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#41
Custom Cards / DC Teen Titans/Young Justice
Last post by fennshysa - December 11, 2023, 08:34:03 PM
Then I did a Teen Titans Young Justice set. Most of this is new. I think i've only posted the Wonder Girl and a few other before.

Google Drive Link: https://drive.google.com/drive/folders/1BDTdozMFMBR0nobeOoDPGn_B2uDwioIU?usp=drive_link

Arrowette      4-6-2-4   16   

Arsenal      4-7-4-4   19   
Arsenal's level 2 Power cards are +3 to attack. May keep duplicate level 2 Fighting Power cards while "Quiver" on table. May be on a team with Titan's Tower as Homebase.

Beast Boy      3-6-5-4   18   
MultiPower Power cards are +2 when used to attack.

Blackfire      7-5-5-4   21   
Power cards are +1 to attack vs any Character with an Energy Grid of 6-8.

Cyborg      6-4-6-6   22   
Counts as 19 points to Tournament Deckbuilding.

Donna Troy      3-7-7-3   20   

Dove      5-6-5-5   21   
Counts as 16 points to Tournament Deckbuilding if on a team with Hawk.

Hawk      3-6-6-3   18   
Counts as 16 points to Tournament Deckbuilding if on a team with Dove.

Lobo   Li'L Lobo   1-6-7-5   19   
May be on a team with Happy Harbor as Homebase.

Raven      8-2-5-4   19   

Red Tornado      7-3-6-3   19   
May be on a team with Happy Harbor as Homebase.

Secret      7-3-2-4  16
May not be Spectrum or Cummulative KO'd by Strength Power cards.
   
Starfire      7-5-5-3   20   
+1 to defense vs any attack with an Energy Icon.

Teen Titans Go!      5-5-3-2   15   
May not be Spectrum or Cumulative KO'd with Power cards. Ratings Rivals! May not be on a team with X-Babies.

Tempest      7-4-6-3   20   
May be on a team with Titans Tower as Homebase.

Terra      7-4-2-4   17   
Terra's attacks with Power cards made against Opponent's Battlesite count toward Venture Total.

Wonder Girl      3-6-6-5   20   
May play any Intellect Teamwork cards.

#42
Custom Cards / Re: DC Gotham Knights
Last post by fennshysa - December 11, 2023, 08:24:16 PM
Locations and Aspects

Bludhaven   
Batgirl   
Black Mask   
Blockbuster   
Nightwing   
Robin   
Tarantula   
For every Value of 2 or less on Character's Power Grid, that Character may not be Spectrum KO'd by that Power Type.

Gotham Clock Tower   
Batgirl   
Black Canary   
Huntress   
Oracle   
Power Girl   
Spoiler   
Gotham Clock Tower team's Intellect Power cards are +1 to attack.

Gotham Underground   
Killer Croc   
Penguin   
Bane   
Two-Face   
Hush   
Riddler   
Gotham Underground Team's Power Cards are an additional +2 to Venture Total when they Hit.

Gotham: No Man's Land   
Oracle   
Huntress   
Comm Gordon   
Two-Face   
Batgirl   
Poison Ivy   
Gotham: No Man's Land team may choose 1 card from Power Pack and shuffle it into Draw Pile after discard phase. If used as a Battlesite attacks targeting Gotham: No Man's Land are -2.

Eh Alth' Eban   
Bane   
Batgirl   
Bronze Tiger   
Lady Shiva   
Ra's Al Ghul   
Talia Al Ghul   
Eh Alth' Eban's team's attacks made with Fighting Power cards may not be moved or shifted from Target Character.

Gotham Clock Tower   Information Network   
Opponent must reveal the first 2 cards that they Draw at the beginning of each Round for remainder of game.

Gotham Underground   
Unholy Alliance   Sort through Power Pack card by card. Put the first 3 cards with Intellect icons in Hand. May keep duplicates. Reshuffle Power Pack.

Gotham: No Man's Land   Military Blockade   
Play during battle. Next battle, opponent draws 1 less card than normal for their opening Hand and may not draw any more cards for remainder of battle.

Bludhaven   Rampant Corruption   
Play on your character. For remainder of game, if Opponent draws cards during battle, Target character may draw an equal number from Draw Pile. Target character must show drawn cards. May not keep duplicates.

Eth Alth' Eban   Minions   
Play during battle on any of Eth Alth' Eban's Front Line Characters. At end of battle, no Hits are added to Character's Permanent Record. Discard at end of battle. Does not affect Venture total.
#43
Custom Cards / Re: DC Gotham Knights
Last post by fennshysa - December 11, 2023, 08:21:03 PM
Second part.....


Mad Hatter    Compulsory Attendance   
Play with any Power card usable by Mad Hatter. Opponent must discard one or more cards whose combined Value is equal to or greater than twice the Value of Mad Hatter's card. Cards may be Placed or in Hand.

Mad Hatter    Insane Tea Party   
Acts as a level 6 Intellect attack. If successful, Opponent must discard from Hand until both players have an equal number of cards in Hand. Opponent's choice.

Mad Hatter    Mental Domination   
Acts as a level 5 Energy attack. If successful, may immediately make an additional attack against target's teammate using any card placed to target.

Mad Hatter    Mind-Control Hat   
Target Character must immediately make 1 attack against any Front Line teammate. Teammate may defend.

Mad Hatter    Malicious Millinery   
Mad Hatter's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.

Mad Hatter    Wonderland Gang   
Avoid 1 attack. May not be attacked for remainder of battle.

Man-Bat    Animal Regression   
For remainder of battle, Man-Bat's Energy and Strength actions are +2, Fighting and Intellect actions are -2.

Man-Bat    Cloud Of Bats   
Acts as a level 3 Energy attack, can only be defended by a defensive Special card.

Man-Bat    Echolocation   
For the remainder of game; anytime opponent draws cards from their Draw Pile they must reveal the first card drawn and no face-down attacks may be played against Man-Bat.

Man-Bat    Off To Roost   
Target character may not attack Man-Bat for remainder of battle unless he attacks him first.

Man-Bat    Sharp Claws   
Acts as a level 4 Fighting or Strength attack. Attack is not affected by Special cards already in play.

Man-Bat    Frightning Flight   
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.

Mr Freeze    Cryogenic Suspension   
Target Teammate moves into Reserve for remainder of battle.

