Counting the Multiverse

One of my quirks is that I enjoy enumerating things. There have been other posts that list how many cards are in Sentinels of the Multiverse, so this post isn't likely to have any new information, but I've found myself honing in on faster ways to count the number of cards and felt like sharing it.

First, how many decks are there? When counting the cards, it's useful to know how many decks of different types there are, plus I also enjoy enumerating the decks in and of themselves. There are 37 hero decks: Ten in the core game, two each in the four standard expansions (8), five in Vengeance, three mini-expansions (Unity, Scholar, Guise), and a total of eleven that came out with the OblivAeon Kickstarter: Five villains turned hero, two more mini-expansions (Benchmark and Stuntman) and the four members of Void Guard. There are 24 villain decks: Four each in the core game and each of the four standard expansions, plus four mini-expansions (Ambuscade, Miss Information, Wager Master, Chokepoint) for 4x6=24. Note that when counting decks, the Title Deck that goes with Kaargra Warfang can count as an additional deck. There are 27 environment decks: Four in the core game, two each in the four standard expansions plus Vengeance (10), four in Villains, and four mini-expansions (Final Wasteland, Silver Gulch, Omnitron IV, Celestrial Tribunal). With OblivAeon we get five more. There are 15 multi-villain decks: Five in Vengeance and ten in Villains. There are four more decks in OblivAeon: The OblivAeon deck, The Scion deck, The Aeon Men deck, and the Mission/Rewards deck. The Scion pile is a pile, not a deck. Total number of decks: 37 + 24 + 1 + 27 + 15 + 4 = 108.

OK, now for the fun part, counting the cards. For this I'm only counting standard-sized cards, and only the minimum number of canon cards needed to play every permutation of Sentinels of the Multiverse. Excluded are the hero variant collection (or, if you like, the individually-released variants) of 67 cards and the foil hero variant collection of 110 cards, plus the additional Kvothe foil card. There are 41 cards in a standard hero deck, so that's 41x37 cards. There are 27 cards in a standard villain deck, so that's 24x27 cards, but there's also 15 cards in an environment deck, which is 15x27 cards, so these two can be combined together to get 39x27 cards.

Here's the tricky part:

  • 41x37 + 39x27
  • 40x37 + 40x27 + 37 - 27
  • 40x64 + 10
  • 10x4x64 + 10
  • 10x2x128 + 10
  • 10x256 + 10
  • 10x257
  • 2,570

And with that, I've converted all of the hero, villain, and environment decks into one number! The multiple villain decks are 15x20 (300) and the OblivAeon decks are 4x25 (100). Adding those we're up to 2,970.

There are 67 hero vairants. I could list these out (and often do!) but for the purposes of this count, I'm just going to use that number. For the remaining cards:

  • There are six villain variants (Mad Bomber Blade, Cosmic Omnitron, Spite, GloomWeaver, Kismet, Infinitor) with two cards each so 2x6
  • There are two additional cards for the Operative, eight additional cards for The Ennead, and two additional cards for the Bloodsworn Coliseum and the Title deck in Kaargra Warfang's deck, for a total of twelve, or 2x6.
  • There are twelve additional cards in OblivAeon: Five player aid cards, five shield cards, and two battlezone cards, or 2x6
  • There are four additional cards for the Sentinels and two additional cards for Sky-Scraper, or 1x6
  • Combined, that 7x6 or 42 cards

Adding 67 and 42 we get 109. Added to 2,970, we get our total of 3,079!

One day, perhaps, I'll be able to name every card in SotM and the count of each of them. Goals! Or, you know, I could, like, learn anatomy or something. 

 

 

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Happened across this post from years ago just now.

I still do this counting on a regular basis. It’s sort of meditative.

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I was so afraid this was going to be another thread necro spam bot.
very cool, not my nerd meditation method but I get it.

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I just snagged an incredible deal on eBay for the entire collection from the Enhanced Edition with the Ultimate Collectors case.

Will use this as I start the therapeutic process of sleeving the standard-sized cards.

I have some sleeves already, so I will tick off each deck and work out what’s left based on your numbers.

You have saved me a lot of counting, and I am a mathophobe and avoid counting and maths at all costs, usually.

However, this does seem kind of a therapy and meditative task, so I will enjoy counting and checking the numbers against your master record.

Cheers

Matt

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Nice change of pace, isn’t it?

