''Sentinels of the Multiverse'', according to its rulebook, is the [[OverlyNarrowSuperlative World's Greatest Cooperative, Comic-Book Based, Fixed-Deck Card Game]]. Created in 2011 by Christopher Badell, Paul Bender, and Adam Rebottaro, under the moniker of Greater Than Games, ''Sentinels'' pits three to five heroes--each represented by a unique deck of cards--against one of several varied and interesting villains, each represented by their own unique deck. One of several environments (also represented by a deck of cards) plays cards throughout the fight, hindering or helping both sides of the battle and creating a dynamic flow to the game.

One of the coolest things about the game is the variety of the villains and environments. It doesn't just feel like several alternate skins; each villain's character and rules card are double-sided, representing multiple phases of the fight. Each of them has a completely unique "flipping" mechanic (a trigger that makes them flip to the opposite side of their card) and drastically different effects based off of which side they are on. They also have an optional, advanced rule on each side that further empowers them and complicates victory for the heroes.

The game also employs LoadsAndLoadsOfCharacters: Visit the (currently in progress) [[Characters/SentinelsOfTheMultiverse Character sheet]] for more information on the cast.

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!!Tropes represented in ''Sentinels'':

* AllThereInTheManual: There's a rather extensive lore to the game for those who are interested, but it has little effect on the game itself.
* AnAdventurerIsYou: Since the game is built around team gameplay, these archetypes come up frequently, though most characters fit into two or even three:
** Tank: Legacy, Haka, Bunker, The Scholar, and Rhino Naturalist(though anyone with an Armor ability will do in a pinch.)
** Healer: Tempest, Legacy (1940's), Argent Adept, The Scholar.
** DPS: Ra, Haka, Fanatic, Chrono Ranger.
** Nuker: Tachyon, Bunker, Absolute Zero, Expatriette, Mr. Fixer, Nightmist (all of whom require some time to get out combinations of cards which then trigger ForMassiveDamage.)
** Buffer: Legacy, Argent Adept, Captain Cosmic.
** Debuffer: Nightmist, Visionary.
** Pet Master: Unity, Captain Cosmic.
** Crowd Control: Tempest, Visionary.
** Jack of All Trades: Wraith, Mr. Fixer, Omnitron-X, The Sentinels, Guise, Sky-Scraper.
* AlienInvasion: Grand Warlord Voss is trying to cause one. Should he have 10 minions out when he starts his turn, [[NonStandardGameOver it's successful]].
* ArchEnemy: Each hero has a specific villain that is marked as their archnemesis. This means that all damage inflicted by these two is increased by one. In some cases this is detrimental to the hero (i.e. Argent Adept and Akash'Bhuta) and in others it results in a mutual barrage of destruction (i.e. Ra and the Ennead).
** In Vengeance, some of the nemeses have extra effects should their hero be active.(Such as The Hippo redirecting all damage Friction would take to himself, but only if his nemesis Haka is active.)
* ArtShift: The Enclave of the Endless takes its style from old sci-fi comics and the stylings of JackKirby, to whom the expansion the cards come in is dedicated to.
** Guise has this on a few of his cards, portraying him as a RobLiefeld style musclebound hero, and as a super-deformed anime character ([[StupidSexyFlanders Baron Blade is included on that card as well]])
* AttackDeflector: Iron Legacy's Superhuman Reflection, Wraiths' Smoke Bombs, Tachyon's Synaptic Interruption, Mr. Fixer's Driving Mantis Style, and Kismet's Inexplicable Obstruction.
* BadassCrew: La Capitan has taken advantage of her ability to travel through time to amass the most bad-ass crewmen she can find from across time, resulting in a team consisting of World War One flying aces, superpowered samurai, power-armored demolitions specialists, and more.
** The Crackjaw crew is another example.
* BadFuture: The Shattered Timelines expansion.