Mr Freeze    Freeze Ray   
Acts as a level 5 Energy attack. If successful, opponent may not draw any cards for remainder of battle.

Mr Freeze    Frostbite   
Add 3 to Venture Total for this batttle, +1 for each Mr Freeze Special in opponent's Hit's to Current Battle and Permanent Record.

Mr Freeze    Shatters On Impact   
All Energy Power Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.

Mr Freeze    Ice Prison   
Acts as a level 6 Fighting attack. If successful, Target Character may not play Special cards for remainder of battle.

Mr Freeze    Sub-Zero   
Acts as a level 9 Energy or Fighting attack.

Nightwing    Shadow Of The Bat   
Acts a level 3 Intellect attack. If attack is defended, Nightwing may draw 1 card from top of Draw Pile. Discard duplicates.

Oracle    Birds Of Prey   
Acts as a level 4 Fighting attack, may be played from Reserve. If successful, Oracle may continue to attack while in Reserve.

Oracle    Shadow Of The Bat   
Oracle's Team's attacks with an Intellect icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.

Oracle    Oracle Connection   
Teammate may avoid 1 attack of 9 or less. May be played while Oracle is in Reserve.

Oracle    Oracle's Agents   
Choose 1 Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

Oracle    Loyal Partner   
Acts as a level 5 Energy attack. If successful, Oracle may sort through Opponent's Battlesite and discard any 2 Special cards. May be played from Reserve.

Oracle    Still Got Skills   
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.

Penguin    Bad For Business   
Play on your turn to Concede battle. Penguin's Mission cards Ventured this battle return to pile Ventured from. Opponent's Mission cards advance as normal.

Poison Ivy    Respect The Green   
Remove 1 Hit from Poison Ivy's Battlesite.

Riddler    Strategic Manipulations   
Avoid 1 attack. May not be attacked for remainder of battle.

Robin    Shadow Of The Bat   
Acts as a level 7 Intellect attack. If successful, target hero may not use cards with an Intellect icon for remainder of battle.

Scarecrow    Fear Toxin   
Acts as a level 4 Energy attack. If successful, Target Character may not attack for remainder of battle.

Scarecrow    Paralyzing Fear   
Target Character may not attack for remainder of battle.

Scarecrow    Scarebeast   
Scarecrow's Strength Rating increases to 7 for remainder of game.

Scarecrow    Stuff Of Nightmares   
Move all of target opponent's Hits from Permanent Record into Hits from Current Battle. Affects Venture Total.

Scarecrow    Super Toxin   
Acts as a level 7 Energy attack. If successful, Target Character may not attack for remainder of battle.

Scarecrow    Your Worst Fears   
Play during battle as an attack. Target Character must discard 1 card for each Hit currently in his Hits to Current Battle and Permanent Record. Cards may be Placed or in Hand.

Spoiler    Batman & Robin   
Batman's "Batarang", Robin's "Loyal Partner" and Spoiler's "Grappling Hook" become Any Character Specials for remainder of game. Spoiler's Hits to K.O. number is increased by 5 points for remainder of game.

Spoiler    Dynamic Duo   
Acts as a level 4 Fighting attack. Teammate may combine with 1 Intellect card for a single attack.

Spoiler    Evasion Tactics   
Play when Spoiler defends with a Power card. Power card is +3 for defense and is returned to Hand after attack is resolved.

Spoiler    Grappling Hook   
Choose 1 Spoiler Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. Spoiler's Fighting Power cards are +2 for remainder of battle.

Spoiler    Inside Information   
Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.

Spoiler    Trained By The Best   
Spoiler gains +1 to defense for remainder of game. You may immediately choose 1 Universe: Training card from Draw Pile or Dead Pile and place in hand. May not be a duplicate. Reshuffle Draw Pile.

Talia Al Ghul    Assassinate   
All Any-Power cards on Target Character's Permanent Record become Strength cards for remainder of game.

Talia Al Ghul    Daughter Of The Demon   
Acts as a level 4 Energy attack. May make 1 additional attack.

Talia Al Ghul    Deadly Woman   
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.

Talia Al Ghul    Lazarus Pit   
Talia Al Ghul may remove all hits with icon of Talia Al Ghul's choice from teammate's or her Permanent Record.

Talia Al Ghul    The League   
Play during battle. For remainder of game, all Fighting bonuses from Teamwork cards are doubled.

Talia Al Ghul    Sword Master   
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

Tarantula    Acrobatics   
Tarantula or teammate may avoid 1 attack made with a Universe card. Tarantula may draw 1 card from the top of the Draw Pile. Discard duplicates.

Tarantula    Blades   
Acts as a level 3 Fighting attack. May make 2 additional attacks at +2. Bonus not applied to damage, or Venture Total.

Tarantula    Bullets   
Acts as a level 4 Strength attack. If Target Character is K.O.'d by this Hit, Tarantula may move 1 Mission card from the Defeated Pile to the Completed Pile.

Tarantula    FBI Training   
Shuffle your Power Pack. Draw cards til you have 2 cards playable by Tarantula. Add those 2 cards to your Venture Total for this battle. Reshuffle cards into Power Pack.

Tarantula    Poison Dart   
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Energy Hit. Hit goes on Target Character's Permanent Record. Does not count toward Venture Total.

Tarantula    Suction Gloves   
Only attacks made with Universe cards may be played against Tarantula for remainder of battle.

Two-Face Forewarned Is Forearmed
Avoid 1 attack with more than 1 icon. Two-Face may draw 1 card from the top of the Draw Pile. Discard duplicates.

Zsasz    Hitman   
Discard 1 Intellect Power card usable by Zsasz. Zsasz is +2 to all Power card attacks against Target Character for remainder of game.

Zsasz    Knives Out   
Choose 2 Basic Universe cards from Draw Pile (or Dead Pile) and place in hand. Reshuffle Draw Pile. Sort through Power Pack card by card. Put the first 2 cards with Fighting icons in Hand. May keep duplicates. Reshuffle Power Pack.

Zsasz    Liberating The Zombies   
Acts as a level 4 Strength attack. If Target Character is K.O.'d by this Hit, Zsasz may move 1 Mission card from the Defeated Pile to the Completed Pile.

Zsasz    Serial Killer   
Acts as a level 5 Fighting attack, +1 for each Character K.O.'d this game.

Zsasz    Tally Marks   
Add 5 to Venture total for this battle, +1 for each Character K.O.'d this game.

