A Review of Legends of Sleepy Hollow (the cooperative board game)

Legends of Sleepy Hollow finally arrived!  I have been waiting for ages for this cooperative campaign!  This game is set in the world of the headless horseman and Sleepy Hollow!  Just two weeks ago I made my Top 10 Anticipated Cooperative Games of 2022 and this was #2 on this list!  This arrived almost immediately after putting up my list, so it’s been in the game rotation ever since!


This is a 1 to 4 Player game with a sordid past.  It was originally up on Kickstarter in 2017.  It promised delivery in Dec 2018, and … as you know, it’s currently late February 2022.  It took almost 4 years for this to arrive!  You read that right.  It’s almost 4 years late for delivery from the original Kickstarter from 2017 … that Kickstarter was almost 5 years ago!


One of the things that happened: they went back to the drawing board and apparently completely redid the game! I guess initial playtesting was lackluster, so they decided to take their time and redevelop the game. I love Greater Than Games, (the manufacturer who also make Spirit Island and Sentinels of The Multiverse: Definitive Edition) but their products are ALWAYS late on Kickstarter! But they also have always delivered, so I wasn’t too worried.

I also reminded myself of the history of the game: this wasn’t a “big” kickstarter: it made “only” $94,000 dollars with about 1300 backers, so there wasn’t a huge demand for the game. That may have contributed to the lateness: it was a smaller product in a company with bigger and more successful products.

Was it worth the wait? Let’s check it out!



This is a thick, gorgeous box.


See Coke can above for scale.

This game comes with a TON of map pieces and punch outs.  (I want to say I spent two hours just punching out and correlating everything when I first got it!)


There are quite a bit of materials to punch out.  Luckily, the rulebook does show what all the pieces are.  But look at all those map pieces!  These are really big and thematic!


The game also has a lot of linen-finished cards and tuck boxes … hiding some surprises!


These tuckboxes also have “secrets” that get revealed later in the game!  From what we’ve seen so far, this is a campaign game that can be reset (ie.., this is not a legacy game)!  The tuckboxes house things that can be re-used!

Public Service Announcement 1:  These cards are not meant to be shuffled or looked at, BUT you will have to open all of them and figure out what the decks are!  The decks span multiple shrink decks.
You should divide them into three classes of decks, based on the backs of the cards:

  1. 4 Character decks.  Each character has a “deck” of cards that gets revealed as the game progress through the chapters, and the backs are marked with J, EL, EM, and M (for the main 4 characters).    These cards will come out little by little as you play.
  2. 12 Chapter Decks.  The backs of these decks are marked with 1:XXX, 2:XXX,… 12:XXX for each of the 12 chapters in the game.  Each deck is specific to the chapter you are playing.  For example, chapter 2’s deck is only 5 cards marked 2:1, 2:2, 2:3, 2:4 and 2:5.
  3. Monster Level Cards.  These 3 (black) double-sided cards are absolutely needed every game so you can get the stats for the three types of monsters (for that level) in the game! YOU MUST LOOK AT THESE CARDS FOR EVERY GAME!

The rulebook really needed to have a better description of these decks.  Thus, the public service announcement above.  



The player boards are very nice dual-layered boards! See above and below.



The combat damage is decided by dice: see the pumpkin dice above.  The orange dice is for “other” stuff (that gets revealed as you play). See dice above.


The components are really first rate: we’ll take a look at the Miniatures in more detail below!



The game comes with two books: a big thick story book (we’ll discuss in the section below) and a rulebook (see picture above).


The rulebook isn’t too long: it’s about 16 pages.


It starts with a nice introduction and discussion of components: the pictures are useful!  


The next page describes what a lot of the punch outs are.  A few sentences describing the rule(s) of the components might have worked here: there’s a LOT of components in this game, and some of them really aren’t described very well: putting something on this page might have helped (and as you can see, there is room).  (For example, our Public Service Announcement 1 about the decks)


There’s a little bit of discussion of some main points above, but there’s a lot of text and not as many pictures as I think we need.


There’s some discussion of how to set-up, but it’s a bit abstracted, since the actual set-up comes from the storybook pages.  So, the rulebook talks about what you’ll see in the storybook. See below for what a set-up looks like (from the storybook).


It’s a little unfortunate that the set-up is deferred.  The rest of the rulebook has a lot of text describing the rules.

After the few intro pages, you can see for yourself: there’s not a lot of pictures (see pages above).

So, I didn’t really like this rulebook.  Especially after waiting 5 years for this game, you think the rulebook would be a lot better and more mature.  Over the course of a number of nights (once by myself and many times with my friends), we stared at the rulebook trying to figure out how to play.

Why didn’t we like it?

  1. This game is desperate need of a “first play” tutorial like Sleeping Gods or Tainted Grail: there’s just a little too much to do to get though that first game: too many token, too much text to read, too many rules to learn, too many characters to operate, too many in-game effects.  
  2. Not enough pictures: there needs to be some more anatomy of cards with better marks
  3. Consistent Nomenclature: Some of the terms are inconsistent (see errata link below)
  4. Too many mistakes: There’s mention of tuckboxes that don’t exist!

The top of the box has a little sticker that gives a link to errata for the rulebook:

You absolutely need to look at the errata to get going in this game!!  There are just a few too many errors to rely solely on the rulebook.

This rulebook needs some reworking: better pictures and better organization.  Also, it felt a little “stream of consciousness” in its writing.  Look, we did finally learn the game from the rulebook and the errata but it was a frustrating process.   With the errata, this was okay.  Public Service Announcement 2: Make sure you get the errata for the rulebook!  It does help!



So, this is a storybook game: it has a giant storybook with 64 pages!


The storybook describes a campaign (linear so far) that unfolds over several chapters.  Each chapter has some intro text that sets the stage for the next chapter, a page of “set-up”, and the outro text which describes the results of winning.


So far, the text has been very thematic and on point with this theme.  There is quite a bit of text here: this really is a story game.  This game puts the “story” in “storybook” game. (To emphasize that point, I’ll use the same phrase at least twice more below, on purpose).



The miniatures for this game are very thematic and nice: see the picture above for scale and below for a picture of all minis!


Looking up close, they look pretty good:

Unfortunately, one of my pumplings came broken, and I was assembling them, I broke another!


The pumplings are barely attached to their base and fall off rather easily. If you get nothing else out of the review, never ever ever manipulate the pumplings by their heads!!! Just touch the bases if you can.  They are prone to fall off: luckily, my friends are a whiz with Super Glue and we were able to fix it pretty easily.  Public Service Announcement 3: Be careful when handling the pumplings!

