About Sentinels...


So, they were thrown in by creator to spice things up. The idea was they would hinder heroes in forging relics. The rb description tells how players should feel (rb.36): "Magical constructs built by the mindwiped [...] are Adrimon’s ultimate weapons. Animated by the very souls [...], each one of her horrible machines is uniquely crafted to expand her realm [...] and to protect the Relics from being reconstructed."

Unfortunately, like many other parts of HexploreIt products, it all feels too poorly thought through. For example:

(-) the tokens don't "expand" the map in any way, they're just standing there at point blank on the Battle Site;

(-) the tokens just spawn at the numbered BS, teleported out from nowhere;

(-) 5th and later spawns at Acropolis doesn't feel like crafted by mindwiped;

(-) Sentinels don't react to game state at all. They don't feel animated successfully.

Ideally, you would have 6 Sentinel tokens - 4 as per FoA, a 5th and a 6th on the first two fallen Wayposts. Across games this would give some variation.
Also, it would help to number them (where they came from), and number Waypost tokens too, from 5 upward. It's not necessary though, you can work with the base FoA material:

Thematically, Sentinels should:

(+) Spawn where they were built,
    i.e. at the lowest of the 4 EC (not Acropolis) onward. Each next Sentinel spawns at the next-lowest numbered EC. Sentinels should have numbers printed on them (1-4 on one side, 5-6 on both reverse sides), indicating where it came from and where it goes to.
(+) Sentinels arrived at a BS stay put (just like normally).

(+) Sentinels not yet on a BS, roam the map:
    crawl/hover 1 hex per turn across your table, toward their target. Each game turn at the Magi phase, move each Sentinel toward its target. Sentinels go around obsacles (like mountain bases and empty hexes) but when adjacent to heroes will engage in battle.

(+) Target their same-numbered BS first,
    as long as it's not already occupied by another Sentinel and
    as long as the BS has not yet been utilized by heroes to reforge
    (i.e. the same-numbered Destination slot still has at least one Destination card).

(+) Alternatively, target the lowest numbered BS
    not occupied by another Sentinel and
    not already used to reforge.

(+) Alternatively, target the hero hex

    as long as there is no meaningful BS to go to,    

    as long as not all relics were "reforged".

(+) Finally, target Adrimon's Domain,
    specifically the nearest unoccupied hex adjacent to Adrimon's Domain.

    when 4 relics are reforged. Thematically, they flock in panic to aid their queen!

* No need to tell players that Sentinels are dangerous, the Sentinel reaction to the game state should show it.
* Adds more "incentive" to Incursion by the mindwiped, they want the waypost for building another Sentinel.

* As for player agency, the roaming Sentinels don't pose much of a problem but just spice up pathfinding (Movement phase).
* Battling Sentinel is fine as-is.
* When a Sentinel appears you have more time to beat it to reach the BS. You know what BS he is going for. And... you wouldn't want to be caught looting the exact same EC that the Sentinel just will spawn in.

Now you have ultimate weapons, and a reactive game world. The world feels alive and pulsing. This is what everyone wants ♥

(source: discussion with James (HI editor) on Discord dd 2024-6-1),

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