Zsasz    Next Target   
Play during battle on Target Character. When Target Character is KO'd, Zsasz is +5 to Venture Total. Draw 2 Cards from Draw Pile if KO'd by Zsasz. May keep duplicates.
#44
Custom Cards / DC Gotham Knights
Last post by fennshysa - December 11, 2023, 08:06:52 PM
The 2nd breakout of my DC stuff was all the Batman themed cards. I had done Oracle and Batgirl years ago. I polished em up here and added a lot more. There are proxies for the Batman Holo cards, a couple new variants and a mission/event set for No Man's Land.

Google Drive link:
https://drive.google.com/drive/folders/10uzIrZTcPFDg9DcrSa9lkYMHXaEM1I2q?usp=drive_link

Azrael: The Batman    4-8-5-3    20   
May place and play Batman's "Shadow Of The Bat" and "Dark Knight" Specials. May not be on a team with Batman.

Batgirl        2-8-3-4    17
   
Batman:Avenger    4-8-4-4    20   
Batman's MultiPower cards are +1 vs. any Character with a Villain code.

Batman:Detective    4-4-4-8    20   
Batman may play Comm. Gordon & G.C.P.D. "Sting Operation" Special.

Black Mask        2-6-3-6    17   
Black Mask's team is +1 to Venture Total for each Special card in opponent's Hit's From Current Battle. May be included on a team with Gotham Underground as a homebase.

Blockbuster        1-4-7-6    18
   
Catwoman:Whiplash    3-7-3-4    17   
Catwoman's Fighting Power cards are +1 vs. any Character with a Hero code.

Clayface        4-4-7-2    17   
May only be Spectrum KO'd by four Power Types.

Comm. James Gordon        5-6-4-5    20   
Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle.

Firefly        7-3-3-3    16   
Firefly's Special cards use to attack a battlesite count toward Venture Total.

Harley Quinn        2-6-3-6    17
   
Huntress:Batgirl    4-6-3-6    19   
Team is +2 to Venture Total per battle, +4 if No Man's Land is your Mission.

Hush        2-6-4-7    19   

Lady Shiva        2-8-3-4    17   

Mad Hatter        6-3-2-6    17   
Opponent's characters may not remove cards with an Intellect icon from their Permanent Record or Hits to Current Battle. May be on a team with Arkham Asylum as homebase.

Man-Bat        3-5-6-2    16   
Man-Bat may combine Fighting Power cards with Strength Power cards to defend. While Echolocation in play, Man-Bat may look at the top and bottom cards of the Draw Pile and return or switch them, once per battle.

Mr Freeze        7-2-5-6    20
   
Oracle        2-5-2-7    16   
If Oracle's Homebase is Gotham Clocktower she may play Oracle's Agents from Reserve.

Ra's Al Ghul:Sword Master    4-7-4-5    20   
Basic Universe cards are an additional +1 when used by Ra's Al Ghul.

Scarecrow        5-2-2-7    16   
May discard "Scarebeast" Special from play to Dead Pile to draw up to 3 Intellect Power cards from Powerpack, may not be duplicates.

Spoiler        2-5-3-6    16   
Once per battle, Spoiler may draw 1 card after playing a Universe: Training card. May keep duplicates.

Talia Al Ghul        2-7-3-6    18   

Tarantula        3-7-3-3    16   
Once per battle, may discard a Multipower Power card to subtract the value from opponent's Venture Total

Two-Face:Crime Boss    6-3-3-6    18   
Two-Face may play "Flip of the Coin" from Reserve.

Zsasz        1-7-3-5    16   
Zsasz may draw 1 card from Draw Pile when opponent's character is K.O.'d.

Azrael    Shadow Of The Bat   
Acts as a level 6 Intellect attack. If successful, opponent must discard one Tactic card. Card may be placed or in play.

Bane    Gatling Gun   
Acts as a level 4 Energy attack. May make 1 additional attack.

Bane    Vicious Offensive   
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.

Batgirl    1st Language   
Acts as a level 10 Fighting attack.

Batgirl    Deflecting Blows   
Remove 1 Hit from Batgirl's Hits to Current Battle. Batgirl may make 1 attack with any card, usable by Batgirl and in Hand, of equal or less Value than removed Hit.

Batgirl    Punctuation   
Acts as a level 6 Strength attack, cannot be defended by a card with an Energy icon.

Batgirl    Speaking Loud   
Acts as a level 6 Fighting attack, +2 if made against a Character with a Fighting Power Grid of 7 or 8.

Batgirl    Shadow Of The Bat   
Play during battle. For remainder of game, any Fighting attack made by Batgirl may not be moved from Target Character.

Batgirl    Silent Vigil   
Teammate may avoid 1 attack of 9 or less.

Batman    Master Planner   
Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit.

Batman    Shadow Of The Bat   
Opponent's team is -2 to all actions for remainder of battle.

Black Mask    False Face Society   
Acts as a level 4 Strength attack. May make 1 additional attack.

Black Mask    Fit Of Pique   
Only Black Mask and Target Character may attack, be attacked, or defend this battle.

Black Mask    Masquerade   
Acts as a level 6 Intellect attack. If successful, Opponent must reveal all cards playable by Target Character and play them open handed for remainder of battle.

Black Mask    Sadist   
Move all of Target Character's Hits from Permanent Record into Hits from Current Battle. Affects Venture total.

Black Mask    Trim The Fat   
KO any one of Black Mask's teammates. All of teammate's Hits from Current Battle are discarded and do not get added to Venture Total for this battle.

Black Mask    Underworld Power Play   
Acts as a level 6 Intellect attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Black Mask may use it. If drawn card is not an attack, discard it to the Dead Pile.

Blockbuster    180° Of Torque   
Acts as a level 5 Fighting attack. If successful, when target character is K.O.'d they are placed out of play and may never be returned to play.

Blockbuster    Anger Issues   
Acts as a level 9 Strength attack. If successful, Blockbuster or Blockbuster's teammates may not defend Blockbuster with Special cards for remainder of game.

Blockbuster    Disposable Flunkies   
All attacks made on Blockbuster are made on target teammate until teammate is KO'd. Teammate may defend.

Blockbuster    Massive Menace   
Add 3 to Venture Total for this battle, +1 for each of Blockbuster's Specials in opponent's Hit's to Current Battle and Permanent Record.

