Heroes are incapacitated. Always 3, 4, or 5, based on the number of Hero decks, regardless of how many players are playing.
TURN SEQUENCE
Villain Turn
START PHASE
PLAY PHASE
END PHASE
Each Hero Turn in Play Order
START PHASE
PLAY PHASE
POWER PHASE
DRAW PHASE
END PHASE
Environment Turn
START PHASE
PLAY PHASE
END PHASE
AND : the Flip Icon. Indicates when to flip over the Villain character card.
: the Hero Icon. Represents the number of Heroes in the game. The number does not change over the course of the game, even if any Heroes are incapacitated. Always 3, 4, or 5, based on the number of Hero decks, regardless of how many players are playing.
VOPE03
ONE-SHOT
Destroy 1 Hero Ongoing or Item card. If The Broker is in play, activate the COMMANDS on her card.
--The Operative, Mystery Comics Vol. 2 #247
“What is information, if not a weapon? Give me something I can wield.”
INSIDER INFO
VOPE02
ONGOING, TECHNIQUE
After this card is played, destroy all other Technique cards.
After The Operative is dealt damage by a non-Villain target, she deals the attacker 2 melee damage.
END PHASE
The Operative deals the Hero target with the lowest HP 3 melee damage.
--Zhu Long, Mystery Comics Vol. 2 #243
“Your opponent hears everything your sword says. A knife is much harder to listen to.”
HIDDEN BLADE
VOPE01
ONE-SHOT
The Operative deals the Hero target with the highest HP 4 melee damage. If The Muscle is in play, activate the COMMANDS on his card.
--The Operative, Rook City Renegades #73
“Enough chatter. The time to strike is now.”
BLADE AND BATTERY
The Operative's Side Deck
(1 Deck of 10 Cards)
The additional large HP spinner wheel is to replace the large wheel from the core game, as it was slightly miscut leading to difficulties turning it smoothly.
If you’re missing any components, or if anything arrived damaged, please email contact@greaterthangames.com to get a replacement.
SLEEVING ROOK CITY RENEGADES
If you want to sleeve all the cards in Sentinels of the Multiverse: Rook City Renegades, you’ll need 3 sizes of sleeves:
• 35 "tarot" size card sleeves, 70mm by 120mm, for the Hero character cards and Reminder cards
• 29 "large scale" size card sleeves, 88mm by 130mm, for Villain character cards and Event cards
• 550 "standard" size card sleeves, 63mm by 88mm, for all of the Hero, Villain, and Environment deck cards
You can purchase packs of sleeves specially built for this exact purpose on the Greater Than Games webstore: http://store.greaterthangames. com! Just search for the Sentinels of the Multiverse card sleeves on our store to find the types and numbers of sleeves you need.
3

RENEGADES If you want to sleeve all the cards in Sentinels of the Multiverse Rook City Renegades you ll need 3 sizes of sleeves 35 tarot size card sleeves 70mm by 120mm for the Hero character cards and Reminder cards 29 large scale size card sleeves 88mm by 130mm for Villain character cards and Event cards 550 standard size card sleeves 63mm by 88mm for all of the Hero Villain and Environment deck cards You can purchase packs of sleeves specially built for this exact purpose on the Greater Than Games webstore http store greaterthangames com Just search for the Sentinels of the Multiverse card sleeves on our store to find the types and numbers of sleeves you need 3

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NEW RULES AND RULE CLARIFICATIONS
NEW KEYWORD: SUDDENLY!
SUDDENLY! is a new keyword that has a specific effect whenever a card
with that keyword ends up in your hand.
SUDDENLY!: If this card is ever in your hand, immediately
play it. If this card is drawn during setup, draw a card
and shuffle the
SUDDENLY! card back into the deck. At
the start of the game, each Hero will have a hand of
4 cards, none of which with the
SUDDENLY! keyword.
• If a
SUDDENLY! card is in the hand of a Hero who
cannot play cards, it cannot be played. However,
as soon as that Hero can ever play cards, the
SUDDENLY! card must immediately be played.
SUDDENLY! cards add an element of chaos and hint at a struggle for
control. Not being able to plan for them means they often mess things
up at least a bit when they are played.
VILLAINS WITH MULTIPLE CHARACTER CARDS
In Rook City Renegades, there are two Villains with more than one
Villain character card, but in two different ways.
The Chairman is the main Villain character card for the Villain deck "The
Organization." However, he has his right-hand assassin The Operative,
who also has her own Villain character card. She also has a "side deck,"
which we explain in the next section. The Villain character cards for The
Chairman and The Operative both start the game in play, and you have
to defeat The Operative in order to take down The Chairman.
For the Villain deck "The Fey-Court," The Dagda and The Morrigan are
both equal rulers of the Fey-Court and both start in play. You cannot win
the game by knocking only one of them out — both must be defeated in
order to win that way. However, The Dagda does give you an alternate
victory condition to work towards on his flip side.
In all cases in which there are multiple Villain character cards, two main
rules apply:
• When a Villain character card is destroyed, remove it from the game
unless it or another card in play says otherwise.
• When there are no Villain character cards in play, you win the game,
unless a card in play says otherwise.
4

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INTRODUCING: THE SIDE DECK
The Operative’s deck is the first instance of a "side deck," which does not follow the regular rules of a deck in Sentinels of the Multiverse.
A side deck is made up of cards of the same type as the play area it is placed in during setup. It has its own trash, separate from any other trash in its play area. Do not play, reveal, discard, summon, discover, or interact with cards in side decks in any way unless the card telling you to do so specifically names the side deck. It is not affected by effects that refer to "each deck," "the villain deck," "any deck," or similar effects.
The Operative’s side deck is a deck of Villain cards, but it is not "the Villain deck" for effects that reference decks. It does not play a card during the Villain turn PLAY PHASE, like the Villain deck does, instead only playing cards when instructed to do so by other cards in play.
TOKENS ON VILLAIN CHARACTER CARDS
Some Villains use tokens to track certain game elements. To track these effects, you can use HP tokens or any other sort of tokens or similar objects you have available. Tokens referred to by a Villain character card mean only those tokens, not any other tokens added to a card, such as damage boosting/reducing tokens or even tokens related to other effects from other decks.
When a Villain character card with tokens on it flips, leave the tokens on that card. They are not affected by the flip, unless something in play says otherwise.
CONFLICT RESOLUTION
This section is an update to the Conflict Resolution rules printed in the rulebook that came with the core game.
