It's been a long time coming, but the second expansion to the
Definitive Edition of Sentinels of the Multiverse has finally reached me.
I backed the crowdfunding in March 2023, having had good
experiences with Greater Than Games' previous two for this edition
(for the core game, and the first expansion Rook City Renegades).
The first one was two months late, the second one absolutely on time,
by the original estimates. This one should in theory have reached me
by July of 2024, and I think most people were expecting it to be a bit
early.
But then the principal designer, Christopher Badell, got ill (and
since he's in the US that meant financial stress too). Then Greater
Than Games were sold to Flat River Group. Then the tariffs happened,
and Flat River closed down GTG. Badell kept posting updates to the
crowdfund, but it's clear that nobody at Flat River was telling him
much. In recent months, he's vanished, and an anonymous Flat River
employee has been posting updates instead, carefully not answering
questions like "where is Christopher".
Then a few weeks ago FRG tried to charge my credit card for extra
shipping, without asking me, which meant the card got suspended until
I could sort that out. (I think this is against UK credit card regs,
though it's probably fine in the US, land of no consumer protection.)
And then the package was shipped—from Kentwood in Michigan (a "city"
that's functionally a suburb of Grand Rapids), to Indianapolis, to
Santry (Dublin), to Stansted, to Dartford, to Slough and then to me.
Measuring the straight-line hops, that's about 6900km over a span of
three days, so an average of 60mph.

Everything seems to be there.

Indeed it is.

Foil cards. (These are the only bonus for being a crowdfunding backer,
presumably apart from getting the thing a little earlier than other
people; I haven't been keeping track of that.)

Inside the box.

Punchboards. One hero HP tracker, nine individual ones for the Ennead,
and some miscellaneous other bits.

Under the punchboards. Top left is storage bags and spinner centres;
top right is the large hero, villain and event cards, and the
dividers; bottom centre is all the small cards (hero, villain and
location decks).

All the decks.

And after a lot of sorting, it does all just barely fit into the two
boxes of core Sentinels and the Rook City Renegades expansion.
Left box is heroes, hero HP trackers, and some of the Ennead trackers;
in the black box are the rest of the Ennead trackers and all the
tokens, in 3d-printed
trays. On the right and
below, villain and location decks; hero, villain and event cards, and
villain HP trackers, are at the upper left.

With the core box and Rook City Renegades, that's a total of 24
heroes, 70 hero variants (including First Appearances for everyone),
30 Principles to generate more variants, 24 villains, 16 environments,
and 48 Events and Critical Events, in effect villain variants (Events
change the rules a little, Critical Events give you a new villain card
to go with their usual deck). Not counting the variants, I think you
could generate 2024 combinations of three heroes (ignoring order), so
that would be 777,216 combinations of heroes, villain and environment.
Given that Christopher's been denied access to the crowdfunder, I
suspect we'll only see more of this edition of Sentinels if he's able
to buy the rights back from Flat River. But we shall see.
So what have we got?
Heroes
Chrono-Ranger is a time-lost Old West sheriff and hunter of legendary
monsters. His main gimmick is his Bounty cards: put them on targets,
take down those targets, and get rewards.
K.N.Y.F.E is a tech-powered fighter of cosmic threats. She has two
Ongoings which help with damage-dealing, with options to draw (power
up) or play (hit things) extra cards.
Parse is powered up by Omnitron's analysis code. Her gimmick is
looking ahead in decks.
Omnitron-X is the ultimate iteration of the robot villain, turned
good. It has protection against specific damage types, and Febricate
and Exterminate modes.
The Visionary is a psychic experiment with a Dark Side deck, I suspect
in the vein of Alpha who can end up attacking friends if things go
wrong.
Darkstrife & Painstake have two character cards, with separate hit
points; lots of hand and resource management here, I think.
There are more variants for the core game heroes (everyone is now up
to at least two variants) as well as the new ones.
Villains
La Capitan is a straightforward time-travelling pirate who steals
heroes' cards, then flips to enjoy her loot.
The Dreamer is a young girl whose nightmares have taken form—but the
heroes have to be careful not to injure her, or they immediately lose.
Miss Information is an alternate-reality version of the Freedom Five's
admin assistant, who sends them after distractions while advancing her
own plans.
Iron Legacy is an alternate-reality version of the do-gooder hero
Legacy, turned to grim intolerance of any possible evil after the
death of his heir, and with unstoppable Ongoing powers.
Apostate is a dark mirror of Fanatic, with Relics to boost power,
Demons to do the actual fighting, and Lies to distract the heroes.
The Ennead is a set of nine Egyptian gods who can swing in and out of
the fight—yes, each with its own villain card and hit points. Argh?
I'm looking forward to trying this one, though.
Grimm is a former host of the horror comics of the early days
(something like the EC Crypt-Keeper), now a villain in his own right.
He assigns Roles, which you can follow (and damage your friends), or
not (and get damaged yourself). I get a certain amount of Fey-Court
feeling off this one.
Necrosis is a scientific necromancer, spreading decay and sending
Husks against the heroes.
The Ruler of Æturnus is a nest of demon princes, changing powers as
each one briefly claims the throne.
Environments
The Block is an interdimensional prison for supervillains. Naturally
an escape attempt will be going on. This ties slightly to K.N.Y.F.E.
Silver Gulch, 1883 is the Weird West, with bandits powered up by
equipment stolen from time travellers. This ties to Chrono-Ranger.
The Tomb of Anubis ties to the Ennead. Mummies, traps, and Trials.
The Final Wasteland is the desert after all the legendary creatures
destroyed humanity. Post-apocalyptic feel, plus cryptids.
Æturnus is a hell-alike; it ties, of course, to the Ruler of Æturnus,
and the decks synergise, but it can still be played separately.
Principles
Finally, we get the Principles, which are in effect hero variant
generators. It's suggested you draw three and pick one; each one will
modify the hero in good and bad ways.