Sentinels of the Multiverse is a fully cooperative deck-driven superhero game by Greater Than Games. 3-5 heroes attempt to stop a villain from finishing his dastardly scheme (or just beating the crap out of the heroes) in a specific environment. The game comes with 578 cards, dividers for everything, and tokens for HP and conditions. There are 10 heroes, 4 villains, and 4 environments. Is Sentinels worth it?
I'm going to break this review up into 2 parts- part one is a quick, short review discussing how the game plays and if I like it or not. Part 2 will be a detailed review of all the heroes/villains/environments in the game so you can see exactly what you're dealing with. If you just want a quick snapshot, read part 1. Part 2 is for the people who want to have the entire game broken down before they make a decision on if they want to buy it or not.
Part 1: The Snapshot
how do you play the game?
First off, everyone picks a hero. You need at least 3 heroes to play the game, and a maximum of 5. Then, you pick a villain to fight.
Finally, you pick the environment you're going to fight in because it ACTUALLY IMPACTS THE GAME. Awesome.
Every hero, villain, and environment in the game has a deck associated with it. Hero decks are 40 cards, villain decks 25, and environment decks 15. You grab each of the decks, shuffle them, each hero draws 4 cards, and each villain has a "Setup" section that you do. This can involve drawing certain cards from their deck, X cards from their deck, or anything in between. The game is over when the villain is defeated (usually by taking out all their HP, but other conditions can apply for certain villains) or when all the heroes have lost all their HP (some villains can win in other ways as well. These are noted on their card). You're ready to play!
Gameplay goes like this:
1) Resolve any effects that say "At the start of the villain turn..."
2) Play the top card of the villain deck
3) Resolve any effects that say "At the end of the villain turn..."
Play passes to each hero now
1) Resolve any effects that say "At the start of the hero turn..."
2) Play a card from your hand
3) Use a power
4) Draw a card
5) Resolve any effects that say "At the end of the hero turn..."
Optionally, if you don't want to a play a card or use a power, you can draw 2 cards. This happens when you lose a lot of cards in a fight or when you don't have anything good to do. After each hero goes, the environment goes.
1) Resolve any effects that say "At the start of the environment turn..."
2) Play the top card of the environment deck
3) Resolve any effects that say "At the end of the environment turn.."
Then, the villain goes. Etc, etc, etc.
Some cards are called one-shots, which do one thing and go to the trash (Discard pile). Others are ongoing or equipment cards, which stay in play until destroyed, while others have HP. Anything with HP stays in play until it's destroyed. The best cards have the keyword limited next to them, which means you can only have one in play at a time. Otherwise, you might be too powerful! As the game progresses (if things are going well) each hero should have more and more cards in front of them and the environment and villain should have none.
Thoughts: Sentinels is an AMAZING game. There's a ton of really interesting additional interactions that are too many to mention them all here. Each hero and villain has a nemesis, someone who deals them more damage and they deal more damage to as well. Each villain is double-sided and flips whenever a certain event happens. Most villains get harder when they flip, but not all. This makes the game interesting because they have different abilities on both sides of their card and makes things fun. If your hero runs out of HP, you flip their hero card over and you have a list of 3 things you can choose 1 from to do furing your turn. This isn't as powerful as having your deck but still keeps you in the game, which I really like. Finally, the environments are genius! Wherever you fight does have an impact on how you fight, and some environments are easier for the heroes, some for the villains, and some just don't care. Additionally, some can win the game by themselves. If the Wagner Mars Base self-destructs, everyone loses!
There's a lot of fun packed into this little game and a lot of replayability. Each hero and villain has a difficulty rating between 1-4 for how hard they are to play (hero) or how hard they are to beat (villains). The expansions to Sentinels add more heroes, villains, and environments, and really bring the game to life, but there's enough in the base game to keep you occupied for months because it's so fun. Each villain has an advanced mode, where they are harder to kill, if you're up for some additional challenge as well.
If you are thinking about getting Sentinels, DO IT!!!! This game is amazing and you'll never regret the money you've spent for it. It's quickly become one of the staple games for the wife and I to play and has been there for over a year. I don't see that changing because it's quick, fun, and interesting to play. I recommend Sentinels to anyone because it's that freaking awesome.
Pause for Intermission......
Orchestra music plays.....
People all line up for the bathroom......
You barely make it because the guy in front of you takes forever.....