Blockbuster    Personal Attention   
Play when opponent concedes battle. Opponent may not concede battle.

Blockbuster    Roid Rage   
Acts as a level 6 Strength Attack. If not successful Blockbuster may make as many Power and Special card attacks as possible. Opponent may defend.

Catwoman    Shadow Of The Bat   
Acts as a level 5 Energy or Intellect attack. May not be defended by a card from a Battlesite.

Clayface    Assumed Form   
Clayface may switch entire Permanent Record with any Front Line teammate.

Clayface    Ball And Hammer   
Acts as a level 9 Fighting or Strength attack.

Clayface    Gaining Ground   
Target Battlesite must discard 1 Placed card chosen at random. If discarded card has a numerical attack value, it is added to Clayface's Hits To K.O. number for remainder of game.

Clayface    Mallebable Muck   
Clayface may avoid any numerical attack.

Clayface    Rebuild Body   
Remove 1 Hit from Clayface's Hits to Current Battle. Clayface may make 1 attack with any card, usable by Clayface and in Hand, of equal or less Value than removed Hit.

Clayface    Sucking Mudpit   
Acts as a level 5 Fighting attack. If successful, Clayface and target character may not attack for remainder of battle.

Comm. Gordon & The G.C.P.D.    Renee Montoya   
Acts as a level 7 Intellect attack. If successful, opponent must move 1 Mission card from the Completed Missions Pile to the Reserve Missions Pile.

Firefly    Flame-Retardant Suit   
Avoid 1 attack with an Energy icon. Firefly is +2 to defense for remainder of battle.

Firefly    Flash Point   
Acts as a level 6 Energy attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in hand.

Firefly    Flame Thrower   
Acts as a level 4 Energy attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.

Firefly    Napalm   
Acts as a level 4 Energy attack. If successful, this hit may never be removed or switched to another character.

Firefly    Pyromaniac   
Firefly's Team's attacks with a Energy icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.

Firefly    Pyrotechnics Expert   
Firefly's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.

Harley Quinn    Bud & Lou   
Acts as a level 4 Fighting attack. May make 1 additional attack.

Harley Quinn    I'm Not Listening   
Harley Quinn and Target Character may not attack for remainder of battle.

Harley Quinn    Just A Lil' Off The Top   
Opponent must discard top 5 cards from Draw Pile into Dead Pile.

Harley Quinn    No Shame In Running   
Avoid 1 attack. May not be attacked for remainder of battle.

Harley Quinn    Pop Gun   
Acts as a level 0 Energy or Fighting attack. May only be defended by a Special card.

Harley Quinn    Puddin'   
Harley Quinn may Place and play any Joker Special cards for remainder of game. Choose one Joker Special from Draw Pile or Dead Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile and Dead Pile.

Harley Quinn    Ridiculously Large Hammer   
Acts as a level 7 Strength attack. If successful, Target Character must immediately discard 1 placed card.

Huntress    Crash The Party   
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.

Huntress    Shadow Of The Bat
Target Character gains +1 to defense for remainder of game.

Hush    Breaking Their Morale   
Acts as a level 5 Intellect attack. If successful, target character is -1 to defense for remainder of game.

Hush    Collaborative Scheme   
Play during battle. For remainder of game, all Intellect bonuses from Teamwork cards are doubled.

Hush    In The Background   
Acts as a level 6 Intellect attack, may be made while Hush is in Reserve.

Hush    Pushing Buttons   
All Intellect Power Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.

Hush    Selfish SOB   
Discard all cards not usable by Hush from hand. Replace with same number of cards from Draw Pile. May keep duplicates.

Hush    Strike And Fade   
Acts as a level 4 Strength attack. If successful, Hush may not attack or be attacked for remainder of battle.

Joker    Joker and Harley   
The Joker may Place and play any Harley Quinn Special cards for remainder of game. Choose one Harley Quinn Special from Draw Pile or Dead Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile and Dead Pile.

Killer Croc    Ambush   
Killer Croc may play Power card attacks face down for remainder of battle. Opponent must guess defense.

Lady Shiva    Counterattack   
Avoid 1 Attack. Opponent must discard 1 card from Hand. Opponents choice.

Lady Shiva    Deadly Assassin   
Acts as a level 8 Energy, Strength, Fighting or Intellect attack.

Lady Shiva    Deathmatch   
Only Lady Shiva and Target Character may attack, be attacked or defend this battle. Neither player may concede this battle.

Lady Shiva    Leopard Blow   
Acts as a level 5 Any-Power attack. If successful, Target Character may be KO'd using normal KO rules, regardless of Inherent Abilities or other Special cards, for remainder of battle.

Lady Shiva    Precise Kick   
Acts as a level 6 Strength attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be placed or in hand.

Lady Shiva    Sensei   
Target teammate's Fighting Power cards are +1 for remainder of game.
#45
Custom Cards / Re: DC3 Universal Forces
Last post by fennshysa - December 11, 2023, 07:00:33 PM
Here are the locations and Aspects

Arkham Asylum
Joker   
Harley Quinn   
Scarecrow   
Two-Face   
Poison Ivy   
Riddler   
All of Opponent's Universe Teamwork card bonuses are +0.

Batcave   
Azrael   
Batgirl   
Batman   
Nightwing   
Robin   
Spoiler   
Batcave team may include 3 Oracle Special cards in their deck that may be played as "Any Character" Specials.

DC Universe   
Any tournament legal team, using normal deck building rules.                        Opponent's Team is -1 to Venture Total per Battle.

Gotham City   
Batman   
Robin   
Oracle   
Comm Gordon   
Huntress   
Catwoman   
"Shadow Of The Bat" Special cards may be played by any Gotham character.

JLI Embassy   
Blue Beetle   
Booster Gold   
Captain Atom   
Fire & Ice   
Guy Gardner   
Martian Manhunter   
JLI Embassy team is +3 to Venture Total per battle and  Reserve Character may enter battle immediately upon KO of Front Line Character.

Keystone City   
The Flash   
Grodd   
Impulse   
Jay Garrick   
The Rogues   
The Shade   
Keystone City Team's Energy power cards are +1 to defense.

Metropolis   
Booster Gold   
Lex Luthor   
Metropolis SCU   
Steel   
Supergirl   
Superman   
Metropolis Team's Special Cards are an additional +1 to Venture Total when they Hit.

