- Release Year: 2014
- Platforms: Android, iPad, iPhone, Linux, Macintosh, Windows
- Publisher: Handelabra Games Inc.
- Developer: Handelabra Games Inc.
- Genre: Strategy, Tactics
- Game Mode: Co-op, Single-player
- Gameplay: Cards, Tiles, Turn-based
- Setting: Cyberpunk, dark sci-fi
- Average Score: 78/100

Description
Sentinels of the Multiverse is a cooperative card game set in a cyberpunk and dark sci-fi universe inspired by superhero comics, where players control teams of three to five unique heroes battling a powerful super villain and their minions in dynamic environments. Each hero draws from a personalized 40-card deck with innate powers to strategically counter the villain’s automated actions, while the game’s comic book-style presentation unfolds across spread ‘pages’ that can influence the battle with beneficial or harmful effects, allowing for both multiplayer teamwork and solo play where one player manages the entire party.
Gameplay Videos
Where to Buy Sentinels of the Multiverse
PC
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Guides & Walkthroughs
Reviews & Reception
metacritic.com (78/100): With the digital version, the bookkeeping is automatic and the game is so much quicker than its cardboard counterpart that, if you’re in a no-win situation, it’s easy to just reset and start again. All of that combines to make digital Sentinels the ideal way to play Sentinels.
rockpapershotgun.com : It’s a profoundly asymmetrical game, with the villain able to play ultra-cards which seem frankly unfair without warning. But it’s not unfair: I’m still learning the ropes, but it’s clear that this is a game which has worked hard to bring balance to what outwardly appears to be lopsided mayhem.
escapistmagazine.com : The sheer amount of variety and challenges available in this game is Sentinels‘ greatest strength in both the card game and digital formats.
techraptor.net : The game is challenging enough to stay interesting, yet it rarely feels frustrating.
Sentinels of the Multiverse: Review
Introduction
In the pantheon of tabletop games that capture the bombastic essence of superhero comics, few titles swing with the heroic gusto of Sentinels of the Multiverse. Imagine assembling a dream team of caped crusaders—each with their own arsenal of powers and tragic backstories—to thwart a cackling villain’s doomsday scheme, all while navigating treacherous environments that could ally with or against you. Launched in 2011 as a physical card game by Greater Than Games, and faithfully digitized in 2014 by Handelabra Games, Sentinels isn’t just a game; it’s a love letter to the sprawling, retcon-heavy lore of comic book universes like Marvel and DC. Its legacy endures through expansions, spin-offs like the tactical board game Sentinel Tactics and the roleplaying game Sentinel Comics RPG, and a dedicated fanbase that pores over its metafictional “Sentinel Comics” publishing history via the creators’ podcast, The Letters Page. This review argues that Sentinels of the Multiverse stands as a cornerstone of cooperative gaming, masterfully blending tactical depth with narrative richness to redefine how we experience superhero epics in both analog and digital formats—proving that even in a multiverse of chaos, heroes can triumph through clever synergy and unyielding resolve.
Development History & Context
The origins of Sentinels of the Multiverse trace back to the indie tabletop scene of the early 2010s, a fertile era for cooperative games that echoed the rise of titles like Pandemic and Arkham Horror. Greater Than Games, founded by Christopher Badell, Paul Bender, and Adam Rebottaro, envisioned a card game that simulated the panel-by-panel drama of superhero comics, where fixed decks represented unchanging character archetypes (much like a hero’s core powers in lore). Released in 2011 via Kickstarter, the physical game quickly garnered acclaim for its innovative structure: 3-5 heroes battling a villain in a dynamic environment, all without a Dungeon Master equivalent—the villain and environment “play themselves” via automated deck draws.
By 2014, the gaming landscape had shifted toward digital adaptations, fueled by the explosion of mobile platforms (Android, iOS) and Steam’s indie-friendly ecosystem. Handelabra Games, a small studio with roots in mobile development, took the reins for the digital port, leveraging the Unity engine to automate the physical game’s bookkeeping-heavy mechanics—reshuffling decks mid-game, tracking damage, and resolving interactions. Lead developer John Arnold and programmer Jean-Marc Giffin (who also composed the soundtrack) faced the era’s technological constraints: touch-screen interfaces for mobile demanded intuitive card swipes, while PC versions needed robust AI for solo play. The result was a faithful recreation presented in comic-book style, with heroes on one “page” and villains on the opposite, evoking the flipbook feel of vintage issues.
This digital release arrived amid a burgeoning market for virtual board games, post-XCOM: Enemy Unknown‘s tactical revival and pre-Slay the Spire‘s deckbuilder dominance. Publishers like Handelabra navigated commercial models with a $9.99 base price on Steam, supplemented by DLC expansions mirroring the physical sets (e.g., Rook City in 2015). The vision—democratizing complex co-op for solo players via AI—fit perfectly into the post-Destiny era of shared-world storytelling, but Sentinels carved its niche by emphasizing emergent narratives over procedural generation. Expansions like OblivAeon (2019) culminated the saga, while the 2021 Definitive Edition refined mechanics for modern tastes, addressing balance issues from the original’s modular chaos.
