Sentinels of the Multiverse Box Sizes

Greetings,

I'm hoping to get some input on box sizes.

My gaming group plays a lot of Sentinels and some of the cards were beginning to show wear so I decided sleeving the cards would help keep the cards nice.

However after sleeving everyting in Ultra Pro Fit Sleeves the cards no longer fit into some of my boxes. I have 2 boxes for the Enhanced Edition (I purchased the upgrade kit for my 1st edition set and then later replaced it later with a totally new Enhanced Edition set because the card stock didn't quite match) and I also have the Vegeance expansion box.

Sleeved cards didn't fit into either of my Enhanced Edition boxes, but they did fit into my Vegenace box. When I held the boxes side to side to compare I found that the Vengeance box was slightly wider then the other boxes.

Posting on BGG I found other people have had no issue getting sleeves to fit into the boxes. Does anyone know if Greater than games used different size boxes at some point? Also is it possible to purchase just the new I assume new) sized boxes that will fit sleeves?

 

Thanks,

I doubt you can purchase just the box, though there's no harm in asking: craig@greaterthangames.com

 

My Vengeance box is, indeed, a bit bigger than my EE box. I have an EE box from the Infernal Relics/EE Kickstarter, so it is presumably from the EE's first printing. There have certainly been other printing's since, but I don't know if they've been a different size. I'd not be surprised if they have been.

I think they should do something like smash up did at the end of their print run. Just make one big box to hold everything( and maybe a new hero) and sell that. 

 

Though I don't think any promises have been made, such has been mentioned in the past, so I think it reasonably likely you'll get your wish.

Man, a Sentinels Big Geeky Box would be amazing. I hope it's EXTRA SUPER BIG though, because I sleeve my cards (and my giant cards) so they take up double space.

I wouldn't mind one big box, but I would be annoyed if an extra deck was sold with it because it forces any of us who want to own all of the decks for this game to buy it.

If they stay true to form you would be able to buy a replacement deck if you just wanted the deck. People are already planning on just buying the environments from the villains expansion since they don't care for the team v team format.

I honestly can't imagine them doing that - it's definitely not GTG's style. 

 

Oh I agree, just casting my vote that they not change that style at this point

The people who just order the environments are going to miss out, this expansion is going to make that format shine.  It's a superior game experience for 3 players in my opinion, and a lot of fun with more players too.

Really? How come? Vengeance's problem IMO is that it has too many things going on, too many targets and the theme of a team of villains is lost in mechanics. How does Villains fixes that? Previews point towards each deck having several targets and lacking the theme reason Vengenace has (Why is a space bounty hunter, Plague Rat and Slaughterhouse six working together?). I'm not dissing the premise and asking out of curioisity because if the questions I'm asking are off it a was not properly advertised IMO.

 

Well, my biggest problem with Vengeance was the lack of variety.

As for why teams work together, why would Omnitron-X, Bunker, Mr. Fixer and Captain Cosmic work together?  Why would Deadline attack an abandoned Mars Base?  Why would anyone go to the realm of discord?  I don't see why we suddenly need thematic reasons when we push the random button and are fine the rest of the time.

I understand people not liking the increased upkeep, and the too many targets doing too many different things, and a lot of that is being addressed heavily so the games won't get bogged down as easily.

There will always be more going on in Vengeace style play, but that doesn't have to be a bad thing, if we do it right, and I think we are getting it right.

The difficulty is more balanced for 3 players than solo villains, esp. with this set turning out a more balanced difficulty.  That is where the Vengeance format really shines in my eyes, it keeps the numbers down and doesn't punish low (H) games.

Ok, then your comment makes a lot of sense.

It's not my case though, I didn't have a problem with variety playing mostly 3 Hero games. Decision wise Vengeance format was rather good, but theme wasn't (because of mechanic swarm) which kills it.

IMO also there isn't enough synergy between Villains, they don't 'cooperate' enough, they don't feel like a team but rather different Villains clumped together in one fight, which is a pitty. For example, having Friction's devices be cards in Blade's deck, so if he isn't participating they don't appear, or like when Fright Train is dealt damage Ermine may activate her end of turn effects, if there are H Proletariats in play Friction discard the top card of her deck, etc. Stuff that makes you imagine they are working together. I don't think that kind of stuff is being built into Villains from previews.

As for why teams work together, why would Omnitron-X, Bunker, Mr. Fixer and Captain Cosmic work together?
Ah, the difference is that the Villains set the conflict and the Heroes respond to that conflict. So it's much easier to imagine a mismatched Hero team built in a hurry to answer to a crisis. But if you have a hard time imagining why the Villains set the conflict in the first place you might disconnect from the theme and just do the mechanics.

