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Overpower

Overpower Rulebook

Table of Contents

Table of Contents

  • Welcome to the OverPower Universe!
    • The Objective
    • The Cards
    • Building Your Deck
  • Setting Up
  • Sequence Of Play
    • Who Goes First?
    • Drawing Cards
    • The Events
    • Discarding
    • Where to Discard
    • Placing Cards
    • The Venture
    • Conceding
    • The Battle
  • The Fight
    • Attack your opponent with a Power card
    • Attack your opponent with a Tactic: Doubleshot card
    • Attack your opponent with, or play a Special or Aspect Card
    • Attack your opponent with, or play an Activator card
    • Attack a Battlesite
    • Concede
    • Pass
    • Defensive Actions
    • Hits
    • Ending the Battle
    • The Reserve Character
  • Of Special Note
  • Supplement: Revision of Rules (August 2021)
    • Overview
    • 1) CARDS ARE TO BE PLAYED AS WRITTEN
    • 2) RECYCLABLE CARDS [POWER PACK]
    • 3) BASIC UNIVERSE CARDS COUNTING FOR DAMAGE
    • 4) TACTIC – DOUBLESHOTS
    • 5) PLAYING SPECIALS [ATTACKS]
    • 6) PLAYING SPECIALS [UTILITY]
    • 7) COMBINING CARDS
    • 8) TOP OF A PLAYER’S ACTION
    • 9) SHIFT RULE
    • 10) PLAYING A DEFENSE

Welcome to the OverPower Universe!

Welcome to OverPower, the ultimate super-hero fantasy card game. Everything you need to play your first game, or your one-hundred-and-first game, of OverPower is included in this starter deck - all you have to do is read through these updated game rules, find yourself a worthy opponent who also has a deck of OverPower cards, and go to it!

The Objective

OverPower is a game that allows the player to simulate combat between super heroes, villains, and other super powered Characters while strategically attempting to complete a mission. For the purpose of these game rules, we refer to all of the above as Characters. We do this for the sake of clarity and because in the comic world, today's villain may be tomorrow's hero (and vice versa!). The objective of OverPower is twofold: Knock out all of your opponent's Characters, or complete all of the pieces of your mission. A player is victorious if either objective is achieved. In addition, if a player is forced to abandon his mission then he must forfeit the game, and his opponent is victorious. (See The Venture)

The Cards

Before we begin, let's take a look at the various types of cards used in OverPower.

Power Cards: Power cards are the basic unit of attack and defense in OverPower. Each Power card contains two important pieces of information: the Power Type, and the Value. The Power Type is represented by an icon found in the upper left, and lower right corner of the card.

The Power Types are as follows:

  • Energy, represented by a yellow starburst icon
  • Fighting, represented by a red fist icon
  • Strength, represented by a green weight icon
  • Intellect, represented by a blue head icon

The Value is represented by a number contained within the icon. Values range from 1 to 8, with 1 being the lowest and 8 being the highest.

There are also certain Power cards called MultiPower cards. These function identically to regular Power cards, except that instead of being designated as one specific Power Type, they should be considered wild cards; giving you a choice of Power Type. MultiPower cards may be used as any Power Type indicated on the card, and may be changed to any Power Type indicated on the card at any time during the game.

There are also certain Power cards called Any-Power cards. These function identically to regular Power cards, except that they are solely a numerical card, and represent no specific Power Type. Any-Power cards may be played by any Character with the ability to use the Value listed on the card, and may be used along with any Universe card that requires a Power card to use.

Character Cards: Character cards represent each of the Characters who will be battling it out in any given game of OverPower. Every OverPower Character is rated in each of the four Power Types. These ratings make up what is called the Character's Power Grid. The Power Grid appears on the right side of the card and consists of four icons (representing the four Power Types), and a Rating for each. This Rating determines what Power Cards may be used by that Character. A Character may only use Power cards with a Value equal to, or less than, their Rating in that Power Type. For example, if a Character had an Energy Rating of 6 on his Power Grid, then that Character could use Energy Power cards Valued 1 through 6, but not 7 or 8. In addition, some Character cards have an Inherent Ability (See Inherent Ability) that allow that particular Character to perform or function in some unique way. Inherent abilities are listed beneath a Character's Power Grid, and have an explanation of what it does printed on the card itself. Some Character cards also have a code on them indicating whether the character appearing on the card is a "Hero" or "Villain". This code is used as an optional rule. (See The OverPower Code Rule) If you are playing OverPower with the optional rule, and you are using Character cards that do not have a Code, the uncoded Character cards may be used as either a hero or villain at any time during the game.

Basic Universe Cards: Basic Universe cards represent various objects and situations that could increase the Character's effectiveness in combat. On every Basic Universe card, the Power Type and Value required for a specific Character to use the card is listed, as well as the bonus it will give the Character that uses it. The Character must have a Rating on his Power Grid of the appropriate Power Type that is equal to or greater than the Value required to use the card. The bonus is applied to the Value of a Power card used in conjunction with the Basic Universe card, not to the Character's Power Grid. For example, "Kryptonite" requires an 8 Energy to use, and gives a +2 Bonus to Energy. This means that a Character must have a Rating of 8 in Energy on his Power Grid in order to use the card. If so, that Character may use "Kryptonite" along with any Energy Power card that he may use (in this case, level 1 through 8); and, in doing so, increase the Value of that Power card by +2. A Basic Universe card may only be used once, and is then discarded.

Universe: Training Cards: Universe: Training cards (a.k.a. Training cards) represent assistance in areas in which a Character is weak. Training cards are similar to Basic Universe cards, except that they list two different Power Types, and the condition that must be met in order for a Character to use the card is different. Unlike a Basic Universe card, which requires a Character to match the Power Type and meet or exceed the Value listed on the card, a Training card requires that a Character have a Rating of 5 or less in a particular Power Type on his Power Grid that matches one of the Power Types listed on the card. The Character may choose either of the two Power Types on the card, and does not need to have a 5 or less in both Power Types. If the conditions are met, then the Character may use the bonus listing in the Training card. Like a Basic Universe card, the bonus is applied to the Value of a Power card used in conjunction with the Training card, not to the Character's Power Grid. A Training card may only be used once, and is then discarded.

Universe: Teamwork Cards: Universe: Teamwork cards (a.k.a Teamwork cards) represent a coordinated attack by two or more of your Characters. Like Basic Universe cards, Teamwork cards have a Power Type and Value required for a specific Character to use the card. The Character must have a Rating on his Power Grid of the appropriate Power Type that is equal to or greater than the Value required to use the card. A Character that does not have at least the required Rating on their Power Grid in the required Power Type may not use the Teamwork card. Instead of giving the Character a bonus, like the Basic Universe card, or the Training card, the Teamwork card acts as an attack of a Power Type and Value listed on the card. In addition, the Teamwork card allows up to two other team members to also make immediate attacks of different Power Types. These additional attack receive the bonuses listed on the Teamwork card. The player does not have to make both of the additional attacks, but must make at least one of them. If the player can not make at least one of the additional attacks, then he or she may not play the Teamwork card. Once a Character initiates a Teamwork attack, and uses the free attack listed on the card, then that Character may no longer make any attacks associated with that Teamwork card (i.e., A Character may not be his own teammate). Therefore, if a player were to have only one Character remaining, he would not be able to use Teamwork cards.

Universe: Ally Cards: Universe: Ally cards (a.k.a Ally cards) represent friends, cohorts, and assistants that might help a Character out for a brief moment. Like Basic Universe cards, Ally cards have a Power Type and Value required for a specific Character to use the card. A Character that does not have at least the required Rating on their Power Grid in the required Power Type may not use the Ally card. Like Teamwork cards, Ally cards also act as an attack of a Power Type and Value listed on the card. In addition to the attack, the Ally card requires that one teammate play a Special card. (See Special Cards) If a teammate can not play a Special card, the Ally card may not be played. Therefore, if a player were to have only one Character remaining, he would not be able to use Ally cards.

Tactic: Doubleshot Cards: Doubleshot cards represent two teammates working together to make an attack or defense. Doubleshot cards have a Power Type and Value required for a specific Character to use the card. Doubleshot cards act as a certain level and type Power card for the Character using it. For Tactic: Doubleshots there is a requirement that a teammate must contribute a specified type of Power card to this attack or defense. This "teammate" must have at least the required Rating on the Power Grid in the required Power Type in order to join his Power card to the action. The Power card that is combined with the Tactic card must be of the specific Power Type asked for on the card.

Tactic: Artifact Cards: Artifact cards represent various items of cosmic, mystic, or even scientific origin that can permanently affect one of your characters, your entire team, or even the very mechanic of the game!

Each Artifact card has a Power Type and Icon listed in the upper left corner of the card that specifies exactly what a Front Line Character needs in order to begin to use the card. For example, a red fist icon with a number 6 in it would indicate that the Front Line Character would need a Fighting of 6 or greater on their Power Grid in order to begin to use that particular Artifact card. However, like all Tactic cards, Artifact cards require two Front Line Characters to use. Just beneath the Icon in the upper left, below the words "And Teammate With" is another Icon and Value. This indicates what Value in which appropriate Power Type that the 2nd Front Line Character must have in order to use the Artifact card. For example, a red fist icon with a number 5, and the words "Or Less" in it would indicate that the Front Line Teammate would need a Fighting of 5 or less on their Power Grid in order to participate in that particular Artifact card.

If the player has at least two different Front Line Characters that meet all of the conditions that are required on the card, then the card is considered usable. The 1st Front Line Character would then play the Tactic: Artifact card onto his Front Line Teammate, changing the Teammate or giving the Teammate the ability to do whatever is specifically listed on that Artifact card. Each Artifact card has an explanation of what it does printed on the card.

In some cases, the effect of the Artifact is immediate and modifies the Character or the team in some way, for the remainder of the game, or until the Artifact is removed from play. In other cases, the effect of the Artifact is not immediate and must be initiated in some way. In such cases, exactly how and when the game effect of an Artifact card is to be used is printed on the card itself. Remember, the game effect of an Artifact card can not be used while the Artifact card is Placed. An Artifact must be Played onto a Front Line Character in order for the game effect to be used.

Special Cards: Special cards represent the super powers and abilities unique to each individual Character. Each Special card has an explanation of what it does printed on the top of the card itself, as well as a Power Type and Value, if appropriate. In most cases, a Special card may only be played by the Character listed on the card; however, there are some Special cards that may be played by any Character. Certain Special cards are labeled "One Per Deck", meaning that no more than one of that exact card may be used in a player's deck. (See Building Your Deck)

Aspect Cards: Aspect cards represent unique people, situations, or items of interest for each specific Location. Each Aspect card has an explanation of what it does printed on the top of the card itself, as well as a Power Type and Value, if appropriate. In most cases, an Aspect card may only be played by the Location listed on the card; however, there are some Aspect cards that may be played by "Any Home Base". Certain Aspect cards are labeled "One Per Deck", meaning that no more than one of that exact card may be used in a player's deck. (See Building Your Deck) Aspect cards may only be played when the Location card listed on the Aspect card is being used as the players Home Base. (See Location Cards) If the player is not using the designated Location card as a Home Base, then the Aspect card may not be put in the players deck.

An Aspect card may be Placed to the Home Base and played during battle in the same way that a Special card, Power card, Universe card or Tactic card may be Placed to a Character card (See Placing Cards) and with all the same rules regarding duplication and playability.

Mission Cards: Mission cards represent the various circumstances and adventures undertaken by the Characters while the game is going on. They are used to keep track of who is winning the game and, ultimately, who wins the game. Some Mission cards are Ventured each battle, and are won or lost, depending on the outcome of the battle. (See The Venture)

Event Cards: Event cards represent specific incidents during the Mission. Like Special cards, each Event card has an explanation of what it does printed on the card itself; however, unlike Special cards, Event cards always affect both players. Event cards are linked to Mission cards, such that certain Event cards may only be played if the player is also using a specific set of seven Mission cards. For example, the Event cards from "Race Against Crime" may only be played if the player is also using the Mission cards from "Race Against Crime". However, there are some Event cards that may be played with any Mission. In all cases, all Event cards are to be considered "One Per Deck" cards, meaning that no more than one of each Event card may be used in a player's deck.

Location Cards: Location cards are a new type of card, introduced in Monumental OverPower. Location cards represent each of the various Places in the Marvel Universe, and beyond. Each Location card contains two important pieces of information: The Character List, and the Inherent Ability. The Character List is a list of six different OverPower Characters that is found along the left side of the card. The Inherent Ability is a line of text at the bottom of each Location card. How a Location card is used will dictate how the Character List and Inherent Ability are used. Location cards can be used in many ways, as a Home Base or as a Battlesite.

The Home Base: The first way that a Location card can be used is as a Home Base. To use a Location card as a Home Base, first look at the Character List on the Location card you wish to use. Each Character on your team must appear on the Character List of the desired Location card (see Character cards). If you have one or more Characters on your team that do not appear on the desired Location card, then that particular Location card may not be used as a Home Base with that particular team. If all four Characters on your team appear in the Character List on the desired Location card then that particular Location card may be used as a Home Base. In addition, any team of Characters that is listed on a Location card is considered a legal team for tournament deckbuilding while using that Location card as a home base (See Sum Deck Rule).