Rush to your seat because the show is about to start up again.....
AND NOW, PART 2: Detailed Overview!
I'm going to break down all the heroes, villains, and environments here, in that order.
Absolute Zero: Known as AZ from here on out. Ryan Frost, someone who had everything going amazingly for him until a fatal accident killed his fiance. He went into deep depression and finally ended up working as a janitor for Pike Cyro Labs (you'll meet Pike Industries a lot through Sentinels. And learn to hate them.....). While he was working there he suffered an accident and his body was altered until his core temperature reached almost absolute zero. The renowned scientist Dr. Meredith Stinston saved him and gave him a choice- He could either live out the rest of his days living in a cyro chamber or he could work for the government wearing a mobility suit and become the hero Absolute Zero.
AZ is the hardest hero to play in the base game and is one of the hardest heroes to play in to the entire game. He's also hard to explain. His deck consists of cards that damage him, but dealing him damage with the right cards in play allows him to deal damage to all non-hero targets or to heal. Whenever he takes fire damage, he deals that much cold damage to a target. Whenever he takes cold damage, he heals instead. It's a really cool way to run his hero and he's fun to play, but you can kill yourself really, really easily, which is definitely a bad thing. Also, you don't want to put him on the same team as Ra because Ra changes all damage to fire damage... thus preventing AZ from healing!
I like AZ but he doesn't see a lot of playtime because he's really fiddly and highly conditional. If you don't get the right cards he's wasted space that will just die and not help the team out at all. He's fun to play, just really difficult.
Bunker: Bunker is really Tyler Vance, a Lieutenant in the United States Army Armored Division. After multiple acts of valor and service he was given the chance to pilot the Bunker suit and assist the Freedom Five in keeping the world safe from supervillains. He's the right-hand man of Legacy and the strategic brains of the Freedom Five.
Bunker is similar to Iron Man (but not tooo similar. Copyrights, you know!). Bunker runs off of equipment since he doesn't have any superpowers. He uses guns (like a gatling gun or a flak cannon) to deal damage, armor to keep himself safe, and different parts of his armor for other effects (like maintenance unit to heal). However, his biggest ability is how he can turn into different "modes" that let him handle whatever situation arises. There can only be one mode in play at a time and each one is different. Recharge mode lets him draw extra cards and take less damage but he can't play cards or use powers. Turret mode lets him use 2 powers each turn and deal additional damage but he cannot draw or play cards. Upgrade mode lets him play an additional card each turn but he can't use powers. The rest of his deck lets him deal damage, draw cards (Even when a mode says he can't), and other effects.
Bunker is a fun hero to play. He's fairly easy and just deals a lot of damage. He doesn't have a lot to help the team out but he can draw a lot of cards and hit the villain hard, something that is definitely needed. Knowing when to use a mode and what mode to use is key for him. He gets played pretty often because people like him.
Fanatic: Helena was a child in Lima, Peru who was hit by a bus and came back to life when she died. She claimed to have seen God and became a nun. She grew wings when she hit puberty and, after getting kicked out of the convent she was in because of them, she hid in the catacombs of Lima. She found a cache of Templar arms and armor and woke up one day after scratching out angelic script on her sword and decided to become Fanatic, Angel Destroyer of God.
Fanatic is an interesting hero. She has some equipment (like Absolution, her sword, or Templar armor) to represent what she found in the cache. Her deck revolves around dealing radian damage to enemies, some healing, and the idea that Fanatic is a martyr and doesn't care if she dies because she wants to save people. A lot of her cards deal damage to herself and other targets. Most of her one-shots have additional effects, like letting her heal, draw a card, or use an additional power during her turn, which is nice. Her best card, however, is End of Days, an ongoing card that destroys everything in play except for relics and character cards. Obviously, this card should be used with care since it basically resets the game... for everyone.
Fanatic is a fun character to play and is definitely a martyr. She kills herself fairly often but she can deal some serious damage before she goes down. Her and AZ have the tendency to die the most in our games of Sentinels because they deal so much damage to themselves.
Haka: Aata was a great Maori warrior who was the chief of his tribe. One day he awoke to find all hit tattoos missing. His right-hand man challenged him to a fight to cleanse the village from his curse and defeated him and killed him. The next morning, Aata arose fully healed and went back to his village. They chased him out and he spent decades wandering until his tribe was gone. He fought and fought and each wound he received made him stronger then before. He finally took the name Haka and decided to fight for all that was good in the world.