STAR Labs   
Captain Atom   
Cyborg   
Doom Patrol   
Firestorm   
Flash   
Steel   
If opponent has any Artifact or Aspect cards in hand after placing, they must reveal them.

Watchtower   
Batman   
Flash   
Green Lantern   
Martian Manhunter   
Superman   
Wonder Woman   
Watchtower team may not Venture more than 3 cards per battle.

Arkham Asylum   Homicidal Maniacs   
For remainder of game, Arkham Asylum team's attacks made with Power cards may not be defended by Opponent's team's Special cards already in play.

Batcave   Alfred Pennyworth   
For remainder of game, Batcave's team may use Intellect Power cards to remove 1 Hit from the Permanent Record of any Front Line Character.

DC Universe   Linear Men   
Each player is -3 to Venture Total for each Special card in play at the end of battle.

Gotham City   Gotham Knights   
Gotham team is +2 to Venture total for each "Shadow Of The Bat" Special card in play or in a character's Hit's from Current Battle and Permanent Record.


JLI Embassy   United Nations Mandate   
For remainder of game, JLI Embassy's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a MultiPower Power card. Discard if duplicate.

Metropolis   City Of Tomorrow   
Remove 1 Hit from Metropolis Team's Battlesite.

STAR Labs   Research Team   
Play with an Intellect Power card playable by S.T.A.R. Lab's team; You may duplicate the gametext of opponent's Tactic: Artifact in play while it is on table. OR Shuffle opponent's Tactic: Artifact card back into their Draw Pile.

#46
Custom Cards / Re: DC3 Universal Forces
Last post by fennshysa - December 11, 2023, 06:50:18 PM
Here are the revised cards. The characters fall into two categories. Characters from Batman/Superman where the Grids were reasonable but they didn't get an inherent. Characters where they were just weak. The Superman family, Nightwing deserving a 7 Fighting, etc...

The Special revisions were weak specials that were never used in newer sets. You never see an AC code after B/S. AR's that were 4. I just tried to buff specials to a newer version or something close, or just make it a better version of itself. (The Specials may have a few new one in this list also)

Bane        1-6-6-6    19   
May play "Enhanced Physique" and Tactic cards from Reserve.

Blue Beetle        4-6-4-6    20   
Intellect Power Grid Rating is 8 for defense. Counts as 17 Points for Tournament Deckbuilding if on a Team with Booster Gold.

Booster Gold        6-4-6-4    20   
Intellect Power cards are +3 when used for defense. Counts as 17 Points for Tournament Deckbuilding if on a Team with Blue Beetle.

Catwoman        3-6-2-6    17   
Each battle Catwoman may draw 1 card from Power Pack for opponent's first discarded duplicate Power Card. Do not discard if duplicate.

Flash        7-7-3-3    20   
Hazard        7-2-5-5    19   
Attacks made with Energy Power cards may not be moved or shifted from Target Character.

Huntress        4-6-3-6    19   
If Huntress' homebase or battlesite is "Gotham City", Huntress may play her first attack face down each battle.

Joker        4-5-2-7    18   
May move 1 Mission from the Defeated Mission Pile to the Reserve Mission Pile if a teammate is K.O.'d as a result of "Double Cross".

Killer Croc        4-5-6-1    16   
May only be Spectrum KO'd by four Power Types.

Nightwing        2-7-4-6    19   
"Parallax    8-4-4-5    21
   
Penguin        6-6-1-6    19   
May make 1 Intellect Power card attack after opponent has conceded the battle. Opponent may defend.

Poison Ivy        4-5-2-6    17    Opponent's team is -1 to Venture Total for each Poison Ivy Special targeting their characters or in character's Permanent Record or Hits From Current battle.

Riddler        3-5-3-7    18   
May place cards face-down, they do not count as duplicates of cards in Hand

Steel        5-2-6-7    20   

Superboy    7-3-6-2    18
   
Supergirl    7-4-6-3    20   

Superman    7-2-8-4    21   

Thorn        4-6-3-5    18   
Thorn's Basic Universe cards count toward Damage and Venture Total. Thorn may play any Fighting Basic Universe cards.

Two-Face        3-6-3-6    18   
If Two-Face or opponent venture's 2 cards, Two-Face may draw 2 cards. Keep 1 and return 1 to Draw Pile, reshuffle. May not keep duplicates.

Azrael    Avenging Angel   
Acts as a level 3 Strength attack, +1 for each Mission card in Azrael's Defeated Missions Pile.

Azrael    Battle Armor   
Azrael may avoid any numerical attack.

Azrael    Divine Inspiration   
For every Hit in Azrael's Permanent Record, move 1 Mission card from the Defeated Missions Pile to the Reserve Missions Pile.

Bane    Enhanced Physique   
Bane's Fighting Rating increases to 7 and hits to K.O. number is increased by 5 points for remainder of game.

Bane    Intimidation   
Target Character may not attack or play Special cards for remainder of battle.

Batman    Magnesium Flare   
Search your Draw Pile for 1 non-duplicate Ally card and draw it, reshuffle Draw Pile. Batman's team is +3 to Venture total for battle.

Batman    Master Detective   
Opponent must reveal hand and play open handed for remainder of battle.

Batman    Olympic Level Athlete   
Avoid 1 attack with a Power card. Batman may draw 1 card from the top of the Draw Pile. Discard duplicates.

Catwoman    Cat-Like Reflexes   
Catwoman may avoid any numerical attack.

Catwoman    Nine Lives   
Remove up to 2 Hits with a Fighting icon from Catwoman's Permanent Record.

Catwoman    Whip Strike   
Acts a level 3 Strength attack. If attack is defended, Catwoman may draw 1 card from top of Draw Pile. Discard duplicates.

Comm. Gordon & The G.C.P.D.   
The Bat Signal    Choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

Doomsday    Tough Hide   
Doomsday may avoid any numerical attack.

Doomsday    Unearthly Strength   
Acts as a level 12 Strength attack. If successful, Doomsday or Doomsday's teammates may not defend Doomsday with Special cards for remainder of game.

Eradicator    Self Healing   
Discard 1 Power card usable by Eradicator to remove all Hits from Eradicator's Permanent Record of equal or lesser value.

Eradicator    Vengeful Protector   
Attack made on Joker is now made on teammate of Joker's choice, who may defend. If successfuly defended, teammate may draw 1 card from the Draw Pile. Discard duplicates.

Flash    City Patrol   
Remove 1 Hit from The Flash's Battlesite.