Once you have assembled a team of Characters, and chosen a Home Base that corresponds to those Characters, then your team must use the Inherent Ability for that particular Location card (See Inherent Ability). The Location card's Inherent Ability may be used in addition to any Inherent Abilities that might appear on any of the Character cards of the Characters on your team.

Remember, it is not necessary to use a Location card as a Home Base in order to play OverPower. In fact, some of your favorite teams may not even be listed in the Character Lists of any of the Location cards. If your team of Characters does not correspond to any given Location card, simply do not use a Location card as a Home Base.

The Battlesite: The second way that a Location card can be used is as a Battlesite. To use a Location card as a Battlesite, first look at the Character List on the Location card you wish to use. No Character on your team may appear on the Character List of the desired Location card (see Character cards). If you have one or more Characters on your team who appear on the desired Location card, then that particular Location card may not be used as a Battlesite with that particular team. If none of the four Characters on your team appear in the Character List for the desired Location card, then that particular Location card may be used as a Battlesite.

If you are using a Location card as a Battlesite, then the Inherent Ability listed on that particular Battlesite is not used and should be ignored. Inherent Abilities on Location cards are only used when using the Location card as a Home Base (See Home Base).

However, A Location card that is used as a Battlesite does allow you to use Special cards for Characters who are not currently on your team (See Special cards) These Special cards are put beneath the Battlesite during Set Up (See Setting Up) There are, however, a few rules regarding what Special cards may be used:

Only Special cards that are for Characters listed on the Character List of the Battlesite may be used.

Only One "One Per Deck" Special may be used per Battlesite, regardless of how many different Characters' Specials you choose to use.

Other Special cards must be considered unique per Battlesite. Meaning, even if the Special is not a "One Per Deck" Special, you may only have one of that exact Special for that exact Character beneath your Location.

For each Special card beneath your Battlesite, an Activator card corresponding to that Special MUST be included in your deck (See Activator cards). Meaning, if you choose to put three Special cards for Spider-Man under the Daily bugle Location card, then you must put three Spider-Man Activator cards in your deck.

Activator Cards: Activator cards represent Guest Stars who arrive to assist your team of Characters during battle. Unlike most of the other cards in OverPower, the Activator card is simply a Character card that has been shuffled into your deck instead of separated out and used on your Front Line, or as your Reserve (See Character cards) However, Activator cards correspond directly to Location cards being used as Battlesites, and may not be included in your deck if you are only using the Location card as a Home Base (See Battlesite).

Building Your Deck

Before the game begins, each player builds his own customized deck of OverPower cards or plays with a pre-customized Starter Deck. This deck represents all of the options available to a player during the course of the game, and as such it must be compiled wisely. All decks must have four Character cards, and one complete seven-card Mission. Additionally, a player's deck may include any type of card, excluding Mission Cards. While there is no limit to the total number of cards a player may have in his deck, he must have at least 56 cards (51 if you are not playing with Event cards). As stated before, all Event cards, and certain Special cards may indicate that you can only include one of each in your deck, but other than that, you're free to do what you like, and put as many or as few of each card in your deck as you choose.

If you are new to OverPower and this is your first starter deck, you won't need to build a deck of your own—we've done it for you! Separate out the Character, Location and Mission cards, and you've got your own playable deck of OverPower. Just give it a good shuffle and you're all set! If you are building your own deck, you'll want to pay attention to the Power Grids of each of the four Characters you're playing with. You should only include Power cards and Universe cards (that includes Training, Teamwork, and Ally cards) with Power Types and Values that are usable by at least one of your Characters. And, of course, you'll want to include only the Special cards that are usable by the Characters on your team, or those that are usable by Any Character.

Before you try and build your own deck, we suggest that you read the rest of this rule booklet, and get a feel for what you'll want in your deck by playing a few games with the Starter Deck we've assembled for you.

Setting Up

To begin the game, choose three of the four Characters what you wish to enter combat first and put them face-up, side-by-side on the table in front of you. There three Characters are called your Front Line. Your fourth Character is put face-up, directly behind the Front Line. The fourth Character is called your Reserve. Next, take the Location card that you will be using as your Home Base and put it face up to the left of the Reserve Character (See Home Base) If you are using a Battlesite: take the Location card you will be using as your Battlesite and put it face up directly beside, and to the right, of your Reserve Character (See Battlesite). Finally, take any Special cards that are going to be used at your Battlesite and put them face down, beneath your Battlesite. (See Attack Your Opponent With, or Play, an Activator card) Note: Location cards are optional. It is not a required you have a Home Base, Battlesite - or both - in your deck. Next, each player's deck is thoroughly shuffled and put face-down to the left of the Front Line Characters. This is called the Draw Pile. As cards from the Draw Pile are used, they will be discarded into one of three different piles. Power cards that are still usable by your team of Characters are discarded into the Power Pack, located directly above the Draw Pile. Special cards, all types of Universe cards, Activator cards and Power cards that are no longer usable by your team of Characters are discarded into the Dead Pile, located above the Power Pack. Character cards that are knocked out of the game, Event cards, Specials used in conjunction with the Battlesite and any other cards that are permanently removed from the game, are discarded into the Defeated Characters Pile, located to the left of the Draw Pile. At the beginning of the game, there will be no cards in the Power Pack, the Dead Pile, or the Defeated Characters Pile.

Your complete seven-card Mission is put face-up to the right of the Front Line Characters. This is called the Reserve Missions Pile. As the game progresses, Mission cards may be won or lost. Mission cards that are won move into the Completed Missions Pile, located directly above the Reserve Missions Pile. Mission cards that are lost move into the Defeated Missions Pile, located directly beneath the Reserve Missions Pile. At the beginning of the game, all Mission cards will be in the Reserve Missions Pile. (See The Venture)

Players should be face-to-face, across from each other, so that each of them is set up as described above.

Sequence Of Play

Who Goes First?

The very first thing both players should do is determine who will go first in the first battle. This is best done by cutting the Draw Pile. Whichever player has the highest Value on the cut card goes first. If a card does not have a Value it is considered zero, for this purpose. If this method is not used, flipping a coin, odd or evens, or any other alternative method will work.

Drawing Cards

After determining who goes first, each player draws eight cards from the Draw Pile without revealing them to his opponent. These eight cards make up the player's Hand.

The Events

After drawing a Hand, each player should check to see if he has one or more Event cards. If so, simply announce "I have an Event!". In OverPower, Events take Place before anything else, and set conditions under which the coming battle is to be fought. If a player draws two Events, he must choose one, since each player may only play one Event per battle. Each player plays his Event card face up, next to his Reserve Missions Pile, and immediately redraw one card to replace the Event card just played. After drawing a replacement card, read the Event card; both players must do whatever the Event card says. If both players have an Event, then first resolve the Event played by the player who is going first, then resolve the Event played by the player who is going second. If both players play the same Event during the same battle, the Event should not be resolved twice; however, both players should still refill for the played Event. If neither player has an Event, then simply move on to the next step of the game.

Discarding

After the Event, or very possibly because of the Event, both players must now look at their Hands and Discard all duplicate and Unusable cards. Duplicate and Unusable cards are defined as following:

Duplicate Power Cards—A Hand may only include one of each Value Power card, regardless of Power Type. So if you draw a Fighting Power card with a Value of 3, an Energy Power card with a Value of 3, and a MultiPower card with a Value of 3, you may only keep one of them (of your choice). The others must be immediately discarded.

Duplicate Basic Universe Cards—A Hand may only include one of each specific Basic Universe card. Meaning, Basic Universe cards are only duplicates if they are identical in Power Type, Value and Bonus. For example, a Basic Universe card that requires a 6 Fighting to use is not a duplicate of a Basic Universe that requires a 6 Energy to use, or a Basic Universe card that requires a 7 Fighting to use. A Basic Universe is a duplicate if it matches the Type, Value, and Bonus, regardless of what the name of the specific Basic Universe card is. For example, "Nerve Pinch" requires at least a 7 Strength to use, and offers a bonus of +3; likewise, "Taxi Cab" requires at least a 7 Strength to use, and offers a bonus of +3. Even though these cards do not have the same name, they are considered duplicates.

Duplicate Universe: Training cards—A Hand may only include one of each specific Universe: Training card. Meaning, Universe: Training cards are only duplicates if they are identical in Power Type, Value and Bonus. For example, a Universe: Training card that requires a 5 or less in either Fighting or Energy to use is not a duplicate of a Universe: Training card that requires a 5 or less Fighting or Strength to use. A Universe: Training card is only a duplicate if it matches the Type, Value, and Bonus, regardless of what image is on the specific Universe: Training card.

Duplicate Universe: Teamwork cards—A Hand may only include one of each specific Universe: Teamwork card. Meaning, Universe: Teamwork cards are only duplicates if they are identical in Power Type, and Value. For example, a Universe: Teamwork card that requires a 6 Fighting to use is not a duplicate of a Universe: Teamwork card that requires a 6 Energy to use, or a Universe: Teamwork card that requires a 7 Fighting to use. A Universe: Teamwork card is a duplicate if it matches the Type, and Value, regardless of the Bonus to additional attacks, or what image is on the specific Universe: Teamwork card. For example, a Universe: Teamwork card that requires at least a 7 Strength to use, and offers a bonus to Fighting and Intellect is considered a duplicate of a Universe: Teamwork card that requires a 7 Strength to use, but offers a bonus to Energy and Fighting. However, a Universe: Teamwork card that requires at least a 7 Strength to use, and offers a bonus to Fighting and Intellect is not considered a duplicate of a Universe: Teamwork card that requires at least an 8 Strength to use, and offers a bonus to Fighting and Intellect.

Duplicate Universe: Ally Cards—A Hand may only include one of each specific Universe: Ally card. Meaning, Universe: Ally cards are only duplicates if they are identical in Power Type, and Value. For example, a Universe: Ally card that requires a 6 Fighting to use is not a duplicate of a Universe: Ally that requires a 6 Strength to use. A Universe: Ally card only is a duplicate if it matches the Type, and Value regardless of what the image is on the specific Universe: Ally card.

Duplicate Tactic: Doubleshot cards—A Hand may only include one of each specific Tactic: Doubleshot card. A Tactic: Doubleshot is duplicate if the "TO USE" requirement is the same as another in your Hand. This is regardless of the image of the specific Tactic: Doubleshot card.

Duplicate Tactic: Artifact cards—A Hand may only include one of each Artifact card. Artifact cards are duplicate if they have the same name.

Duplicate Special Cards—A Hand may only include one of each specific Special card. Duplicates must be immediately discarded. Remember, a number of different Characters can do the same things. Special cards that function the same, but are for two different Characters are not duplicates.

Duplicate Event Cards—A player may only play one Event card per battle. In any Hand where more than one Event card is drawn, then one Event card is chosen to be played and all other Event cards must be discarded. Remember, a player gets to replace one card after playing an Event. This replacement card is also subject to all of the Discard rules.

Duplicate Activator Cards—A Hand may only include one of each Named Activator card, regardless of how many Special cards correspond to that particular Activator card. Meaning, if you are using "Four Freedoms Plaza" as a Battlesite and you have two "Mr. Fantastic" Special cards beneath the "Four Freedoms Plaza" Location card, and you happen to draw two Mr. Fantastic Activator cards in the same Hand, then one of the Mr. Fantastic Activator cards MUST be discarded as a duplicate even though the two Specials beneath "Four Freedoms Plaza" are not duplicates. Conversely, a player may keep two Activator cards provided that they are two different named Activators. For example, one Mr. Fantastic Activator card and one Human Torch Activator card would not be considered duplicates, even if the corresponding Special cards that are beneath "Four Freedoms Plaza" have identical game effects. In addition, all Activator cards should be considered Unusable once the player's Battlesite has been K.O.'d (See K.O.'s).

Duplicate Aspect Cards—A Hand may only include one of each specific Aspect card. Duplicates must be immediately discarded. Remember, a number of different Home Bases may be able to do the same things. You can not have Aspect cards from a Home Base other than the Home Base you are using in your deck.

Unusable Cards—Any cards that have been rendered Unusable due to one or more of your Characters being K.O.'d (See The Battle) must be immediately discarded. This includes any Power cards or Universe cards with higher Values than can be used by your remaining Characters.

Other Discarding Considerations—If any cards remain Placed (See Placing Cards) on any Front Line Characters from a previous battle, they must be considered part of your Hand for purposes of discarding. In other words, if one of your Front Line Characters has a Power card with a Value of 6 already Placed on him when you draw your Hand, any Value 6 Power card you draw must be discarded. The same is true for any Placed Special cards or Universe cards. The exception to this rule is the cards Placed to the Reserve Character. Cards Placed to the Reserve Character are not considered part of your Hand for purposes of discarding unless the Reserve Character has the ability to play those Placed cards during the battle (e.g., their Inherent Ability or the Special card allows them to play it from Reserve). Therefore, if the Reserve Character has the ability to play the card Placed to them during a battle, duplicates that are drawn in subsequent hands must still be discarded.

