Sentinel Tactics: The Flame of Freedom Tabletop Raises $100,000 in 48 Hours

Sentinel Tactics: The Flame of Freedom Tabletop Raises $100,000 in 48 Hours

The Kickstarter campaign for Sentinel Tactics: The Flame of Freedom, a hex-grid based tactical combat game, reached its $50,000 funding goal within seven hours of launch and exceeded $100,000 within 48 hours.

Imagine League of Legends: The Board Game. While Sentinel Tactics: The Flame of Freedom isn't exactly a tabletop MOBA game, thematic similarities do exist at first blush. With a recently-created Kickstarter campaign that achieved its funding goal in under seven hours and raised over $100,000 in its first 48 hours, popularity may be another commonality that Sentinel shares with League of Legends.

Based on the Sentinels of the Multiverse cooperative comic book card game, Sentinel Tactics: The Flame of Freedom is a hex-grid based tactical combat game for 2-8 players. Players control one of the many superheroes or supervillains from the universe, each with their own powers and abilities, and combat is resolved by the rolling of six-sided dice. The gameplay is competitive, but cooperation and teamwork are vital to victory.

As of this writing, stretch goals have unlocked three bonus characters for backers, as well as an expansion with scenarios which revolve around the unlocked characters, bringing them into the storyline. The scenarios will involve comic-book style stories, map setups, and scenario specific tokens, powers, and side characters.

Sentinel Tactics: The Flame of Freedom will retail for $39.95, and the developers also plan to release a miniatures pack for $29.95.

Source: Kickstarter


Sentinels of the Multiverse may well be the best superhero-themed card game on the market today.
Seeing the Greater Than Games crew expand from cards into tabletop combat, while simultaneously expanding the SotM universe, is really something spectacular. They'll have my pledge, to be sure.

I have to say, having gotten a chance to play Sentinels of the Multiverse, that while it was kind of fun, issues like balancing characters and scaling for different numbers of players didn't seem to be the creators' strong suit.

Hopefully those responsible have learned a thing or two and gotten some useful feedback since then...?


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