* BossGame: The game is always a battle between a team of heroes and a powerful villain. With few exceptions, the heroes' sole win condition is to incapacitate that one being. Many of the bosses have a substantial number of minions that they can deploy, Baron Blade, The Organization, Grand Warlord Voss, and the Matriarch being the biggest offenders.
* TheBrute: Fright Train. He is a walking mountain of muscles and is just as subtle as his namesake.
* CastFromHitPoints: Several cards like Solar Flare, Pushing the Limits, and Golem Unity's base power deal the user damage as a way of paying for the cost of the effect they grant (and they must deal at least ''some'' of that damage to themselves, otherwise the card is destroyed). Most of these are for the heroes, but Citizen Dawn has one for her self (Channel the Eclipse).
* CatastrophicCountdown: A couple villains (and two of the environments) feature this as their main threat to the heroes. Of course, each of them is a completely different mechanic to fit the theme of the fight.
* CardboardPrison: Implied. You can beat the supervillains again and again, but they just keep on menacing the world. And all but outright stated with Omnitron, who, according to Omnitron-X's bio, has been destroyed and rebuilt ten separate times before X came along.
* CentralTheme: Each expansion has one:
** Base Game: Comic Book super hero team
** Rook City: DarkerAndEdgier
** Infernal Relics: Supernatural
** Shattered Timelines: Time Travel
** Vengeance: Revenge
** Wrath of the Cosmos: Space.
* ComboPlatterPowers: Legacy, with [[SpiderSense danger sense]], {{flight}}, {{super strength}}, [[NighInvulnerability invulnerability]], and three other unknown powers. His daughter adds an "[[EyeBeams atomic glare]]" to the mix.
* CoolShip: La Capitans' ship, ''La Paradoja Magnifica''.
** And the [=TCF=] Conqueror and [=TCF=] Stalwart, both which belong to Grand Warlord Voss.
* CounterAttack: Several cards enable this, but the most notable would probably be Wraith's Combat Stance.
** Which can lead to the hilarious situation in which Wraith would hurt herself, and if she was hurt for the first time that turn, that would result in triggering Combat Stance and causing Wraith to hit herself.
* ContinuitySnarl: Unavoidable by the modular means the game is established. It is far from uncommon to see players choose the BadFuture versions of characters fighting alongside past incarnations to fight opponents in environments they really have no business in. Of course, the players will also only have a very vague sense of what happened where, as the events referenced to in the cards' quotes were obviously never published, so the players are free to HandWave it however they like.
* CreepyChild: The Dreamer, who is an alternate timeline version of the visionary. Unlike other villains, the goal with the Dreamer is to ''not'' hurt her, as she is an innocent child. Instead the goal is to defeat the psychic apparitions she unintentionally brings into the world.
* DarkerAndEdgier: The Rook City expansion. Based on the more gritty, realistic side of comic books, it features an industrial complex and crime-riddled city as expansions, a [[OneManArmy one-woman-army]] and a TechnicalPacifist OldMaster [[NinjaPirateZombieRobot Auto Mechanic]] for heroes, against such villains as a VampiricDraining, drug-dependent serial killer, a CorruptCorporateExecutive crime boss and his [[TheDragon Dragon]], a mutated rat-man that lives in the sewers, and [[ArsonMurderAndJaywalking an emo poet girl that can control birds]].
* DiscardAndDraw: Shows up a bit, mostly for Tachyon. Ra, Horus of Two Horizons' base power Sunrise allows him to do this as well.
** Naturalist and Parse also have variants of this trope.
* EarlyBirdCameo: Artwork on different cards will frequently feature characters from currently-unrelated expansions. Also, it's not uncommon for a hero or villain to share a nemesis icon with an unreleased deck.
* {{Expy}}: Pretty much every character and environment is an Expy to one or more existing Marvel or DC characters. [[TropesAreNotBad Not that this is a bad thing.]]
** Also, the villainous team in the Vengeance expansion includes four new villains, all of whom are expies of their rivals on the Freedom Five to different extents.