Remember, if you are playing with the DC OverPower Code Rule (See OverPower Code Rule) then the code must also be considered when discarding.

Special Discard Rule—A player does not have to discard a card that is itself Unusable if the card can become usable through other cards that are available to the player. For example, if a player has a Universe: Teamwork card, but no Power card to use as a follow up (See Universe: Ally cards), the Teamwork card would be considered Unusable. If it could be Placed, then it would not need to be discarded. If it could not be Placed, it would need to be discarded. Also, if the Player had a Special card which read "Draw 1 Power card from the Power Pack" then they would be able to keep the Teamwork card in Hand since the ability to make it usable existed.

Also, a player does not have to discard after the battle has started, unless specifically indicated by another card. Therefore, if a card becomes Unusable during battle, either because a Character was K.O.'d or for another reason, it does not have to be discarded.

Where to Discard

Once it has been determined what must be discarded, the next question is where to put the discards. As mentioned above, there are a number of Places where the cards are Discarded. All duplicate Power cards are discarded into the Power Pack, which will eventually be reshuffled and used again when the Draw Pile has been depleted. All duplicate Basic Universe cards, Training cards, Teamwork cards, Ally cards, Tactic cards, Aspect cards, Special cards from any of your Front Line or Reserve Characters, Activator cards, and all cards that are Unusable are discarded to the Dead Pile. Cards in the Dead Pile are considered out of play, and can only be replayed under very special circumstances. Event cards and K.O.'d Character, and Special cards that were played from a Battlesite are discarded to the Defeated Characters Pile, and are removed from the game. Cards in the Defeated Characters Pile will never again be used in the game. Each player must show his opponent the faces of all the cards he is discarding.

Placing Cards

Beginning with the player going first, both players now take turns Placing cards. Placing a card is taking a card from your Hand and assigning it to a specific Character to be used later in the coming battle, or possible in a future battle. To Place a card, simply take the desired card from your Hand and Place it face up either on top of, or directly below the Character card. The exact position of the Placed card is up to you, so long as both players understand which Character the card is Placed to. No matter which way you decide to Place a card, both players should be able to see all Placed cards. Each Character may have a maximum of one Power card, one Universe Card, one Tactic card, and one Special card Placed on him at any given time. Remember, there are a number of different types of Universe cards. Only one Universe card may be Placed, not one of each type. Cards that are placed to a Character may not be switched for a different card later in the game. Cards Placed to a Character may only be played by that Character; therefore, you may not Place a card to a Character if that Character may not use that card. As long as these rules are followed, and there are spots available, there is no limit to the amount of cards that each player may Place at this time. Players may choose not to Place any cards. If one player does not wish to Place cards or only wishes to Place a few cards, the other player may continue to Place cards alone until he is finished. Once a player passes during the Placing Phase, he may not Place anymore cards, no matter how many his opponent Places.

Unlike cards in your Hand, which are discarded at the end of the battle, the only was to remove a card that has been Placed to a Character is to play it during battle. (See The Battle) In other words, at the end of the each battle, Placed cards are not discarded with the remainder of both players' Hands. Placed cards remain Placed until they are used.

It should be noted that Aspect cards are not Placed to Character cards. An Aspect card may only be Placed to a Home Base. A Home Base may only have one Aspect card Placed to it at any given time. Furthermore, a Home Base may never have any type a card other than an Aspect card Placed to it, and may never have an "Any Home Base" Aspect card Placed to it. With the above exceptions in mind, Aspect cards obey all of the above rules and regulations of Placing.

The Venture

Once both players have finished Placing cards, they must each Venture a number of their Mission cards on the outcome of the current battle. How many cards you wish to Venture depends on how successful you believe you will be with the Hand you are holding and the cards you have Placed, then take into account the cards you have seen your opponent Discard and Place. The player who is going first, must also Venture first. You may Venture up to as many Mission cards as you choose, but you must Venture at least one. Players do not have to Venture the same amount of Mission cards. Be aware, there is a penalty for Venturing more than two Mission cards on a specific battle. If you Venture three Mission cards, your opponent may draw one card from his Draw Pile and add it to his Hand. If you Venture four Mission cards, he may draw two cards from his Draw Pile. For Venturing Five Mission cards, your opponent may draw three cards from his Draw Pile. Upon Venturing six Mission cards, he may draw four cards. If you Venture all seven Mission cards, your opponent may draw five cards from his Draw Pile. There is a downside for your opponent though, as any new cards drawn as a result of a Venture must be discarded if they are duplicates, or Unusable. (See Discarding) No cards drawn as a result of a Venture may be Placed.

To Venture a Mission card, simply take the card or cards you wish to Venture, and put them next to the Pile from which they are being Ventured. As mentioned earlier, in the beginning of the game, all of a player's Mission cards reside in the Reserve Missions Pile; however, later in the game, Mission cards may be divided into the Reserve Missions Pile, the Completed Missions Pile, and the Defeated Missions Pile. Mission cards may be Ventured from either the Reserve Missions Pile, the Completed Missions Pile, or both, but never from the Defeated Missions Pile. You may only Venture Mission cards from the completed Missions Pile if there are Mission cards in the Defeated Missions Pile.

After the battle (See The Battle) Ventured Mission cards move up and down between the piles like a ladder, depending on whether the battle was won or lost.

Mission cards move as follows:

Mission cards that were Ventured from the Reserve Missions Pile and lost, move down one Pile into the Defeated Missions Pile.

Mission cards that were Ventured from the Reserve Missions Pile and won, move up one Pile into the Completed Missions Pile.

Mission cards that were Ventured from the Completed Missions Pile and lost, move down one Pile into the Reserve Missions Pile.

Mission cards that were Ventured from the Completed Missions Pile and won, enable the player to move a Mission card from the Defeated Missions Pile into the Reserve Missions Pile.

Also, for every two Mission card Ventured from the Completed Missions Pile and won, a player may move one Mission card from the Defeated Missions Pile into the Completed Missions Pile.

Therefore, as you win battles, Mission cards move up and as you lose battles, Mission cards move down.

As mentioned earlier, one of the two ways to win the game (See The Victory) hinges on the Venture. If you can manage, after a series of battles, to Venture successfully enough so that you have all seven of your Mission cards in the Completed Missions Pile, then you win the game regardless of all other circumstances. Also, if you can force your opponent to abandon his Mission (in other words, force him to have all seven of his Mission cards in the Defeated Missions Pile) you win the game, regardless of all other circumstances.

Conceding

Before players begin to actually battle each other, each player has the option to Concede. (See Concede)

The Battle

In OverPower, the game is broken up into a series of battles. Each battle lasts as long as it takes for both players to use the cards in their Hand. Once set-up is complete, the battle begins.

The Fight

Starting with the player who is going first, the players take alternating turns until the battle is ended. (See Ending The Battle) On your turn, you may perform one, and only one, of the following actions:

Attack your opponent with a Power card

Attack your opponent with a Power card together with a Basic Universe card

Attack your opponent with a Power card together with a Universe: Training card

Attack your opponent with a Universe: Teamwork card, followed by a Power card or cards

Attack your opponent with a Universe: Ally card, followed by a Special card

Attack your opponent with a Tactic: Doubleshot card

Attack your opponent with, or play a Special or Aspect Card

Attack your opponent with, or play an Activator card

Attack a Battlesite

Concede

Pass

On your turn, you may play either Placed cards, cards from your Hand or, if more than one card is required, a combination of the two. Placed cards may only be used by the Character on whom they are Placed, but cards played from your Hand may be used by any of your Front Line Characters. Unless otherwise indicated (on a Special card), the Reserve Character may not Attack.

Attack Your Opponent With a Power Card—in order for a Character to Attack with a Power card, he must first be able to use it. (See Power Cards, and Character Cards) To determine whether a Power card is playable by a certain Character, compare the Value of the Power card with the Rating listed under the same Power Type on the Character's Power Grid. If the Value of the Power card is less than or equal to the Rating of that same Power Type on the Character's Power Grid, it may be used. If the Power card has a higher Value than indicated for that Power Type on the Character's Power Grid, it may not be used by that Character.

For example, in order to use a Value 7 Fighting Power card, a Character must have a Rating of at least 7 for Fighting listed on his Power Grid.

Once a player determines that a Power card may be played by one of his Characters, he must decide which of the opponent's Character he will be attacking. When that choice is made, the attacking player puts the Power card in front of the Character card he wishes to Attack. The opponent may immediately play a card as a Defensive Action, and prevent the Attack from succeeding (See Defensive Actions).

If the Attack is blocked, the Power card used to Attack is immediately discarded into the Power Pack of the attacking player. Likewise, the card used to block the Attack is discarded into the appropriate pile of the defending player. If the Attack is not blocked, the Attack is considered successful and the Character being attacked has taken a Hit (See Hits).

Attack your opponent with a Power card together with a Basic Universe card—As above, in order for a Character to make an Attack with a Power card, he must first be able to use it (See Attack your Opponent with a Power card).

As with Power cards, a Character must also be capable of using a Basic Universe card in order to play it. To determine whether a Character can use a specific Basic Universe card, compare the Value and Power Type required to use listed on the Basic Universe card with the Rating of the same Power Type on the Character's Power Grid. In this case, the Character's Rating must be equal to, or greater than the Value on the Basic Universe card. If the Value on the Basic Universe card is higher than the Rating on the Character's Power Grid, he can't use it.

Once it is determined that the Character is able to use the Basic Universe card, the Bonus listed on the Basic Universe card (indicated by a +, followed by a Value) is added to the Power card for a single Attack Value.

Once a Basic Universe card has been played as an Attack, and your opponent has decided if he can defend it (See Defensive Actions), it is discarded into the attacking player's Dead Pile. If the Attack is successful, only the Power card used with the Basic Universe card remains as a Hit (See Hits).

Attack your opponent with a Power card together with a Universe: Training card—As above, in order for a Character to make an Attack with a Power card, he must first be able to use it (See Attack your opponent with a Power card).

The use of Training cards works exactly the same way as a Basic Universe card with one exception. The Training card lists two different requirements to use. The attacking Character may use either one, but not both, of the two. Also, the attacking player need only fulfill one, not both of the requirements.

As with Basic Universe cards, once a Training card has been played as an Attack, and your opponent has decided if he can defend it (See Defensive Actions), it is discarded into the attacking player's Dead Pile. If the Attack is successful, only the Power card used with the Training card remains as a Hit (See Hits).

Attack your opponent with a Universe: Teamwork card, followed by a Power card or cards—To play a Universe: Teamwork card, you must first decide which Character is going to use it. Next, check the Power Type and Value required to use against the Character's Power Grid, just like you would with a Basic Universe card or a Power card.

Once a player determines that a Teamwork card may be played by one of his Characters, he must decide which of the opponent's Character he will be attacking. When that choice is made, the attacking player puts the Teamwork card in front of the Character card he wishes to Attack. The opponent may immediately play a card as a Defensive Action, and prevent the Attack from succeeding (See Defensive Actions).

If the Attack is blocked, the Teamwork card used to Attack is discarded into the Dead Pile of the attacking player. Likewise, the card used to block the Attack is discarded into the appropriate pile of the defending player. If the Attack is not blocked, the Attack is considered successful and the Character being attacked has taken a Hit (See Hits).

Below the Power Type and Value icon showing what is required to use the Teamwork card you will find two separate Bonuses listed. This means that up to two of the chosen Character's teammates may also make attacks, each teammate using one of the bonuses. A player does not have to make all of the subsequent attacks from a Teamwork card, but must make at least one additional Attack. Each of the subsequent attacks must be make with a Power card from a different Front Line teammate, and each must be of a different Power Type. The subsequent attacks do not have to be made against the same target Character who the initial Attack was made against, and they cannot be combined with any other Universe cards, or Special cards. As usual, attacks by teammates must be made with Power cards that the selected teammates are able to use. If, at any time, one of the attacks made from a Teamwork card is successfully defended, the subsequent attacks may still be attempted, and are not automatically negated.

It is important to know that each subsequent attack should be attempted only after the preceding attack has been resolved. In other words, the player using the Teamwork card should wait for his opponent to respond to the current attack (by making a Defensive Action or allowing the attack to Hit) before initiating any subsequent attacks. The player using the Teamwork card should not play the Teamwork card and any Power cards used for subsequent attacks at the same time.

Keep in mind: if, following the initial Attack from a Teamwork card, you can not make at least one additional Attack, then the Teamwork card can not be used.

Attack your opponent with a Universe: Ally card, followed by a Special card—To play a Universe: Ally card, you must first decide which Character is going to use it. Next, check the Power Type and Value required to use against the Character's Power Grid, just like you would with a Basic Universe card or a Power card.

Once a player determines that an Ally card may be played by one of his Characters, he must decide which of the opponent's Characters he will be attacking. When that choice is made, the attacking player puts the Ally card in front of the Character card he wishes to Attack. The opponent may immediately play a card as a Defensive Action, and prevent the Attack from succeeding (See Defensive Actions).

