Sentinels of the Multiverse: Void Guard
Sentinels of the Multiverse: Void Guard Rulebook
Table of Contents
Table of Contents
Expansion Context
This expansion is for Sentinels of the Multiverse (BGG 102652). The printed card text below is the only rules text the cards carry. Use the base game rules for everything else, including setup, turn order, damage, and keywords the cards use without defining (such as Ongoing, Equipment, One-Shot, Limited, Fragment and Concept).
Gaps
- The Void Guard hero character cards are transcribed from their front faces only. Their back faces, which carry the hero's starting HP and any back-side text, were not in the source and are not transcribed.
- The hero deck divider cards were not in the source and are not transcribed.
- The source holds one image per unique card. Copy counts per deck are not known, so no deck counts are given.
- The mod also bundles four alternate-art hero characters: Doctor Medico: Malpractice, Super Sentai Idealist, Mainstay: Road Warrior and Writhe: Cosmic Inventor. They are separate promo entries and are not transcribed here.
- The printed type of each card (One-Shot, Ongoing, Equipment, Limited, Fragment, Concept) is transcribed from the card's type bar. The card's flavour quote and art credit are omitted.
Hero Characters
The four Void Guard hero characters are below, with the printed power of each front face. Each character's name is given as printed, with the Sentinel Comics number printed on the card's left edge.
Void Guard Doctor Medico
Sentinel Comics 24
Clinical Consult
Power: Select a target. The next time that target regains HP, increase the amount regained by 2.
Void Guard The Idealist
Sentinel Comics 24
Wild Imagination
Power: Draw a card. You may put a Fragment from your hand under a Concept in play.
Void Guard Mainstay
Sentinel Comics 28
Beatdown
Power: Mainstay deals 1 target 1 melee damage, then deals 1 target 1 melee damage.
Void Guard Writhe
Sentinel Comics 19
Sink Into Shadow
Power: Search your deck or trash for the Shadow Cloak and put it into play. Shuffle your deck.
Writhe Deck
The Writhe deck is the hero deck for Void Guard Writhe. Each card is listed under its printed name, with its card type and its rules text as printed. The card type appears on the card as a bar above the text. Cards are listed in the order they appear in the source.
Cloak Projector
Equipment
Power: Select a target. Reduce damage dealt by that target by 1 until the start of your turn. You may destroy the Shadow Cloak. If you do, Writhe deals that target 3 infernal damage.
Concealed Assailant
Ongoing
Power: Writhe deals 1 target 1 melee damage. Writhe may also deal that target 1 infernal damage and 1 psychic damage. If at least 2 types of damage are dealt by Writhe this way, destroy the Shadow Cloak.
Darkly Dreaming
One-Shot
Writhe deals each non-hero target 2 infernal damage.
You may destroy the Shadow Cloak. If you do, each target dealt damage this way deals itself 2 psychic damage.
Distorted Perception
One-Shot
Writhe deals 1 target 1 infernal damage.
You may destroy the Shadow Cloak. If you do, that target deals up to 3 targets 2 melee damage each.
Erratic Form
Ongoing
When the Shadow Cloak is destroyed, you may draw a card.
At the end of your turn, you may discard a card. If you do, you may draw a card.
Fight and Fade
One-Shot
Writhe deals 1 target 2 infernal damage.
Search your deck and trash for the Shadow Cloak and put it into play. If you searched your deck, shuffle your deck.
You may play a card.
Grasping Shadow-Cloth
Equipment
When this card enters play, move 1 card from a trash pile to the bottom of its deck. You may destroy the Shadow Cloak. If you do, cards cannot be played from that deck.
At the start of your turn, shuffle this card and your trash into your deck.
Lies of the Shadows
Ongoing, Limited
Whenever a hero target would be dealt damage, you may destroy the Shadow Cloak. If you do, redirect that damage to a target of your choice.
Lurking Shadows
One-Shot
You may draw a card.
If the Shadow Cloak is in play, select a target. Increase damage dealt by Writhe to that target by 1 until the start of your turn.
You may use a power.
Nowhere to Hide
One-Shot
Writhe deals 1 target 3 irreducible infernal damage.
If the Shadow Cloak is in play, damage dealt to that target is irreducible until the start of your turn.
You may use a power.
Penultimate Penumbra
One-Shot
You may destroy any number of Equipment cards.
Writhe deals up to X targets 3 infernal damage, where X = the number of cards destroyed this way plus 1.
Portable Dark-Lab
Equipment
Power: Reveal the top 3 cards of your deck. Put one in your hand, one into your trash, and one on the bottom of your deck. Then, you may play the bottom card of your deck. If you do, destroy this card.
Sciamachy
One-Shot
One target deals itself 1 psychic damage and 1 melee damage.
If that target is still in play, you may play an Ongoing or Equipment card.
Search your deck or trash for the Shadow Cloak and put it into play. Shuffle your deck.
Somber Tinker
One-Shot
You may draw a card.
You may move an Equipment card from your trash to your hand.
You may play an Equipment card.