Whenever cards are played, put them into the appropriate play area starting from left to right in the order in which they were played. During Villain and Environment turns, when resolving the order of PHASE effects (or effects with a unique icon, like Omnitron’s Exterminate and Fabricate text), resolve them in the order those cards were played, from left to right in that play area. During Hero turns, effects in each PHASE are resolved in the order of that Hero’s choosing.
In ambiguous situations, such as tied HP or multiple targets damaged simultaneously, the players choose the outcome or order of effects.

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LORELORE
THE HEROES
Rook City Renegades includes six tenacious heroes who are
brave enough to stand against overwhelming odds and seemingly
unstoppable foes. Each of them are strong and capable in their own
way, but some Hero decks are more complicated than others. Here is a
comparison of the complexity of each Hero deck, on a scale from 1 to
10, where 1 is the least complicated and 10 is the most.
Hero Name Hero Icon Complexity
Expatriette 4
Setback 6
NightMist 7
Mr. Fixer 5
The Harpy 9
Alpha 7
HERO COMPLEXITY CHART
The next few pages contain biographical information for the heroes in this set, as well as gameplay explanation and tips for each of them!
6

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EXPATRIETTE
BACKSTORY
Growing up with no powers was hard for Amanda Cohen. As the daughter of Citizen Dawn, leader of the Citizens of the Sun, she was expected to blossom into a leader herself with a vast array of powers. Instead, she spent her childhood scorned for being unworthy and, after a terrible fight with her mother that cost Amanda her right eye, she escaped Insula Primalis and left the Citizens of the Sun behind.
Hardened against the power-hungry, Amanda hunted tyrants and oppressors. In her crusade, she learned of groups of heroes, such as the Freedom Five, but was skeptical. With time, she grew to appreciate their use of power for good, and not for gain. Taking the name "Expatriette," she strikes out against those who abuse power, using only her wits and an impressive arsenal of firearms.
While things deteriorated more and more in Rook City, the heroes who regularly patrolled the failing city grew increasingly concerned about the disappearance of Mr. Fixer. Three of those heroes joined forces: Expatriette, Setback, and Nightmist. They worked together to protect Rook City and to investigate the loss of their friend.
Amanda Cohen fell into her leadership role well. With powerful allies at her side, she was able to take a tactician's approach to combat, laying down heavy fire when necessary. As part of Dark Watch, Expatriette takes a bit more time with her actions, having to consider her moves more carefully as she is now responsible for not just her own life, but for those of her teammates.
Expatriette has fought on both sides of the law, and isn't afraid to get her hands dirty. The variety of character cards she has in Rook City Renegades reflects this, showing her as a vigilante, as a gritty assailant, as a focused teammate, and even as a combatant with a secret identity...
GAMEPLAY
Expatriette’s deck is all about Guns and Ammo — the ways she deals damage, and the interesting ways that damage can be modified. Each of her Gun cards has different ways of optionally using Ammo, and the Ammo cards modify the effects of the Gun’s damage. She has ways of getting more cards in play and in hand, stocking up on Ammo, and even some clever plans that can help out the entire team. All in all, Expatriette is a capable and well-armed addition to any team of heroes.
7

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setbacksetback
BACKSTORY
Pete Riske had just been fired from his third casino job. He was down on his luck again, but things occasionally seemed to fall into place for him, once in a while. More commonly, they fell out of place. People had always pitied Pete for his bad luck, but he didn’t see it that way. Sometimes, things just don’t go your way.
Pete heard about a lucrative medical testing opportunity through RevoCorp that would help with his bills until he found another job. At the testing center, they assured him that the wires and vats of weird goo were up to code. Plus, he got to stay in their cushy facility for a couple weeks during testing! As the weeks went by, Pete was feeling great! Never better, in fact. He’d gained about 20 pounds of muscle and was stronger and faster than ever! The doctors insisted that he not leave the facility for a lot longer for additional testing. Well, Pete was getting bored of the same blank walls. The doors were usually locked at night, but one night, they weren’t, and he just walked right out.
Pete made it back home with only a few trips and stumbles along the way, only to learn that his apartment building had burned to the ground while he was away. As he sifted through the ashes, he looked up to realize he was surrounded by blue and green armored soldiers led by a guy in a lab coat. Turns out, Baron Blade was behind the medical testing experiment, and Pete’s newly found physical prowess was exactly what the Baron was looking for. Things were looking tense, but then, the Freedom Five showed up, fought Baron Blade, and saved Pete!
Pete started hanging out with the Freedom Five. The fast lady called him "a bit of a setback," and he liked the sound of that. Pete took the name Setback, and he helped out where he could. Eventually, he met another friend of the Freedom Five: Expatriette. Pete found her fascinating. She was smart, really good at things, and funny in a way that she didn’t mean to be. Setback and Expatriette teamed up a bunch, fighting crime in Megalopolis and in Rook City, where they ended up being able to do more good, especially as part of the hero team Dark Watch.
GAMEPLAY
Setback’s deck features both Lucky and Unlucky cards. Far more Unlucky cards, in fact, but the Lucky cards are particularly powerful. When Unlucky cards come into play, there’s an initial effect that is potentially helpful, but then a slew of ongoing consequences. However, you can play Lucky cards to clean up your messes with positive effects! One way or another, Setback is always full of surprises!
8

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NIGHTMIST
BACKSTORY
When Faye Diamond took over Diamond Investigations, she began to investigate the disappearance of her grandfather Joe. That investigation led her deep into a coven of witches whose unreliable magic went awry, transforming Faye's body into incorporeal mists! Soon after being cursed, an elderly man appeared at the agency, identifying himself only as The Master. He claimed that he was here to teach her to handle both her gift of magic and her curse of the mists. Years of training with The Master went by, but Faye knew she still had much to learn. One night, there was a rapid knocking at the door to Diamond Investigations — Tachyon had come seeking the aid of a paranormal investigator. Taking the name NightMist, Faye assisted the Freedom Five in turning back the first assault of terror from the villainous entity GloomWeaver.
During the Vengeance event, NightMist’s curse was broken, but she was unwilling to live a "normal" life. NightMist used a dark ritual to reach into the Void and drink deep of the eldritch power she found there. However, when she attempted to return to her mortal form, she found she was lost and beset by creatures of the Void. The being who was once NightMist fought against all manner of unknowable forms for what must have been years. The fighting led her to a jagged rift between worlds, surrounded by scores of powerful entities, each striving to be the one to control the portal. NightMist swept them all aside and pointed the portal towards her home. When Faye returned, it had only been a few days since her disappearance. Though the world around her had hardly changed, she was a very different person.