If the Attack is blocked, the Ally card used to Attack is immediately discarded into the Dead Pile of the attacking player. Likewise, the card used to block the Attack is discarded into the appropriate pile of the defending player. If the Attack is not blocked, the attack is considered successful and the Character being attacked has taken a Hit (See Hits).

Similar to Teamwork Cards, Universe: Ally cards require a teammate of the Character that made the initial Attack to follow up with an action of his own. In the case of the Ally card, the follow up action may be, but does not have to be an Attack. The only conditions for the follow up action are that the action be made by a Front Line teammate of the Character that played the Ally card, and that the action be made with a Special card. This Special card must be played, regardless of whether the initial Attack succeeds. In many cases, Special cards allow for additional attacks, or additional actions. If such a Special card is used to follow an Ally card, then all of the rules for playing that particular Special still apply.

Attack your opponent with a Tactic: Doubleshot card—To play a Tactic: Doubleshot card, you must decide which Character is going to use it. Next, check the Power Type and Value required to use against the Character's Power Grid. Once it is determined that the Tactic may be played by that Character, you must now check to see if a teammate meets the secondary contributing requirement on the card. If this is okay, you now must check in your Hand to see if you have the correct Power card type and level which will be joined with the Tactic: Doubleshot. If this is all okay, the Tactic: Doubleshot may be made against an opponent's Character. The attack is coming from the Character playing the card.

Attack your opponent with, or play a Special or Aspect Card—A Special or Aspect card may only be played by the Character or Home Base listed on the card. In the case of Special cards and Aspect cards, and only for Special cards and Aspect Cards, any Power Type and Value that might appear on the card does not need to be compared to the Character's Power Grid. A Special card may be played by the Character listed on the Special regardless of what appears on the card. An Aspect card may be played by the Home Base regardless of the specific team used from that Home Base. Some Special and Aspect cards can only be used to Attack, and some only to defend. The card itself will explain the effect of the card and whether that card should be played during your turn, or as a Defensive Action (See Defensive Actions).

Special cards and Aspect cards that act as attacks usually have a Power Type and Value listed on the card; however, there are also some cards that act as attacks that do not have a Power Type or Value. If a Special card or Aspect affects any of your opponent's Characters or your opponent's team of Characters, even if it does no damage, it is considered an Attack. To Attack with a Special card or Aspect Card, the attacking player must decide which of the opponent's Characters he will be attacking. When that choice is made, the attacking player puts the card in front of the Character card he wishes to Attack. The opponent may immediately play a card as a Defensive Action and prevent the Attack from succeeding (See Defensive Actions).

If the Attack is blocked, the Special card or Aspect card used to Attack is immediately discarded into the Dead Pile of the attacking player. Likewise, the card used to block the Attack is discarded into the appropriate pile of the defending player. If the Attack is not blocked, the Attack is considered successful and the Character being attacked has taken a Hit. (See Hits) If a Special card allows for the Character, or a teammate of the Character, to make additional attacks, then those additional attacks may be made with any card, except a Teamwork card or an Ally card, and are resolved in normal fashion. Unless noted on the Special card itself, all Special cards may not be combined or used along with any kind of Universe card.

It is important to know that is a Special card that acts as an attack allows the player to make an additional attack, each subsequent attack should be attempted only after the preceding attack has been resolved. In other words, the player using the Special card should wait for his opponent to respond to the current attack (by making a Defensive Action or allowing the attack to Hit) before initiating any subsequent attacks. The player using the Special card should not play the Special card and any other cards used for subsequent attacks at the same time.

If a Special is played that allows a teammate to make an additional attack, the teammate may only make one attack even if the attack used is a Special card that also allows an additional attack. However, if a Character plays a Special that allows him to make an additional attack, he may continue to play Specials and make additional attacks as long as only he is doing the attacking.

Some Special cards and Aspect cards do not act as attacks, and are not used as Defensive Actions. These include, but are not limited to, cards that affect the Venture, cards that affect a Character's own Power Grid, and cards that affect the Battle. Specials and Aspects of this type are played on your turn just as if you were making an attack, but since you are not affecting you opponent's Characters, your opponent does not get to respond with a Defensive Action.

Attack your opponent with, or play an Activator card—An Activator card may be played by any Front Line Character. The player must inform his opponent which Front Line Character is playing the Activator card. In the case of Activator cards, the Power Grid of the Character appearing on the Activator card does not need to correspond to the Power Grid of the Character that is playing the Activator card. Playing an Activator card allows the Character that played the Activator to immediately exchange the Activator card for any one Special card that is beneath that players Battlesite. The Special card that is retrieved must correspond to the Activator card. For example, a Wolverine Activator card may only be exchanged for a Wolverine Special card. Just like Special cards played by your Front Line and (in some cases, your Reserve Characters), some Special cards can only be used to attack, and some only to defend. The Special card itself will explain the effect of the card. If a player is exchanging an Activator card for a Special card that acts as an attack, then the Activator card must immediately be played as an attack. (See Attack your opponent with, or play a Special or Aspect card, and Defensive Actions). Also similar to Special card, in order to Attack with an Activator card, the attacking player must decide which of the opponent's Characters he will be attacking. When the choice is made, the attacking player puts the Activator card in front of the Character card he wishes to attack. He then immediately exchanges the Activator card with the desired Special card from beneath his Battlesite (See Battlesite). The opponent may immediately play a card as a Defensive Action to prevent the attack from succeeding. If the attack is blocked, the Special card used to make the attack is immediately discarded to the Defeated Characters Pile of the attacking player. Likewise, the card used to block the attack is discarded into the appropriate pile of the defending player. If the attack is not blocked, the Attack is considered successful and the Character being attacked has taken a Hit (See Hits). Any subsequent effects of the Special card are resolved in normal fashion. Like Special cards, it is important to note that if a Special card that has been played because an Activator card allows the player to make an additional attack, each subsequent attack should be attempted only after the preceding attack has been resolved. (See Attack your opponent with, or play a Special or Aspect card)

If a player is exchanging an Activator card for a Special card that is to be used for a Defensive Action, then the Activator card must be played as a Defensive Action. The defending player would simply play the Activator card in response to an incoming attack as if i were the desired Special card, and upon playing, immediately exchange the Activator for the desired defensive Special card (See Defensive Actions).

Attack a Battlesite—Attacking your opponent's Battlesite is similar to attacking your opponent's Front Line Characters (See The Fight), meaning a Battlesite may be attacked with Power cards, Power cards plus Basic Universe cards or Training cards, Teamwork cards or parts of Teamwork cards, Special cards, and so on, just like a Front Line Character. There are, however, different rules for how a Battlesite may defend itself (See Defensive Actions), and how a Battlesite is K.O.'d (See K.O.'s). Remember, only an opponents Battlesite may be attacked in this manner. A Home Base may never be attacked (See Home Base).

Concede—Conceding is retreating to fight again next battle and is a good way to save your Characters from receiving a beating, especially if you have a bad Hand. Each player has the option of conceding immediately after the Venture, before the battle begins. Once the battle has begun, a player may Concede at any time during the course of the battle on his turn only. A player may not Concede as a follow up Attack or action after an initial Attack or action has been made. In other words, if a players wishes to Concede, then Conceding is the only thing he can do on his turn.

When a battle is Conceded, it is considered over and neither player may Attack the other. The player who Concedes the battle automatically loses the Venture, and must move his Mission cards into the appropriate pile or piles. Any cards remaining in either player's Hand are immediately discarded; however, Placed cards remain, as discussed previously. (See Placing) Players then draw a new Hand or eight cards, and start over.

Pass—If a player is out of playable cards, or cannot Attack with any cards from his Hand, and does not wish to Concede, he must Pass his turn. It is then his opponent's turn. His opponent may still Attack, play a Special card, or do whatever he wishes, which may be defended, if possible. After the opponent's turn, it is the passing player's turn again; however, once he has Passed, he may no longer Attack for the remainder of the battle. He now has the option to Concede, or Pass again. If he Passes again, his opponent may take a turn as normal. If both players Pass consecutively, the battle is over. (See Ending the Battle) Remember, a player may have cards he is able to Attack with Placed to one or more of his Character and still Pass, choosing to save these cards for a future battle.

Defensive Actions

A card, or cards, may be played as a Defensive Action immediately in response to an Attack on any of your Characters. A Defensive Action is not considered your turn; it is your response to your opponent's Attack and is considered part of his turn, just as your opponent's Defensive Actions are a part of your turn. In other words, if one of your Characters is attacked, you may play a Defensive Action to block the Attack and then go ahead and take your turn to Attack, or play a Special card.

An incoming Attack can only be blocked by the Character at which the Attack is directed (except in the case of certain defensive Special cards.) If the Defensive Action is successful, the Attack is blocked and both the attacking and defending cards are discarded into the appropriate Discard piles of the players who played them.

In order to successfully block an incoming Attack, the Character who is being attacked must play one of the following Defensive Actions:

A Power card with a Value equal to or greater than the Value of the incoming Attack.

A Power card plus a Basic Universe card that, added together, are equal to or greater than the Value of the incoming Attack.

A Power card plus a Universe: Training card that, added together, are equal to or greater than the Value of the incoming Attack.

A Tactic: Doubleshot combined with a Power card. When this is used for defense, the Tactic card protects only the Character playing the card.

A defensive Special or Aspect card that defeats the specific Power Type and/or Value of the incoming Attack.

An Activator card that may be immediately exchanged with a defensive Special card from beneath a Battlesite that defeats the specific Power Type and/or Value of the incoming attack.

Remember, when playing Power cards or Universe cards as Defensive Actions, it must first be determined that the Character is able to use the desired Power card or Universe card. Just as above, a Power card is playable by a certain Character if the Value of the Power card is equal to or less than the Rating listed until the same Power Type on the Character's Power Grid. Each Universe card has what is required to use it listed on the card. Teamwork cards, and Ally cards may not be used for Defensive Actions.

When playing a Defensive Action, any Power Type of defense may be used to defend against any Power Type of Attack. For example, a Character being attacked with a Strength Power card with a Value of 5 may successfully defend with an Energy Power card with a Value of 5 or even with a Fighting Power card with a Value of 3 combined with a Universe card that gives a bonus of +2 or more to Fighting (3+2=5)

A player is never obligated to play a Defensive Action and may simply choose to allow the Attack to succeed and take the Hit (See Hits).

Defending the Battlesite—Defending a Battlesite is similar, but not identical, to defending one of your Front Line Characters (See Defensive Actions). A Battlesite may defend itself in the following manner:

Defend with a Power card - To begin with, since a Location card does not have a Power Grid (See Power Grid), it must rely on the Power Grids of your Front Line Characters. In other words, a Battlesite may defend itself with any Power card that is usable by your at least one of your Active Front Line Characters. If a Power card is not usable by one of your Active Front Line Characters, then it is also not usable by your Battlesite. In addition, a Battlesite may never use either Basic Universe cards, or Universe: Training cards along with a Power card to defend itself.

Defend with an Activator card - A Battlesite may play any Activator card that can be immediately exchanged for a Special card that will defeat the Power Type or Value of the incoming attack, just as a Front Line Character could (See Defensive Actions). At no time may any of your Front Line Characters play Special cards to defend a Battlesite unless the Special card itself specifically says so.

Hits

When an Attack is successful, the card that was used to make the Attack is left in front of the attacked Character card to indicate that he has taken a Hit. It is important to keep Hits that were scored in the current battle separate from hits that were scored in previous battles.

K.O.'s —A Character is considered K.O.'d when one of the following occurs:

The Cumulative K.O.—At the moment the Values of all of the Hits taken by a Character add up to 20 or more. This includes all Hits in the Permanent Record, and Hits From The Current Battle (See Hits From the Current Battle and Permanent Record).

The Spectrum K.O.—At the moment a Character has taken at least three of the four Power Types as a Hit, regardless of their Value.

When a Character is K.O.'d, a number of things occur. They are as follows:

The Character Card is immediately removed from play and placed into the Defeated Characters Pile.

Any cards Placed to the K.O.'d Character are immediately discarded into the appropriate Discard piles.

All Hits in the K.O.'d Character's Permanent Record (See Permanent Record) are immediately returned to the player who played them to be discarded into his appropriate Discard piles.

However, Hits scored on the Character from the Current Battle (See Hits From the Current Battle) should remain until the end of the battle. After the Venture Total (See Venture Total) has been determined, those Hits should be returned to the player who played them and then discarded into his appropriate Discard piles.

When a Character is K.O.'d, the cards in your Hand that only he can use (for example, a Special card), should not be discarded in the middle of the battle. These cards may be kept in your Hand, and used to bluff, but may no longer be played. However, after that battle and for as long as the Character remains K.O.'d, cards that only the recently K.O.'d Character can use should be considered Unusable, and discarded accordingly.

Knocking Out the Battlesite—It should be noted that, just as a Battlesite has specific conditions on how it may defend itself, it also has specific conditions on how it is K.O.'d. A Battlesite may be K.O.'d in only one way.

