Conversion Guide: Phases

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ver. 3.29.

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CONVERSION GUIDE

*spins chair around and sits in it like a straight-talking high school guidance counselor*
So, you want to make some non-Definitive Edition Sentinels of the Multiverse content playable alongside Sentinels of the
Multiverse: Definitive Edition. We’ve all been there. This is a confusing time — lots of changes happening — and it can be
hard to know just what to do. Not to worry. We’ve got you.

That said, be aware: Sentinels of the Multiverse: Definitive Edition is designed and developed to be a better version of the
Sentinels card game. In fact, it’s the best version. So, converted Heroes, Villains, and Environments are unlikely to play as
smoothly and dynamically as those found in the Definitive Edition products. Just managing expectations here. But we’ll be
releasing more content for Definitive Edition (including some never-before-seen stuff) in the years to come, so look forward
to more polished Heroes, Villains, and Environments for Sentinels of the Multiverse: Definitive Edition!

Phases On non-Definitive Edition cards, treat effects that


In Sentinels of the Multiverse: Definitive Edition, the happen “at the start of your turn” as happening
phases of each turn are expanded a bit from the during your START PHASE, and effects that happen
original edition. “at the end of your turn” as happening during your
END PHASE. During the START and END phases,
Villain Turn effects occur in the order in which the cards were
PHASE Follow any instructions on cards
START PHASE: played.
that reference the START PHASE of the Villain turn.
PHASE: Play the top card of the Villain deck.
PLAY PHASE Environments
The most notable deck-level change from original
PHASE: Follow any instructions on cards that
END PHASE
to Definitive SotM is in the way Environment decks
reference the END PHASE of the Villain turn.
work. Environment cards now have the same kinds
of keywords as cards in other decks and behave
Each Hero Turn in Play Order
much the same: One-Shots are played, do their
PHASE Follow any instructions on cards
START PHASE:
thing, and then go to the trash. Ongoing cards
that reference the START PHASE of that Hero turn.
hang around. So, for non-Definitive SotM, treat
PHASE: That Hero may play one card from
PLAY PHASE every non-target Environment card as if it also has
their hand. the “Ongoing” keyword, since none of them are
PHASE: That Hero may use one power
POWER PHASE structured as One-Shots.
printed on one of their cards in play, such as the
power on their character card. Additionally, in Definitive SotM, the Environment
itself is no longer a source of damage. All damage
PHASE: That Hero may draw the top card
DRAW PHASE
comes from a target, one way or another. Thus, any
of their deck. If that Hero did not play any cards
damage not dealt by a target needs to be updated.
during their PLAY PHASE and did not use any
Make any damage that doesn’t have a source
powers during their POWER PHASE this turn, they
other than the Environment itself come from the
may draw 1 additional card.
Environment target with the highest HP. If there are
PHASE: Follow any instructions on cards that
END PHASE no Environment targets in play, then the damage is
reference the END PHASE of that Hero turn. “fixed” damage and comes from the target being
dealt damage.
Environment Turn
PHASE Follow any instructions on
START PHASE: Effects
cards that reference the START PHASE of the As a result of the changes to how Environment cards
Environment turn. work, change any non-Definitive Hero card that
PHASE: Play the top card of the Environment
PLAY PHASE destroys an Environment card to now destroy an
deck. Ongoing card instead.
PHASE: Follow any instructions on cards that
END PHASE
reference the END PHASE of the Environment
turn.
Text that is not in play cannot continue to affect the Further Reading
game. Thus, any One-Shot card that has a persistent For more information, check out the Sentinels of the
effect should be treated as an Ongoing card, such Multiverse: Definitive Edition Rulebook. Anything
as Tachyon’s Hypersonic Assault. Any One-Shot you find in a non-Definitive Sentinels deck that
that becomes an Ongoing in this way gains “START doesn’t seem to be solved by this document must
PHASE: Destroy this card.” be made to work within the ruleset established by
the Definitive Rulebook, and the FAQ section at the
“Fixed” damage cannot be increased, reduced, or end will likely have helpful information on making
redirected. Additionally, fixed damage cannot have your conversions work.
its type changed, such as from melee to fire.
And most of all, keep on saving the Multiverse!
When a Hero would deal damage to themselves
as a cost to do something like keeping a card in
play (e.g., Tachyon’s Pushing the Limits or Ra’s Solar
Flare), that damage should be “fixed”.

No target can go below 0 HP. When a target reaches


0 HP, it is destroyed, unless something in play says
otherwise. Even if it stays in play due to being
indestructible or some other effect, it still cannot
have a negative HP amount.

“Indestructible” is now a keyword, though it


works a little differently than before. Cards with
the Indestructible keyword cannot be destroyed
by “destroy” effects, or by running out of HP.
Indestructible does not prevent effects that put
the card on the top or bottom of a deck or return
it to hand, or even remove it from the game. It just
means the card cannot be destroyed, even if it is at
0 HP.

If some effect would play a Limited card and there


is already a copy of that Limited card in play, the
card you are attempting to play goes to your hand
instead.

Perhaps the simplest change: the Keyword


“Equipment” in non-Definitive Sentinels is now
“Item” in Definitive Edition. So, treat “Equipment”
and “Item” as synonymous.

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