* FiveManBand: Due to the nature of the game, each game will have a different set of 3-5 heroes, so multiple different versions of this can and will exist, but the Freedom Five (the universe's [[ComicBook/TheAvengers Avengers]] or JusticeLeague) fits this to a T.
** TheHero: Legacy.
** TheLancer: The Wraith.
** TheBigGuy: Bunker.
** TheSmartGuy: Absolute Zero.
** TheChick: Tachyon.
** SixthRanger: Unity
*** Tempest takes over this role in the Iron Legacy dark future
* FrickinLaserBeams: Omnitron and Omnitron-X have [[BeamSpam quite a few]] of these.
* GameplayAndStorySegregation: The powers and abilities of each character in their backstories vary from the way the characters work in the game, the most obvious being Legacy, who despite being a FlyingBrick, has a deck mostly focused on healing and protecting his allies.
* GoodScarsEvilScars: Vengeant Baron Blade most definitely has an evil scar.
* HealthDamageAsymmetry: To an extent. Heroes mostly have HP in the 25-30 range, while a typical boss villain will have more like 90. Villains very rarely do more than 5 damage in a hit, while sufficiently prepared heroes can occasionally throw out attacks that do 10 or 20.
* HeelFaceTurn: The villain Omnitron upgrades itself repeatedly, finally adding an empathy component. When it does this, it [[MyGodWhatHaveIDone realizes the death and destruction it caused]] as a villain and travels back in time to join the heroes.
** Also, in the Iron Legacy dark future, Fright Train has taken over the role of Bunker.
* HostageSituation: The Dreamer's battle plays out like one. If the heroes kill the Dreamer, they lose. In order to win, they must defeat her "captors": the projections from her nightmare.
** There's a rather annoying card in the Megopolis Environment deck where one of these plays out. It prevents the heroes playing cards.
* HotScientist: Tachyon.
* KidHero: The Idealist.
* InterfaceScrew: As previously mentioned, each villain has 2 forms that they take during the fight; how you get them to change forms is completely different for each of them, as is what happens after they are flipped, how often they flip, and whether or not you actually WANT them to.
* LaserBlade: Gene-Bound Ion-Lancer and L'Epeiste each wield one.
** K.N.Y.F.E also has these, mixing them with KnifeNut.
** Additionally, one of Captain Cosmic's cards is a sword made out of solid light.
* LegacyCharacter: Ignoring the pun, this is Legacy's schtick. Every Legacy gains all the powers of the previous Legacy, while adding new powers to the mix.
* LightEmUp: Fanatic can deal quite a bit of radiant damage.
* LivingShadow: Writhe, due to a botched experiment.
* LuckManipulationMechanic: While dice aren't involved, the cards are shuffled often to randomize the game. Several heroes have abilities that let them either look at what their next card and optionally discard it, pick what card the villain will draw next, or allow another player to draw two cards and discard one outside of their normal turn order. These cards are usually tied to some kind of psychic or precognitive power.
* MadScientist: Baron Blade. He becomes even madder in his promo card form "Mad Bomber". He already was trying to crash the moon into the planet, so one can imagine just how insane his new plan is.
* TheMafia: The Organization, under the control of the Chairman. They combine a mixture of street thugs, hitmen, {{Dirty Cop}}s, informants, thieves, and other lowlifes to make your life hell.
* MakeMeWannaShout: Gene-Bound Banshee.
* MesACrowd: Proletariat can create clones of himself.
* MilitariesAreUseless: Regular militarizes are unable to do anything to stop the more powerful, overt villains like Baron Blade, Citizen Dawn, or Grand Warlord Voss, so it falls to the heroes to defeat them. In the case of Warlord Voss, if he has more than ten minions on the field by the start of his turn, he wins automatically as his armies overrun Earth.
** Though this is not always the case. Bunker is a MilitarySuperhero, so the military does lend a hand when they can.
** Amusingly, it is entirely possible for a game set in Megalopolis to end with some horrifying cosmic supervillain being finished off by the local police (possibly by being ''punched out'' by the cops if Cramped Quarters Combat is active).
* MilitarySuperhero: Bunker.