Hero clix


Each mini in the game has a dial attached to their base for notating hit points: these are very much a poor man’s Hero Clix!


This is really nice, because it keeps the game from being fiddly with extra tokens: each monster and character will keep track of its hit points on its base.  This was a very nice touch.


The little rings were easy to put together: you had to punch out all the rings then attach them to the bottom, but they seemed to work.


My only complaint with this was that the dials were just a little “too loose”: sometimes, when you picked up a mini, the dial might move slightly because the dial is not “tightly” on.


I wish the dials fit tighter: we had to be extra careful when moving the pieces in the game, otherwise the dials would slip.  It didn’t interfere too much in the game, but it was enough to be noticeable.  I really wanted the dials to be slightly tighter.

Solo Play


Seemingly lucky, Legends of Sleepy Hollow follows Saunders’ Law and has a solo mode! Hurray! The box lists the player count as 1 to 4.


No matter what the player count, you must play with all 4 characters in the game!  There are exactly 4 characters and you must always play with all 4 of them.  That makes Legends of Sleepy Hollow ideally a 4-Player game, as each player can operate just one character.  A 2-Player game is not unreasonable, as each player operates two characters each.  Even 3-Player is ok: every player can operate their own character and “share” operation of the third.  So, a solo player will have to operate all 4 characters!


The problem is: this solo mode of “always” 4 characters is too unwieldy in Legends of Sleepy Hollow, especially for the beginning player!  I have played a lot of cooperative board games (see my blog: coopgestalt for the last 6 years for a list of some of the cooperative games I have played), and this solo mode was just too much.  I started setting it up, and I had trouble getting it ON the table!  Each character needs quite a bit of space, and the solo player needs to be able to operate all 4 characters with all of them facing the solo player!  Not to mention, the amount of work to learn this game is pretty high: this is a complex game, with complex characters, and lots of rules.  And each character has a number of rules to keep track of as well.


So, am I being unreasonable to say this solo mode is unwieldy?  Let’s compare the solo mode to other games where you have to operate more than 2 characters for the solo mode: Set A Watch, Set A Watch: Swords of the Coin, Unicornus Knights, and Sentinels of the Multiverse: Definitive Edition.


Recall, we did something like this in Set A Watch (see review here) and Set A Watch: Swords of the Coin (see review here): a solo player would have to operate all 4 characters in the game. First, Set A Watch is a “simpler” game, and second, one character ALWAYS stays back to watch the fire, so the solo player really only operates 3 characters in combat.   It was reasonable to operate all 4 characters in Set A Watch.

Unicornus Knights Rulebook

Recall, we also did something similar in Unicornus Knights: (See Part I and Part II of our review here): unless you are playing 4 players or more, each player must operate multiple characters.  We suggested that a solo player operate 3 characters, and that seemed doable, but just barely: Unicornus Knights is a much more complicated game, probably in the same complexity as Legends of Sleepy Hollow.  I don’t think I would have enjoyed my plays of Unicornus Knights if I had to play 4 characters: it would have been too much.


Even Sentinels of The Multiverse: The Definitive Edition (see review here) has only 3 characters for the solo game, and that might still be stretching it!  I enjoy the solo mode, but I have enough familiarity with the game to make this viable/fun.  The solo game of 3 Sentinels is too much it for novice player (which is why I offer up the alternative novice solo mode of 2 Sentinels in the review).


In the end, I read the rulebook to get a sense of the rules, I set-up the game on the table, and I just left it out so I could play with my game group … the next night.

Maybe, just maybe, after I know the game better, I can play it solo.

Cooperative Play


Once this came out to the table, we started having fun.  As you can see above, it takes up the entire table! The maps! The rulebook! (because the rulebook isn’t great and we have to keep looking stuff up) The characters! The cards for the characters!  The dice! The leftover miniatures! Whew!  The game takes up a lot of space!


… which is why I think this game absolutely needs to be played cooperatively: there’s just too much shared maintenance for a solo player, but it seemed okay with multiple people sharing the responsibilities.


As we roamed the map, a lot of story came out in the cards! So, each person in turn, would read a smattering of story.  Our first adventure (above) caused us to look around looking for stuff, and every card we read had a little thematic piece of the puzzle.  That worked well for a cooperative game.


Handling all the monsters that roam the board was also a shared responsibility of the players: again, this seems to work because this workload is shared (and doesn’t seem too heavy for multiple players).


The game also encouraged cooperative play because, frankly, it had been written to always have 4 characters out! These 4 characters, each with separate asymmetric powers, need to coordinate!  It was clear this game is all about the 4 characters working together and leveraging each others special abilities.


Interestingly, the game also worked well as a 5-Player game!  For one session, I stayed out of the game and operated the monsters and kept up the rules!  It turns out, in a later scenario a “5th player” NPC joined, and I was able to play that character for an adventure too!  Even though, as the fifth player, I was the odd man out, I still had fun cooperating with my friends! See The Fifth Wheel Becomes The Sixth Man!

Theme and Story


This game NAILS the theme.  One of our group almost has the Sleepy Hollow original book memorized (and can recite parts of it from memory!)  And this game really seems to nail the theme!  The art is evocative of the theme!  The miniatures really help with that too.  The board (although a little dark) really seems to capture that American Gothic Horror Theme! (And that’s just one board, there’s many others in the game!)


Like I said, this is a game that puts “story” in a “storybook” game.  The intros and outros to each game were fantastic.


The story unfolding, the art, the components, the text of the cards, the choice of text all were fantastic.  This game nails the theme.



Once you get over the rulebook problems, the game plays well.  Each player gets one action per turn, putting a red token (see above) on an action space.   If you get “fear” in the game (everytime you get hit or other effects), fear can clog your action points!  It’s harder to reset as your fear goes up and up!  If one player ever gets 10 fear points, the game is over!  Or if one player dies.  


How do you win? 

Every chapter is a little different: we have seen a little pick-up and deliver, a little exploration, and a lot of combat! Every chapter we have played so far has had “Oh my gosh: will we survive this?” situations. By being smart and cooperating, we were able to survive, but just barely!  The game seems to reward cooperation! So, winning requires adaptation to the current situation!   That was cool.


