Introduction

Parahumans of the Wormverse is a total conversion of Sentinels of the Multiverse, a card game by Greater Than Games. It's intent is to put characters from Worm, an excellent web serial by Wildbow, into a cooperative superhero-themed card game. So effectively the rules of Sentinels of the Multiverse are the rules to Parahumans of the Wormverse.

You can find the full rules to Sentinels of the Multiverse on the Sentinels website, here. There are a variety of useful Sentinels rules FAQs around as well; I recommend Spaceman Spiff's. All of these apply to Parahumans.

But just in the interests of making the total conversion smooth, there are a couple of additional rules and clarifications I thought worth adding. So here they are:

New Rules/Clarifications

No orphaning rule

If a card is specifically played 'next to' another card (for example, Regent's Growing Control), and later the card it is attached to is destroyed or removed from the game, then the 'orphaned' card is destroyed, even if it is currently indestructible.

If tokens are ever left without a card that they are for, remove the tokens

Side-decks and cards that affect decks

Cards and powers that interact with decks (whether by revealing, drawing, playing, or some other interaction not listed here - for example, Tattletale's Reading) do not affect side-decks (such as Behemoth's Movement deck), unless they specifically say they do. A 'side deck' is any deck other than the Environment deck, the Villain deck, and any Hero deck.

Ending your turn immediately/skipping your turn and drawing

When a card tells you to end your turn immediately (for example, Regent's A Life of Leisure), you do not draw a card for end of turn. That's because you skip over the draw phase straight to the end of turn phase. You will still activate any end of turn effects that are currently active.

When a card tells you to skip your turn you similarly don't draw. You don't activate any additional start of turn/end of turn effects either; depending on when the turn-skipping effect activated you may have already activated some

The Stages of Playing a Card

When a card is played, the following steps occur:

  1. A card 'would enter play'. Cards that do something when a card 'would enter play' do so now
  2. Ongoing text on the card activates
  3. A card 'enters play'. Cards that do something when a card 'enters play' do so now
  4. Execute the card text from top to bottom
  5. A card 'is played'. Cards that do something when a card 'is played' do so now
  6. (one-shots) A card 'would leave play'. Cards that do something when a card 'would leave play' do so now
  7. (one-shots) The card goes to the trash
  8. (one-shots) A card 'enters the trash'; cards that do something when a card 'enters the trash' do so now

The Stages of Destroying a Card

When a card is destroyed, the following steps occur:

  1. A card 'is destroyed'. Cards that do something when a card 'is destroyed' do so now
  2. Ongoing text on the card is no longer relevant
  3. A card 'would leave play'. Cards that do something when a card 'would leave play' do so now
  4. The card goes to the trash
  5. A card 'enters the trash'; cards that do something when a card 'enters the trash' do so now

The Stages of Removing a Card From Play

When a card is removed from play, the following steps occur:

  1. Ongoing text on the card is no longer relevant
  2. A card 'would leave play'. Cards that do something when a card 'would leave play' do so now
  3. The card goes out of the game