VICTORY

STRAIN SENTINELS

Stage — You 0 Foe 0
Card back

EXPANSION CAMPAIGN

Unique custom cards only. No identity may appear twice on the field. Clear the precincts, then face Legendary villains across three escalating phases. Sound, card-shake hits, floating damage, and victory overlays are enabled.

Buzzkill Assault

Select three unique heroes, then advance stage by stage. Prior stages must be cleared before a Legendary encounter unlocks. Surviving heroes recover 3 Chill after each victory.

Choose 3 Unique Heroes

Each custom identity may be selected only once.

Hotseat Duel

Two players share this device. Each drafts three unique heroes from the remaining pool. No card identity may be used by both sides.

Select a hero, then a target.
Tap a card to see its ability.
Vibe 0/10

Threat

Sentinels

Unique Card Codex

Every custom identity in this expansion appears once. Duplicate copies are not printed.

Objective

Reduce enemy Team Tolerance (the sum of living Chill) to zero. Campaign victory requires every stage, including Legendary phases, to be cleared.

Uniqueness

A card identity may appear only once on the battlefield. The same hero, henchman, lieutenant, or Legendary cannot be fielded twice in a match or shared across hotseat teams.

Turn Sequence

  1. Activate one living allied card.
  2. Choose an enemy target if the action requires one.
  3. Attack and, separately, use the printed ability once per card per turn.
  4. End the turn. Temporary locks and wards expire.

Combat

Damage equals the greater of 1 or attacker Buzz minus defender Buzz. Wards absorb damage first. Soften reduces incoming damage. A veiled target ignores the next attack. Legendary villains restore Chill and gain a new printed ability when a phase breaks.

Campaign

Stages 1–4 must be cleared in order. Legendary encounters then unlock. After a campaign victory the surviving team recovers 3 Chill, to a maximum of printed Chill.