How to play marvel overpower card game

how to play marvel overpower card game

Game Information

Mar 23,  · 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 here – 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. 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!

In addition to the official rules listed below, you can view the updated tournament meta rules by clicking below:. Welcome to the OverPower How to play marvel overpower card game. Welcome to OverPower, the ultimate super-hero fantasy card game. Everything you need to play your first game, or your one-hundred-and-first how to divide a bedroom into two rooms, of OverPower is included here — 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.

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. 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 Typeand the Value.

The Power Type is represented by an icon found in the upper left, and lower right corner of the card. 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 What is there to do in charles town wv 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. The Power Grid appears on what are mortgage rates going to do next week right side of the card and consists of four icons representing the four Power Typesand a Rating for each.

This Rating determines what Power Cards may be used by that Character. 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.

This code is used as an optional 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. 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 how to think like a psychologist critical thinking in psychology Rating on his Power Grid of the appropriate Power Type that is equal to or greater than the Value required to use the card.

This means that a Character must have a Rating of 8 in Energy on his Power Grid in order to use the card. A Basic Universe card may only be used once, and is then discarded. 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. A Training card may only be used once, and is then discarded. 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.

Therefore, if a player were to have only one Character remaining, he would not be able to use Teamwork cards.

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. 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.

The Power card that is combined with the Tactic card must be of the specific Power Type asked for on the card. 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.

See Building Your Deck. Artifacts: 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 what foods to eat to grow your hair faster 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.

This indicates what Value in which appropriate Power Type that the 2nd Front Line Character must have in order to use the 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.

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.

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 and with all the same rules regarding duplication and playability.

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 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. 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. 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.

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. See Figure 1. Next, take the Location card that you will be using as your Home Base and put it face up directly behind the Reserve Character SeeHome Base If you are using what is fda 21 cfr part 11 Location card: take the Location card you will be using as your Battlesite and put it face up directly beside, and to the right, of your Front Line See Battlesite.

Note: Location cards are optional. It is not a required you have a Home Base, Battlesite — or both — in your deck. 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 Packlocated 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 Pilelocated to the left of 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 Pilelocated to the left of the Draw 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 lost move into the Defeated Missions Pilelocated directly beneath the Reserve Missions Pile. At the beginning of the game, all Mission cards will be in the Reserve Missions Pile.

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

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Mar 25,  · Click above for a brief description about what Overpower is all about. RULES. Click above for a listing of all standard and meta rules for the game CHECKLIST. Click above for a link to a listing of every card associated with the game. THE CARDS. Click above for a link to a listing describing each type of card, along with example pictures. HISTORY. This defunct CCG is primarily based on characters from Marvel comics, with DC and Image comics represented in later expansions. Each player has a team of 4 characters, each rated in 3 or 4 skill types. At the beginning of each hand, each player makes a wager of some of their 7 mission cards based on how confident they are that they can "win" the hand by causing the most damage/10(). Marvel Interactive only produced two sets, Image and X-Men, both of which were fraught with delays and printing difficulties. After X-Men CCG was released in , Overpower enjoyed no more official support. Eventually, Marvel decided to sell the exclusive rights to produce a collectible card game based on Marvel characters to Wizards of the Coast.

Unlike most other collectible card games of the mids, OverPower was very distinct strategically and structurally different from Magic: The Gathering. Overpower was produced by Fleer from the game's beginnings in the middle of until October , when Fleer decided to end production in favor of its other products.

Marvel Interactive only produced two sets, Image and X-Men, both of which were fraught with delays and printing difficulties [ citation needed ]. After X-Men was released in , Overpower enjoyed no more official support [ citation needed ]. Eventually, Marvel decided to sell the exclusive rights to produce a collectible card game based on Marvel characters to Wizards of the Coast.

Though fans kept playing the game, its popularity started to die off around , when it had become increasingly clear through Marvel Interactive and Wizards of the Coast press releases that Overpower would no longer be supported. The game did not sell well [ citation needed ] , and ultimately the license ended up in the hands of Upperdeck. The rest of the deck consists of fifty-one cards representing offensive and defensive actions that can be taken by the characters or their allies.

Each player also chooses a set of 7 mission cards, that represent their team's goals. The goal of the game is to either KO the opponent's entire team, or to complete all 7 mission cards or defeat all 7 of the opponent's. Players take turns playing attacks back and forth.

During a battle, characters may become hurt, and if they are hurt enough, they may be KO'd and eliminated. In addition, each team ventures a number of mission cards, and the winner of the battle completes those missions, while the loser's missions are defeated.

If neither team concedes, the team that did more damage to the other is the winner. Each character card has a picture of the character or characters it represents, the name, and three or four numbers representing their power grid.

In the initial game and its first few expansions, the only power grids were Energy, Fighting, and Strength, but in the DC Overpower Expansion Set, Intellect was introduced as the fourth type; it was needed for some of the DC characters, like Lex Luthor , whose main advantage was not their fighting or strength, or their powerful weaponry, but rather their ability to outwit their opponents.

Characters are normally used only to represent the team a player is using, but they are also used as activators. A player's team consists of four characters: three on the front line, and one in reserve, who moves up to the front only when one of the other characters is KO'd. Power cards can be used as an attack of the level of the number, or as a defense of the level of the number.

A character can play a power card whenever their grid is high enough. For instance, a character with 6 energy could play any energy power card from , but couldn't play 7s or 8s. This requirement is the same on attack or defense. Multipower power cards can be used in any of the types shown either all four, or just Energy, Fighting, or Strength ; their type may be chosen as they are played. Special cards each show the name of a particular character, and have a name and a description.