Narrative & Thematic Deep Dive
At its core, Sentinels of the Multiverse weaves a metafictional tapestry, framing gameplay as excerpts from the “Sentinel Comics” universe—a fictional publisher’s decades-spanning saga of heroes, villains, and cosmic cataclysms. The “plot” unfolds not as a linear campaign but as modular battles: players embody heroes like the stalwart Legacy (a Superman-esque flying brick with impenetrable skin) or the shadowy Wraith (a Batman-inspired gadgeteer), clashing against villains such as the megalomaniacal Baron Blade (a Iron Man gone rogue, plotting lunar collisions) or the eldritch Gloomweaver (a despair-spreading demon from an acid-trip dimension). Environments like the bustling Megalopolis or the time-warped Silver Gulch, 1883, inject chaos, spawning events from police backups to raging T. Rexes that target the highest-HP foe indiscriminately.
Characters are richly layered, drawing from comic archetypes while subverting expectations. Legacy’s deck emphasizes team support—redirecting damage via Heroic Interception or healing with Inspiring Presence—mirroring his lore as a reluctant leader burdened by his family’s generational mantle, where each inheritor (from Golden Age patriots to future Beacons) accumulates powers at the cost of personal sacrifice. Villains evolve dramatically: Baron Blade flips from scheming aristocrat to armored berserker upon “defeat,” his dialogue hamming up ego-fueled monologues like “Legacy… you will witness my triumph!” Dialogue snippets, pulled from imagined issues, add flavor—e.g., Tachyon’s snarky quips during speedster duels with nemesis Friction, her cousin twisted by a power-mimicking suit.
Underlying themes probe the superhero genre’s soul: heroism as a fragile alliance amid multiversal entropy. Expansions like Shattered Timelines explore bad futures, such as Iron Legacy’s dystopia where grief turns the noble hero tyrannical, forcing players to confront “what if” scenarios. OblivAeon, the saga’s apocalypse, embodies cosmic horror lite—OblivAeon, a entropy-driven singularity born from devoured gods, shatters realities, prompting heel-face turns (Baron Blade as gadgeteer hero Luminary) and sacrifices (Ra’s suicidal blaze against the void). Themes of redemption (The Matriarch reforms as Harpy post-defeat), identity (Guise’s fourth-wall-breaking shapeshifting parodies comic tropes), and blue-and-orange morality (Singular Entities like Wager Master treat existence as a game) elevate battles beyond mechanics. The Letters Page podcast deepens this, chronicling “publishing history” retcons—like welding disparate foes into Voss’s alien horde—mirroring real comics’ arc fatigue and fan service. Yet, tragedy tempers triumph: deaths feel permanent (Nightmist dissolves to summon aid; Ra perishes in glory), underscoring that even in a multiverse, loss reshapes heroes.
Character Archetypes and Relationships
- The Everyman Leader: Legacy’s arc, from WWII-era grandfather to daughter Beacon, explores legacy’s weight—his Take Down power, boosting team damage at personal cost, symbolizes self-sacrifice.
- The Redeemed Villain: Akash’Bhuta, a nature spirit corrupted by rage, becomes Akash’Thriya, her deck shifting from entombing limbs to protective brambles, reflecting atonement’s thorns.
- Nemesis Dynamics: Shared icons amplify personal stakes—e.g., Expatriette’s guns shred The Chairman’s thugs (+1 damage), echoing her orphaning by his organization.
This narrative density invites exhaustive lore dives, with fan timelines (like the 200-fight Google Sheet from Greater Than Games forums) mapping battles across eras, from Haka’s ancient Maori roots to Void Guard’s cosmic upgrades.
Gameplay Mechanics & Systems
Sentinels thrives on its core loop: a turn-based strategy where heroes draw/play from fixed 40-card decks, leveraging innate powers (e.g., Wraith’s stealthy hand manipulation) against villains’ automated schemes. Combat revolves around damage resolution—projectile, melee, radiant, infernal—tracked meticulously, with irreducible hits piercing reductions. Heroes win by reducing the villain to 0 HP; villains counter via minions (Voss’s gene-bound horde scales with player count), ongoing effects (Citizen Dawn’s aurora wipes hero gear), or non-standard losses (Baron Blade’s trash-fueled moon drop at 15 cards).
Progression shines in variants: digital unlocks alter playstyles—Freedom Six Wraith swaps gadgets for lethal vengeance, boosting projectile damage but risking overkill. UI in the digital edition excels, automating shuffles (via Reshuffle events) and multi-target selections, though early mobile ports felt clunky on smaller screens. Innovative systems include:
– Flipping Mechanics: Villains’ double-sided cards phase up—e.g., Matriarch’s birds swarm early, retaliating on destruction—demanding priority targeting.
– Environment Interference: Decks like Insula Primalis spawn symmetric threats (Raging T. Rex hits second-highest HP, often minions), adding chaos without player control.
– Team Synergy: No hero solos effectively; Legacy tanks while Tachyon cycles draws, Unity deploys golems. Incapacitated heroes flip to support modes, enabling one-man armies.