While things deteriorated in Rook City, the heroes who patrolled the failing city grew increasingly concerned about the disappearance of Mr. Fixer. Three of those heroes joined forces: Expatriette, Setback, and NightMist. They worked together to protect Rook City and to investigate the loss of their friend. Without NightMist and her recent power fluctuations, they would not have been able to save him.
GAMEPLAY
Every card in NightMist's deck has a Spell Number in the upper right hand corner of the gametext box: . Cards in her deck reference the Spell Number that is on the top card in her trash using a torn Spell Number icon: . Whenever you see that icon, treat it as the Spell Number on the top card of your trash. If she has no card in her trash, the Spell Number counts as 0. NightMist has access to many powerful magicks, but she needs her Relics and Ongoing cards to survive the toll they exact.
9

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MR. FIXER
BACKSTORY
The old mechanic that runs "Slim’s Auto Shop" only answers to "Slim." There was a time when he went by "H. R. Walker," but those were simpler times. He used to run a martial arts school for kids, most of whom never paid for their classes, but about 25 years ago, a group of his students were killed for standing up for themselves, gunned down by drug dealers for being in the wrong place at the wrong time. It wasn't even mentioned in the papers. No one cared. Sifu Walker closed down the school the next day, telling students, "The only way to stay safe is to not fight back."
Slim went quiet and just ran his auto shop. The neighborhood came to think of him as merely the best mechanic in town and nothing more.
Slim doesn't use the fancy diagnostic computer like the big shops, but he always gets the cars running better than before, and doesn't charge much at all. However, the pushers and dealers kept expanding their territory. Slim maintained a policy of "Don’t fight back. Give them what they want." But when his shop assistant, Charlie, was killed by some Organization thugs, Slim knew he couldn’t stay quiet any longer. It was time for him to fix things.
Harold Robert Walker has gone by many names over the many decades of his life. He first appeared in the pages of Sentinel Comics in the Golden Age as a boxer called "Black Fist," who later became a martial artist under that same name. It wasn’t until the '70s that he made the transition to a teacher and mentor, taking on the name "Sifu Walker."
And after his untimely death at the hands of his former pupil, his twisted arcane resurrection at the hands of one of his oldest foes left him in an even more perilous state, rescued by a ragtag team of heroes known as Dark Watch, but missing much of his humanity. Mr. Fixer’s story is a grim one, but even in his darkest times, he still brings a lot of light into the world for others.
GAMEPLAY
Mr. Fixer mixes martial arts and shop tools in a way that flows through combat. He uses both Tool cards and Style cards to augment the only power he has: the one printed on his Hero character card. His Style cards provide him with a wide variety of powerful Reactions, with good reason to switch between them, depending on what’s happening in the game. He’s at his best when he has both a Tool card and a Style card in play, but a variety of One-Shots cards with collect, discover, and salvage abilities on them make it quick and easy to get ol’ Slim up to speed.
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THE HARPY
BACKSTORY
Lillian Corvus was best known as the dangerous and powerful villain The Matriarch. She was well remembered as a terrible threat… yet, she only once attacked. She was swiftly subdued by the hero team known as the Freedom Five, and spent years in prison, as a result. There, her cousin Meredith Stinson would visit her with some regularity, checking on her and helping her deal with the pain and trauma that she experienced in becoming The Matriarch.
When she finally left the prison (through a series of bizarre incidents), she felt the call of the mask that gave her avian power, and she ultimately found herself unable to resist its call. Donning the mask felt different, however. Rather than the exhilaration she felt in the past, the magical pathways inside her burned with eldritch energy. Birds swarmed her in anger, cawing and pecking against the perceived threat. Tachyon found her huddled in a warehouse, surrounded by a ring of magic, keeping everyone and everything out. Tachyon called her ally NightMist for magical assistance, and she was able to reach through the wards and stabilize Lillian’s power, dispersing the infuriated flock.
Knowing that her powers are more than she can handle, Lillian apprenticed herself to NightMist, returning with her to learn how to control her magic. Over time, NightMist learned just how incredibly powerful young Lillian was, though her control was tenuous, at best.
Taking the name The Harpy, Lillian is now a full-fledged member of Dark Watch and studies magic under the careful tutelage of NightMist. They all keep their eyes on Lillian, as her power constantly threatens to get away from her. The Harpy’s story is one of struggle — the pain of being so ostracized as to turn to villainy, the shame of her actions and of her incarceration, the feeling of a lack of control over her cursed power, and her striving for acceptance among a team of people that don’t all trust her.
GAMEPLAY
The Harpy’s deck represents quite a lot of both arcane and avian power, but also the struggle to maintain that power. She has Flock cards, which can do a lot of damage, but are also costly to keep controlled. Her One-Shots and Ongoings can help… or they can unleash the Flock, hoping to down The Harpy’s foes before the feathery debt comes due. Look to cards like Huginn, Muninn, Eldritch Training, and Magical Bequest to stay in control. Alternatively, cards like Uncontrollable Flock and The Mask of Sky and Shroud make her really let loose.
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ALPHAALPHA
BACKSTORY
Tabitha Taft is anything other than your average, mild-mannered reporter. She’s brusque, brash, and tenacious when she’s got a lead on a juicy story. She’s also a werewolf. In her time at The Rook City Record, she’s kept that a secret while exposing many secrets the subjects of her stories would rather keep hidden, though it hasn’t always been easy.
Before nights with a full moon, she retreats to her basement and locks herself up with a complicated array of silver shackles, just to make sure she doesn’t hurt anyone when she loses all control.
Usually, she has an above average amount of control. Early on, she was a member of a werewolf pack, but that didn’t last long — she doesn’t get along with other werewolves, and she certainly doesn’t appreciate their "we must eat all the humans" viewpoint. That’s not what Tabitha wants. She took the name and role of the leader of that pack, and then left them behind, keeping only "Alpha" for herself.
Tabitha Taft chases down leads during the day as a reporter, but when the night comes, she slips into something a bit more… furry… and Alpha takes to the streets, sniffing out crime and corruption with her heightened senses. In her time as a lupine crime fighter, she’s crossed paths with many heroes, most notably the members of the hero team Dark Watch. She’s learned a lot about them, and keeping their identities secret is almost as important to her as protecting her own, so she takes steps during her day job to keep certain stories out of print.
Recently, she’s learned even more about herself and her past. She was never quite sure when she became a werewolf — in fact, she could never remember a time that she wasn’t cursed. When a dangerously focused pack showed up in Rook City, led by a powerful werewolf who had fully abandoned any vestige of his humanity, she was confronted not just with dealing with another threat to the people of her city, but also with a threat to her very concept of her identity! Even still, Alpha knows that she has to calm the wolf within and focus on control, or she won’t be able to escape her "wolf-woman" origins.