* TheMole: Freedom Five secretary Amina Twain is secretly the villain Miss Information.
* {{Mooks}}: Many of the villains can summon characters from their villain decks have these. Baron Blade's Blade Battalion, Voss's alien army, Matriach's birds, Omnitron's drones, the Chairman's Thugs, and La Captians' crew all come to mind.
** EliteMooks: In addition, the Vengeful Five's decks feature nemeses of some heroes in the role of mooks. Most are much stronger than the minions in the other decks.
* MoreDakka: Bunker and Expatriette use guns. Lots and lots of guns. Bunker also has his [[WaveMotionGun OmniCannon]], and Expatriette can fire two pistols, a shotgun, and an SMG simultaneously, with the right setup.
** Wraith counts, to an extent. Her Inventory Barrage lets her chuck her Equipment cards for 2 projectile damage each. The downside? All of the cool toys Wraith relies on to deal, redirect, and mitigate damage are now in her trash.
** One of Bunker's cards makes all but explicit reference to it -- it's called "Turret Mode," its effect is that you can only use powers (read: fire guns), and the FlavorText? [[AC:BUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDA]].
* NonStandardGameOver: Where to begin? A good handful of villains have different ways to cause the heroes to lose.
** Baron Blade will cause a ColonyDrop should he have 15 cards in his trash.
** Grand Warlord Voss overruns the planet with minions if he has 10 of them in play at the start of his turn.
** The Dreamer turns the standard win condition of reducing the Villain to 0 HP into the lose condition: for the heroes to win the Dreamer must flip and then a certain number of her Projections must be killed.
** An environment even has one. Silver Gulch 1883's Lost in the Past card causes the heroes to be lost in time (''i.e.'', Game Over) should the environment end its turn with no cards in the trash. And can put a card back into the environment deck at the ''start'' of the turn.
** The Wagner Mars Base unsurprisingly has a self-destruct device, and the heroes have to forgo fighting the villain to deactivate it.
** Inverted with Gloomweaver; if the heroes can trash three Relics, ''they'' win instantly.
** If the Propulsion Systems in the Mobile Defense Platform get reduced to 0 HP, the platform blows up and [[RocksFallEveryoneDies everyone dies.]]
** The promo villain Wagermaster's whole shtick is alternate win and lose conditions.
** Kagaara Warfang has Colosseum Favor. If the heroes get 20, they win instantly (And in fact cannot win any other way), while if the villains get 20, the heroes lose (and can most certainly still lose the normal way).
** Deadline creates massive environmental catastrophes in order to destroy humanity. Should enough of these occur, cards from the environment deck are removed from play. If, at this point, the environment deck is gone, Deadline has destroyed the planet and the heroes lose.
* OneLiner: The flavor text on a lot of the cards. Several of these are a ShoutOut of some sort.
* PsychicPowers: Visionary, The Dreamer, and The Idealist.
* PoisonousPerson: Gene-Bound Bionaut. Naturally comes with a toxic immunity.
* ReedRichardsIsUseless: Inverted. Tachyon's bio shows that she is directly responsible for countless technological innovations, including developing cars that can reach sixty miles to the gallon, a cure for cancer, and establishing a fully-functional base on Mars.
* RobotMaster: Omnitron's deck is capable or siccing Drones on the heroes, and can rebuild them from the trash should the heroes destroy them.
** Unity's deck is focused on this as well.
* RougeAnglesOfSatin: Being the first edition of the game, there are naturally a fairly large amount of typos. Only one actually fits this, though; In the Rook City environment, the card Scum and Villany. It should, of course, be Villainy, but as it turns out, Villany is a place.
* ShockAndAwe: Tempest's entire race is capable of using lightning.
* [[ShootingSuperman Shooting Legacy]]: Lampshaded in one of Legacy's damage reduction cards. Getting shot at by {{Mooks}} is apparently a perfect moment for Legacy to think about what's for dinner.
* ShoutOut: The entire game is pretty much a massive shout out to comic books. And it is glorious. Some more specific ones include....