However, as we played, we still ran into ambiguities.  For example: See the card above?  Is that a RELIC or not?  The chapter says it is, but nowhere is it so marked!  Some of items Jeremiah gets are CLEARLY marked RELIC.  Why do we care?  Because only RELICS travel with the characters to the next chapter!  So, we want to keep RELICS!  We think this is a RELIC, but we aren’t sure!

As much fun as we had playing, we kept running into little situations like this where it wasn’t clear what the rules were.  We would frequently just house rule something to move forward.  My group is experienced and can make “reasonable” calls, but time and time again, we had to make a ruling that should have been either clearer in the cards or the rulebook.   As another example, take a look at the maps!

Problems With The Maps


So, we had problems with the maps.  As cool as they looked, as thematic as they were, they were too dark.  It was really hard to see the “room lines”.  See picture above.  Andrew recalled that we NEVER had this problem with Mansions of Madness:  even though the maps were dark, there were WHITE and YELLOW lines that clearly demarcated things.  Andrew and I have played a number of games of Mansions of Madness and never had a problem with those maps.  The maps here are just too dark.


Another problem is that the room shapes were a bit “non-intuitive”.  The first map had weird shaped rooms (see above), but we were able to figure out “what a room was” by the grain of the floor.  See above.  A new room would be marked by the floor grain going a different way.  The rooms seemed “weirdly” shaped, but we could work with it.


It’s just that the second map was so dark, we couldn’t quite tell where the rooms began and ended: they were weird shapes.   The non-intuitive shapes kind of took us out of the game because we had to “hunt” for lines.



Legends of Sleepy Hollow has a lot of promise … and it kept a lot of that promise, if not all of it. The rulebook needs a major overhaul, but at least the errata keeps the game from being too frustrating. The miniatures are pretty awesome and thematic, but the dials needed to be just a little tighter. (And be careful with the pumplings!) The idea of fear throttling your actions is interesting. The gameplay is a little wonky and complex, and it probably needs some shoring up. The combat is good, but it appears that there are only really 4 different types of enemies. And I can’t really recommend solo play.


What makes this game is the story and the theme: the story and theme are everywhere! The story is in the secret cards each player gets, the story is in the cards you discover and read aloud as you play, the story is in the character summaries, the story is the chapter intros, the story is in the game set-up, the story is in the chapter outros, the story is in the cool maps that come out every chapter! Story is everywhere!


If you are looking for a “prosy” adventure set in this world of Sleepy Hollow, I think you will enjoy this game quite a bit. The theme and story for this game have been exemplary! I just wish I could recommend this to everyone, but I suspect some people will bounce off some of the unpolished corners. If you like story and theme, if you like good cooperative play, if you like gothic horror, and you can handle some uncertainty in the rules, I think this would be a great game for you.

In the end, we liked The Legends of Sleepy Hollow and we will continue to play it! We want to see what happens to that hussy Katrina!

A Review of Elia and Something Shiny

Eila and Something Shiny (yes, that’s an E not an O on the cover) was a cooperative game that was on Kickstarter back in July 2020. It promised delivery in April 2021, but my copy just arrived at my house in the USA recently (about Jan. 31, 2021). This is a surprisingly different game: it’s a cooperative “Choose Your Own Adventure” campaign game for kids.


The age range is 8+ and the art style (above and below) tells you immediately if you might be interested in this game.  It’s clear that this is a “cute” game.  If you don’t like cute games, stop reading now!  This game isn’t for you if you don’t like “cute”, as this embraces the cute factor whole-heartedly.  See some more art below.

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My friend Andrew was out of town, so we decided this would be a good game to play until Andrew returns.  (Andrew doesn’t necessarily like the cute game).  In the meantime, Teresa and Sara and myself threw ourselves into the game!

Unboxing and Components


The Components for Eila are pretty first rate: the box was surprisingly big! See above.


The rulebook looks like a kid’s storybook, and there’s even a little diary (see below) for keeping track of progress.  Elia and Something Shiny is a campaign game after all.

IMG_9971 (1)

The main board is folded up at the top of the box.  My only real complaint about the components in this game is that this board is already tearing!  (Other Kickstarters had this complaint as well)


But the board looks nice once folded out (see above).

Overall, the components for this game are fantastic: they are easy to read, they have cute little boxes for each of the chapters of the campaign, and everything is high quality.


It even has little trays to make putting the game away easier!



The rulebook almost looks like a kid’s book.


It starts with a nice list of components with corresponding tokens (see above).


Then it has some preliminary rules.  As you can see, the rulebook is very well made, the font is nice, and it looks very professional.


The set-up is next, and the game does a really nice job of getting you into the game.

After the beginning few pages, a lot of the rulebook is dedicated to each of the remaining chapters, so we have to be careful not to show too much.  The pictures there are on their side on purpose: I really wanted to show off how good this rulebook looked!


One of the more important pages is the list of symbols: see above.  I wish this had also been on the back cover.


But, in general, this was a good rulebook.  The font was readable, the text was understandable, the organization was simple.  Overall, good rulebook.  We got in right away.

Cooperative or Solo?


The original Kickstarter said this was a cooperative game for 1 to 3 people. During the course of development, it was remoded as a solo game: see below.


You can even see the sticker on it with the rebranding! I didn’t want to peel off the sticker, but I’ll bet it said “1-3 Players” underneath. Kickstarter backers were notified of the change in this update:


This essentially says:

So, we set the recommended number of players to 1-3. But then, some of the backers were confused by that. They questioned if there is a variant for 2-3 players. Therefore, we finally decided to define it as a solo game. Please be noted that the gameplay does not change. It remains the same as before. You can still play the game with friends and family.


In other words, this is still a game that is “virtually” one player, but people can come together and play as a single player, making decisions as a group as they play. This is essentially what we did when we played: since this is a campaign (where story can get wrecked by revealing too much), I decided to just play “solo with my friends” once they came over. But, obviously I could have easily played “solo by myself”. Random thought: “solo with my friends” and “solo by myself” seem like different designations for ways to play many solo games?


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Since we are playing this “solo with my friends”, we had to try to figure out a way to have the board face everyone (so we could all see the cards), but keep the rulebook and components nearby.  We had to be careful because we wanted to make sure no one could see the cards coming out from the card holder:


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We eventually set-up the game as above: the board facing out to everyone, but the card holder facing away from the board.  The rest of us looked upon the board from the left or right.


So, this game is all about the different chapters of the campaign.  You start with Chapter 0: The Tree.  Opening that box gives you the cards to play (plus some cards from the box that you always play with).