I don't see why we suddenly need thematic reasons when we push the random button and are fine the rest of the time.
Not everyone is a fan of random matches. I don't think it's "suddenly", might a be a forum/group-think going on there. I always want a story to be told in the matches I play, even if it is a ridiculous comic book story style (Guise switched bodies with Tachyon and now she has to aid the F5 in that body?).

It has theme to me as in the comics you will have multiple villains team up with little reason beyond taking down heroes they both have conflicts with.  Even if it's not an intended Teamup, multiple villains could end up in conflict with the heroes because their schemes occur around the same time.  

It is also very difficult to allow for flexible combinations of villains if the capabilities of one villain depend on another being present.  Those two now become locked together, reducing potential fun and replayability instead of increasing it.  And with each villain deck commonly having only 25 cards, you'd have to decide which 2 or 3 cards would represent what other villains and which cards would represent the villain who's deck you're working on.  That waters down all involved villains unless they're played together, which goes back to my first point.

Exactly.

Why else would Lex Luthor, the Riddler, Sinestro, Solomon Grundy, Cheetah, Toyman, and Captain Cold team up if it wasn't for the fact that their nemeses were the Super Friends?  :smiley:

 

 

Not really. You just make it conditional. If X is in play, do Y. Else, do Z. Fricition: "At the start of the game, if Baron Blade is present, search his deck for X and Y device and put them in Friction's play area. Otherwise discard the top 3 cards of Friction's deck".So you have one special behaviour when the Villain is with his mates and one when it's one random mook.

In a similar fashion all targets (Nemesis cards in decks) in Vengeance could had "if X hero is not in play, destroy this card and play the top card of the villain deck".

I hope the cards prove me wrong and it will be easy to imagine the Citizens teaming up with a rat and FILTER.

For me they team up exactly how heroes do, they Compliment each other, Ermine deals low damage, but thwarts heroes with destruction and messing with your hand, that protects Fright Train who is more free to pummel the heroes.

Putting in effects like you mention has been discussed, but the complexity that is already high with the format gets ridiculous with effects like that.

The swarming effect is something that is being actively lessened in this expansion, there are going to be more targets than most solo villains, but it will be manageable, or at least that is the goal.

So far I think the format is going to be much more fun and much less of a headache with this expansion.

 

Overall the feel I get from a lot of games is that different decks work better or worse with other villain decks, and I like that, I always liked villain teams that could win if they weren't constantly ready to turn on their allies.  There is some of that feel, and some decks are just brutal together, it creates a lot of variety and interesting story.

That question has been answered many times, was answered well a couple years ago, but the answer opens again on Thursday night this week. We plan on seeing the Answer Sunday night. I am, of course, referring to Age of Ultron.

Why do powerful heroes team up? Because the plots of powerful villains cannot be predicted without powerful espionage efforts that Heroes tend to lack due to the technological and powerful advancements available to the villains. The attacker chooses where and when an attack occurs and it is rarely not a surprise to the heroes. The defender must defend the weak spots chosen by the attacker with little preparation, and so strength in defense comes in numbers able to get to the trouble spot. While one-on-one, Baron Blade may be only a match for Legacy and may not be his better, Baron Blade has the terrain and preparation advantage, which Legacy cannot hope to overcome against such an evenly matched foe, so Legacy needs help. Mad Bomber Baron Blade has saturated the environment with explosives (for reference on that, see Tactics where it is clear what was being simulated by the deck version) and is blowing them in the heroes faces.

Modern military experts demand a 10:1 advantage when attacking a fixed fortification. Why would superheroes not need that same level of advantage? If anything, 5 superheroes attacking Baron Blade's home should be expecting to get their rear ends handed to them. Legacy alone? Hopeless. BB is expecting him not to knock on the front door when he arrives.

But I'll bet there's a contingency plan for that, too.

Well, the reason I like the vengence style villians is the same reason I like the Ennead. Theres always somthing to beat on, everybody is at a fairly equal HP, so the environments feel more fair to both parties, and it always feels like each hero is playing a part. I have had games against villians like Kaagra where one hero eats up all the titles, and it ends up being only them doing anything signifigant. But with vengence style villians, theres usually somebody to hurt, or some support card to help with almost anything (like ground pound and take down become a whole lot better, since you essentially benefit from the effect many more times in the round)