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This falls in line with my current project which is finding the most up-to-date version of each deck that I have been able to find and make a master set.
I find the Definitive Edition decks do play a lot more smoothly, even beyond just the commonized terminology. But I’m thinking it would help to use the conversion 2 pager on the site to at least update the text on the cards to bring the Enhanced Edition more into line with the modern decks.
I’m not sure how best to apply the new text, though. I do not want to stick to the cards themselves and mar the original items.
I could put it on the outside of sleeves, but I think they would peel off pretty quickly from shuffling. Anyone have any ideas? Anybody else try to guess how the remaining decks might get streamlined if the product-line were to be finished?
Obviously, nothing of commercial value could be done, as FRG owns the IP, but we can do what we like for personal use.

I can’t imagine spending time and effort on this, but the obvious approach is to write on the back of your sticky note (avoiding the adhesive) and then carefully stick it to the inside of the sleeve, being sure not to dislodge it when you insert the card beneath the sticky. You won’t want to re-use the sleeve for anything because it will be sticky inside forevermore but it should hold up for a while.

You could also use black-backed sleeves and just print a full-sized image of the edited card, inserting it into the sleeve with some random junk card behind it for suitable stiffness. Requires some modest computer skills and a decent printer.

None whatsoever. Game’s dead to me and was well before GtG was shuttered. I regret wasting money on the two DE boxes that did come out but I’m glad I didn’t get burned on the backerkit.

I’m not spending time thinking about might-have-beens.

So I am nearing the completion of the mammoth task of sleeving all the cards in the Ultimate Collectors box.

What I have found is that there seem to be a few villains that don’t have standard-size character cards or Setup/Gameplay cards.

Is this normal? Do some of the expansions only provide oversized villain cards?

As the collection is secondhand, I was wondering if I’m missing something.

The team Villains only have oversize character cards. There are fifteen team villain decks, and sixteen total team villain character cards since the Hammer and Anvil deck has two villain character cards.

Those are the only villain decks that I recall NOT having standard sized villain character cards.

The scion cards from the Oblivaeon expansion are also only oversized. They are villain character cards but don’t precisely represent a deck, though, perhaps confusingly, there IS a Scion deck. There are ten scion cards.

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ok, this explains the lack of standard-sized decks in my set. Did they never release the standard sized ones even as promos or other packs? It seems a bit annoying not to have a like-for-like option. But I am happy to play with the oversized cards. They are just not as easily separated and organised like the standard cards with dividers.

I also find it annoying, but keep in mind that the creators always intended for the villain character cards AND the hero character cards to be oversized. Thats why they are like that in the definitive edition.

In the original run of the game they were just learning about what’s possible with manufacturing. The original core game had flimsy cards in a flimsy box and no tokens. (No art for environment decks, either.) Nonstandard sized cards weren’t seriously considered. Over time GtG began releasing oversized cards as a sort of luxury improvement.

OG core box wasn’t quite big enough for everything they stuffed into it, either, that thing was tight. OTOH, it was also pleasantly inexpensive and that helped draw people in to an unknown new game.

Got it, so at least I now know why some things are duplicated and some are not with standard/oversized cards. The lack of official content lists in the rulebooks made me question whether I had everything. Seems like all is in order now.

I have now purchased a copy of the Definitive Edition and hope they continue to release content for that. It seems that they will likely continue releasing more content once the global economic situation stabilises. Its not the end yet I don’t believe. Maybe one day I’ll have the complete Definitive Edition as well. The saga continues…

If you did not know there is also a Sentinels of Earth Prime using the Mutants and Masterminds heroes and villains. Full compatible with Enhanced Edition.

oh no, what is this sorcery you speak of? An entirely new game? I did notice on the steam version there was some other app. I will check it out and see if I can get a physical copy. What are the main differences?

Entirely down to the content! The card design is different, but otherwise fully compatible, and not even any new mechanics to learn.

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Agreed. Additionally, note that the designers felt free to reuse themes from SoTM decks, so the heroes and villains of SoEP are not necessarily thematically distinct. They are meant to be true to their source material, which is a different comics universe with at least some overlapping themes, powers, swttings, etc.

is Mutants and Masterminds a different franchise? Just looking into it, seems like its a different publisher but some kinda of crossover. Looks good. Are there also loads of expansions and a big box?

Mutants and Masterminds is a super-hero RPG. SOEP only has the base game and a few mini-expansions (bundled on Steam as the Magical Mysteries Pack).

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first edition Mutants and Masterminds was a D20 license superhero game with FEATS and the 6-attribute spread and everything. Third edition still rolls a 20 sider plus bonuses aiming for a target number but does not feel like D&D with a weird paint job.
The default city location is Freedom City a parallel of the Free Port setting Green Ronin printed D&D (and possibly Pathfinder) adventures for.
The pre-gen heroes and setting are intentional copies or take inspirations from Marvel and DC