GAMEPLAY
Alpha is the first brand new addition to the Hero line-up of Sentinels of the Multiverse! Alpha has a decent amount of control over the aspects of her werewolf nature, but the more she lets the wolf take over, the more dangerous she can be to everyone around her! Her Aspect cards are powerful, but get enough of them out, and you’ll start to feel the hunger take control…
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HERO VARIANTS
This set also contains quite a few Hero Variant character cards. Like the Sentinels of the Multiverse: Definitive Edition core game, each Hero has their primary character card, plus one First Appearance variant. Additionally, each member of the Dark Watch team (Expatriette, Setback, NightMist, Mr. Fixer, and The Harpy) has a Variant card just for their Dark Watch appearances. They also each have a story Variant, which depicts a story change for the character that happened sometime during the history of Sentinel Comics.
Alpha is the one Hero in this set who is not a member of Dark Watch, though she is an ally of theirs. Though she doesn’t have a Dark Watch Variant, she does have two story Variants, one for her reporter alter ego, and one for the short-lived but memorable Alpha 2000 comic book.
Additionally, six of the core game heroes get story Variant cards in this set: Detective Wraith, Stealth Suit Bunker, Scavenger Unity, Backdraft Ra, Haunted Fanatic, and Werewolf Haka.
To learn more of the stories hinted at by these cards, check out the award-winning Sentinel Comics podcast, The Letters Page, hosted by Sentinel Comics creators Christopher Badell and Adam Rebottaro. www.GreaterThanGames.com/TheLettersPage
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VILLAINS
Each of the Villains in Rook City Renegades is dangerous to the Heroes
and the world they live in, but some are far more challenging to defeat!
Similar to Hero complexity, Villains are rated in difficulty from 1 (the
least challenging) to 10 (the most challenging).
Villain Name Nemesis Icon Difficulty
The Organization 7
Plague Rat 6
Spite 6
GloomWeaver 8
Kismet 4
Ambuscade 5
Apex 7
The Fey-Court 4
Terrorform 7
VILLAIN DIFFICULTY CHART
Over the next several pages, you can read more about each of the Villains’ stories, as well as how their deck plays.
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THE CHAIRMAN
THE OPERATIVE
THE ORGANIZATION
BACKSTORY
Rook City inhabitants complain about terrible crime rates, but few are aware that a single organization, led by a shadowy figure known only as "The Chairman," is responsible for the vast majority of Rook City's corruption. Tales of The Chairman are few and far between, but he has purportedly held the reins of organized crime in Rook City for the better part of the last century. Most criminologists theorize that "The Chairman" must be a title, passed down through the years. Some wild stories have been told of one man who has somehow lived this long, controlling the streets since their creation, but there is no evidence to substantiate these claims. However, if such a man did exist, Rook City surely would be at his mercy, and the tales do not mention mercy…

Graham Pike is, in fact, the man known as "The Chairman," and he’s around for far too long. He stole biotech secrets from his father in the 1920s, killing his father and taking over the Pike family business. Pike Pharmaceuticals used to be known as a pharmaceutical company with good intentions, but now Pike Industries was all about profits and exploitation. Illicit drugs. Human experimentation. Mutating pollution. Furthermore, Graham Pike seemed to unlock some form of immortality, and used it not to just stop his aging and extend his life, but also to set up an enduring criminal organization within the heart of Rook City. He even has control of Mayor Overbrook, who runs the city only in name, bowing to every concession demanded by Chairman Pike.

Even considering his keen mind, his seeming immortality, and his ruthless aggression, The Chairman's greatest strength might just be his ability to pick the right people to work for him.

Sophia Anna Isabel DeLeon’s parents, immigrants from the Philippines, died only a year after she was born. With no other family, Sophia Anna was left to fend for herself in a Rook City orphanage, coming to understand at an early age that being strong was all that mattered.

Kids at the orphanage were invited to take free classes at a local martial arts school. After she'd trained there for only a few years, the school closed after some of the older students were tragically killed in gang warfare. Sophia Anna never stopped training. By the time she was fifteen, she had organized a group of the biggest, toughest street
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kids and trained them as pickpockets and street thugs. Then, she got
noticed. In working her way through rival gangs, she found that most of
them had a common contact. Seeking out that contact led her higher
and higher through the organized criminal activities of Rook City. Until
she met The Chairman.
He admired her strength, her leadership qualities, her intelligence, but
most of all, her ruthlessness. He needed someone like her to work at his
side; someone to be his hand on the streets. In exchange, he offered the
power of working at the top, but also offered to halt her aging process,
keeping her at her prime indefinitely. She would forever be in her mid-
twenties, strong, sharp, fast, and unfading.
Now, Sophia works as the right hand of The Chairman. She is so feared
in the underground world that just the mention of The Operative is
enough to close deals and end resistance. She’s not in the streets as
much as she used to be, but training with The Chairman has only made
her stronger, and their hold on the city grows tighter by the day.
GAMEPLAY
Combined, The Chairman and The Operative are the top
leadership of The Organization. Each has their own Villain character card and deck, though The Chairman’s deck is a true Villain deck, while The Operative’s deck introduces the concept of "side decks." The Operative's deck plays cards when an effect from either The Chairman or The Operative indicates to do so. As a result, the cards in her deck can be particularly punishing.
The Chairman likes to stay high above the action, not getting
personally involved. He gives Commands to The Operative. She gives
Commands to the various Underbosses of The Organization. They, in
turn, give Orders to the low-level Thugs that make up the rank-and-
file of The Organization. The Underbosses and The Operative are
fighting the Heroes right from the start. However, if the Heroes defeat
enough Underbosses, The Chairman gets personally involved. He’s a
dangerous foe, but also the only shot the Heroes have at taking this
whole Organization down.
The Organization cards can be played into an org chart of sorts, making
parsing effect order easier. Thug cards don’t have any START PHASE
or END PHASE text, only acting in response to certain triggers, or when
they receive Orders, so they can be played in a row at the bottom of the
Villain play area, leaving space near the two Villain characters cards for
the Underbosses, who do have END PHASE text.