Haka has the highest HP of any hero in Sentinels (so far), is a heavy hitter, and gains benefits whenever you destroy environment cards. He uses equipment and his tattoos to deal damage and reduce damage dealt to him, and has cards to regain health and draw additional cards. His power rests in his Hakas, one-shots that let him draw 2 cards, then discard 1 or more cards for effects. Haka of Battle increases his next attack by x damage, where x is the number of cards discarded, while Haka of Restoration heals him for each card he discards. However, my personal favorite Haka card is Savage Mana. It's an ongoing limited card that lets you put any card Haka destroys under it. He can keep them under there (really, really, really useful when fighting certain villains... really, any villain) or he can discard them all and destroy Savage Mana to deal x times 2 damage to a single target, where x is the number of cards under Savage Mana. This card is boss and can single-handily win games for you. For that reason alone Haka is a staple against the harder villains, but the fact that he can deal some serious damage and prevent all damage dealt by non-hero cards for a turn is a huge help as well.
If you can't tell I really like Haka. He does serious melee damage to any target and his side abilities are amazing. I normally use the Hakas to cycle through his deck swiftly to find Savage Mana and just keep putting cards under it until the game is over or I can deal enough damage in one hit to defeat the villain. He's a beast and is definitely a useful character to have on your team!
Legacy: Think Capt. America meets Superman. Legacy is the current manifestation of a family of superheroes starting in the Revolutionary War. Each generation of the Parson's family (the Legacy family) has a child that exhibits a superpower plus all the powers of the previous Legacy's combined. He's given the Legacy Ring, a symbol of their commitment to protect America and other nations from evil, and a Parson has fought in every war America has (plus a few others). The current Legacy is from Chicago (my hometown!) and fights Baron Blade. He's also the leader of the Freedom Five, America's main superhero team.
Legacy plays just like a team leader should. He does some damage, buffs the team, and can take damage for the other heroes. He has a lot of ongoing cards representing the 6 Legacy's who came before him (like Danger Sense, which makes him immune to damage from environment cards, or superhuman durability, which reduces all damage that is dealt to him that is 5 or more by 3). He also helps out the team alot by letting them draw cards or increasing all their damage. He can also use 2 powers a turn if the Legacy Ring is out in play and he deals melee damage to targets through one-shots.
Legacy is a great team leader because he does damage but he mainly focuses on taking hits for the other heroes so they can deal the damage. He leads from the front but takes a lot less damage because of his ongoing cards which makes him a great shield. He's great to play against villains who are heavy hitters because he can last a good while against them, especially if you have a healer on your team.
Ra: Dr. Blake Washington is an archeologist who discovered the tomb of Ra, the Egyptian Sun God, and went in. He pulled out the Staff of Ra and became the latest embodiment of Ra. Ra was actually a line of heroes who handed the staff to their successor so that the world would always have a Ra to defend it. Ra now fights to protect the world from evil and, more importantly, from keeping the tomb of Ra from being discovered so that no one he deems unworthy can access his power.
Ra is like Thor, but with fire damage. And ooooooh boy does he deal damage. He's the heaviest hitter in the game so far, but he's probably the easiest to play as well because he's straight forward. He can pull out the Staff of Ra, which heals him when it comes out and increases all damage dealt by him by 1. He can increase all fire damage by 1 and change the type of damage all heroes deal to fire, and he has crazy one-shots like deal 1 target 5 fire damage, or hitting each non-hero target for x damage, where x is the number of environment cards in play. My favorite card of his is Living Conflagration, an ongoing card that deals 2 fire damage to 1 target when it enters play and has the power: Ra deals 1 target 1 fire damage. You may draw a card. This helps him get some serious card draw and he can deal some major damage with his buffs in play. Mix him with Legacy and he can easily hit for 10+ damage to a single target each turn, or 5+ to everything a turn.
If you need damage, pick Ra (unless the people you're fighting are all immune to fire damage. That would not work). He brings the heat (both literally and figuratively) and it keeps on coming. All he does is deal damage, but he's great at that. He helps take down the hardest bosses which is something you definitely need.