Swallowed by Shadow
One-Shot
Destroy a target with 4 or fewer HP.
You may destroy the Shadow Cloak. If you do, destroy another target with 4 or fewer HP.
The Shadow Cloak
Equipment
Reduce damage dealt to Writhe by 1.
Increase damage dealt by Writhe by 1.
The first time Writhe would be dealt damage each turn, you may discard a card. If you do, prevent that damage.
Umbral Siphon
Equipment
Power: Writhe deals 1 target 1 melee damage and 1 infernal damage. A target dealt damage this way cannot regain HP until the start of your turn.
Unnerving Target
Ongoing, Limited
The first time Writhe is dealt damage by a non-hero target each turn, the source of that damage deals itself 2 psychic damage.
Unquiet Night
One-Shot
You may destroy an Ongoing or Environment card.
If the Shadow Cloak is in play, you may draw a card or play a card.
Mainstay Deck
The Mainstay deck is the hero deck for Void Guard Mainstay. Cards are listed in the order they appear in the source, with the printed type and text as on the card.
Bad to the Bone
One-Shot
Increase damage dealt by Mainstay this turn by 1.
Mainstay deals 1 target 2 melee damage.
Drop the Hammer
One-Shot
Destroy any number of your Equipment cards.
Mainstay deals 1 target X irreducible melee damage, where X = the number of Equipment cards in your trash plus 1.
You may draw a card or play a card.
Durasteel-Studded Vest
Equipment, Limited
Reduce damage dealt to Mainstay by 1.
When this card is destroyed, Mainstay regains 2 HP.
Power: Draw 3 cards. Discard 2 cards.
Headlock
Ongoing, Limited
Play this card next to a non-hero target. Damage dealt to that target is irreducible.
Damage dealt by that target is irreducible and redirected to Mainstay.
When this card is destroyed, Mainstay deals 1 target 3 projectile damage.
Leader of the Pack
Ongoing, Limited
Whenever a hero target would be dealt damage by a source other than a hero target, you may redirect that damage to Mainstay.
When this card is destroyed, you may draw a card and play a card.
Lonesome Highway
One-Shot
Mainstay deals 1 non-hero target 2 melee damage.
Then, if Mainstay is the hero character card with the lowest HP, he deals 1 target 4 irreducible melee damage.
Mano a Mano
Ongoing, Limited
Play this card next to a non-hero target. When that target is destroyed, destroy this card.
At the start and end of your turn, Mainstay deals that target 2 melee damage and that target deals Mainstay 2 melee damage.
When this card is destroyed, Mainstay regains 2 HP.
Preemptive Payback
Ongoing
When Mainstay would be dealt damage, you may first destroy this card.
When this card is destroyed, Mainstay deals 1 target 3 melee damage.
School of Hard Knocks
One-Shot
Each non-hero target deals Mainstay 1 melee damage.
Mainstay deals each non-hero target 3 melee damage.
Shard-Strength
Ongoing, Limited
Increase damage dealt by Mainstay by 1.
Reduce the first damage dealt to Mainstay each turn by 1.
At the start of your turn, Mainstay deals himself 2 toxic damage.
When this card is destroyed, you may use a power.
Sweet Rhonda
Equipment, Limited
At the end of your turn, either draw a card or destroy one of your Ongoing cards. If you destroy a card this way, you may play a card.
Reduce damage dealt to Mainstay by non-target environment cards by 1.
When this card is destroyed, draw 3 cards.
Void Belter
Equipment, Relic, Limited
When this card is destroyed, Mainstay deals 1 target 2 projectile and 2 fire damage.
Power: Mainstay deals 1 target 3 melee damage. You may destroy one of your Ongoing or Equipment cards.
Whiplash
One-Shot
Mainstay deals 1 target 2 melee damage.
If that damage destroyed a target, Mainstay deals 1 target 3 projectile damage.
If not, destroy 1 Environment card.
Kick the Tires
One-Shot
You may draw a card.
You may destroy an Ongoing or Equipment card.
If you destroyed one of your cards this way, you may play a card.
Doctor Medico Deck
The Doctor Medico deck is the hero deck for Void Guard Doctor Medico. Cards are listed in the order they appear in the source, with the printed type and text as on the card.
Doctor's Orders
One-Shot
Dr. Medico deals himself 1 energy damage.
One hero character card other than Dr. Medico regains 2 HP. That hero may use a power.
Experimental Medicine
Ongoing, Limited
At the start of your turn, Dr. Medico may deal himself 2 toxic damage. If he does not take damage this way, destroy this card.
Damage dealt by Dr. Medico is irreducible and cannot be increased.
Increase HP recovery caused by your cards and powers by 1.
Flare Up
One-Shot
Dr. Medico deals 1 target 3 energy damage.
Dr. Medico and 1 other hero target each regain 1 HP.
From the Brink
Ongoing
When damage would reduce a hero to 0 or fewer HP, you may prevent that damage.
When damage is prevented this way, each hero target regains 2 HP. Then, remove this card from the game.