Green Lantern    Goin' Ballistic   
Avoid 1 attack with an Strength icon. Green Lantern may draw 1 card from the top of the Draw Pile. Discard duplicates.

Huntress    Crossbow   
Acts as a level 5 Energy attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.

Joker    Double Cross   

Joker    Maniacal Genius   
Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.

Killer Croc   
Rampage    Acts as a level 6 Fighting attack. If not successful, Killer Croc may make as many Power and Special card attacks as possible. Opponent may defend.

Knockout    Killer Physique   
Avoid 1 attack with an Fighting icon. Knockout may draw 1 card from the top of the Draw Pile. Discard duplicates.

Lex Luthor    Global Resources
Discard 1 Intellect Power card usable by Lex Luthor. Show Opponent up to 5 cards usable by Lex Luthor from Hand. Draw equal number from Draw Pile. Discard duplicates.

Martian Manhunter    John Jones   
Draw 3 cards. Discard duplicates.

Martian Manhunter    Shapeshifter   
Martian Manhunter may switch entire permanent record with any front line teammate.

Metallo    Assimilate   
Play with any Basic Universe card. Metallo's Power Grid gets Bonus in that Power Type for remainder of game.

Metallo    Kryptonite Fueled Revenge   
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.

Metropolis SCU    Dan Turpin   
Acts as a level 2 Intellect attack. If successful, attacks made on Target Character may not be moved to any of Target's teammates for remainder of game.

Metropolis SCU    Maggie Sawyer   
All Metropolis S.C.U. Special cards are doubled when determining Venture total for this battle.

Mister Miracle    Alpha Effect   
Acts as a level 5 Energy card. May be used to attack or defend. May not be combined with Universe cards.

Mister Miracle    Last Second Escape   
Opponent must immediately discard all Special cards in play that affect "the remainder of the battle" or "the remainder of the Game."

Neron    Enhance Abilities   
Target Teammate's Energy, Strength or Intellect Rating increases to 7 for remainder of game.

Neron    Deal With The Devil   
Target Character may follow up a Universe: Teamwork card with any Power card, regardless of Power Type.

Nightwing    Expert Sleuth   
Acts as a level 6 Intellect attack. If successful, Opponent must reveal all cards playable by Target Character and play them open handed for remainder of battle.

Nightwing    Glider Wings   
Nightwing may avoid any numerical attack.

Orion    Dog Of War   
Acts as a level 9 Energy or Strength attack.

Orion    Unbridled Rage   
For remainder of battle, Orion's Fighting and Strength actions are +2. Intellect actions are -2.

Parallax    Entitiy Of Fear   
Target Character must discard all Placed cards and may not attack for remainder of battle.

Parallax    Living Battery   
Acts as a level 11 Energy, Fighting, or Strength attack. Parallax's Team may not attack for remainder of battle.

Parallax    Yellow Taint   
Target Character's Team is -10 to Venture total this battle.

Parasite    Energy Siphon   
Acts as a level 7 Fighting attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile.

Parasite    Kinetic Absorption   
Avoid 1 attack made with a Power card. Parasite may draw 1 card from the top of the Draw Pile. Discard duplicates.

Parasite    Life Leech   
Opponent must discard 3 cards from Hand. Cards chosen by Opponent.

Parasite    Sucking The City Dry   
Opponent must discard top 5 cards from Power Pack into Dead Pile.

Penguin    Flame Thrower Umbrella   
 Acts as a level 7 Energy attack.

Penguin    Master Planner   
Target Character's Team is -10 to Venture total this battle.

Poison Ivy    Seductress   
Acts as a level 3 Energy attack. Cannot be defended by a male hero.

Poison Ivy    Strangle Vines   
Target Character must discard all Placed cards and may not attack for remainder of battle.

Poison Ivy    Venus Flytrap   
Acts as a level 7 Strength attack.

Robin    Loyal Partner   
Acts as a level 5 Intellect attack. Teammate may play 1 additional Special card.

Steel    Exo-Skeleton   
Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Reserve must skip a battle before moving to Front Line.

Steel    Human Shield   
Acts as a level 9 Strength Power card. May only be used to defend. May defend Steel or teammate.

Superboy    Attitude   
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.

Superboy    Hotheaded   
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.

Superboy    Quick Save   
 Teammate may avoid 1 attack of 9 or less.

Superboy    Up, Up, And Away   
Avoid 1 attack with more than 1 icon. Superboy may draw 1 card from the top of the Draw Pile. Discard duplicates.

Supergirl    Levitation   
Teammate may avoid 1 attack made with a Universe Card. Supergirl may draw 1 card from top of Draw Pile. Discard duplicates.

Supergirl    Psychokinetic Bolt   
Acts as a level 4 Energy attack. If successful, move all of target character's Hits from Permanent Record into Hits from Current Battle. Affects Venture total.

Superman    Defying Earth's Gravity   
Avoid 1 attack.

Superman    Earth's Greatest Hero   
Add 6 to Venture total this battle.

Superman    Heat Vision   
Acts as a level 7 Energy attack.

Superman    Man Of Steel   
Superman cannot be Cumulative KO'd for remainder of game.

Thorn    Battle Instinct   
Acts as a level 6 Fighting or Intellect attack.

Thorn    Street Fighter   
For remainder of game, Thorn may Draw 1 card from top of Draw Pile for each Basic Universe card played by Thorn. Discard duplicates.

"Two-Face   Criminal Mastermind   
Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total.

"Two-Face   Tommy Gun   
Two-Face may make as many Power card attacks as possible. Opponent may defend.

#47
Custom Cards / Re: Max 6 Teams
Last post by Dog - December 11, 2023, 06:48:33 PM
Okay, that's what I was figuring. Thanks!
#48
Custom Cards / Re: Max 6 Teams
Last post by justa - December 11, 2023, 04:36:00 PM
from what i've read, the answers are 1)yes he is wrong (unless his group plays that way, which is always a possibility), and 2)no, you do not need a 7 or 8 to defend an attack by them.
#49
Custom Cards / DC3 Universal Forces
Last post by fennshysa - December 11, 2023, 03:21:56 PM
For years I've had a DC set posted on here. It just keeps growing so last year I decided to divide it up. This set has the characters and cards that were in the notes for the unreleased DC set (along with the name Universal Forces). It also had revised characters and specials for those that were lacking (here's looking at you Batman/Superman set.) I also did all the Teamwork cards that DC was missing.
Here is the Google Drive link: https://drive.google.com/drive/folders/1o03XdJo-SEu56LY_HUl7APK2LIWiFWj2?usp=drive_link

I'll post the text below as I get the time.