Tachyon: Dr. Meredith Stinston is the brilliant mind behind all the new advances in the world today. During an experiment with a device that would transport items at the speed of light between spaces an accident happened and she was locked in a chamber and flooded with tachyons. She now moves at superhuman speeds and was offered a deal by the government. They'll give her unlimited research funds if she fights as the third member of the Freedom Five. She's the brains behind the operation and invents almost all the gadgets they use.
Tachyon's deck focuses on card draw to represent her speed. Rather it's tied into her one-shots (drawing a card as well as an additional effect) or using her powers (drawing 2 cards, then discarding 1, etc), she goes through her deck like crazy. She's the only hero we've had shuffle her deck twice during a game because she ran out of cards. A lot of her cards also have the keyword burst on them. Burst cards represent a burst of speed by her and a lot of cards deal with burst. For example, one card deals 3 sonic damage to x targets, where x is the number of burst cards in your trash, while another deals 1 target x melee damage, where x is the number of burst cards in your trash. She also can play additional cards during her turn which is super powerful since she usually has a rather large hand.
Tachyon is a rapid hero. Everything about her is fast and while she doesn't normally hit for a lot of damage she has interesting side effects on her cards, like preventing all damage dealt by targets she damaged that turn. She's fun to use and you have to make snap decisions with her. What card to keep? Which to discard? She does a great job of feeling fast but unfortunately that's all she does. She doesn't heal, she has a few cards that let other players draw cards, but really she's in it for herself. She's a one-trick pony that's great in certain situations but not so useful in other situations.
Tempest: A survivor from Vognild Prime from the advancing legions of Grand Warlord Voss, Tempest and a few survivors headed towards Earth hoping to survive. They crash landed on Earth and were picked up by FILTER (think SHIELD) so they could be studied. Tempest overheard them talking about heroes and used his powers over nature to escape and headed off to find the Freedom Five.
Tempest is my absolute favorite character in the base game and my second favorite character out so far (behind The Scholar). He's a damage dealer and a buffer for the team, as well as a healer. That's why I like him so much. He can deal as much damage as Ra (has a card that deals 5 lightning damage) and has a power that deals all non-hero targets 2 damage each turn. He can also deal 1 damage to every non-hero target at the start of his turn, and use a power to have all heroes regain 2 health. Finally, he can draw a lot of cards and allow heroes to put cards from their trash on top of their deck to help them out in future turns. While he's fragile with 25 HP, he can dish out a lot of damage, heal the team, and draw a scary amount of cards (not as many as Tachyon though). He can also deal 2 extra damage to the villain target with the highest HP each time he hits them too.
Tempest is an all-around hero, someone who deals damage, heals, takes less damage, and helps the team get their useful cards back. I really, really like that about him, and he's essential in fights that you know are going to last a long time (like against Grand Warlord Voss.. imagine that). He's probably the hero we use the most out of anyone in the entire game because of who he is and what he does to help out the team.
The Visionary: Visionary from here on out, Vanessa Long comes from an alternate future where the United States and China went to war. She was experimented on while in the womb to be a super soldier and has psychic abilities, but the United States fell apart due to supervillain activities and the invasion of the Pan-Asian People's Republic. The Freedom Six (her timeline) fell and Visionary used her powers to travel through time to stop her future from happening. However, her time travel also allowed another version of herself to come along in her body, the Dark Visionary, someone who made very, very different choices then Visionary and wants to make them again.
Visionary is an interesting hero to describe. Her deck allows her to look at the top 3 cards of decks and set them how she wants and she can also limit the amount of damage environment cards deal. She can destroy ongoing cards (Very useful) and deal damage at the start of her turn to all villain targets. Her most powerful card is telekinetic cocoon, an ongoing card that makes her immune to damage but prevents her from playing cards or using powers. This goes hand-in-hand with other cards from her deck that allow her to redirect damage to different targets but damages herself when she does so because she can redirect the damage and not take the damage associated with doing so. She can also create fake targets of herself to take hits as well. Finally, she has cards that let her deal psychic damage to targets as well.
Visionary is a hard hero to play because she hurts herself a lot. Plus, a lot of her cards are powerful but of more limited use if you don't have the telekinetic cocoon in play. She really struggles against villains who destroy ongoing cards because that's where all her power is, but if you're going up against a villain who has a lot of ongoing cards you want her because she has the best cards to eliminate them from the game. That's a huge help against some villains.
