Well, one of our four for Spirit Island has been having her internet connection bounce on and off essentially constantly all week - a tech was supposed to look at it today, she called today and they had never been scheduled. This is the sort of thing I dealt with with CenturyLink, her current ISP, all the time. I despise them and would highly recommend steering clear if you ever have a choice between CenturyLink and a competitor. Even Comcast, who are a terrible company but have given me over a decade of above-rating internet speeds, free rating upgrades, and nearly problem-free service. Something I certainly can’t say for CenturyLink, who I also used for many years because I’d heard Comcast was the devil and had (apparently wildly outdated) concerns about cable sharing bandwidth with neighbors etc., despite my litany of issues with them, both directly and with a local ISP that was great but ultimately resold service from CenturyLink (nee Qwest, nee USWest) and thus was just another layer between me and the terrible service.
Aaaanyway, she was not available, so we played Greater Than Games’ first classic instead. Yep, Sentinels of the Multiverse. I played Starlight, from the Cauldron fan set. Eddy played Pyre, from the same set. My girlfriend played La Comodora, the heroic version of La Capitan, our only official hero. We took on Mythos (a Cauldron villain), leader of the Forgotten Order in the vampire-infested Courts of Blood. It was a lengthy struggle, but ultimately successful.
Mythos is a bit weird. He starts off hidden, only his minions and such coming out to menace you, triggering off different icons on the backs of his villain deck cards. You can optionally play extra villain cards at the villain end of turn phase to get him to an icon you want, ideally the blue eye, which lets you then play another card to advance his Dangerous Investigation ongoing. But of course these cards still are minions or ongoings or horrible one-shots, etc. The less you risk that way, the more people the Investigation card itself hurts. He has various mad scientists, mystics and relics at his command to mess with you, though mostly not too threatening (the exception being Clockwork Revenants, which have 10 HP and, if the red icon is up on his deck, do their lost HP as additional damage when they attack). Once you’ve got the Investigation advanced by (H) tokens (which we managed fairly early), he flips and is now destructible and removes the Investigation card. But he now either protects his minions and himself, plays an extra villain card, or attacks every hero for (H) damage depending on deck (with the option of playing one card extra to shift him off the defensive or offensive stances if you want. the extra card play, obviously, is not worth playing an extra card to get rid of.) We turned out to have trouble getting damage going, so although he’s a low HP villain, it took ages to get past the damage reduction and really lay into him.
Starlight has six Ancient Constellation cards that fuel the vast majority of her deck while doing nothing other than being played next to a target themselves. She has a powerful (2) damage reduction ongoing that requires sacrificing a Constellation each turn to keep up (she can in theory run more than one if she can keep up), an equipment that gives heroes with constellations extra damage versus non-heroes with constellations, an equipment that has her deal damage to anything she puts a constellation on and heal herself each time as well, an equipment that converts her damage to hero targets into healing instead (and gives her an attack she doesn’t start with that also draws a card), two copies of an ongoing that automatically pulls constellations back into play every turn and is not Limited, equipment that lets her sacrifice constellations to cancel damage to heroes, nukes for ongoing/environment cards on a per-constellation-blown-up basis, searches, lots and lots of card draw… basically, if you can get her set up, she is a powerful tank, a healer (to the limited extent anyone is a healer in Sentinels, but more so than the core game), has multiple support effects, and can do some chip/area damage, though it’s definitely her weakest area. She seems really strong if you can get that setup going. Which was a problem for me to start with - I had a couple turns with no constellations, and then more with just the one. Still, I singlehandledly tanked about 50-60% of the damage all game and managed enough healing to keep everyone in the game throughout.
Pyre’s main gimmick is that he irradiates cards in people’s hands. Based on that, he can trigger damage (often area, sometimes including to himself or other heroes), additional power use/draws/plays, playing cards that would otherwise be discarded on an interrupt basis, and a variety of other tricks. The big downside? He has two cards called Rogue Fission Cascades that immediately play themselves if drawn and hit every hero with any irradiated cards for damage equal to all irradiated cards in hands. And his power on the base character card and one variant shuffles that back in every time they hit his trash. Again, takes some setup.
Still really digging the Cauldron. It’s a bit weird, probably not entirely balanced, but…the concepts are cool and it adds nice variety. And of course, they’re done making official content for it…well, in that setting… so. Fan stuff is nice to try out.