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sentinels
5.04
BGG Vote: BGG Stats
LANGUAGE-UK LANGUAGE-FR
3-5
30'
12
No necessary in-game text

Sentinels

A board game by Eric Jumel
Publisher: Ludonaute
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Description Description

Your job is to hunt fantasy monsters. A dimensional gate has just open and many monsters are surging over our world. You have been called to kill them and steal the gate keys from the monster bosses. Use your weapons cleverly and help your fellow hunters by providing them ammunitions. But at the end, only one hunter will build up his name and get glory. The mechanics are clever and tensed. On your turn, you choose one of the Weapon cards from your hand and play it either in your supply area (its ammunitions are then available to your opponents) or in your attack area (using the ammunitions available in your or the other players’ supply area). Then you can attack one monster provided that you have the required Weapons. When you kill a boss (third row), the player who has made a dent in the second row gets a key. If you directly kill a boss (without making a dent first), you need more weapons but you get the key yourself. The game is both collaborative and competitive. You need the other players ammunitions to cock your weapons. You’ll help them by making a dent in the monsters’ rows. The game may end in two ways: the players get all the keys. The player who killed the most valuable monsters wins; after 12 turns, there is still a boss with a key in play. The player who has given the most ammunitions to the others wins.

Additional information Additional information
Mechanics: Action Point Allowance System Area Control/Area Influence Hand Management
Categories: Fantasy Fighting Historical Science Fiction
Alternative names:
This was seen 756 times
Description Description

Your job is to hunt fantasy monsters. A dimensional gate has just open and many monsters are surging over our world. You have been called to kill them and steal the gate keys from the monster bosses. Use your weapons cleverly and help your fellow hunters by providing them ammunitions. But at the end, only one hunter will build up his name and get glory. The mechanics are clever and tensed. On your turn, you choose one of the Weapon cards from your hand and play it either in your supply area (its ammunitions are then available to your opponents) or in your attack area (using the ammunitions available in your or the other players’ supply area). Then you can attack one monster provided that you have the required Weapons. When you kill a boss (third row), the player who has made a dent in the second row gets a key. If you directly kill a boss (without making a dent first), you need more weapons but you get the key yourself. The game is both collaborative and competitive. You need the other players ammunitions to cock your weapons. You’ll help them by making a dent in the monsters’ rows. The game may end in two ways: the players get all the keys. The player who killed the most valuable monsters wins; after 12 turns, there is still a boss with a key in play. The player who has given the most ammunitions to the others wins.

Additional information Additional information
Mechanics: Action Point Allowance System Area Control/Area Influence Hand Management
Categories: Fantasy Fighting Historical Science Fiction
Alternative names:
This was seen 756 times
Other versions Other versions