The Cumulative K.O. for Battlesites—At the moment the Value of all of the Hit taken by a Battlesite add up to 30 or more. This includes all Hits in the Permanent Record and Hits From the Current Battle. (See Hits) Remember, this is the only way that a Battlesite can be K.O.'d. A Battlesite may never be Spectrum K.O.'d (See Spectrum K.O.).

When a Battlesite is K.O.'d, a number of things occur. They are as follows:

The Battlesite is immediately removed from play and discarded into the Defeated Characters Pile.

Any Special cards that remained beneath the Battlesite at the moment it was K.O.'d are immediately discarded into the Defeated Characters Pile.

All Hits in the K.O.'d Battlesite's Permanent Record (See Permanent Record) are immediately returned to the player who played them, and discarded into the appropriate discard piles.

At the end of the Current Battle any Hits that were in the K.O.'d Battlesite's Hits From the Current Battle are returned to the player who played them, and discarded into the appropriate discard piles.

Hits From The Current Battle—Successful Hits From The Current Battle are left sideways in front of the Character that has been hit until the end of the battle. They should not be tucked under the Character card to become part of that Character's Permanent Record (See Permanent Record) until after the Venture Total (See Venture Total) has been determined.

The Permanent Record—At the end of each battle, after the Venture Total has been determined (See Venture Total), all Hits that were scored against each Character should be tucked under the front of that Character card. This is the Character's Permanent Record of Hits. All Power Types and Values of hits in every Character's Permanent Record should be visible to both players.

Ending the Battle

A battle is considered over if any of these situations occur:

  • Both players Pass, consecutively.
  • One player has no Front Line Characters.
  • One player Concedes.

When a battle is over, all cards remaining in both player's Hands are discarded into the appropriate Discard piles, but all Placed cards remain.

The Venture Total—When the battle is over, the Venture Total must be determined. To figure out your Venture Total, add the Values of all of the Hits from the Current Battle inflicted on any of your opponent's Characters. This includes Hits from Power Cards, Teamwork cards, Ally cards, and Special cards. Do not add any bonuses from Universe cards, or any Hits from a Character's Permanent Record. Compare your Venture Total to your opponent's. Remember, only Hits that were scored against your opponent's Characters are to be counted for the Venture Total. Any Hits that were scored on your opponent's Battlesite are not counted for Venture Total. The player with the higher Venture Total wins the battle and moves his Mission cards up, while the player with the lower Venture total loses the battle and moves his Mission cards down. (See Venture) If this results in one player having completed his entire Mission, or one player having to abandon his Mission, then the game is over (See Victory).

If the Venture Totals are the same, then the Battle is declared a draw. If this is the case, leave the current Ventured Mission cards where they are, draw fresh Hands, and begin a new battle with the same player going first who went first last time. Remember to Discard, Place, and Venture additional Mission cards on the outcome of the new battle. After the Venture Total has been determined, all Hits From the Current Battle should be tucked under the front of the Character that the Hit was scored against, and become part of his Permanent Record.

The Reserve Character

Characters who are in Reserve may not play any cards or be attacked. Certain Special cards may allow a Reserve Character to Attack or be attacked. If attacked in this manner, the Reserve Character may play a Defensive Action. You may Place cards to your Reserve Character just as you would your Front Line Characters. They have the same limit of one Power card, one Universe card, and one Special card. The only difference is that cards Placed to the Reserve Character are not considered part of your Hand for purposes of discarding duplicates and Unusables. However, in order for a card Placed to the Reserve Character to not count as a duplicate, it must have been Placed in a previous battle. For example, two Power cards with a Value of 7 drawn in the same Hand would be considered duplicates. But a Power card with a Value of 7 that was Placed to the Reserve Character in a previous battle would not be considered a duplicate of any Value 7 Power cards drawn in a later battle. (See Discarding) Also, if you draw certain cards that can only be used by a Reserve Character you must either Place them to the Reserve Character (if possible) or Discard them as you would any other Unusable cards. If a player has one of his Front Line Characters K.O.'d during a battle (See K.O.'s) his Reserve Character is moved up to become one of the Front Line Characters at the start of the next battle. The Reserve Character is not moved to the Front Line during the same battle in which a Front Line Character is K.O.'d. From that point on, the Reserve Character is to be considered a Front Line Character.

Aftermath

When the battle is over, the Venture Total has been calculated, and the winner of the battle has been determined (See Venture Total), and neither player has achieved Victory (see Victory), it is time to begin a new battle. To begin a new battle, draw a fresh Hand of eight cards, and start the whole process over again. This time, the player who had the higher Venture Total from the previous battle must go first.

If, after a number of battles, a player does not have enough cards in his Draw Pile to draw the needed amount of cards, the Power Pack is immediately reshuffled and becomes the new Draw Pile. This process is repeated over and over, as many times as is necessary to complete the game.

Victory

There are two ways to win the game.

K.O. all of your opponent's Characters—This means K.O. all of his Front Line Characters, and his Reserve Character. This does not have to be done in one battle. And, more likely, will be accomplished over a number of battles.

Complete your Mission—This is accomplished by managing to get all seven pieces of your Mission into the Completed Missions Pile. Again, this does not have to be done in one battle. And, more likely, will be accomplished over a number of battles.

It should also be noted that if you are forced to abandon your Mission (i.e. If you ever have all seven pieces of your Mission in your Defeated Missions Pile) then you are unable to Venture and must forfeit the game. Your opponent immediately wins the game.

Of Special Note

The following items are tournament and optional rulings from later OverPower Legion and DC OverPower play, not the core rules. They are included as printed in the community text and are labeled here as tournament/optional rules.

OverPower has a number of deck building and game playing guidelines that should be kept in mind while building your deck and playing games of your own.

The OverPower Code Rule—The DC OverPower Code Rule is as follows:

Some Universe and Special cards have a Code on them indicating whether they must be played by a "Hero" or a "Villain". The Code appears as an "H" or "V" in the lower left corner of the card. This Code corresponds to an identical code on the Character cards. The DC OverPower Code Rule states that Character cards coded with an "H" may never play Specials or Universe cards coded with a "V", even if they meet all the requirements of the card. Likewise, Character cards coded with a "V" may never play Specials or Universe cards coded with an "H", even if they meet all the requirements of the card. If a Special or Universe card is not coded, then it may be played by Character cards coded either "H" or "V", provided that all other requirements to play that card have been met. If a Character card does not have an "H" or "V" Code, then that Character card may play Specials and Universe cards coded either the "H" or "V" code, provided that all other requirements to play that card have been met.

Inherent Ability—Some Character cards have Inherent Abilities, a line of text appearing at the bottom of the card, beneath the Character's Power Grid. This line of text explains a game effect or game condition that is unique to that specific Character card. For example, an Inherent Ability might read "May on be Cumulative K.O.'d by 30 or more points." In this case, this Inherent Ability would override the normal 20 or more points to K.O. for that particular Character card, and that Character card only. In some cases, a player does not have to spend his turn to use an Inherent Ability; however some Inherent Abilities are only possible on your turn, or only possible on your opponents turn. Each Inherent Ability states exactly when and how the Inherent Ability is to be used. Not all Character cards have Inherent Abilities.

The Sum Deck Rule—The Sum Deck Rule is an OverPower Legion deck-building rule that determines the maximum Value of the sum of all of your Character' Power Grids in order for your deck to be considered tournament legal. The Sum Deck Rule is as follows:

To maintain a Tournament Legal Team, the Sum of all of the Ratings of all of the Power Grids for your team is directly proportional to the total number of Ranks, and must conform to the following chart:

  • A 12-Rank team must be no more than 58 Points
  • A 13-Rank team must be no more than 62 Points
  • A 14-Rank team must be no more than 67 Points
  • A 15-Rank team must be no more than 72 Points
  • A 16-Rank team must be no more than 76 Points

To determine the number of Ranks for your team, simply count the total number of Power Types on the Power Grid of the Character card. Each Character card will have either three or four different Power Types (Fighting, Energy, Strength, and possibly Intellect). Then add the number of Power Types of the four Characters on your team. The total is your team Rank.

The sum of all Power Ratings from a Character's Power Grid is the Points each Character is worth. For example, an original release Wolverine is a 3-Rank Character, with a Point value of 14. Superman is a 4-Rank Character (because he has the Intellect ability) with a Point Value of 21. The sum of all Power Ratings from all four of your Characters' Power Grids is the Points your entire team is worth.

The Home Base Exception—The Home Base Exception is an amendment to the Sum Deck Rule (See The Sum Deck Rule). The Home Base Exception states that a players team, for tournament deckbuilding purposes, may exceed the predetermined Point limitation if, and only if, the player is using a Home base and his team of Characters meets all of the requirements of that particular Home Base (See Home Base).

The Fusion Rule—The Fusion Rule is an OverPower Legion ruling on how MultiPower cards function for Spectrum K.O.'s. The Fusion Rule is as follows:

All MultiPower cards, not including MultiPower Specials, scored as Hits on one Character must all function as one Power Type. That one Power Type may change if the attacking player that scored the Hits so chooses; however any change affects all MultiPower cards on that Character. MultiPower cards scored as hits on other Characters may be of other Power Types. MultiPower cards that only have three icons automatically pick up the fourth icon once another MultiPower card that contains all four icons joins it as a Hit on the same Character.

The Combination Exclusion—The Combination Exclusion is an OverPower Legion ruling on how MultiPower cards interact with Special cards. The Combination Exclusion is as follows:

Any Special that states that it may be combined with a Power card, must be combined with exactly the stated Type of Power card, and may never be combined with a MultiPower card. In the case of an additional Attack that may follow a Special card, a MultiPower card may be used.

The Clone Rule—The Clone Rule is an OverPower Legion ruling on the different types of Character cards with which you may build a deck. The Clone Rule is as follows:

No two identical Characters may be on the same team. It should be noted that a particular 3-Rank Character is considered identical to his 4-Rank counterpart; therefore, it is not possible to have the 3-Rank version of Spider-Man and the 4-Rank version of Spider-Man on the same team. However, it is perfectly legal for opposing players to have identical Characters to each other.

The Any Character Limitation—The Any Character limitation is an OverPower Legion ruling on how Any Hero and Any Character Special cards may be used during an officially sanctioned OverPower tournament game. The Any Character Limitation is as follows:

Any Hero Special cards and Any Character Special cards may never be retrieved from the Dead Pile with the Any Hero/Any Character BQ Special card (The Web Headed Wizard and The Wizard in Top Hats & Tails, respectively).

Any Hero Special cards and Any Character Special cards may never be used to fulfill the follow up requirements of a Universe: Ally card. The follow up requirement of a Universe: Ally card MUST be a Character Specific Special.

The Power Leech Target Rule—the Power Leech Target Rule is an OverPower Legion ruling on how the Any Character "Power Leech" Special may be used during an officially sanctioned OverPower tournament game. The Power Leech Target Rule is as follows:

The Any Character "Power Leech" Special card must target a specific Character on the opponent's Front Line. This Character may then make a Defensive Action in an attempt to resist the effects of the Power Leech. As the Power Leech does not have a Value, the Defensive Action cannot be Value Specific (in other words, "Avoid 1 attack of 9 or less" would not work, but "Avoid 1 Attack" would.). If the targeted Character is unable to defend against the Power Leech, then the attack is successful and the target Character's team, not the target Character alone, must discard the appropriate number of cards. Remember, The "Power Leech" must target an Active Front Line Character and may never target an opponent's Battlesite, or Home Base.

Beyonder—Beyonder counts toward 28 points for deck building. Beyonder can use any Special that the characters on your team can use, but he may not use "One Per Deck" Specials (this includes Any Hero/Character Specials as well). His power grid is are always the highest of all of the conscious characters. This means that if Beyonder is put on a team with Mojo (6-3-1-6), Jean Grey (7-3-2-4), and Jubilee (6-4-2-4), then his stats are effectively 7-4-2-6. If Jean Grey were K.O.'d, then his stats would change to 6-4-2-6. If Beyonder is the last character left standing, then his stats are the same as the second to last character left standing.

Supplement: Revision of Rules (August 2021)

Source: overpower.ca revision of rules PDF (updated 6 August 2021). Its entries override the matching base rules above.

Overview

OVERPOWER CARD GAME

REVISION OF RULES

OVERVIEW

  1. Cards to be played as written
  2. Recyclable cards [Power Pack]
  3. Basic Universe cards [Damage]
  4. Tactic – Doubleshots
  5. Playing Specials [Attacks]
  6. Playing Specials [Utility]
  7. Combining Cards
  8. Top of a Player's Action
  9. Shift Rule
  10. Playing a Defense
  11. Card Etiquette
  12. Character KO
  13. Ending a Battle
  14. Inherent Abilities
  15. Homebases
  16. Battlesites
  17. Effective Priority
  18. Infinite Loop Rule
  19. Duration Rule
  20. Errata Summary

1) CARDS ARE TO BE PLAYED AS WRITTEN

Most cards are now played as they are written. Adhere to the text on each card as a guide to how they are to be played. All pervious errata has been removed, or amended, except for a short list [See: Errata Summary]. If there is nothing pertaining to the card in the current errata summary; then play the card as written, ignoring any previous errata. “Acts As” – Any card that stipulates that it ‘Acts As’ another type of card is considered to have the qualities of both of those cards. Example: A special that acts as a power card, is both a power card AND a special card.