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PLAGUE RAT
BACKSTORY
Many decades ago, a foul drug-dealer controlled large swaths of the Rook City drug market. He made his hideout deep in the Rook City sewers, keeping his stash safe from competitors and law enforcement alike. However, his criminal enterprise was worn down by a long battle with a new criminal organization taking control of the city. Over time, he was entirely ousted from the streets of Rook City, and lived in the sewers to survive. Years of handling the vile drugs he sold, mixed with the toxic waste from the industrial plants, slowly twisted and mutated the dealer into a giant, hideous, rat-like monster. Now, his last shreds of humanity all but eliminated, Plague Rat takes the Rook City sewers in search of his next meal, infecting all he touches.
GAMEPLAY
Plague Rat is a dangerous foe, especially cornered. His Ongoing cards all infect Heroes with his terrible Rat Plague, eating away at their life and sometimes causing the Heroes to turn on each other! Get ready to mitigate a lot of bitey and toxic damage, deal with degenerating effects from Ongoing cards, and put out enough damage to take down a giant mutated rat monster!
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SPITE
BACKSTORY
An unsolved string of murders led The Wraith to Jonathan "Jack" Donovan, but his gleeful pride in his kills was what put him on the Rook City Penitentiary Death Row. However, Pike Industries had a deal with the penitentiary through their secretive Barzakh Wing. Some inmates were offered a chance to take part in clinical testing for a reduction of their sentence from death to life in prison. What the researchers in the Barzakh Wing didn’t disclose was the nigh absolute fatality rate of the tests. Jonathan Donovan broke their streak and ultimately led to the destruction of the Barzakh Wing, followed by a thorough cover-up. The testing Donovan underwent there made him something far more terrible, able to devour the life forces of other people. Requiring that life essence to maintain his power, Spite now stalks the streets, always on the hunt for his next unsuspecting victim.
GAMEPLAY
Spite is back to his old ways, hunting Bystanders who appear as cards in his deck. On the front side of his Villain character card, he’s incredibly hard to take down, mostly due to him hiding in crowds. However, when he gets enough attention, he flips and takes the fight to the heroes.
Protect the Bystanders, as he gets additional tokens whenever he downs one. The tokens fuel his Ongoings and lead to him flipping, where he’s far more dangerous, though more vulnerable in a fight.
The Bystanders are cards in his deck, but they count as Environment targets — and not as Villain targets — for targeting purposes. Like the Bystander cards in the Rook City Environment deck, you want to be careful not to hurt them, but they give you the ability to take damage for them.
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GLOOMWEAVER
BACKSTORY
GloomWeaver is an extra-dimensional demon worshiped by an ancient and mysterious cult. He feeds on the gloom and despair of mankind, awarding dark magic to those who worship him in return for their sacrifices, encouraging them to inflict suffering on the world around them to feed his powers. Although he often sends his thoughts and power into this world for brief periods of time, he has failed to permanently breach the veil that separates him from the feast of desperate souls that our world offers.
But that is about to change. Terrible battles between villains and heroes have grown more frequent over the past few decades — the strife and misery their battles have wrought have increased his power. Cultists have begun collecting the terrible relics of GloomWeaver: the Pouch of Bones, the Drum of Despair, and the Grimoire of Curses. If all three are brought together and GloomWeaver is invoked, the veil will be sundered! The world’s greatest heroes gather, intent on stopping the demon’s plot, but GloomWeaver is pleased — their strife and anguish feed his power, and Gloomweaver spurs his cultists on to bring discord and despair into this world, permanently. And with the heroes defeated, GloomWeaver and his worshipers will be free to spread their malevolent influence across the multiverse indefinitely.
GAMEPLAY
GloomWeaver starts off as merely an idol for the Cult of Gloom to worship. His dread presence can be felt through this statue, harming those near it and emboldening the cult members, but GloomWeaver himself is not yet in play. His Chosen and Cultists work to bring him into this world, which the Heroes do NOT want to happen.
He still can be defeated, either by destroying his idol, or eradicating the Cult’s leadership. However, if the Cult gets his Relics in play, GloomWeaver tears through the veil between this reality and his realm, his character card flips, and GloomWeaver himself enters the game!
Can you win after he flips? It’s possible… but not easy!
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KISMET
BACKSTORY
The nomadic Adhin family believed the source of their good fortune was a small talisman they'd been passing down over the years as a family heirloom. It was thanks to this, they claimed, that they could always find the best uses for their talents. That is, up until Gabrielle Adhin. She longed for opulence, attention, and freedom from this "just getting by and being thankful for the bare scraps you have" way of life. Ever since childhood she had felt odd, indistinct sensations from time to time. Like she was moving in a hundred different directions at once, but in directions there were no words for. When she "inherited" the charm, suddenly it all made sense. In her mind's eye, she saw countless, branching possible realities, all different. In time, she used the charm to hone her psychic abilities, learning to bend the miasma of minute possibilities to her will. Within a few years, Gabrielle Adhin, the black sheep of the Adhin line, had carved a swath through reality, playing her mind games on the unsuspecting people around her, and taking whatever she wanted. In and out of The Block more times than F.I.L.T.E.R. would dare to admit, Gabrielle now laughingly calls herself Kismet, and bends the power of her family’s talisman with her powerful abilities in order to not just positively influence her own fortune, but to jinx those who stand in her way! Kismet does as she pleases and has little regard for the fate of others. All existence is her playground, and even when her trickster ways are momentarily halted, she always seems to weasel her way back into her chaotic escapades.
GAMEPLAY
Much like her cursed nemesis, Kismet also has Lucky and Unlucky cards! She just uses them VERY differently. It’s you who will suffer the consequences of her actions. She plays Unlucky cards in Hero play areas to curse those who dare face her and uses her Lucky cards to empower her effects and get ahead of the Heroes. Kismet is a fairly straightforward fight… except that her Unlucky cards keep you far from at your best.
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AMBUSCADE
BACKSTORY
Ansel G. Moreau, world-famous French action movie star, has a few dark secrets. His hobby of big game hunting has spiraled out of control — his constant need for bigger and more threatening prey has him hunting the very heroes that protect the earth! To this end, he employed a shady genetics corporation to give him superpowers, but the process went terribly wrong, scarring his million-dollar face and ending his acting career.
However, he did gain some new energy-manipulation abilities from the process, which he plans to put to good use. Taking the name Ambuscade, he employs his new powers and a vast arsenal to hunt the heroes he considers to be the most dangerous and powerful. At the top of his list? Haka, the ageless Maori warrior. No one else could provide a sufficient challenge to one as skilled as Ambuscade, the world's most efficient and calculating hunter…
GAMEPLAY
Ambuscade can turn on his cloaking device, going invisible.