The board is set-up with 4 piles of cards, with the “goal” of the chapter in the middle of the board, just in front of the cad caddy.  See above for the board and below for a close-up of the goal card.

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The goal of the game is on the card above:  in this case, you have to try to get 2 books before time runs out.

The gameplay is pretty simple: basically, you take the top card from the card caddy and place it face up in the very middle of the board (below the goal card):

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This is essentially  a “Choose Your Own Adventure” game: Each card gives us decisions: depending on your decision, two things happen:

  1. You either bury the card in the future or past
  2. You usually pay, get, or lose “some kind of resource”  (carrot, coin, magic star, energy, book, or fear)

Cards going to the past (to the left) aren’t ever seen again.  Cards going to the future (both decisions on the card above) go to the right and will come out again.  When you run out of cards and reshuffle, all the future cards come out again.  The game ends when you either achieve your goal (a win!) or you go through the deck too many times (a loss!) or you run out of life (a loss!).

This is also a resource collection game: as the game proceeds, you will need resources to get stuff done.  For the first few chapters at least, your winning goal is to get a certain number of resources.  You saw above that getting 2 books was the goal.  As you play, you will have to decide how to use your resources to stay alive as well as progress towards your goal!


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If you win a chapter, a little comic book comes out which advances the story and take you to the next chapter.  See above. 

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You record your progress in Elia’s diary (see above).  Each chapter takes about 30-45 minutes. If you make it though all 8 chapters, you win!  



This is a light game.  The Choose Your Own Adventure mechanism is simple, but keeping track of the Past cards, Future cards, and resources might be a little daunting for 8-year olds.  I suspect the right way to play this with kids is for someone older to “shepherd” the younger kids through the game. Have an adult keep track of the Past, Future, resources, and rules, but allow the kids to make choices with everyone.  At some point, the kids can grok and start performing the mechanisms, but it’s probably just a bit out of reach at the very start.

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Even though this is a campaign game, it doesn’t seem like a lot of work keeping track of things between sessions.  Set-up and tear-down were pretty quick in this game.

Story and Comics

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So, we have played a LOT of Storybook games: See out Top 10 Cooperative Storytelling/Storybook Games!  And even though this is a kid’s game, the comics were absolutely fantastic.  The art was amazing, but the story they told was just … so good!  Without giving away too much, we were emotionally invested in this world after the first chapters! The story was so impactful that we wanted to continue.  The key phrase of my friends: “When are we playing this again?”



If you made it this far, I am assuming you like the cuteness of the game.  If you don’t, then this game won’t be for you.  The game is pretty simple and fun, but it is so ensconced in the cute world of Elia, you won’t be able to separate the cute world from the gameplay.

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This game was described by my friends as “painfully cute” and “when do we play again”? The components (except for the board, which was already starting to tear) were first-rate. The boxes and cards and art were all just exceptional. The art was “painfully cute” like a kid’s storybook. The gameplay was a little bit more than a single 8-year old might handle, but it would be easy for a family with younger kids to play through this: The Mom or Dad can read the cards, direct gameplay, while the family all works together to make decisions about Eila’s fate. If you are looking for a cooperative family game to play with younger kids, I think is an amazing choice. I could see this replacing story-time! Since it’s a campaign, it would also be new every night! (for 8 nights at least).

Surprisingly, my older friends enjoyed this immensely as well. Like I said, they asked me repeatedly: “When Do We Play Again?” They even offered to bribe me with donuts so that we play again.

One more thing: the little comic books that come out between stories are some of the best little comic book transitions I have ever seen. The art was fantastic and the story was surprisingly gripping and emotional. After the first two scenarios, we were hooked.

Top 10 Anticipated Cooperative Games of 2022!

Last year, we discussed our Top 10 Anticipated Cooperative Games of 2021! Only 5 arrived, but we reviewed them here:

Of the 6 remaining, (we had one dishonorable mention), 3 are imminent (The Shivers, Hour of Need, Deck of Wonders), 2 are still is production (Isofarian Guard and Freedom Five), and the dishonorable mention (Onimaru) may still be the first kickstarter I have that has not delivered! When we get the rest of these games, we’ll try to get them reviewed here!

In the meantime, what are some other games we are looking forward to in 2022!  As last year, we’ll show the Kickstarter link, the original promised delivery, and a summary (straight from BoardGameGeek).

Honorable Mention: The Stuff of Legend (2022)


Kickstarter Link: https://www.kickstarter.com/projects/th3rdworldstudios/the-stuff-of-legend-the-boardgame
Promised Delivery: June 2022
Summary: In The Stuff of Legend, each player takes on the role of one of the boy’s loyal toys, each with their own unique abilities. Players work co-operatively, scouring the Dark in search of the Boy before the Boogeyman can escape with him. Players beware, through the course of the game your allegiance may change, and at any point one of your fellow players could be secretly working against you for the wicked Boogeyman.

I usually don’t like hidden traitor games, but this game sounds “mostly” cooperative, and I really do like the designs of Kevin Wilson. So, this makes the Honorable Mention category because it’s not quite fully cooperative.


10. Valor & Villainy: Lludwik’s Labyrinth (2022)


Kickstarter Link: https://www.kickstarter.com/projects/skyboundgames/valor-and-villainy-lludwiks-labyrinth
Promised Delivery: September 2022
: Valor & Villainy: Lludwik’s Labyrinth is a 1-6 player co-op adventure game, where a band of noble heroes from The Order Without Borders must pursue the Mad Imp Lludwik into his terrible Labyrinth to quell the threat of a demonic invasion. Lludwik’s Labyrinth is a both a stand alone full co-op game, and a fully cross compatible sequel to Valor & Villainy: Minions of Mordak.

This game looks like it has a sense of humor! The art is funny and original.  I bought the original game in anticipation of the cooperative version being great!  Let’s hope it is!

9. Jurassic World: The Legacy of Isla Nublar (2022)

Kickstarter Link:  Not active yet! See here: https://funkogames.com/games/jurassic-legacy/
Promised Delivery: 2022?  Kickstarter Launches in March 2022 …
Summary: Together, you will transform Isla Nublar into an astonishing paradise where awe-struck visitors encounter creatures never before seen by human eyes. Decide where to build park facilities, dinosaur enclosures, and guest attractions — and keep employees and visitors safe from the mighty Tyrannosaurus Rex, colossal Brachiosaurus, clever Velociraptor, and other threats.  In Jurassic World: The Legacy of Isla Nublar, you play through twelve adventures in which you customize an entirely unique game board and breed new dinosaurs you cannot unmake. Your team’s fateful choices will have a lasting impact, creating your own Isla Nublar story. Your experience will culminate in an endlessly replayable game of your own creation.