Black Lightning    7-5-4-4    20    May attack with Energy Power cards while in Reserve.
Deathstroke    2-8-5-6    21   
Fate        6-6-3-3    18    Power cards are +1 when used to attack.
The Hyperclan    7-6-7-3    23   
Impulse        6-6-3-2    17    May make 1 follow up attack to a Universe: Teamwork card from Reserve.
The JSA        7-5-4-7    23   
The Legion    4-4-4-4    19    Begin game with Basic Universe cards providing no more than a total bonus of 5. The Legion's Power Grid gets Bonuses in the chosen Power Types for remainder of game.
Lobo        1-7-8-6    22   
Mordru        8-2-6-7    23   
The Rogues    7-4-3-5    19    The Rogues Universe: Ally cards are +1 and they may play a Rogues' Special card as a follow up attack.
The Shade    7-3-3-5    18    Energy Power cards are +2 when defending attacks made against The Shade's battlesite.
Spectre        -------    28    Counts as 28 points for Tournament Deckbuilding. May play any teammate's Special cards. May not play "One Per Deck" Special cards.
Starman        7-5-3-4    19    While "Cosmic Rod" placed to Starman, his Energy Power cards are +1.

Any Character-Devourer Of Worlds   
Play during battle. Opponent cannot use Activator cards for remainder of game or until this Special has been attacked with 4 Activator card attacks. This Special may not be negated.

Any Character-Krypto Runs Wild   
Acts as a level 7 Strength attack. Counts as a duplicate of all "Any Hero/Character" AR Special Cards

Any Character-League Of Assassins   
On your turn, play before opponent concedes. Opponent may not concede battle. This card may be placed. Counts as a duplicate of all "Any Hero/Character" BL/DF Special Cards.

Any Character-Mister Mischief
Mxyzptlk's Mischievous Magic! Opponent -3 to venture total for this battle. Counts as a duplicate of all "Any Hero/Character" AF Special Cards.

Any Character-Phantom Stranger 
Negate the effect of any 1 Special card. This card may be Placed. If Placed, may only negate an "Any Hero/Character" Special.  Counts as a duplicate of all "Any Hero/Character" ZZ Special Cards.

Any Character-Power Leech
Opponent must immediately discard 4 cards of opponent's choice with icon of Parasite's choice currently placed or in hand.

Any Character-Unlucky At Love
Spurned by Catwoman! Any 1 of opponent's characters is -2 to defense for remainder of battle.

Aquaman-Tempest
Acts as a level 8 Energy attack. Aquaman may play 1 additional Special card.

Black Canary-Canary Cry
Acts as a level 6 Energy attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.

Black Lightning-Beagle
Add 3 to Venture Total for this battle. Black Lightning may play with Strength or MultiPower Power card usable by Black Lightning. Value of Power Card is also added to Venture Total for this battle.

Black Lightning-Electromagnetic Field
Black Lightning or teammate may avoid 1 attack of 6 or less. May be played from Reserve.

Black Lightning-High Voltage
Acts as a level 9 Energy or Strength attack.

Black Lightning-Mr. Pierce
For remainder of game, Black Lightning's team may draw 1 card from top of Draw Pile immediately after playing any Universe: Training card. Discard if duplicate.

Black Lightning-Strike Like Lightning
Acts as a level 4 Energy attack, may be played from Reserve. If successful, Black Lightning may continue to attack while in Reserve.

Black Lightning-Urban Legend
Black Lightning's Team's attacks with an Energy icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.

Captain Atom-Ground Zero
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.

Deathstroke-Battlestaff
Acts as a level 4 Energy attack. May combine with 1 Fighting card for a single attack.

Deathstroke-Broadsword
Acts as a level 5 Fighting or Intellect attack. May not be defended by a card from a Battlesite.

Deathstroke-Immortality Factor
Remove up to 2 hits from Deathstroke's Permanent Record.

Deathstroke-Instant Reflexes
Avoid 1 attack with a Special card. Deathstroke may draw 1 card from the top of the Draw Pile. Discard duplicates.

Deathstroke-Sidearm   
Acts as a level 2 Energy attack. May make 2 additional attacks.

Deathstroke-Wintergreen
Acts as a level 1 Energy, Fighting, Strength, or Intellect attack. Deathstroke may play 1 additional Special card.

Fate-Agent Of Order
Acts as a level 12 Energy attack. May only be played if Fate has Hits totaling 15 or more in his Permanent Record.

Fate-Ankh Darts
Acts as a level 4 Fighting attack. Fate may make 1 additional Energy and/or 1 additional Intellect Power card attack

Fate-Dagger Of Nabu
Acts as a level 5 Fighting attack. May not be defended with a Special card.

Fate-Mystical Bandages
Remove 1 Hit from Fate's Permanent Record or Hits to Current Battle.

Fate-Right Arm Of Chaos
Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit.

Fate-Second Sight
Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "Second Sight" on top of Draw Pile. Reshuffle Draw Pile.

Flash-City Patrol
Remove 1 Hit from The Flash's Battlesite.

Flash-Scarlet Speedster
Opponent may not attack or defend with cards from Battlesite for remainder of battle.

Green Lantern-Emerald Gladiator
Negates the effect of any 1 Special card played by opponent against Green Lantern only.

Hawkman-Hawkwoman
Acts as a level 5 Fighting attack. Hawkman may play 1 additional Special card.

Hyperclan-A-Mortal
Acts as a level 6 Energy or Fighting attack.

Hyperclan-Armek
Acts as a level 7 Any-Power attack. +3 when used to attack a Battlesite. Bonus counts toward damage.

Hyperclan-Fluxus
Acts as a level 5 Any-Power attack. May make 1 additional attack.


Hyperclan-Primaid
The Hyperclan may play Power card attacks face down for remainder of battle. Opponent must guess defense.

Hyperclan-Protex
Target character must discard all Placed cards and may not attack for remainder of battle.

Hyperclan-Zenturion
Negates the effect of any 1 Special card played by opponent against The Hyperclan only.

Hyperclan-Zum
Acts as a level 5 Fighting attack. If successful The Hyperclan may make as many Power card attacks as possible. Opponent may defend.