While you can see him, he fires shots at the strongest heroes, hoping to distract them long enough for him to get up to his old tricks, turning invisible to keep the heroes from detecting him as he hunts! When his character card flips to his stealthy side, he is immune to damage, but he gives heroes opportunities to reveal the top card of his deck and play it if it’s a One-Shot, which flips him back. So, heroes can hunt for him, as well! Better to find him on your turn and suffer the consequences of drawing his attention, than to leave him to his own devices! Ambuscade isn’t a terribly high difficulty villain, but he's no slouch, either! He can be quite the showboating threat if the heroes can’t find him in time!
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APEXAPEX
BACKSTORY
The Wolf-King used to have an inferior human name. Almost certainly something puny like "Carl" or dithering like "Steven." He no longer recalls. Known only as Apex, the Wolf-King, he had shed all elements of his human existence, living only as a true Lycan Superior. The humans have been the apex predator of this world for far too long. Their reign ends here. Apex calls to all werewolves who yearn for more. The rapture of the hunt, the pitiful cries of their prey, the freedom granted by the full moon — all speak to the primal nature of the true werewolf. Countless lycanthropes have joined his pack, including several key former pack alphas. Each brought their packs to Apex, swore fealty, and renounced their status for a chance to be part of something greater. Though that won’t stop them each from wanting a shot at the throne of the wolves, if such a thing could be within their reach.
Recently, Apex made a secret deal with the leader of the Court of Blood, Blood Countess Bathory herself. Her coven of blood mage vampires have long been at odds with the werewolves, but the Wolf-King and the Blood Countess together could be a formidable foe to the mortals who supposedly run this world. The vampires of the Court of Blood want to avoid drawing notable attention their way, but they have no issue with the tactless werewolves throwing themselves at the armies of humankind. Blood Countess has assigned a liaison to Apex’s pack — an upstart mage named Magistra Damaris — who both provides the pack with powerful blood magic, but also keeps an eye on the werewolves. Blood Countess knows just how much she can trust her beastly allies.
An army of werewolves greater than has ever been assembled, empowered by blood magic and emboldened by the lycan superiority doctrine of their leader, could potentially wipe out humankind.
GAMEPLAY
It’s important for Apex to be the top dog, as it were. If another werewolf manages to take his title and lead the werewolf army, Apex’s card flips and he has to try to retake his rightful position. The werewolves are all incredibly dangerous, but the heroes have an opportunity to use their infighting against them. There are many powerful werewolves in Apex’s deck, all of them eager to fight the heroes, but equally keen to take Apex’s role as King of the Werewolves for themselves.
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THE FEY-COURT
BACKSTORY
Tales of fairies, pixies, leprechauns, and other Fey creatures are as old as human stories can be, tangled in with myths and legends from days of yore. They appear unexpectedly, helping or hindering people with their assistance, boons, curses, or trickery. You never know what to expect from the Fey, if you even believe in them, that is.
The Fey-Court lies beyond the mortal veil. It is a court of great power; not one that man was meant to tread. The leaders of the Fey-Court — the verdant King, The Dagda, and the Queen of hearth and strife, The Morrigan — are as steadfast as they are capricious. As unchanging as they are inconstant. As placid as they are turbulent. Their faithful advisors — the leprechaun elder Ogma, the changeling champion Lugh, and the trickster satyr Puck — lend their wisdom and their predilections to the Fey monarchs, each vying for a modicum of control in the ever-changing court. Meanwhile, Fey courtiers of all manner of stripes, spots, and whims dance the politic eternal, seeking favor and shifting their loyalties with each step.
When a mortal finds themselves the focus of the court, things get… complicated. You never leave the court unscathed. The Fey-Court claims to care not for the goings-on of the mortal realm, but this lie holds little water, given how often the Fey embroil themselves in mortal affairs. Know this: the Fey-Court can appear anywhere, though it rarely does. If you find yourself in the court of the Fey, your existence continues at its whims. And the politics that the Fey-Court plays, it plays for keeps.
GAMEPLAY
The Dagda collects tokens on his character card to indicate the things the Heroes have done that the Fey-Court approves of. On the other hand, The Morrigan starts with a number of tokens, indicating her patience for the presence of these foolish mortals, and if her tokens ever runs out, so does her patience. You can win the game by giving The Dagda enough tokens and keeping him on the benevolent side of this character card, but be careful! The Morrigan is always only a few tokens away from ending the game on her terms. The Bonds offered by the rulers of the Fey-Court can help a lot, but they come with a price to be paid… eventually. You’ll need to curry the favor of the Advisors of the Fey-Court to gain acceptance from The Dagda, avoid The Morrigan’s wrath, and survive this encounter with the Court of the Fey.
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TERRORFORM
BACKSTORY
The company RevoCorp has had their corporate irons in a lot of fires. Biotech, gene-tech, nano-tech, info-tech, future-tech — RevoCorp has done it all! However, even from their sinister start to their monthly machinations, the dark underbelly of RevoCorp is mostly unwitnessed in the world. Following the surprise success of the energy harvester that became "Akash’Mecha," RevoCorp has secretly created a massive terraforming machine. Run by the Revokers, the Terrorform has been directed to tear up a national park in the Midwest. The appearance of this massive machine in a national park draws attention from a variety of heroes, who do battle with the Revokers and the Terrorform itself! Ultimately, the Terrorform is destroyed! But, this was exactly what RevoCorp wanted. The Terrorform and the heroes made a mess of the park, allowing RevoCorp to come in afterwards and make a big show of rebuilding and restoring, meanwhile harvesting out all the minerals, oil, lumber, and other resources that were previously protected by that park’s existence. Both a PR and mineral/oil rights success for RevoCorp! The heroes don't even realize they've played into RevoCorp's plan, or that RevoCorp was even behind any of what happened here.
GAMEPLAY
The Terrorform is a massive structure that is nigh invulnerable from the outside. You’ll need to get access to its far more vulnerable insides to deal with it… fortunately, that’s exactly what Access cards are for! Each of them gives you a task or challenge, and when you complete it, you get that much closer to getting inside! Once you’ve breached its exterior, the Terrorform Villain character card flips, and the fight continues in the heart of the machine!
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ENVIRONMENTS
The grim and gritty locations visited by the street-level Dark Watch Heroes and their allies are not the most welcoming places, but they each have their potential silver linings. Environment decks are rated by their Peril, with 1 being the least perilous Environment and 10 being the most.
Environment Name | Peril
---|---
Rook City | 8
Pike Industrial Complex | 8
Diamond Manor | 4
The Temple of Zhu Long | 6
The Realm of Discord | 5
ENVIRONMENT PERIL CHART
In the next few pages, you can read more about the history and story of each of these Environments, and also learn a bit about the mechanics of their decks!