Well, I may cheating on the one: the game may not even be available in 2022, but the Kickstarter goes up soon on March 2022!  This legacy game looks really fun!

8. Batman: The Dark Knight Returns Board Game (2022)

Kickstarter Link: https://www.kickstarter.com/projects/cze/the-dark-knight-returns-the-game
Promised Delivery: December 2021
Summary: In the solitaire Batman: The Dark Knight Returns Board Game, you play “The World’s Greatest Detective”, who’s been pulled back from retirement into a gritty Gotham. Do everything you can to beat back a relentless tide of ruthless mutants, cops, and press looking to bring you down. Instead of traditional leveling up, this is a game of attrition. An old Batman tries to survive one final gauntlet, facing old and new villains — such as Two Face, Billy Berserk, and The Joker — and even his most powerful ally, The Man of Steel himself.

The game is playable as standalone “missions” or one epic playthrough in which the results of each mission carry over to the next.

This game is about a year late, but it looks like a fun solo campaign.  I suspect I will play it cooperatively with my friends, even though this is a solo game.  The nice thing about solo games, you can play them cooperatively!

7. Earthborne Rangers (2022)

Kickstarter Link: https://www.kickstarter.com/projects/earthbornegames/earthborne-rangers
Promised Delivery: July 2022
Summary: Earthborne Rangers is a customizable, co-operative card game set in the wilderness of the far future. You take on the role of a Ranger, a protector of the mountain valley you call home: a vast wilderness transformed by monumental feats of science and technology devised to save the Earth from destruction long ago.

The art on this game looks amazing, and the fellow in charge is one of the old guard from  Fantasy Flight Games (back when they were amazing).  This looks great, if a little generic.  I won’t know until I play it!

6. Arydia: The Paths We Dare Tread (2022)

Kickstarter Link: https://www.kickstarter.com/projects/faroffgames/arydia-the-paths-we-dare-tread
Promised Delivery: December 2022
Summary: Arydia: The Paths We Dare Tread is an open world, campaign-based, co-operative, fantasy-based, “green legacy” role-playing board game. The game of Arydia is built on four design pillars: Exploration, Progression, Combat, and Role-playing.

I have a lot of dungeon crawlers, but this one looks different, and definitely worth a look.  I may be expecting too much for this to be out in 2022 though …

5. Rat Queens: To the Slaughter (2022)

kickstarter Link: https://www.kickstarter.com/projects/deepwatergames/rat-queens-to-the-slaughter
Promised Delivery: May 2022
Summary: Forge friendships and find your family as you take on the role of the rat queens in Rat Queens: To the Slaughter. Choose from four rat queens, each with asymmetric and unique playstyles, in order to save Palisade from total destruction. Power up your queen with new abilities and friendship as you take on hordes of monsters. Each queen comes packed with upgradeable abilities you have to spend gold to learn, allowing you to customize your queen differently each game to fit what the party needs!

This game just looks weird and fun: I like the art!  And it just looks different than other cooperative games (from the art/graphic design).  I am hoping that will really bring out the weirdness here!

4. Sentinels of Earth-Prime (2021)

Kickstarter Link: https://www.kickstarter.com/projects/1780208966/sentinels-of-earth-prime
Promised Delivery: April 2018 (yep, you read that right)
Summary: Sentinels of Earth-Prime is a standalone card game set in the Earth-Prime universe of the Mutants & Masterminds RPG that can also be played with the decks and characters from Sentinels of the Multiverse.

So, this is an interesting beast: this was an expansion for the Sentinels of the Multiverse, 2nd Edition.  Those of you paying attention will note that we reviewed the next edition last week!  See Sentinels of the Multiverse: Definitive Edition review last week.  Yup, in the time it took them to get this expansion out (about 5 years), Sentinels has moved on and made a new edition.  So, this expansion is for the old 2nd Edition.  I am looking forward to this and the art looks very promising, but I have to admit, it was hard to wait for this one … it took 5 years.



Kickstarter Link: https://www.kickstarter.com/projects/japanimegames/tokyo-sidekick-reassemble
Promised Delivery: March 2021
Summary: Tokyo Sidekick is a cooperative game for 2-4 players that draws inspiration from superhero comics and Japanese pop culture. Each player controls a hero and sidekick, complete with their own unique backstories and special abilities. Together, you must save Tokyo by fighting increasingly powerful villains as crime spreads across the city. As you play, you’ll unlock new items and stronger abilities while leveling up your characters. But if crime reaches dangerous levels, you take too much damage, or you can’t defeat the final boss, Tokyo will be plunged into chaos.

Can you defeat your adversaries in time to save the city?

This game is about a year late for delivery, but I believe delivery is pretty close: maybe by summer 2022.  I like the ideas of this game, and it sounds a little like Sidekick Saga, a personal favorite cooperative game, so this one is high up the list!

2. Legends of Sleepy Hollow (2022)

Kickstarter Link: https://www.kickstarter.com/projects/dicehateme/legends-of-sleepy-hollow
Promised Delivery: December 2018 (yup, you read that right)
Summary: Three days after the disappearance of Ichabod Crane, four Tarrytown residents with strange ties to the supernatural venture into an ever-darkening Sleepy Hollow to uncover its mysteries.

In Legends of Sleepy Hollow, players take on the roles of the four residents — undertaker Jeremiah Pincke, Revolutionary War veteran Matthias Geroux, minister Elijah Kappel, and tanner Emily Van Winkle — in a cooperative, miniatures-based campaign game full of secrets and twists. During the game, players will use an action pool to move about, investigate, interact with their environment, or unleash powerful attacks and abilities unique to each character. Once selected, however, these abilities will be unavailable until that character’s action pool has emptied — a process that becomes more complex as that character gains fear.

The players will have to work closely together to overcome their fear, unravel the mysteries of the glen, and become true Legends of Sleepy Hollow.

This game has had a bit of a tortured history:  They “reset” in the middle of playtesting to make it better, and that reset has delayed it a number of years.  I tend to like Greater Than Games: they are known for making good products, but they are also known for making late products.  If this were any other publisher, I’d be very annoyed at the delay, but I am sort of used to it with Greater Than Games.  I am really looking forward to this finally coming it!  It looks very thematic and maybe a game for Halloween!