Impulse-Game Over
Play on your turn to concede battle. Impulse's Mission cards return to pile Ventured from. Opponent's Mission cards advance as normal.

Impulse-Can't Hold Still   
Avoid 1 attack.

Impulse-Life In The Fast Lane
Acts as a level 4 Fighting attack. If successful, Impulse may not attack or be attacked for remainder of battle.

Impulse-Max Mercury   
Play with any Power Card usable by Impulse. For remainder of game, Impulse does not have to discard duplicates of chosen Power Card's Power Type and Value.

Impulse-Reckless Youth   
Acts as a level 7 Fighting or Strength attack. If not successful, Impulse is -2 to attack for remainder of battle.

Impulse-Showing Off   
Impulse may make 1 follow-up attack after Impulse plays a Universe: Teamwork card for remainder of game.

JSA    Doctor Fate   
Opponent must immediately discard all cards with an Strength icon currently held in hand.

JSA    Dr Mid-Nite   
Play to Concede battle. Remove all Hits from The JSA's or teammate's Permanent Record and Hits from Current Battle.

JSA    Golden Age Flash   
Acts as a level 1 Intellect attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture Total.

JSA    Golden Age Green Lantern   
Negates the effect of any 1 Special card played by opponent.

JSA    Hawkman   
Acts as a level 4 Fighting attack. May make 1 additional attack.

JSA    Wildcat   
 Play during battle. In the battle that The JSA are KO'd, The JSA may continue to fight, are +1 to attack and are not discarded until the end of the battle.

Legion    Brainiac 5   
 Acts as a level 4 Intellect attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.

Legion    Cosmic Boy   
"The Legion may avoid any numerical attack.

"
Legion    Invisible Kid   
The Legion may not attack or be attacked for remainder of battle.

Legion    Kinetix   
On their turn, The Legion may exchange this card for any 1 card in Dead Pile and play it immediately.

Legion    Livewire   
Sort through Power Pack card by card. Put the first 3 cards with Energy icons in Hand. May keep duplicates. Reshuffle Power Pack.

Legion    Saturn Girl   
Acts as a level 3 Energy attack. If successful, opponent must reveal Hand and play open-handed for remainder of battle.

Legion    Triad   
Acts as a level 2 Fighting attack. May make 2 additional attacks.

Legion    Ultra Boy   
Acts as a level 12 Strength attack. If successful, The Legion or The Legion's teammates may not defend The Legion with Special cards for remainder of game.

Lobo    I'm Not Givin' Up   
Acts as a level 12 Intellect attack. May only be played if Lobo has Hits totaling 15 or more in his Permanent Record.

Lobo    Is That The Best Ya Can Do?   
Remove 1 Hit from Lobo's Permanent Record or Hits From Current Battle.

Lobo    Main Man   
Acts as a level 4 Energy attack. May make 1 additional attack.

Lobo    Mindless Violence   
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

Lobo    One Mean Bastich   
Lobo is +2 to all attacks against target character and +2 to defense from attacks made by target character for remainder of battle.

Lobo    Ya See This Hook?   
Acts as a level 7 Fighting attack. If successful, target character may not attack for remainder of battle.

Mordru    Arch Sorcerer   
Negates the effect of any 1 Special card played by opponent.

Mordru    Dark Lord Of The 30th Century   
Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.

Mordru    Emerald Eye   
Choose one Tactic: Artifact card and any one Power card from Draw Pile and place in hand. Chosen cards cannot be duplicates. Reshuffle Draw pile.

Mordru    Immortal Evil   
Play during battle. On your turn, after Mordru is KO'd, discard this Special to move Mordru from Defeated Characters Pile to Reserve. Play as normal.

Mordru    Once And Future Tyrant   
 Play with any Power card attack. Power card must be blocked twice.

Mordru    Talismans Of Power   
Mordru may play any Artifact card on himself for remainder of game.

Nightwing    Titans Together   
Nightwing's Team's attacks with a Fighting icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.

The Rogues    Abra Kadabra   
Draw 3 cards. Discard duplicates.

The Rogues    Heat Wave   
Acts as a level 5 Energy attack. The Rogues may play 1 additional Special card.

The Rogues    Captain Boomerang   
Play when The Rogues make a Power card attack. If defended, The Rogues' Power card is returned to top of Draw Pile.

The Rogues    Captain Cold   
Acts as a level 6 Energy attack. If successful, Target Character may not play Special cards for remainder of battle.

The Rogues    Mirror Master   
Play with any Energy, Fighting, or Strength Power card attack. Power card must be blocked twice.

The Rogues    Unholy Alliance   
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.

The Rogues    Weather Wizard   
Play in current battle. Next battle, Opponent may not Place any cards.

The Shade    Historian   
Sort through Defeated Heroes Pile and remove 1 Event card. Put Event card into Draw Pile. Reshuffle Draw Pile.

The Shade    Immortal Englishman   
Shade cannot be Spectrum KO'd for remainder of game.

The Shade    Shadowland Creature   
Acts as a level 9 Energy or Strength attack.

The Shade    Shade's Town   
Remove 1 Hit from Shade's Battlesite. OR Negates the effect of any 1 Special card played by opponent against Shade's battlesite.

The Shade    Shadowport   
Choose one Tactic: Artifact card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

The Shade    Umbrakinesis   
Acts as a level 4 Any-Power attack, may combine with 1 Energy, Fighting, Strength, or Intellect Power card for a single attack.

Starman    Blast From The Staff   
Acts as a level 10 Energy attack.

Starman    Cosmic Rod   
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.

Starman    Legacy Hero   
Starman's "Cosmic Rod"and "Reluctant Hero" become Any Character Specials for remainder of game. Starman's Hits to K.O. is +3 for remainder of game.

Starman    Local Dispute   
Play during Battle. Next Battle, Opponent may not play any Activator Cards or Any-Character Special Cards.

Starman    Reluctant Hero   
Acts as a level 3 Intellect attack, +1 for each Mission card in opponent's Completed Missions Pile.

Starman    Star Quest   
Starman may increase either his team's or opponent's ventured Mission cards by 1.
#50
Special Codes / Re: Is there a Document with a...
Last post by Dog - December 10, 2023, 07:56:57 PM
Canadians also have them all compiled in one place, if you scroll down from here.

https://overpower.ca/archive/rules.html#SPECIALS