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ROOK CITY
BACKSTORY
Overbrook City was founded in the mid-1800s as a portage town. The rivers which met near the city originally made for ideal trade routes, and later became an important source of industrial cooling for the various power plants and industrial facilities in the city built and managed by Pike Industries in 1921. In the middle of the 20th century, the gothic architecture and the grim pallor of the city, brought on by the various plants and factories, resulted in the city being referred to as "Rook City" in the local paper, and the name stuck. The name "Overbrook City" only exists in certain legal documents and on monuments.
However, a descendant of the Overbrook family has recently reclaimed some political power, due to some shady financial backing.
Rook City has the highest crime rate of any city in the world, with an overworked and underfunded police department, which has led to talk of switching to privatized defense for the metropolitan area. Between the street thugs and organized crime, the filthy streets and the putrid sewers, the unsavory characters and the nigh-constant wail of sirens, Rook City is the opposite of a tourist attraction.
GAMEPLAY
Corrupt officials, smear campaigns by local media against the heroes, street gangs, and blighted boroughs can all be found in this terrible place. Heroes will have to deal with the negative Smear cards, as well as several Environment targets who are most decidedly not on their side. Fortunately, there are a few Bystanders in the deck. They’re risky to have around, but also can be quite helpful.
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PIKE INDUSTRIAL COMPLEX
BACKSTORY
Established 1921, the Pike Industrial Complex was the culmination of Jonathan Pike’s dream to push industrial progress to its limits. His plan involved both power processing and chemical experimentation in order to develop and synthesize the most advanced biomedical serums and elixirs. His goal was to both augment the human form and create new material-engineering techniques, revolutionizing the human experience through technology. However, these plans were cut short by his untimely demise in 1924, and Pike Industries was left in the hands of his 26-year-old son, Graham Pike.
Graham was not the humanitarian his father was, but was similarly scientifically minded. He went even further with his father’s goals, engaging in testing that was harmful for the subjects and experiments that left Rook City in worse and worse shape.
Pike Industries still claims Graham Pike as its CEO, though no one has seen the man in over 40 years. There is a tower in the Pike Industrial Complex which only select employees are allowed to enter, and the orders from Mr. Pike come from that building. The rest of the Industrial Complex is devoted to the creation of the stimulants and compounds that make Pike Industries such a successful chemical production company, and the testing of those chemicals on their various subjects.
GAMEPLAY
Pike Industrial Complex is fairly straightforward, yet still incredibly dangerous. It’s full of Vats full of suspicious chemicals that you really want to avoid damaging, escaped Rats that have been experimented on and thus are more dangerous than your average mutated lab rat, and also cards that make both of those elements more dangerous/more prevalent/worse in other ways. Be careful!
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THE TEMPLE OF ZHU LONG
BACKSTORY
Hidden amongst the peaks of the Himalayas, the Temple of Zhu Long is a place of many eldritch secrets. The mystic Zhu Long keeps his magics hidden from the world there, protected by his scores of apprentices, wards, and assassins. Many find themselves in life-debt to Zhu Long, and it is a steep debt indeed. But what price could be a fair one for cheating death itself?
Surrounded by unfavorable conditions, Zhu Long has found a spot which harnesses the harshest of ley-lines in order to perform his rituals. You would be wise to never visit the Temple of Zhu Long. However, sometimes, there is no other way. The ancient purveyor of life and death holds the keys to certain doors which should remain closed.
GAMEPLAY
Zhu Long’s deck is a strange place where almost anything can happen! The deck features dangerous Disciples, bizarre and powerful rituals, and even Zhu Long himself, in more than one form! You can get a lot of use out of his rituals, but beware — the Dragon Master may ask more of you than you’re willing to offer.
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THE REALM OF DISCORD
BACKSTORY
An ethereal plane only barely connected to this world via the crossing lines of the Multiverse, the Realm of Discord is an ever-shifting dimension of chaos and entropy. The few solid forms in this dimension are constantly destroying themselves and reforming in entirely different forms.
The bizarre denizens of this plane thrive on the discordant disruptions, feeding off the panic of any which stumble upon the Realm. This is not a welcome place for mortal beings… and yet, the heroes are drawn through twisting portals to combat a great evil here as often as myriad extra-planar demons attempt to breach the barriers which prevent our world from being flooded with the innate chaos of the Realm of Discord.
GAMEPLAY
The Realm of Discord deck is full of Distortion cards that drastically change what’s happening in the game! Only one can be in play at a time, but each of them changes the rules of the game, so keep an eye on how the current Environment Distortion is upending things.
The Denizens of the Realm of Discord are potential threats, but some of them are as likely to help the Heroes as hurt them! Just be aware that when dealing with the Oracle of Discord, you may find yourself inexorably changed.
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DIAMOND MANOR
BACKSTORY
When Faye Diamond (A.K.A. the hero and paranormal investigator NightMist) was searching her grandfather’s long-lost storage locker, one of the curious things she found was a deed to a property she had no knowledge of. It had an address, which seemed a straight-forward location within Rook City, but going to the address was more confusing than illuminating. Just an empty street with abandoned buildings, none of which seemed in any way residential. A brief magical examination showed that things were not quite what they appeared to be, however. One of the dilapidated doors was some sort of spatial portal! Teasing open the wards enough to slip through the door, NightMist found herself in a house that clearly hadn’t been visited in decades. This was her grandfather’s house, and the magic within was palpable. The location of the house — many miles from the street where NightMist had just been moments ago — was an incredibly magical swamp on the outskirts of Rook City.
Since then, NightMist has updated the house significantly, cleaning out most of the cobwebs (some still belong to magical spiders she encourages to do their art between the higher ceiling beams) and making the place a sanctuary for herself and other magical beings who might require shelter. Diamond Manor houses several arcane denizens now, as well as an untold number of powerful relics, the likes of which should never fall into the hands of those with ill-intent.
In later years, after her jaunt through the Void, Diamond Manor also becomes a base of operations for the hero team Dark Watch. It’s a great place for the magical research that NightMist and The Harpy do, a very secret hold-out location for Expatriette and Setback, and as quiet a place as possible for Mr. Fixer to meditate in an attempt to hold on to his humanity. Hopefully, the number of heroes gathering in one place draws no undue attention…
GAMEPLAY
Diamond Manor is a magical location. The home of NightMist and later a makeshift headquarters for Dark Watch, the house is full of magical knowledge, magical creatures, and very magical Relics. If any Villains were to get their hands on those Relics, it could spell doom for all reality. Unfortunately, that’s exactly what Villains will attempt to do. Do what you can to keep the Villains from getting their hands on the power of Diamond Manor!