Special cards can only be used by the character named on it. Specials serve a variety of purposes; some are attacks only, others can be used for defense only, while others affect the game in other ways, for instance healing hits that heroes have taken, or affecting missions directly, or interfering with the opponent's ability to play attacks. Some special cards are 'any hero' or 'any character' specials, and can be used by any character. Each character has their own unique set of specials.

Some characters' specials are very straightforward attack or defense, while others have much more unusual abilities; this is how the unique character of the various superheroes and supervillains is shown in the game.

Universe cards come in a few categories, but generally are usable by any character that meets the usage requirement. The most popular type of universe cards are teamwork cards, which themselves count as a level 6 attack, and give a bonus to a follow up attack made by a teammate in a different power type than the original attack; this is popular because a level 6 attack is a relatively powerful attack, and the ability to make multiple attacks in a row is benefit.

These cards are seen much more rarely. Some tactic cards are doubleshot cards which lets two characters work together for a combined attack. The others are artifact cards, which either permanently or temporarily provide a benefit to one of the team members, such as enhancing their power grid. Event cards are not used in battle. Rather, event cards are played before a battle and then replaced; events can affect the coming battle or the state of the game in many ways, for instance, returning a KO'd character to play, disallowing the use of specials for the battle, etc.

Each set of 7 mission cards comes with its own set of events. Locations have a name and describe a set of conditions for a team; usually, a list of six characters that can be used.

In addition, they have an 'inherent ability' -- something that modifies the way the game is played. Locations can be used in two ways: either as a homebase or as a battlesite. When used as a homebase, one's team must match the team description, and the inherent ability applies to the game.

Instead of those specials, the deck may include character cards, called activators that appear on the list in the battlesite, and the battlesite itself may store specials those characters can play. A character card played as an activator is exchanged for one of that character's specials in the battlesite, which is then used like an 'any hero' special. Generally, the two players take turns attacking until one gives up or until both players are out of cards for the turn. Most attacks are numerical attacks, such as a power card attack against a character.

Once an attack is made, the target has the opportunity to defend. A numerical defense can be played if the number played in defense is at least as big as the attack level so a power card can be defended by any power card of equal or higher value, but type is unimportant. Cards other than power cards can also be used in defense; some universe cards can be used to provide a bonus to another defensive card, and specials can often defend against an attack.

In some cases, specials that set up a lasting effect for example "Hulk cannot attack or be attacked for remainder of battle" can be played as a defense. If a numerical attack isn't defended, it becomes a hit and immediately counts as damage. Most numerical attacks are energy, fighting, strength, or intellect attacks, but some are multiple types, and some have no type. Characters are KO'd in one of two ways. Cumulative KO occurs when a character has taken 20 total damage, regardless of how many attacks or what types they are.

Spectrum KO occurs when a character has taken damage in three of the four different power types: multi-type hits can be changed retroactively in order to make spectrum KO occur. Some attacks are non-numerical for instance, specials that say "Target opponent cannot attack for remainder of battle". Such attacks can generally only be defended by specials; if they are not defended they do no damage, but instead the described effect takes place.

If they are defended, nothing happens. If a player doesn't wish to make an attack, they have the option of conceding the battle instead. If they don't concede, their opponent will get a chance to attack them next.

Each battle consists of several phases: first, each player draws 8 cards. Then, each player discards duplicate cards until they have only one of each type. What is considered the same for duplicate purposes varies among the card types. For instance, two power cards are considered duplicates if they have the same number, even without the same type, whereas two special cards are only duplicates if they are exactly the same special. Players also discard unusable cards. Next, players take turns 'placing' cards.

Cards, generally, can be placed on a character that can use them. Placed cards can only be played by the character they are placed on. The advantage to this is that placed cards that are unused at the end of a battle remain where they are, whereas unused cards in a player's hand are discarded.

Each character may have one of each of the four types of cards placed on it: power cards, specials, universe cards, or tactic cards. After placing, the players decide on their venture —how many missions they are willing to risk on the battle. Then, the battle itself takes place. After the winner is determined, the next battle begins. Some of the interesting aspects of strategy in Overpower are the following.

First of all, specials are often more powerful than other cards but they have the disadvantage that only one character can use them. It is critical not to make a deck too overloaded with one character's specials unless that character can be defended very well; otherwise, the deck would be badly crippled once that character is KO'd. Teams typically share certain power grid similarities, especially high ones. For instance, a team may consist of various characters with 7 or higher Energy ratings.

This way, high-level power cards can be energy and usable by all characters. Another key tactic in OverPower is the idea of placing and conceding: the idea is to take some time to heavily arm your team. Your opponent may gain a mission or two but you may get a significant advantage in the battles that follow. However, placing also reveals more information to your opponent about the cards you have available to use for the round.

Many characters have specials that allow them to avoid an attack; this creates an interesting incentive to attack other characters. Similarly, some characters have specials that allow a teammate to avoid an attack. This also creates great opportunities for bluffing; you may play a dangerous character that has an avoid special, but not actually play any, yet act like you might have one.

Indeed, having a good poker face, and bluffing often, are very useful skills in Overpower. Besides the expansion sets, many Overpower cards were released as special promotions. The original Any Hero specials, by example, were comic book inserts in various Marvel comic books released in October Most promotional cards were never released in any expansion set, but some were reprinted in Mission Control and Monumental OverPower , but with different artwork.

Promotional cards were considered legal to use in tournament decks. A list of all existing promotional cards follows:. Steve Faragher reviewed Marvel Overpower for Arcane magazine, rating it a 7 out of 10 overall. From Wikipedia, the free encyclopedia. This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources.

Unsourced material may be challenged and removed. Main article: List of OverPower card sets. Retrieved February Archived from the original on Retrieved



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