2) RECYCLABLE CARDS [POWER PACK]

Power cards; Universe: Basic & Training; and Tactic: DoubleShot cards are recyclable. Any card termed ‘recyclable’ gets discarded into the POWER PACK after use unless they become unusable. See Figure 1. How this differs from the existing rule: Previously; Only power cards were recyclable. Now it applies to all of the above mentioned cards.

FIGURE 1: Universe – Basic/Training; Tactic – DoubleShot & Power Cards

3) BASIC UNIVERSE CARDS COUNTING FOR DAMAGE

Basic universe cards do not normally count towards venture or damage. However, some circumstances may arise that will allow such a result. In this case the Universe cards are considered to have the icon they represent. Example: An Universe: Basic Card [Strength + 3] is considered to be a 3 Strength Hit; if it counts to damage. How this differs from the existing rule: The Universe Card now counts as an Icon and therefore a spectrum hit, where before it would be considered ‘Any–Power’ and not count to a spectrum hit

Example: Captain Britian – Physics Genius is played enabling Universe: Basic

to count towards Damage & Venture. The Universe: Basic with a

bonus of +3; If hit is successful it would act as a 3 Strength Power

Card

4) TACTIC – DOUBLESHOTS

Tactic – DoubleShots allow two characters to combine for a single attack or defense. The DoubleShot may now be used to defend any character on the team; not just the character playing the card. How this differs from the existing rule: Tactic – DoubleShots no longer defend only the character playing the card; and thus are more versatile. Example: Character ‘A’ has a Tactic – DoubleShot placed to them & Character ‘B’ has a contributing Power Card placed. If the opponent Attacks Character ‘A’ or ‘B’ or ‘C’ – any Character can use the DoubleShot with the required contributing Power Card for a defense.

Tactic: DOUBLESHOT + 4 Energy Power Card

Act As: 8 Fighting/Energy Tactic/Power Card that can be used to Attack/Defend

5) PLAYING SPECIALS [ATTACKS]

In Overpower; Special cards represent a Character’s unique abilities and provides the player with strategic options against the opponent. The following information is intended to provide a guide for playing specials that will hopefully serve to answer any questions that could arise during play, and replace any previous Meta–Rules. Special cards dynamically change the core of the Overpower Game, and as such are governed by a complex set of rules in order to maintain a balance. The text on cards will act as a guide as to how each are played – some cards are straightforward while other cards are not as clear. Note that each Overpower card has 3 possible uses: An Attack; A Defense; A Utility. Certain Overpower cards combine these elements.

ATTACKING: An ‘attack’ is any card that has an effect that crosses over to the opponent’s side of the battlefield [See Sequence Layout] and affects something on that side. Any card you use to affect the opponent’s team or cards; is an attack. Any card that affects what your opponent can do or play; is an attack. Furthermore any modification to your opponent’s cards such as adjusting mission cards; is considered an attack even though there was no direct impact on the battlefield regarding the opponent’s characters. If you are not sure whether an action would be considered an attack; then ask yourself – does it affect the opposing player? IF YES; then it is considered an attack. Playing a special card; requires that the card must be usable by one of your active characters. If you are holding a special card for a KO’d character, it must be discarded into the dead pile unless you have the immediate means to make such a card playable. To attack; specify which character is playing the card [NOTE: This is an important consideration if you have multiple characters that are able to play the card to attack]. To attack with a targetable special; the attacking player must decide which of the opponent's character that will be targeted. After that choice is made; the attacking player puts the card in front of the selected character that is intended to be attacked. The opponent may immediately play a card as a Defensive Action and prevent the Attack from succeeding. [See Playing A Defense]. ATTACKS [SPECIFYING TARGET VS OPPONENT]: ‘Targeted’ Attacks may be ‘Avoided’ provided the defender has the appropriate cards to complete such an action. An attack made on the ‘opponent’ is made by specifying the special and the following list of effects outlined on the card. This is not a ‘targeted’ attack, but rather affects the Opponent and their side of the table. These types of attacks may NOT be ‘avoided.’

CANNOT DEFEND: GHOST RIDER – BAT OUT OF HELL With

DOCTOR OCTOPUS – EVASIVE ACTION

[NOTE: Card specifies “Opponent”]

CAN DEFEND: OMEGA RED – SECRET PHEROMONES With

COLOSSUS – SKIN OF STEEL

[NOTE: Card specifies “Target”]

ATTACKS [RESTRICTED DEFENSE]: Certain attack cards limit what can and cannot be used to defend it. In these cases; ONLY defensive cards stipulated by the attacking special may be used in the opposing player’s response. No other cards may be included in the defense. For Example: An attack stipulates that only special cards may be used to defend – That means no other card type can be played ‘in response’ to the attack. A defending player could use a special to shift the attack, but could not then play a power card to block it. Likewise; a Battlesite special could NOT be used since in order to retrieve such a special; the player must use an Activator which is not defined as a special even though it is used to facilitate the play of a special card.

BLACK CAT – KISS OF DEATH

NOTE: Card specifies that it cannot be defended by a male hero

DEADPOOL – ASSASSIN

NOTE: Card specifies that it can only be defended by a defensive special

BLACK WIDOW – AVENGING AGENT

NOTE: Card specifies that it can only be defended by a defensive special

HEROES FOR HIRE – THE BLACK KNIGHT

NOTE: Card specifies that it cannot be defended by a special card

ATTACKS [STRING ATTACKS]: A string attack is any situation where a card allows for a follow–up

action/attack. When playing a string attack resolve each action separately; one–at–a–time; rather than all at once as you would with a combined action. Strings are particularly effective as they allow a player to make a continuous stream of attacks until they run out of playable options. As long as a player has the ability to keep adding to a string attack, they may do so until they run out of playable cards. It is important to note that when playing string attacks that any subsequent cards that create new strings options will automatically OVERRIDE any string text from cards played earlier in the sequence.

How this differs from the existing rule:

Follow–up actions regarding cards from contributing characters are no longer limited by the player’s cards in hand. Example 1 – [STRING ATTACK]:

INVISIBLE WOMAN – TEAM COORDINATION &

HUMAN TORCH – SUPER NOVA &

MR FANTASTIC – STRETCH ATTACK &

FIGHTING POWER CARD ATTACK

Example 2 – [STRING ATTACK]:

INVISIBLE WOMAN – TEAM COORDINATION &

THING – TEMPER TANTUM &

CLOBBERIN’ TIME

ATTACKS [SECONDARY EFFECTS]: Some cards have secondary effects that may come into play. These

effects will activate regardless of the success or failure of the respected special. For Example: X–Man – Ultimate Potential has a secondary effect that stipulates X–Man’s team may not attack for the remainder of the battle. This effect will activate even if the opponent avoids the attack, it is not dependent on the success of the card. A negate may cancel said effects; unless a negate itself it is outlined to be ineffective in the wording of the card.

X–MAN – ULTIMATE POTENTIAL

NOTE: Card specifies that Team cannot attack for remainder of battle

BANSHEE – SUPER SCREAM

NOTE: Card specifies that Banshee cannot attack for remainder of battle

HUMAN TORCH – NOVA BURST

NOTE: Card specifies that Human Torch cannot attack for remainder of battle

QUICKSILVER – HIGH SPEED IMPACT

NOTE: Card specifies that Quicksilver cannot attack for remainder of battle

ATTACKS [CONDITIONAL EFFECTS]: If a special generates an effect when something specific occurs; then it is considered a Conditional Effect. For Example: Namor – The Avenging Son: Acts as a level 6 strength attack, IF SUCCESSFUL opponent is -4 to Venture. In this case the effect is conditional to the success of the attack. In the case of specials with a ‘conditional’ effect; it will only come into play if the target was a character on the Opponent’s team. Targets other than Actual Characters do not bring about a Conditional Secondary Effect. If the condition required a ‘successful hit’ then that hit must be landed against a character. If the condition only applies when the attack was ‘NOT SUCCESSFUL’ then the original target must have been a character; from which the attack was avoided, or shifted to a Non–Character. Attacks against the Battlesite do not count for activating ‘Conditional’ effects unless otherwise stated on the card.

THOR – UNFETTERED MIGHT

NOTE: Card outlines that “If successful”

VENOM – EDDIE BROCK: REPORTER

NOTE: Card outlines that “If successful”

NAMOR – AVENGING SON

NOTE: Card outlines that “If successful”

SHADOW KING – ASTRAL LIFEFORM

NOTE: Card outlines that “If successful”

ATTACKS [DEFENDED]: If the Attack is blocked/defended; the Special card used to Attack is immediately discarded into the Dead Pile of the attacking player. Likewise; the card used to block the Attack is discarded into the appropriate pile of the defending player. If the Attack is not blocked; the Attack is considered to be successful and the Character being attacked has taken a Hit. If a Special card allows for the Character or a teammate of the Character to make additional attacks; then those additional attacks may be made with any valid Special card or Power card. NOTE: Unless otherwise stated on the Special card itself; all Special cards may not be combined or used along with any kind of Universe card.

6) PLAYING SPECIALS [UTILITY]

Any card that can be played outside of attacking or immediate defending is considered a Utility card [Note: Certain defensive cards can be used as a Utility]. An Example would be Gambit – Charm which is both a defensive card AND a utility card as is can be played on your turn OR in response to an opponent’s attack. Utility cards are played on your turn and are not necessarily required to have an immediate effect although many such cards do have that result. It is important to note that one cannot pass their turn with any playable cards in hand; that includes Utility cards. GAMBIT – CHARM [Example of a Defensive & Utility Card] NOTE: Card outlines that cannot be attacked for remainder of battle

ANY HERO – WEB HEADED WIZARD [Example of a Utility Card]

NOTE: Card outlines that it can exchange this card for 1 card in Dead

Pile

BEAST – ACROBATICS [Example of a Utility Card]

NOTE: Card outlines that can only be attacked with Universe cards for remainder of battle

STARJAMMERS – KEEYAH [Example of a Utility Card]

NOTE: Card outlines that can Draw 3 Cards. Discard Duplicates

7) COMBINING CARDS

If a Special card allows for a combination with another card then that card must be of the specified criteria outlined. If no card ‘type’ is stipulated [Example: Power card]; then it may be combined with any Special card or Power card provided it satisfies the appropriate power type criteria and is usable by the character playing the special or by a teammate if the special allows contribution from a teammate. Generally a special that allows for a combination with another card; that card is required to be of Single Icon [Special/Power Cards] unless otherwise outlined on the card. For example: A card that outlines that it may be combined with a fighting power card for a single attack does not support a multi–power card to act as a fighting power card & thus is not able to be combined to make an attack. Combined cards used to attack share properties. A special combined with a power card; Acts As both a Special AND a Power card for the purposes of the attack & what can be used to defend it. IF DEFENDED; All Combined Cards played as an attack are considered blocked & to be discarded Note: A card ‘boosted’ or combined with another card such as Power cards played with Universe: Teamwork cards are both Power cards and Universe cards. Likewise; a Power card boosted by a Special card is considered a special and a Power card even if the special that boosted it doesn’t technically ‘combine.’ However this rule is only true on the action where both cards are played together. If one card is already in play then it does not affect the properties of the other card.

How this differs from the existing rules:

Certain Specials that allow for combinations only specify a Power Type; NOT a Card Type. [Example: Hulk – Green Goliath]. In these cases; the Character may combine the card with either a Special or a Power card rather than just a power card as previously ruled.

HULK: GREEN GOLIATH + POWER LEAP

Acts As: 13 Strength/Fighting Special Card Attack

HULK: GREEN GOLIATH + 3 FIGHTING POWER CARD

Acts As: 7 Strength/Fighting Special/Power Card Attack

PUNISHER: FLAME THROWER + FULL AUTO

Acts As:

8 Energy/Fighting Special Card Attack &

Can Make 1 Additional Fighting Attack

PUNISHER: FLAME THROWER + 7 FIGHTING POWER CARD

Acts As:

11 Energy/Fighting Special/Power Card Attack

PUNISHER: FLAME THROWER + SNIPER

Acts As:

10 Energy/Fighting Special Card Attack

that can used against an opponent in reserve

DEADPOOL: BUSHWACK + 7 FIGHTING POWER CARD

Acts As:

11 Energy/Fighting Special/Power Card Attack

ICEMAN: FROSHBITE + FROZEN PRISON

Acts As:

10 Energy/Fighting Special Card Attack & If

Successful, Target Character may not play Special

cards for remainder of battle.