** Omnitron's Technological Singularity card says [[Franchise/MassEffect "Assuming direct control...."]]
** Ra's Excavation card says [[Franchise/IndianaJones "This should be in a museum!"]]
** In the online comic, The Wraith refers to Legacy as a [[Series/{{Firefly}} "big damn hero"]], and the flavor text for one of Citizen Dawn's minions, who is wearing a top hat, is, "A man walks down the street in that hat, you know he's not afraid of anything."
** Setback's Incapacitated side is a direct reference to [[SpiderMan Spider Man No More]].
** The art for the Rook City environment cards is mostly black and white, and the sign has a spray-painted red C on the name, changing it to "[=CRook City=]", clearly evoking the art of ''ComicBook/SinCity''.
** Omnitron and Omnitron X reference [[MegaMan Mega Man]], particularly with the font used for their names.
* SignatureWeapon: Ra's Staff of Ra.
** Expatirette's twin pistols Pride and Prejudice.
* SlaveMook: Voss's army has quite a few of these. He follows the typical format of enslaving beings that are useful to him, and killing off everyone else.
* SovietSuperscience: How Proletariat got his powers.
* StatusQuoIsGod: A solid effort at aversion, rare among board games. The expansions flow in chronological order, and new promo cards show character growth for heroes like Ra and Fanatic, Haka being the last surviving human, and a VillainousBreakdown for Baron Blade. Teasers for upcoming sets hint at greater changes to come, including [[spoiler:the death of Legacy.]]
* StealthPun
** Suture Self
** [[Literature/ASongOfIceAndFire Scherzo of Frost and Flame.]]
* Long Con
* StraightGay: Tachyon. The only references to her sexuality are in one of her giant dumps of random bits of info, where she mentions spending weekends "with the wife", and in the Freedom Four #1 comic.
** Similarly, Dr. Medico, who only gets an offhand mention of his husband in his text-dump backstory.
* TallDarkAndSnarky: Tachyon. Okay, she's blonde. But, with a great sense of humor (she memorably described her lab team as "only the top scientific badasses") and standing at a full six feet tall, she fulfills most of the name, and certainly fits the archetype.
* [[ThrowingYourSwordAlwaysWorks Throwing Your Staff Always Works]]: Ra can use the Staff of Ra's power to deal projectile damage. The staff is destroyed upon doing this, however.
* ThemeNaming: Present pretty much everywhere, but Citizen Dawn's deck takes the cake:
** Citizen Winter, Citizen Spring, Citizen Summer, and Citizen Autumn.
** Citizen Anvil and Citizen Hammer.
** Citizen Blood, Citizen Sweat, and Citizen Tears.
** Citizen Truth and Citizen Dare.
* ThatOneBoss: Referenced in game with a difficulty rating system. The hardest villains under this system (rated 4 out of 4) are The Chairman, Iron Legacy, The Matriarch, and Progeny.
* TheWildWest: The 'Silver Gulch, 1883' environment deck. It even has a wagon full of dynamite, which always blows up at the least opportune time.
* WithGreatPowerComesGreatInsanity: Infinator, who, in addition to the powers his brother Captain Cosmic got, [[HearingVoices was also driven insane by the screams of voices from across the cosmos now in his head]].
* WorldOfSnark and WorldOfHam: Somehow manages to have the characters be both incredibly over the top and hammy, and incredibly snarky, occasionally at the same time.
* WretchedHive: Rook City in general. ''Especially'' so if you're fighting The Organization there.
* YouDirtyRat: Plague Rat.
* VoluntaryShapeshifting: The Naturalist, though at first it [[InvoluntaryShapeshifting wasn't voluntary.]]
* ZergRush:
** The Matriarch's entire style. Her individual birds do not hit very hard, but when there's ''twenty'' of them on the field at once, on her second turn, it doesn't matter.
** The Organization does something similar. Give them a moment's rest and they can put out a small legion of minions, all of whom are buffed by bosses.
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