Healing Pulse
Ongoing, Limited
At the end of your turn, up to 3 targets regain 1 HP each.
Power: Dr. Medico deals himself 2 energy damage. Each hero character card other than Dr. Medico regains 2 HP.
Immunization
One-Shot
Dr. Medico deals each hero character card other than himself 1 irreducible energy damage.
Targets dealt damage this way are immune to damage until the start of your turn.
Intensive Care
One-Shot
Dr. Medico deals himself 2 energy damage.
A hero target other than Dr. Medico regains 2 HP. Reduce the next damage dealt to that target by 2.
Draw up to 2 cards.
Lifeforce of Will
One-Shot
Dr. Medico deals himself 2 energy damage.
Each hero character card other than Dr. Medico may either regain 2 HP or use a power.
Positive Prognosis
One-Shot
Dr. Medico deals himself 1 energy damage.
Each player may draw a card.
Each hero character card regains 1 HP.
Prescription Strength
Ongoing
At the start of each hero's turn, you may destroy this card.
When this card is destroyed, select a hero target. That target regains 3 HP. Increase damage dealt by that target this turn by 1.
Preventative Care
One-Shot
Select a target other than Dr. Medico.
Prevent the next damage that would be dealt to that target.
You may draw a card.
You may play a card.
Regeneration
Ongoing, Limited
At the start of your turn, draw 2 cards, use a power, and destroy this card.
At the end of each turn, Dr. Medico regains 2 HP.
Second Opinion
Ongoing, Limited
At the start of your turn, Dr. Medico may deal 1 target 3 energy damage. If he deals damage this way, destroy this card.
Whenever a hero would regain 3 or more HP, they may use a power instead.
Triage
One-Shot
Dr. Medico deals himself 2 energy damage.
Discard a card.
Either restore 1 active hero character card to 10 HP, or 1 target regains 4 HP.
Universal Donor
Ongoing, Limited
Whenever Dr. Medico is dealt damage, a hero target other than Dr. Medico regains 1 HP.
Power: One target regains 2 HP.
Idealist Deck
The Idealist deck is the hero deck for Void Guard The Idealist. Cards are listed in the order they appear in the source, with the printed type and text as on the card.
Better Punching!
One-Shot, Fragment
The Idealist deals 1 target 1 irreducible melee damage.
You may use a power. If that power deals damage, that damage is irreducible.
Put this card under a Concept in play.
Bored Now
One-Shot
Return all cards under a Concept to your hand. Shuffle that Concept into your deck.
The Idealist deals 1 target X psychic damage, where X = the number of cards returned to your hand this way plus 1.
Bright Idea
One-Shot, Fragment
You may draw a card.
Put a Concept from your trash into play. Put the top card of your deck under that Concept.
Put this card under a Concept in play.
Conceptualize
One-Shot, Fragment
Search your deck for a Concept and put it into play.
Shuffle your trash into your deck.
Put this card under a Concept in play.
Flying Stabby Knives
Ongoing, Concept
Power: Destroy all cards under this card. The Idealist deals up to X targets 2 psychic damage each, where X = the number of cards destroyed this way plus 1.
Focusing Tiara
Equipment, Limited
At the start of your turn, you may either draw a card or put a card from your hand under a Concept in play.
Whenever you use a power, afterwards you may put a card from your trash under a Concept in play.
Giant Floaty Head
Ongoing, Concept
Power: Destroy all cards under this card. Draw X cards, where X = the number of cards destroyed this way plus 1. If you destroy at least 1 card this way, you may destroy an Ongoing, Concept, or Environment card.
Hedgy Hogs
One-Shot, Fragment
The Idealist deals up to 2 targets 2 melee damage each.
Put this card under a Concept in play.
Karate Robot
Ongoing, Concept
Power: Destroy all cards under this card. The Idealist deals 1 target X melee damage and X psychic damage, where X = the number of cards destroyed this way plus 1.
Making Things Up
One-Shot
Draw 3 cards. Discard 2 cards.
Play any number of Concepts from your hand.
You may play a Fragment.
Monster of ID
Concept
When this card enters your hand, put it into play.
Increase damage dealt by The Idealist by 1.
At the end of your turn, move 1 card from under another Concept in play to under this card. If no card moves this way, The Idealist deals herself X psychic damage, where X = the number of cards under this card plus 1.
Sound Beating
One-Shot, Fragment
The Idealist deals 1 target 3 sonic damage.
Put this card under a Concept in play.
Spark of Inspiration
One-Shot, Fragment
The Idealist regains 1 HP, then deals each non-hero target 1 psychic damage.
Draw a card.
Put this card under a Concept in play.
Strained Superego
Ongoing, Limited
At the end of your turn, either move a card from under a Concept in play to under another Concept in play or destroy 1 Concept in play with no cards under it. Then, you may draw a card or use a power.
Power: Play a Fragment.
Vivid Thoughts
One-Shot
Reveal the top 3 cards of your deck.
Put any revealed Concepts and Fragments into play.
Put the other revealed cards in your hand.