DEADPOOL: BUSHWACK + ASSASSIN

Acts As:

7 Energy/Fighting Special Card Attack

that can only be defended by a defensive

special card

ABSORBING MAN: MOLECULAR MIMIC +

UNIVERSIE: BASIC [6+3] +

8 STRENGTH POWER CARD

Acts As: 11 Strength Special/Universe/Power Card

Attack & Power Grid Increases to 10 [NOTE:

8 by default since no Level 10 Power Cards]

Strength for Absorbing Man

ICEMAN: FROSHBITE + 4 FIGHTING POWER CARD

Acts As:

8 Energy/Fighting Special/Power Card Attack

PROFESSOR X: TELEPATHIC COORDINATION +

8 ENERGY POWER CARD

Acts As:

10 Energy Special/Power Card Attack

CANNOT PLAY WITH A MULTI–POWER CARD

NOTE: ICEMAN – FROSTBITE Requires Combination With 1

Fighting Card [Single Icon]

NOTE: IF COMBINED CARD ATTACKS ARE DEFENDED

[ALL COMBINED CARDS ARE DISCARDED]

8) TOP OF A PLAYER’S ACTION

All Universe, Tactic, Any–Hero/Characters, Activators, and Aspect cards must be played at the top of a player’s action. The aforementioned cards may never be used to follow–up or combine with an attack or action unless the card is being played with another card that specifically allows it or such a card is used defensively where applicable. Any other type of card may be played without said restriction. How this differs from the existing rule: All universe cards must now be used at the top of a player’s action; where before it only applied to Universe: Ally and Universe: Teamwork cards. NOTE: Some Artifacts may now be played defensively to boost a power grid along with other options as long as it meets the requirements of playing a card defensively.

Basic Universe +

Power Card

Activators/Any–

Character Cards

Universe: Ally &

Special Card

Universe: Teamwork &

Power Cards

Aspect/Artifact Cards

Tactic: DoubleShot +

Power Card

9) SHIFT RULE

The original Shift Rule has been lifted and no longer applies. Attacks may be ‘double shifted.’ A ‘shift’ is not considered to be a ‘defense’ [See: Playing A Defense]. Attacks may not be shifted to any target the opponent could not have normally targeted with the initial attack unless there is a specific overriding circumstance in play.

How this differs from the existing rule:

Players may now employ a ‘double–shift’ if necessary. Shifting an attack from one character & then re– shifting it elsewhere. Also attacks may no longer be shifted to a character that the opponent could not have targeted [Example: A Character protected by an existing special that is prevented form receiving an attack] If a character has a special in play that states it may not be attacked; then no attacks may be shifted to that character. The attack can no longer be shifted ‘behind’ the existing special. NOTE: An exception involves any attack that could normally breach a protection in place may be shifted to that character.

10) PLAYING A DEFENSE

A defense is defined as any card played in response [Note: This specifically refers to the player utilizing a card reactively] to an opponent’s action that protects a specific character; boosts a character’s defense against an attacking/played card; or limits/restricts an opponent’s [as opposed to a ‘target’] ability to attack; as well as affecting any card played for the attack. Any card meeting the requirements outlined in the previous paragraph may be played defensively. Cards that have no direct effect on an attacking/played card may NOT be played in response as a defense. Likewise; you cannot play a buff card to boost a card that is already capable of defending an attack; the bonus MUST be necessary for the defense. [NOTE: A defense is not just against attacks but actions – For example a Negate can be utilized to cancel an opponent’s card stating that a Character cannot be attacked for remainder of battle]. To reiterate; A ‘Defense’ is something played ‘In Response’ and specifically refers to the player utilizing a card reactively. Cards already in play from a previous turn do not count as being played ‘in response’ and may potentially bypass a certain stipulation on an attacking card. It is important to consult the wording on each Special for specific considerations. See Examples 1 & 2 below: Example 1:

.

Player A, has Beast–Stars and Garters card in PLAY. Player B uses Dazzler –

Pinpoint Laser to attack a character on Player A’s Team.

NOTE 1: Player A, could NOT utilize Beast – Stars and Garters in response to Dazzler – Pinpoint Laser; since the card specifies that it is not affected by special cards already in play NOTE 2: Player A could play other valid cards ‘in response’ to Dazzler – Pinpoint Laser. Such defense actions could include: Power Card, Specials [Avoids, Negate, etc]

Example 2: Player A, has Beast – Stars and Garters in PLAY. Player B uses; Heroes for Hire –

The Black Knight to attack a Character on Player A’s Team.

NOTE 1: Player A, MAY USE Beast – Stars and Garters to defend Heroes For Hire – The Black

Knight since the card was already in play & does not count as being played in

response/defensively to the attack.

NOTE 2: Player A, could play other valid cards ‘in response’ to Heroes for Hire – The Black Knight. Such defensive actions could include: Power Card, Power Card + DoubleShot, Power Card + Universe Card DEFENSE [CONCEDING]: Any response to an opponent conceding is considered a 'defensive' action; since it is responding to an opponent's play. Note: This is true even if the response is an attack. The sequence regarding this situation is outlined below:

PLAYING A DEFENSE TO AN OPPONENT CONCEDING

Consider that Player A concedes on their turn. Player B responds with an action; such as

playing SPIDER–MAN – TAUNT or WOLVERINE – RAGE. Player A may defend if

possible. Once resolved; Player A's turn is over & it is now Player B's turn.

For the purposes of definition – ‘block’ is synonymous with ‘defend.’ Also, utilizing a card already in play doesn’t constitute as a ‘defense’ as it is not being played ‘in response’ to the action. Any card that stipulates; ‘Play in current battle’ or ‘Play on your turn’ MAY NOT be played defensively. In summary; a card or combination of cards may be played defensively if it addresses the following:

R1) Avoids, shifts, blocks or negates the attack

R2) Restricts the types of cards/manner of being attacked enabling the defense of the attack

Example: Only attacks made with Universe cards may be used to attack for remainder of battle.

R3) Modifies the type of cards/ manner that an opponent may use to attack

Example: Opponent may not use power cards level 6–8 of [Icon] to attack for remainder of battle.

R4) Is a buff for the team or a de-buff for the opponent

Example: Opponent actions are -1 to attack

How this differs from the existing rule:

In some cases, cards that affect the ‘opponent’ were previously not playable defensively. [Example: Mr Fantastic – Object Bounce]. This has now been changed with the blanket ruling that affects all such cards. As well, some Tactic: Artifacts may now be played defensively where before they could only be played at the Top of a Player’s Action. A number of examples are referenced below:

[DEFENSIVE] CODED SPECIALS & REASONING

AO: ANALYZE [Removes effect of attack from game] – See R1

AD: SKIN OF STEEL [Avoids Attack] – See R1

AK: CHARGE OBJECT [Adds bonus to a defense] – See R4

AM: FALL INTO PLACE [Adds bonus to a defense] – See R4

AY: GIANT–MAN [Increasing rating for a defense] – See R4

BB: VENDETTA [Adds bonus to a defense] – See R4

BG: TELEPATHIC COORDINATION [Adds bonus to a defense] – See R4

BS: ROCK & ROLL [Reverberates an attack] – See R1

CM: FELINE FORTUNE/ SNOW BLIND [Reduces attack actions] – See R4

CN: REACTION PROGRAM [Restricts attack types] – See R3

DI: OBJECT BOUNCE [Restricts play of Universe cards to a character] – See R3

DL: HIDDEN AGENDA [Adds bonus to defense] – See R4

DT: LEARNING CIRCUITS [Restricts attack values] – See R2

DX: CHANGELING [Modifies power grid for defense] – See R4

DZ: TRICK TRANSPORT [Restricts character from being attacked] – See R2

FA: AUNT PETUNA [Restricts character from being attacked] – See R2

HE: FLABBY FIGHTER [Restricts attack types] – See R1

HG: CANUCKLEHEAD [Aids defense] – See R1

HI: LONGSHOT LOVE [Adds specials for defense] – See R1

HL: FORTUNATE ACCIDENT [Restricts attack types] – See R3

KG: LORD KEVIN PLUNDER [Restricts attack values] – See R3

KN: MOLECULAR MIMIC [Adds bonus to defense] – See R4

KG: DANGER SEEKER [Redirects attacks to this character] – See R4

KP: SONGBIRD [Adds options for defense] – See R2

JS: SNAP WILSON [Adds options for defense] – See R2

MF: POSSESS OTHERS [Adds specials for defense] – See R1

MW: CYBERFORCE [Adds bonus to a defense] – See R4

NO: CHICAGO PD [Adds bonus to a defense] – See R4

SC: SOCIAL OUTCAST [Redirects attacks to this character] – See R2

ARTIFACT: MYRIU SYMBIOTE [Adds specials for defense] – See R1

ARTIFACT: SHADOWHAWK HELMET [Adds options to continue battle] – See R2

ARTIFACT: THE SUPER SOLDIER SERUM [Adds bonus to a defense] – See R4

ARTIFACT: AVENGERS ID CARD [Adds options for defense] – See R1

[NON–DEFENSIVE] CODED SPECIALS & REASONING

AV: WEB [Restricts target opponent from attacking]

CO: INVISIBLE SABOTEUR [Restricts opponent from playing Universe Cards]

CS: AVENGING ANGEL [Interrupts game to retrieve cards]

DS: GIFT OF THE GODS [Interrupts game to retrieve cards]

DP: SECRET PHEROMONES [Restricts opponent from playing certain cards]

EY: LAW OF THE JUNGLE [Restricts opponent from playing certain cards]

EX: TAR BABY [Restricts opponent from playing certain cards]

KI: HATE [Restricts opponent from playing certain cards]

LE: TRITON [Restricts opponent from playing certain cards]

LY: CLEVER FIGHTER [Not contribute to a defensive action]

NS: GOBLIN ARMADA [Restricts opponent from playing certain cards]

ARTIFACT: IMAGE INDUCER [Required to be played offensively]

Negates the Effect of a Special

Adds Bonus for a Defense

Restricts Opponent to Only

Universe Cards Against Character

Restricts Opponent Playing Universe

Cards To Respected Character

Play

Reduces Opponent Attacks by -2

Increases Team’s Actions by +2

Target Attacks [-2] & Defense [+2] that

be Played Defensively on Mr Sinister or

Teammates

Increases Actions by +2 Against Opponent

Increases Actions by +2

Reduces Opponent Actions by -1

Increases Defense by +2 From Battlesite Attacks

Increases Actions by +1

Restricts Specified Icon Attacks by Opponent Team

Increase Power Type Rating to 7

Restricts Specified Icon Attacks by Opponent Team

Modifies Power Grid

Enables Character to Play Teammate Specials

Restricts Character Being Attacked/Attacking

Adds Options to Play Specials for Defense

Restricts Character Being

Attacked/Attacking

Enables Character to Play Specific Specials

Reverberates Attacks by Opponent

Restricts Character From Being Attacked With Power Card Values

Restricts Character From Being Attacked With Power Types

Restricts Specified Icon Attacks by Opponent Team

Restricts Character From Being

Attacked With Certain Values

Diverts All Attacks To Character With Defense [+2]

Supports Specified Defense of Characters Team

Adds Bonus To Defense

Diverts All Attacks To Character

Enables Character to Play Specific

Cards For Defense

Restricts Character From Being

Attacked With Certain Values

Enables Character to Play Teammate Power Cards

Enables Power Type Rating to 7

Enables Attack

Concedes

After

Opponent

Enables Character to Play

Specific Cards For Defense

NOT DEFENSIVE: As Restricts Opponent Team to

Play Certain Icon Cards For Attack/Defense

NOT DEFENSIVE: As Requires Interrupt of

Game to Draw A Card From Draw Pile

NOT DEFENSIVE: As Requires Interrupt of Game

to Draw A Card From Draw Pile

NOT DEFENSIVE: As Restricts Opponent Team to Play Certain Icon

Cards For Attack/Defense

NOT DEFENSIVE: Card Enables Certain Icon To Be

Kept As Duplicates & Does Not Aid A Defense Action

NOT DEFENSIVE: As Restricts Opponent’s Team

to Play Certain Cards For Attack/Defense

NOT DEFENSIVE: As Restricts Opponent’s Team to Play

Certain Cards for Attack/Defense

NOT DEFENSIVE: As Restricts Opponent Team

to Play Universe Cards for Attack/Defense

11) CARD ETIQUETTE

If a card allows a player to ‘select’ a specific card or card type from the draw pile, power pack or dead pile and add it to hand; then the player must reveal the card to the opponent. If no card type is specified; then the player does not need to reveal the card to his opponent. An important rule to outline involves when specials enable a card to be retrieved from the Dead Pile; THAT CARD CANNOT BE AN ANY–HERO OR AN ACTIVATOR.

Example 1: A Player uses the Any Hero – Web Headed Wizard to choose a

card from the Dead Pile; this card does not need to be shown

to his opponent because no specific card type was specified

Example 2: A Player uses Ghost Rider – Skeletal Summoning to select

a Ghost Rider Special from the draw pile and place it in

hand; the card chosen must be shown his opponent

12) CHARACTER KO

TKO: [AKA: Dead is Dead] – ANY character who receives 20 points of damage [Cumulative] AND 3 icons [Spectrum] is KO’d regardless of any inherent abilities or other effects. [OFFICIAL] A character that is TKO'd is immediately removed from play regardless of Inherent Abilities or other circumstances. CHEATING DEATH: If a circumstance allows a character to remain in the fight after being KO’d and the KO is undone by removing a hit; then the character does not have to be discarded after the round ends and may continue play normally. How this differs from the existing rule: Characters may now potentially be saved if a killing hit is removed before they are taken out of play. Normally, KO’d characters are removed immediately, but some limited circumstances allow a character to remain until the battle has concluded. In these cases, strategic healing will prevent the character from being removed.