1. Union City Alliance (2021)


Kickstarter Link: https://www.kickstarter.com/projects/paulmalchow/union-city-alliance-heroes-unite-deckbuilding-board-game-new
Promised Delivery: Oct 2021
Summary: A Cooperative Superhero Deck and Board Building game for a team of 2-4 Players. Each chooses an iconic champion to play as and work together to confront and defeat a central supervillain. Each hero has their own unique starter deck of Origin cards that highlight that character’s unique strengths and skills. Each Hero also comes with a Deck of super-powerful Solo Cards that only they have access to, featuring their most powerful abilities.

This game didn’t have a big kickstarter (it may the least funded on this list), but I am super excited for it. I like deck-builders, I like super-heroes, and I think the game looks real fun! It’s late on delivery, but hopefully it will deliver sometime here in 2022!

A Review of Sentinels of the Multiverse: Definitive Editions


I bought the original 1st Edition of Sentinels of the Multiverse sight unseen from the Greater Than Games website back in 2012. Sentinels had been getting a lot of hits of BoardGameGeek in the “hotness”, and the idea of a cooperative superhero game seemed fantastic! I loved the cooperative games Arkham Horror 2nd Edition and Pandemic at the time, but I really wanted a thematic cooperative superhero game! Sentinels of the Multiverse 1st Edition arrived at my house sometime in 2012 and I never looked back. It very quickly became one of the favorite games of all time! Sentinels of the Multiverse makes me feel like I am playing a super hero on a team with my friends! Sure, it would have been better if I could have been an X-Man or an Avenger or a Teen Titan, but Sentinels of the Multiverse offered its own world of unique and different super heroes (probably because they didn’t want to get sued by Marvel and DC).

The original 1st Edition had a few problems:


  • The cards were super thin
  • The art and coloring needed some clean-up
  • A few cards needed to be adjusted as they were a little unbalanced
  • The maximum Hit Points “changing all the time” was wonky 
  • The box was way too small and cheap

The 2nd Edition of the game fixed these problems and made the game a lot better.  The changes didn’t truly affect the flavor of the game that much, but the overhaul just made the game more appealing.  Anyone who had the 1st Edition easily could justify moving up to the 2nd Edition: you could get the new edition at a good price (I have found it on Amazon for $25).  And there wasn’t a lot of investment in the original 1st Edition … it was just one box.

Over the years, there have been a lot of expansions for the 2nd Edition, and I have bought them all.  Most of these expansions were a big hit, just adding new heroes, villains, and environments!  They gave the game so many choices! See above.

Definitive Edition

It’s been about 10 years since the original Sentinels of the Multiverse came out, and Greater Than Games decided it was time for an update. Greater Than Games put the Definitive Edition up on  Kickstarter back in April 2021 and it finally delivered to me about a week ago (Jan 24th, 2022).

I went full-in for the sleeves and foil cards (see above).  One of my favorite ridiculous expansions for any game has been the foil cards for Sentinels!  I had the all the foil cards for the 2nd Edition, and I wanted them for the Definitive Edition!



The “all-in” Kickstarter pledge came with sleeves and the foil cards.


The sleeves fit EVERYTHING: the oversized cards and the extra oversized foil cards and there’s a few extra for “just in case”.

Honestly, the game looks great!


The game sleeves work fine and fit all the cards.  We remarked that the sleeves weren’t “extra great” quality: they felt like penny-sleeves.  Nonetheless, they worked fine.   There are two issues that come up: See above for problem one with the sleeves:  Notice how the sleeve obscure the name of the hero?  This was very much NOT the case in the 2nd Edition (see below).


Another problem with the sleeves is that the “obvious way” to fit everything in the box, you can’t fit the black token box AND the sleeved cards together in the same box!  See below:


With the oversized cards AND the sleeves AND the token box, everything won’t fit anymore.    I simply broke it up so that I have two boxes.

However, according to the Kickstarter Update #22, you CAN fit everything in the box, but you lose your token box if you do that.  See Update 22 link below.


I chose to keep the token box for tokens.  So, you CAN fit everything in the box, but it’s a bit of a tight squeeze.  I’d rather have the heroes be just a little less packed.

Solo Play


Congratulations on following Saunders’ Law: Sentinels of the Multiverse Definitive Edition has solo play! See above.

The 1st and 2nd Edition didn’t have solo play indicated on the box: the Definitive Edition does (see above).  Solo play has the solo player taking the role of 3 Heroes.  See below for a solo game.

It’s funny because Sentinels of the Multiverse is what inspired Saunders’ Law in the first place!  (Saunders’ Law states that every cooperate game should have a viable solo mode). The original 2nd Edition of the game DID NOT have a solo mode, so I had to make up my own solo mode to play the game by myself.  In fact, the original blog post about solo mode has 3 different ways to play Sentinels of the Multiverse solo

  1. The solo player takes control of 3 Heroes.  This is a fine solo mode once you know the game, but it is very daunting for a newer player.
  2. The solo player takes control of 2 Heroes and alternates between them, essentially playing as-if it were a 4 Hero game.  This solo mode takes less mental overhead for the new player, but the rules for “alternating heroes” can be wonky: neither the 1st, 2nd, or Definitive Edition had any notion of rules for playing a hero “twice” on a turn.  I think with just a little tweaking, this might be the best way to learn the game as a solo player.
  3. Play the App with 3 Heroes.  The app handles a lot of the rule for you, so this is a great way to learn the game.  Seriously.

I am VERY GLAD that the Definitive Edition rules address how to solo play (see above), but I wish they had gone with solution 2 instead.  Ah well, at least they addressed in the rules!

My first game was a solo game with the “dream team” (for me): Legacy, Tempest, and Wraith against Baron Blade.  One great thing that the Definitive Edition does: the first play of Baron Blade has already been “shuffled” to ensure a good experience for your first game!

This made it easy to jump right into the game!  Ares Expedition does something like this: the deck is “shuffled” when you get the same so you can just put the deck out and play!  I kind of wish EVERY game did something like this.  Anyway, kudos to the Definitive Edition to smoothing the first play.

I won my first game handily, but I am an experienced player.

Cooperative PlayIMG_9941

Sentinels works best at 3, 4  or 5 Players because each player gets to control one Super Hero. At 2, each player controls 2 heroes (which is less fun because you don’t feel like YOU are a Super Hero). If you want to be a Super Hero, play a 3,4, or 5 player game … see above for 4 players.