Flaws emerge in complexity: 3-rated heroes like Absolute Zero demand setup (modules for cryo blasts ignoring fire immunity), risking dead turns. Digital DLC expansions (11+ by 2019) introduce team villains (Vengeance‘s fivefold revenge plots) and hero-villain swaps (OblivAeon‘s five reformed foes), but balance wobbles—pre-Definitive Edition, some decks (e.g., early Argent Adept) underperformed. Advanced modes amp difficulty (e.g., +damage for Voss), while challenges (wiki-sourced, like chaining Spite to Gloomweaver) test mastery. Overall, the system’s modularity fosters replayability, with solo play viable via AI, though multiplayer co-op reveals its collaborative heart.
Core Systems Breakdown
- Deck Construction: Fixed decks prevent optimization, emphasizing adaptation—Haka discards for mana bursts, turning trash into triumph.
- Damage and Reduction: Archetypes shine: Tanks (Bunker) absorb via armor; nukers (Expatriette’s Unload) burst minions.
- UI and Accessibility: Digital eases physical’s math (HP tracking via counters); touch controls intuit card targeting, but pre-2019 patches lagged on Linux/Mac.
World-Building, Art & Sound
The Sentinels multiverse pulses with comic-book verisimilitude, a “Sentinel Comics” Earth where superhumans clash in Megalopolis’s skyscrapers or Dok’Thorath’s alien arenas. World-building layers metafiction atop pulp heroism: timelines splinter via Shattered Timelines (Iron Legacy’s ruined world), while OblivAeon culminates in multiversal annihilation, stranding heroes like Visionary in “prime” reality. Environments ground this—Wagner Mars Base’s self-destruct evokes sci-fi peril; Court of Blood’s vampire pacts add gothic dread—contributing to atmosphere by forcing tactical pivots (e.g., Unforgiving Wasteland exiles cards, mirroring entropy’s finality).
Visuals mimic comic panels, evolving from 2011’s solid inks (Jennifer Greene’s dynamic poses) to Definitive Edition‘s era-specific styles: Golden Age Legacy in newsprint hues, X-Treme variants parodying ’90s grit with bloodied antiheroes. Art shifts enhance immersion—Rook City’s noir realism bleeds shadows; Enclave of the Endlings channels Jack Kirby’s cosmic bombast with Kirby dots. Sound design amplifies this: Jean-Marc Giffin’s score features leitmotifs (Tachyon’s zippy synths; OblivAeon’s droning void), with digital voiceovers (Guise’s fourth-wall jabs) and triumphant reprises (Legacy’s theme echoing Iron Legacy’s tyranny-turned-hope). These elements forge an experiential synergy, turning abstract card plays into visceral comic crossovers.
Reception & Legacy
Upon 2014’s digital launch, Sentinels earned unscored but glowing praise from outlets like Rock, Paper, Shotgun, lauding its “ingenious, tactically deep take on card games” that recaptures “preposterous, issues-long mega-scraps” of comics, despite minor presentation quibbles (e.g., UI feel). Commercially, it thrived on Steam ($9.99 base, 11+ DLCs netting expansions like Villains of the Multiverse), amassing 46 MobyGames collectors and spawning physical Definitive Edition’s 2021 Kickstarter success. Critical acclaim focused on co-op innovation—eschewing versus modes for pure heroism—while fans hailed lore depth, with forums compiling 200+ lore-based battles.
Reputation evolved from niche darling to genre influencer: pre-Marvel Snap, it pioneered digital fixed-deck co-op, inspiring Hero Realms and Aeon’s Gate. Spin-offs like Sentinel Tactics (2014, tactical minis) and Sentinel Comics RPG (2020, narrative-focused with GYRO health zones) expanded the universe, while Sentinels of Freedom (2022 action-RPG) adapted tactics to consoles. Its metafictional podcast influenced lore-heavy games like Disco Elysium, and crossovers (e.g., Mutants & Masterminds) bridged tabletops. Yet, legacy includes critiques: early imbalances favored minion decks, addressed in rebalances. Ultimately, Sentinels endures as a blueprint for emergent storytelling, proving indie vision can rival AAA spectacle.
Conclusion
Sentinels of the Multiverse masterfully distills superhero comics’ chaos into tactical brilliance, from its cooperative deckbuilding and evolving lore to comic-faithful art and sound. Developmentally rooted in indie ambition, it navigated digital frontiers to deliver exhaustive narratives of redemption, entropy, and multiversal heroism, where every battle echoes a comic arc. Gameplay’s modular depth rewards synergy, though complexity demands patience, while its world-building immerses players in a vibrant, retcon-rich cosmos. Reception affirms its innovation, cementing a legacy of spin-offs and fan devotion that reshapes co-op gaming. As a historian, I verdict it essential—a definitive 9/10 entry in video game history, not just for fans of capes and cowls, but for anyone craving games that feel like saving the world, one card at a time. In an industry of endless sequels, Sentinels reminds us: the multiverse needs heroes, and this game’s got an army of them.