13) ENDING A BATTLE

A battle is only over when one of two things occurs: A Player Concedes; or Both Players Pass. Until then; a battle continues as normal even if one player has lost his entire team. Once a battle has ended due to both players passing; total up venture as normal. How this differs from the existing rule: A battle no longer ends immediately upon the KO of the last character on a team. Despite a dead team; there may still be playable cards on either player. Aspect cards are played from the Homebase so a player with a Dead Team could still play an aspect. Likewise; a player who has killed his Opponent’s Front Line may still be able to play Specials that add to venture; affect mission cards; etc.

RENEGE RULING:

1 – Players can decide whether to resolve the issue themselves or call a judge. If no judge is called the Players may settle the matter as they desire. If a judge is called to adjudicate; Then the Players MUST proceed to Steps: 2 to 4 2 – The Round immediately ends. All cards in hand are discarded to the appropriate piles. Any cards played to this point will stand. Cards with a battle–duration are discarded as normal. Game–Lasting cards played prior to the renege are left in play 3 – The Offending Player loses his Venture; the other Player automatically Gains a Venture +1 [One Additional] Mission Card 4 – Once Everything has been resolved; A New Hand is Drawn

RENEGE OFFENCES INCLUDE:

1 – Keeping illegal duplicate/unusable cards in hand after the venture phase;

2 – Illegal deck construction; Game immediately ends and the offending player loses the match

NOTE 1: Player can keep unusable cards if able to demonstrate the ability to render the card usable NOTE 2: Cards rendered unusable through the course of play are not considered an offense

14) INHERENT ABILITIES

Character Inherent Abilities apply at all times; not just when the respected character is in the front line. This does not override the reserve limitation for playing specials unless stated otherwise; however Inherent Abilities are now considered in effect while in the reserve. How this differs from the existing rule: Certain character inherent abilities did not apply while a character was in the reserve [Example: Abilities that granted a bonus to Venture]. Such abilities are now in effect at all times even from reserve.

Invisible Woman – Inherent Ability; Team is +2 to Venture Total

per Battle regardless if placed is Reserve

Havok Mutant X – Inherent Ability; Team is +3 Venture Total after

Teammate is KO’d regardless if placed is Reserve

15) HOMEBASES

Homebase placements include that Team Overpower; May place Any Heroes or Activators depending on whether Any Heroes or a Battlesite is involved. Any OTHER Homebase may place one [1] Special card that is playable by the Front Line/Reserve Characters [Note: The special placed on the Homebase can only be played by the specified Character]. ALL Homebases may place Any–Homebase Aspects [A–Next].

Example 1: Team Overpower [HOMEBASE]

Can Place – 1 Any Hero &

– 1 Aspect [A–NEXT]

Example 2: Ship [HOMEBASE]

Can Place – 1Special Card &

– 1 Aspect

Example 3: Team Overpower [HOMEBASE]

Can Place – 1 Activator &

– 1 Aspect [A–NEXT]

Example 4: Sanctum Sanctorum [HOMEBASE]

Can Place – 1Special Card &

– 1 Aspect [A–NEXT]

16) BATTLESITES

VARIANTS: A Battlesite may now contain specials of a Variant Character that appears on a Player’s Team. Clones are still not allowed. A One–Per–Deck [OPD] is still an OPD that is important to note regarding implications for a Battlesite. Thus; using a OPD for your Variant Character on the Front Line means you can not have that exact OPD for the same character in the Battlesite. How this differs from the existing rule: Normally when constructing a Battlesite; A player may not include any specials belonging to a Variant of a Character appearing on their Team. [Example: Sentinels and Bastion]. The specials belonging to the Variant may now appear in the Battlesite whereas before such cards could not include by the Player.

Example: Using Bastion on a Team does not

preclude the Player from using the

Sentinels Specials in the Battlesite;

potentially giving that player legal doubles

of certain cards in the same hand.

CANNOT PLAY WITH BEAST: THE BRUTE

NOTE: This would count as a Clone to BEAST & thus Not Allowed to

have a team involving a Front Line/Reserve Characters along

with a Clone in a Battlesite

ICONS: Cards beneath a Battlesite are no longer considered to share the icons of the Activator that are played to retrieve a specific card. The Activator is now considered to only possess whatever icons appear on the actual card to be retrieved. How this differs from the existing rule: Previous rules outlined that any card beneath a Battlesite was considered to also have the icon of the Activator that would retrieve it. For example: Any–Power attacks from a Battlesite could be avoided by any Special that stated; ‘Avoid any attack made with an Energy Icon’ [Note: This previous defense was allowed even though an Energy icon is not present on the Any–Power attack card]. Going forward the Activator that retrieves a desired Special card is viewed as having the exact icon of the respected special. Example 1: Sentinels [Activator Cards] – Robert Mentality; Activator Card would be viewed as having only an Intellect Icon

Example 2: Sentinels [Activator Cards] – Hunter/Killer;

Activator Card would be viewed as having

only an Energy Icon

17) EFFECTIVE PRIORITY

Cards with equal priority are resolved by determining the card that is played last. Cards with higher priority will always trump conflicting cards of lower priority. The priority of cards from highest to lowest is as follows: Events > Inherent Abilities > Specials > Aspect > Tactic > Universe > Power Cards.

18) INFINITE LOOP RULE

If any situation would cause an infinite loop; the Player of the card would choose any positive integer. The loop instantly occurs that many times; then immediately ends; thus ending the Player’s turn.

19) DURATION RULE

Many special cards have a printed duration as a guide for the length an effect is intended to last. If no duration is printed; then it is considered to be (A) if a Non–OPD and (B) if a OPD. As a rule; any attack with a numerical value will remain in play on the battlefield even if any secondary effect only lasts for a battle. Cards with a lasting effect remain in play until the end of their duration as outlined by any card that stipulates: A) ‘Remainder of Battle’ B) ‘Remainder of Game’ C) ‘Until…’ A Specific Event or Action Occurs

How this differs from the existing rule:

Rules ‘A’ and ‘B’ [OFFICIAL RULING]. However the duration rule ‘C’ has been added to cover extra cards that fell outside the scope of rules regarding ‘A’ and ‘B.’ In addition; this blanket rule applies to ALL cards and not just select cards. See Examples: BE [ALL]: Carnage – Ruthless; is considered to stay in effect for the remainder of game. As well; this card can be played as a defensive action to an opponent conceding the battle

EB [ALL]: Brood – Brood Spawn; has no printed duration and

thus will last until they are hit, as stipulated on the

card, and are not discarded after a single battle

EB: Multiple Man – Multiple Self; has a printed duration and

thus lasts until a hit is received in battle played or discarded

at end of battle

EZ: Omega Red – Carbonadium Synthesizer; now lasts for the

remainder of the game and not just one battle. Note that

the card cannot be played as a defensive action

KC: Mole Man – Social Outcast; is not a OPD however it

will remain in play until the stipulation has been met

and not discarded after a single battle

AY: Hydra – Baron von Strucker; can be played as a defensive action

should it be required to defend the attack.

20) Errata Summary

ALL CARDS ARE TO BE PLAYED AS OUTLINED ON THE CARD. NOTE THAT THE EXAMPLES BELOW ILLUSTRATING [ALL] PERTAIN TO ALL THE SIMILAR CODED OVERPOWER SPECIALS; THE ONLY ERRATA THAT APPLY ARE THE FOLLOWING [OFFICIAL STANDING] ARE SPECIFIED:

  • ALL Personal pure Avoid Specials [Avoid 1 attack] are considered to be AG coded specials. [OFFICIAL]
  • ALL Any–Power [Power cards] are considered 'One–Per–Deck.' [Applies to the Any–Power 7 which does not contain the OPD text] [OFFICIAL]
  • ALL 'AVOID' defensive specials with a printed limitation [Example: Avoid 1 Fighting, teammate may avoid 1 attack; etc] are considered to be AD coded specials. [OFFICIAL]
  • ALL Universe: Ally cards should read; 'teammate must play a special card.' [OFFICIAL]
  • Danger Room – Aspect Card: A3 should read; For remainder of game, The Danger Room Team's attacks made with Power cards are not affected by Opponent's Team's Special cards already in play. [OFFICIAL]
  • AP: coded specials should all read 'may not be defended by a card with an icon.' Specially pertains to Rhino: Rhino Charge is to have the exact wording as Dr Octopus – Killer Crush; Acts as a level 6 Strength Attack. Cannot be defended by a card with an Energy Icon. [OFFICIAL]
  • DB [ALL]: Elektra – Infiltration & Any Hero – Confusion should read; Avoid any Universe: Teamwork card made against Elektra or Teammate. Opponent may not make any follow–up attacks, or target character must discard 1 placed Teamwork card. [NEW TOURNAMENT RULING]
  • Four Freedoms Plaza – [Homebase] should read; Any attack on FF Team may be shifted to any teammate who must defend. Special cards cannot be used to defend if an attack is shifted. If a power type on a character's grid is 4 or less; power cards of that type are +1 when used for defense. [OFFICIAL]
  • GD: Onslaught – Mutant Gestalt should read; Acts as a level 5 Fighting Attack. If successful, acts as a level 1 energy or strength hit." [OFFICIAL]
  • BC [ALL]: Venom – Panic Attack should read; Play in current battle. When opponent brings in reserve, reserve may not enter until next battle. [NEW TOURNAMENT RULING]
  • HM: Longshot – Purity of Thought should read; Draw one card for each card discarded this battle by Longshot's Team, placed or in hand. Do not discard if duplicate. [NEW TOURNAMENT RULING]
  • HP: Morph – Substitute Death should read; Play in current battle. After one teammate is KO'd, immediately exchange KO'd teammate and Morph. Discard all placed cards. All Hits remain. [NEW TOURNAMENT RULING]
Aftermath
  • Victory
  • 11) CARD ETIQUETTE
  • 12) CHARACTER KO
  • 13) ENDING A BATTLE
  • 14) INHERENT ABILITIES
  • 15) HOMEBASES
  • 16) BATTLESITES
  • 17) EFFECTIVE PRIORITY
  • 18) INFINITE LOOP RULE
  • 19) DURATION RULE
  • 20) Errata Summary
  • DZ [ALL]: Nightcrawler – Trick Transport; is now to be considered a 'One–Per–Deck' [OPD] that can be utilized to attack or defend. [NEW TOURNAMENT RULING]
  • HQ [ALL]: Mr Fantastic – Inventive Genius; & all similar cards are considered to be OPD. [OFFICIAL]
  • Beyonder's – Inherent Ability should read; 'Counts as 28 points for Tournament Deckbuilding. Power Grid is equal to highest value of all active teammates. May play any teammate's special cards. May not play any OPD special cards.' [OFFICIAL]
  • BG: Maverick – Freelance Spy should read; Team gains +2 to all actions for remainder of battle.' [OFFICIAL]
  • Onslaught's Citadel – Inherent Ability should read; Team may only draw 7 cards during the draw phase if opponent is playing 'Assault on Onslaught' mission set. [NEW TOURNAMENT RULING]
  • LN: Marauders – Vertigo; is now considered to be a OPD, that can be played as written and may be used defensively. [NEW TOURNAMENT RULING]
  • BE [ALL]: Sabretooth – Blood Hunt; is now considered to stay in effect for the remainder of game. As well; this card can be played as a defensively to an opponent conceding the battle [NEW TOURNAMENT RULING]
  • CO: Any Hero – Devourer of Worlds should read; Play during battle. Opponent cannot use Activator cards for remainder of game or until this Special has 4 Activator cards played against it. Up to 4 Activator cards can be combined as an action. This Special may not be negated. [NEW TOURNAMENT RULING]
  • BY: Any Hero – Power Leech should read; Play on Target Character as an Attack [Specify an Icon]. If successful, opponent must immediately Discard 4 cards of opponent's choice with icon of Leech's choice currently placed or in hand. [NEW TOURNAMENT RULING]
  • Artifact – Image Inducer should read; Play during battle, Teammate may discard 2 cards from top of Draw Pile to Dead Pile to move any attack made on any Front Line Character onto Character with Image Inducer. Character may defend. [NEW TOURNAMENT RULING]
  • HK: Jubilee – Wisecrack should read; Target Opponent must make as many attacks as possible. Jubilee's team may defend. [NEW TOURNAMENT RULING]
  • FD: Wolverine – Standoff should read; Only Wolverine and Target Opponent may attack, be attacked or defend this battle. Neither player may concede this battle. [NEW TOURNAMENT RULING]
  • FD [ALL]: Adam Warlock – Soul Gem should read; Only Adam Warlock and Target Opponent may attack, be attacked or defend this battle. [NEW TOURNAMENT RULING]