As you get used to your hero, the first couple of cooperative multi-player games feel like a “multi-player solitaire”:  you are just trying to do the best you can with the hand you are given.   It’s harder to cooperate because you are too busy reading your own deck: There are a lot of rules on the cards, and you just have to be reading a lot to see what to do.


As someone who has played all three editions, I can tell you the game shines once you know your hero’s deck.  The Definitive Edition is no different: once you know the strengths and weaknesses of a deck, the game becomes far more cooperative as you can predict what heroes you need, how to play your character, and how to work with other heroes (and combo).

To really enjoy Sentinels, you have to enjoy getting to that knowledge point: you have to enjoy just taking a new deck, playing it, and doing the best you can.  I honestly know that I’ve lost some players because they don’t enjoy the process of “just playing”.  When the hero decks becomes “second nature” is when Sentinels seems to being out “the best cooperation”.  

My group seemed to enjoy our first co-op play.  We beat Omnitron handily.


So, when Sentinels of the Multiverse 1st Edition first came out in 2011, there were NO other cooperative super hero games around.  Period.  Now, there are so many cooperative super hero games!  Take a look at our Top 10 Cooperative Superhero Board and Card Games!   Each of these new games has brought something “new” to the field, and luckily, Sentinels of the Multiverse has embraced some of these new ideas!  


The main modern idea in the Definitive Edition are the spinner counters: see above.  Marvel Champions used them to great effect, so it’s good to see Sentinels modernizing and including 5 Hero spinner counters and 1 Villain spinner counter.  (One minor complaint: my Villain spinner counter had a hard time turning as the wheels rubbed against each other).


The other main idea is “better tokens”: see above. The 1st Edition of the Sentinels game had NO TOKENS WHATSOEVER: it was strictly a card game (I had to keep track of hit points on paper).  The 2nd Edition included tokens that were usable if not stunning.  See below.


The Definitive Edition really has ratched up the art for the tokens: I think they look much more modern and dynamic!

If you compare the tokens and spinners to Marvel Champions, it feels like Marvel Champions were a major influence on the new components … and that’s a good thing!  The new tokens and spinners really help the usability of the game.  And let’s be honest, Marvel Champions is probably the biggest competitor to Sentinels.

Marvel Champions vs Sentinels of the Multiverse


Let’s be frank: these two games are going to be compared! They are both cooperative superhero card games where you play a superhero!  If you want Marvel superheroes, well then, you only have one choice: Marvel Champions.  If you are willing to suspend your disbelief and join the Heroes in the Sentinels of the Multiverse Pantheon, there are very interesting choices! 

From a value proposition (see above), Sentinels of the Multiverse Definitive Edition beats Marvel Champions hands down! The new Definitive Edition has 12 Heroes, 5 Villains, 6 Environments normal-sized decks! Plus (see below) the large cards for the Heroes, Villains, Events, Critical Event, and First Appearances! And some amazing tokens! 


Marvel Champions only has 5 Heroes and 3 Villains (and some of the heroes you can’t even play with each other because there aren’t enough “aspect” cards in the base game!)  From a value perspective, the Sentinels of the Multiverse Definitive Edition gives you a lot more content for the base game of Marvel Champions!  (Marvel Champions doesn’t even have dividers, which is a sore spot for a lot of people, including me: Sentinels of the Multiverse Definitive Edition definitely has dividers!!)


One thing that I really think that Marvel Champions ought to do to up their game: add Large Hero and Villain cards like Sentinels: these looks SO much more thematic on the table (see above).

Hey, and Marvel Champions, where are my foil cards?  Foil cards are the greatest single expansion in the universe!  (See above) I adore the sheer silliness of the foil cards, especially for a comic book game!!  I think Marvel Champions could make a LOT of money if they offered oversized Hero/Villain cards and foil cards.


In the meantime, if you want a cooperative superhero game with a lot of base content, I think Sentinels is far better than Marvel Champions.  But, I get it: sometimes it’s hard to argue with “I want to play Ant-Man” (hey, I love the Ant-Man Expansion: see here): Marvel Champions sometimes wins just because it’s Marvel. But I think you are short changing yourself if you don’t consider Sentinels.


I’ll be honest, I like both games but I prefer Sentinels. I never understood the “fiddly” argument of Sentinels. My friends would say: “Sentinels is too fiddly!” … the people who say this are the same people with whom I play Dungeons and Dragons (arguably the most fiddly game on earth).  These same people like Marvel Champions (which has its own notion of fiddly), but they don’t like Sentinels.  I don’t get it, but whatever.  I like both of these cooperative superhero games!

Consistency and Art


One of the things Sentinels of the Multiverse 2nd Edition got right was the art and the color palette.  I know a lot of people didn’t like the the art by Rebottaro (the main artist on editions of Sentinels), but I always thought his art worked really well for the game!  His art was very colorful, bright, had clean lines, and embraced the comic vibe.  His art reminded me of a cross of styles between Jack Kirby and Steve Ditko.  (If you don’t know who Jack Kirby and Steve Ditko are, I encourage you to check out their WIki pages: Stan Lee and those two helped usher in the Silver Age of Comics).  This is huge compliment: Kirby and Ditko and legendary artists.


Take a look at some of the art and cards for from the 1st and 2nd Edition (they are mostly the same). This art style permeates Sentinels of the Multiverse 1st/2nd Edition and is pretty consistent across the entire game.  His art can be hit or miss, but in general, it works well.


The Definitive Edition chose to make some different choices in the art.  One major choice was to make the Hero Character Cards larger and more dynamic and more modern!  I love the new Legacy card, as it’s a major improvement upon the original, but my absolute favorite piece of art in the game is the new Hero Card for Tempest!  So dynamic!  So cool!

The other choice that the Definitive Edition chose to do was to make the Hero Character  Cards use a retro art style for all (and I mean all) the character cards.  Notice that the style is reminiscent of early 1920s superman art: see below.

The color palette in the character cards is much more muted, more washed-out.  Now, this color palette and choice of colors seems to permeate all the card in the game (except the large Hero Character Cards).  Below is an example of how it looks on the table.


Compare how Legacy’s card looks the 2nd Edition (below).


Here’s the thing: I don’t like the new color palette and art style.  This is a comic book game! It should be Dynamic!  Exciting! Fresh! Modern!  The choice to use retro  1920’s art is a strange decision to me!  And the color palette is just not for me.  Granted, the hero cards are more “consistent” across each other, but they all kind of look alike!!  One of the GREAT things about the original 1st and 2nd Edition is that the COLOR of the cards helped distinguish them!