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FAQS
• Can I destroy a card from my hand? "Destroy" only affects cards in play. You cannot destroy cards in a hand, a deck, or a trash.
• Can a One-Shot card be destroyed while it’s being played? One-Shots do not count as cards in play and cannot be the target of destroy effects.
• If I have the option to use multiple powers during my POWER PHASE and only use one, do I get to draw extra cards during my DRAW PHASE? No. You draw one extra card in your DRAW PHASE when you don’t play any cards on your PLAY PHASE and don’t use any powers on your POWER PHASE during your turn.
◦ If it's your turn and you skip or are made to skip your PLAY and POWER PHASES, you still draw 2 cards for the DRAW PHASE. However, getting an off-turn DRAW PHASE doesn't let you draw 2 cards.
• What happens if a card is played from the top of the deck or something like that and the play is in some way against the rules, such as another copy of a Limited card? If a Hero card is being played but cannot be played for any reason, it goes to the Hero’s hand. If a non-Hero card is being played but cannot be played for any reason, it goes into its associated trash.
• When and in what order do the PHASE effects happen on my turn? When a card has a phase effect on it, it occurs on the indicated phase of the play area the card is in, each time that phase occurs. Effects that activate on each phase act in the order outlined by the "Conflict Resolution" rules on page 5 of this rulebook.
• A card lets a Hero deal damage to a target, and then says that something happens to "that target" as a result. If the damage is redirected to another target, does the second effect happen to the initial target, or to the target it was redirected to? The second target. The Wraith’s Stun Bolt is a good example of this. The Wraith deals 1 lightning damage to a target. Then, that target deals −1 damage until The Wraith’s START PHASE. If the damage The Wraith is dealing is redirected, it’s the final target who actually gets the −1 damage modifier.
• If a card says to shuffle the trash into a deck but there are no cards in that trash, do you still need to shuffle the deck? No, if there are no cards in the trash, you do not shuffle zero cards into the associated deck.
• If I have multiple Reactions in play, can I use all of them in response to the same damage? If a hero target has multiple Reactions available to them, they can activate as many as they like, one at a time, to any instance of damage. If a Reaction negates the damage in some way (such as by destroying the attacker, preventing 31

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the attacker from dealing damage, or reducing the damage to zero), no further Reactions can be used in response to that instance of damage.
• When modifying, redirecting, or reacting to "would be dealt" damage, what is the order of operation? First, apply any modifiers to the damage, including fixed, irreducible, bonuses, penalties, or "cannot deal damage/immune to damage" effects. Then, if damage is still dealt and is greater than zero, follow any "would be dealt damage" instructions, including Reactions. If there are multiple "would be dealt damage" instructions, players choose which order they apply in, but if one prevents damage from being dealt, the remaining effects do not occur. If damage is redirected, start the process again on the new target, recalculating modifiers and reacting to the redirected damage amount as appropriate.
• A card tells me to put a token on a card. What tokens am I supposed to use? You can use spare HP tokens, or any other token-like objects you happen to have handy (pennies, dice, etc).
• What play area do Spite’s Bystanders go into when played? What about Shinobi Assassins when played from a player’s hand? Unless otherwise specified, cards are played into the play area of the deck they’re originally from when played. Spite’s Bystanders go to the Villain play area, and Shinobi Assassins go to the Environment play area.
• Do cards like Police Backup in Megalopolis count as Hero cards? Does Police Backup count as both a Hero target and an Environment target? Do Bystanders in Spite’s deck count as an Environment card? No, Yes, and No. Police Backup states that it counts as a Hero target, but it doesn’t say anything about being a Hero card, nor does it say anything about not being an Environment target. Spite’s Bystanders state that they are Environment targets and are not Villain targets, but say nothing about being Environment cards. They are still Villain cards, since they come from a Villain deck, and are not Environment cards. This means that any effect that specifically refers to Environment cards does not affect them. However, since they are specified as Environment targets and not Villain targets, they notably DO count as non-Villain targets, and would NOT count as non-Environment targets.
• If a Hero skips their PLAY PHASE and POWER PHASE, and then the first card they draw during their DRAW PHASE is a "Suddenly!" card, do they still draw a second card? Yes. If you skip your PLAY and POWER PHASES, you may draw an additional card during your DRAW PHASE, even if one of them happens to play itself for SUDDENLY! reasons.
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• If a target is in the process of being destroyed, can more damage
be dealt to it? No. Targets that are already being destroyed cannot
be dealt damage, even if some effect would attempt to do so.
• What happens to any extra card plays you might have during
your PLAY PHASE if a
SUDDENLY! card is drawn during that phase?
Playing a
SUDDENLY! card does NOT eat up one of your card plays.
SUDDENLY! card plays do not count as regular card plays, as they are
forced and not voluntary.
• What happens if I draw a
SUDDENLY! card and something in play
prevents card plays? If you are unable to play cards and then draw
a
SUDDENLY! card, it stays in your hand until you are allowed to play it.
As soon as you can play it, you must do so.
• The Harpy’s card "Mask of Sky and Shroud" lets you draw up to
five cards as a power. Can you draw one at a time and decide
to stop? Or do you have to choose the number you draw before
starting to draw cards? You draw cards one at a time, choosing
when you want to stop, or stopping when you get to five, whichever
comes first. Any
SUDDENLY! cards (or Flock cards that have gained
the
SUDDENLY! keyword from the mask) that you draw in that time are
played, but count towards your draw, as you did draw them.
• For cards that instruct you to do "up to" a number, such as "deal
up to 3 targets" or "draw up to 5 cards", is 0 an acceptable
number to pick? Yes, you can always choose 0 in an "up to" effect,
but you cannot choose a negative number. If an effect had a minimum
number of cards you could draw, for example, it might be phrased
"draw 1 to 3 cards", meaning you had to draw at least 1.
• Do cards like Take Down or Isolating Mists allow the players
to see the Villain card about to be played before making the
decision to discard it? Yes, the effect works similar to the way a
Reaction does, giving you the choice to get rid of the card after you
know what it is.
• When an effect counts cards in play, do Event cards count? No,
Event and Collection cards do not count. Event and Collection cards
provide extra rules and options to the Villains and Heroes in the
game, but are not cards that can be interacted with in any way other
than by the rules written on them. If you want, you can tuck an Event
card under a Villain character card so only the gameplay text at the
bottom is visible.
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