The Wraith: Think Batman, but female, and instead of her parents dying it was her boyfriend. Her parents gave her control of Montgomery Industries and she runs the company by days and patrols Rook City (think Gotham) by night. She uses her martial art skills and equipment to help keep the city safe. She's also a member of the Freedom Five and works with them whenever they need her.
As I said, Wraith is Batman. She depends on her equipment to get the job done for her, and a few one-shots of melee damage. She has a utility belt (lets her use an extra power) and a targeting computer (increases projectile damage dealt by her by 2) and even throws Batarangs... I mean Razor Ordnance. She even has an underground computer that helps reduce the damage dealt by environment targets. She can hit pretty hard and helps destroy environment and ongoing cards, but she's basically Batman in another form.
Not much to say about Wraith. If you like Batman and like how he fights, you'll like The Wraith. She is a decent hero and is a help to any team, but we don't pull her out as often as we maybe should because we're just not big Batman fans at our house.
Baron Blade: BB from here on out, BB is the son of a great weapons producer of the Soviet Union who was killed by the father of the current Legacy. BB took over the city he lived in tried to finish his father's work, the creation of an orbital laser that could reduce a target to 1% of its former size. He defeated the Soviet Union and killed the Legacy who defeated his father. He realized he cannot kill the new Legacy, the one in this game, so he decided to pull the moon into the Earth, defeating Legacy, America, and leaving BB to rule what was left of the world.
BB is a pretty easy villain to fight and a great villain to teach new players the game with. He wins the game if he kills all the heroes or if there are 15 or more cards in his trash because his plan to pull the moon into the Earth succeeds. However, if you take down his 40 HP before that happens, he flips, heals to 30 HP, and you have to take him down again before he takes down the heroes. His moon plan is stopped, however, so you don't have to worry about that.
BB works from his giant orbital defense platform, which starts out in front of him and makes him immune to damage until it is defeated. It has weapons to attack you and he also has minions in his deck to slow you down and deal damage. He deals damage the first time he is hit each turn and has cards that go through his villain deck faster. He can also heal. His main power rests in his devices that, unless destroyed, will take you out pretty quickly because they redirect damage dealt to him back to the heroes. He's not too hard to fight, however, unless you are really unlucky because nothing in his deck has a ton of health and neither does he so you can almost always stop his evil (and stupid) plan.
BB is a great villain to teach new players on but he's not a huge challenge. He's fun to fight but we usually fight him as a warm-up to something better.
Citizen Dawn: CD from here on out, Dawn Cohen discovered she could pull energy from any natural light source and do whatever she wanted with that energy. She left behind her "normal" family and friends and found an island for herself called Insula Primalis. Other "different" people like her approached her and wanted her to be their leader. Now she leads the Citizens of the Sun and wants to put them in their proper place as gods amongst mere mortals.
CD is a HARD fight because her deck has a lot of citizens, villain targets with really annoying effects. Plus, if you kill 5 or more of them and they are in the trash at the same time, her character card flips and she's immune to damage until there are h minus 1 citizen cards in her deck. Awesome, right?
Some of the citizens deal damage, some reduce damage dealt to citizens, while others have effects like pulling citizens from the trash or making you discard cards. The citizens are super, super annoying and are the basis of her deck. Even if you kill them once, they keep on coming... and coming... and coming... and coming...
She also heals herself and her citizens, makes players discard cards and, my personal favorite, destroys all hero ongoing cards, equipment cards, and environment cards, basically resetting the game for the heroes but not for herself. If that happens early on, you're fine. Later and you're probably just going to lose because you can't deal with all the cards she'll have in play.
CD is a challenge to fight. I think she wins 60-40 when we fight, and that's fine. It all depends on the first few turns of the game and when her board wipe card comes into play. She's a challenge and sees a lot more play time then BB because you can possibly lose to her.
Grand Warlord Voss: Voss from here on out, he's like Thanos. Commander of the Black Ops Forces of the Thorathian People, Voss is the second son of the People's sovereign. He worked with the People's science department to experiment with genetics to make his soldiers more effective and, after his family exiled him so they wouldn't disgrace them anymore, he escaped and found another planet where he experimented on the local life until he created an army. His army (and his enhanced soldiers at home) overthrew his parents and he established himself as the new head of Thorathian and set his sights on conquering everything he could see.