Consider the Legacy cards from the 2nd Edition: Superhuman Durability was very mostly orange and easy to recognize! Surge of Strength was mostly purple!  Danger Sense was bright yellow!  Motivational Charge was red!  These primary colors made the cards alive and stand out!  I could tell what a was just from the colors! AND I could tell what a card was across the table!


The Definitive Edition versions of these cards just don’t seem to stand out.  They all kind of look the same to me.


Some people may love the new retro art style and muted color palette. Some people may prefer the older more dynamic and bright palette.  I think I fall into the second category: I want the dynamic colors to help me distinguish the cards!  I like the Kirby/Dirko art of the 2nd Edition!  I just feel like the retro art style and palette is a mistake, especially at a time in modern board games where Sentinels is competing with a lot of beautiful modern comic book games like Marvel Champions!    But, art is subjective.  I’ll let you make your own choice: You may love the retro art and distinctive look it gives the Sentinels of the Multiverse: Definitive Edition: it definitely does set it apart from Marvel Champions.


Let’s be clear: I AM IN THE MINORITY.  I showed the two different sets of cards to my friends, and they all prefer the new cards in the Definitive Edition!!!  Although my friends agree the color palette may be a little muted in the new Definitive Edition, they think the new art is better, the new card layout is better, the cards titles are easier to read, the font is easier to read, and the style is cool and retro.   So, judge for yourself!  

Smoothing Gameplay


The Definitive Edition is a little smoother than the previous editions.  For example, Omnitron used to have some cards that would destroy ALL Ongoing cards in play (which was devastating), and Omnitron also had some cards which would destroy ALL items in play (which was devastating).  Both of these cards are now gone form the new edition, and I can see why.  If you played the original Omnitron, you could win easily if those cards never came out. Or you could lose very quickly after you built a few turns and lost everything!!!  But it was so demoralizing to build stuff up and have it wiped out.


So, the new Omnitron is a more “consistent” threat: there are cards that will destroy some Ongoing cards and some Item cards, but never all cards.  Now, Citizen Dawn still has a devastating Aurora (which essentially cleans out all cards), but she now only has 1 of those instead of 2.  EDIT: Whoops!  It looks like they were stuck together, she still has 2 Devastating Auroras …


Looking at the Villain and Environment decks, it feels like the decks are “smoothed out” so there are fewer devastating events, but the cards may be a little harder.  I think the idea is really to smooth out the play so that the truly demoralizing cards are gone.


It’s harder to talk about the Heros because they have definitely changed.  My friend CC was telling me that Unity feels a lot easier to get stuff going that previously.  They have definitely gotten rid of some of the more unbalanced cards in the Hero decks as well.    Legacy’s Take Down used to be able to just stop the Villain deck for a turn, now it’s a little less powerful. Tempest’s deck has become much more complicated with Weather cards, but Ball Lightning is less powerful (only destroys 1 Ongoing card) and Reclaim From the Deep is less powerful.  And Tempest has lost his Into The Stratosphere Card which allowed Tempest to delay the Villain Deck: it’s gone.  These changes seem to be making the Hero Decks less powerful.


You know what this reminds me of?  When they reboot a comic book series and “slightly change” the Hero’s powers!  I am currently very grumbly over the changing of the Hero Decks.  I used to know them inside and out, and now they are just different enough to be annoying.  The experiences are more “smoothed” out, which is a good thing for newer players, not so much for veterans of the game.  Bah, maybe I am just mad that I have to relearn everything.



To be clear: Sentinels of the Multiverse is my favorite game of all time. It makes me feel like I am a superhero: I give it a rare 10/10.  So I recommend it heartily.  The new Definitive Edition is “essentially” the same game as the 1st Edition or 2nd edition (with some “smoothing”), so I can recommend it as well.  The Definitive Edition has also embraced a lot of new modern components (large cards, better tokens, spinner counters): these new modernizations which really augment the experience.

If you are interested in the game, however, you probably are wondering what edition to get.


Is Sentinels of the Multiverse: Definitive Edition right for you? If you are new to the Sentinels of Multiverse system and all your friends are new as well, I can heartily recommend it. If you are going to be starting fresh, start with the supported game!  It’s clear that Greater Than Games will be supporting the new Definitive Edition moving forward (they are teasing the first expansion already), so that’s the one to get. 


If you never liked Sentinels of the Multiverse, this new edition won’t change your mind.  My friends who don’t like Sentinels of the Multiverse claim its “fiddly”.  The Definitive Edition doesn’t really change that much, so they would still have the same problem with it.


Choosing between the 2nd Edition and Definitive Edition is a little tougher if you already have some investment in the 2nd edition.  You need to honestly answer some questions for yourself:

  • Do you like the new art on the player cards?  It’s consistent throughout the game: it’s an art style consistent with older Superman comics, so it’s a retro art style.  The 2nd Edition art was a little less consistent but more modern.  (Well, 2nd Edition was more Kirby meets Ditko).
  • Do you like the color palette of the cards? The color palette of the player cards  is much more subtle than previous editions.  Again, it’s very consistent across the cards.  If you like that palette,  you might describe it as “subtle and less aggressive”.  If you don’t like that palette, you might describe it as “dreary and washed out”.  
  • How invested are you in the 1st and/or 2nd Edition?  This is both a money and time question.


I personally like the art and dynamic colors of the 2nd Edition better than the new Definitive Edition. But remember, I am in the minority on the new art and cards: all my friends like the Definitive Edition much better! I also have invested quite a bit of money and time into the 2nd Edition, so it’s hard for me to justify a brand new edition, especially since I already like the game so much as it is.  So, I will keep my original 2nd Edition and play that edition with my friends who have already invested in the 2nd Edition.  I will, however, keep the Definitive Edition around so I can introduce new people to the Sentinels world.  

I will also be very careful about updating my Sentinels of the Multiverse App on my iPad: I want to stay in the old world! I don’t want to lose the 2nd Edition gameplay!

Appendix: Look For Used?


As the Definitive Edition starts appearing in retail, a lot of stores will be cleaning out their old Sentinels 2nd Edition supplies for cheap. Also, a lot of gamers might be selling all their old Sentinels 2nd Edition used for cheap to make way for the new edition. I suspect, for the next year, that you could get almost all of the Sentinels 2nd Edition for super cheap. At some point, the old stuff will all disappear.

My guess would be that for the next year, Sentinels 2nd Edition will be very cheap both new and used.