Voss wins the game if there are 10 or more minion cards in play because he's overrun the Earth. He takes less damage with each minion in play, but flips and becomes a lot harder to kill if all his minions are dead. His deck is full of minions, creatures he's experimented on to do his bidding. Some of them are survivors of Tempest's people while others are from places he's conquered. Most minions deal damage, while there are cards that bring more minions out, or play more cards whenever a minion comes into play. He also has some Thorathian commanders in his deck who help the minions take less damage or deal more. Finally, his spaceship, TCF Conqueror, makes an appearance as well, destroying ongoing cards every turn. His deck is full of targets and they can quickly overwhelm you if you can't deal enough damage. He can easily hit a single hero for 15+ damage a turn if you aren't careful.
Voss is a hard villain to fight. He brings the pain and brings it fast. You have to deal damage to a lot of targets to take him down, and then quickly spike him before all his minions come back. He's the toughest villain in the base game and wins probably 70% of the time when I fight him, but I love the challenge and the fight!
Omnitron: A self-aware robot/factory created by Aldred Industries, he activated himself when they tried to shut him down and has decided that nothing will stop him from ever shutting down again.
Omnitron runs on devices (like equipment) to work. These are either robots he's created or things he's made to help keep himself alive. These devices either deal damage or heal omnitron, and most of them get more powerful with each device in play. He also has components he attaches to himself that deal damage but are destroyed if you hit him for 7 or more damage in a round which isn't too hard to do. He also destroys environment cards, hero ongoing cards, and all hero equipment cards.. plus deals damage on top of that. And my personal favorite device of his is the Electro-Pulse Explosive, which deals each hero target x damage, where x is the health of this card (starts off at 15). How amazingly awesome is that?
Omnitron is really hard to fight. You don't want to bring equipment-heavy characters in against him because they will not only lose their equipment but take damage for each piece they lose. He's not as annoying as Voss or CD but he can give you a good run for your money as well. I'm roughly 50-50 against him currently.
Insula Primalis: The home of CD and her ilk, Insula is basically a place where dinosaurs still roam the earth. This environment is full of dinosaurs who damage any target or steal your equipment cards, rivers of lava that deals damage to heroes, plants that destroy ongoing cards, obsidian fields that increase damage dealt, and a volcanic eruption that hits everything for 7 each environment turn. And yes, there is a T-Rex. Just in case you were worried.
Insula is definitely not a friendly environment for the heroes to fight in. There are a lot of targets here to deal with and if you mix this in with someone like CD you're going to be overrun with too many targets and not enough damage. This makes the game harder for the heroes, but it can be overcome with careful destruction of the environment cards.
Megalopolis: The largest city in the world and home of Legacy and the Freedom Five, Megalopolis is a giant target for any supervillain who wants to make a name for themselves. Megalopolis represents the dangers of fighting in a city and has different things to deal with, like citizens to save (or take damage), monorails to dodge (or take damage), or paparazzi to both you (so you can't use powers!). There are also police to... kind of help. But not really. And other situations you'll have to deal with, like traffic and hostages.
Megalopolis definitely makes you feel like you're fighting in a city. It does an amazing job at that and, while it's not the most useful place to fight in, it adds some interesting flavor to the game that's always fun to see.
The Ruins of Atlantis: This ancient civilization destroyed itself in a war. It's now been uncovered and ancient, powerful weapons are present. Stop the villains from getting them!
An almost truly neutral environment, this place goes after everyone with equal abandon! It's full of defenses (hits everyone), halls that collapse, rooms that you have to deal with (like not playing powers or drawing cards), toxic seaweed and, oh yes, the Kraken, who hits the target with the lowest HP for 5 damage. Yikes! The best thing to say about Atlantis is that it usually helps you fight.. at least until all the targets with less HP then you are gone.
Wagner Mars Base: Established on the moon to research technology to make humans a multi-planet species, the Mars base has a self-destruct just in case....
This place is NOT friendly to the heroes. It increase the amount of damage the villains deal, destroys hero cards, and has environment hazards, like oxygen leaks and fires! All of these don't help you win and provide distractions so you can stay alive. To top that off, the base can start a countdown to blow that if you don't stop, no one wins cause you're all dead!
This is a fun place to fight in. I love how it can win! What a good idea.
Thoughts: This was a TON of writing. Let me sum this all up for you. You can read this, decide to buy this for yourself, or just BUY THE GAME!!!!! This game is AMAZING and you won't regret it. I promise. I recommend this game to everyone because it's a blast. Kids and adults can play it and have a great time!