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#11
Custom Cards / Re: Other Realms
Last post by fennshysa - February 13, 2024, 01:22:50 PM
Then we get to various other cartoon characters. Sometimes not terribly super hero related.


From Phineas & Pherb we have Agent P and his nemesis. (At some point I'd like to add P&P too).

Agent P    3-6-3-4    (16)    Opponent may not prevent Agent P from attacking with Fighting Power cards.

Escape Artist-Avoid 1 attack.

High Stakes-Play during battle. Next battle Agent P may Venture up to 4 Mission cards with no penalty. May not Venture more than 4 Mission cards.

Nemesis-Only Agent P and Target Character may attack, be attacked, or defend this battle.

Secret Agent-For remainder of game, Agent P may play his first attack each battle face down. Opponent must guess defense. May be negated by any Special card ending in "ator".

Swift Kick-Acts as a level 6 Fighting attack. If successful, Target Character must discard 2 cards of opponent's choice (if possible opponent must choose Tactic cards first). Cards may be Placed or in Hand.

Undercover Decoy-Play during battle. For remainder of game, any attack made with a Special Card against Agent P's team may be moved to "Undercover Decoy". Agent P's team may not defend. "Undercover Decoy" is discarded after 1 Hit.

Dr Doofenshmirtz    6-3-1-6    (16)        Dr Doofenshmirtz may draw 1 card from Draw Pile immediately after playing a Basic Universe card. Discard duplicates.

Declutter-inator-Remove any cards from Dr Doofenshmirtz's Draw Pile and discard into Dead Pile. Reshuffle Draw Pile.

Deflate-inator-Opponent must discard 3 cards from Hand. Cards chosen by Opponent.

Dull And Boring-inator-Play during battle. For remainder of game or until any Character has been KO'd, Opponent may not Venture more than 2 Mission Cards per Battle.

Return To The Store-inator-Discard all cards not usable by Dr Doofenshmirtz from hand. Replace with same number of cards from Draw Pile. May keep duplicates.

Slow Motion-inator-Acts as a level 4 Fighting attack. If successful, Target Character may not make any follow up attacks from Teamwork or Special cards for remainder of battle.

Vaporizor-inator-Opponent must discard 1 placed card of Dr Doofenshmirtz's choice.


Darkwing Duck    3-6-2-5    (16)   Darkwing Duck may make his first attack of each battle face down. Opponent must guess defense.

Gas Gun-Opponent's characters are -1 to all actions for remainder of battle.

I Am The Terror That Flaps In The Night-Target Character's Special cards may not be Negated for remainder of game.

Inflated Ego-Reveal any cards in Hand playable by Darkwing Duck. Target character's team is -1 to Venture Total this battle for each card revealed.

Let's Get Dangerous!-Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.

Morgana Macawber-Acts as a level 5 Energy attack. Darkwing Duck may play 1 additional Special card.

Quack Fu-Acts as a level 5 Fighting attack. If successful, Target Character must discard all Placed cards into Dead Pile.


Elsa    7-3-3-3    (16)   Opponent's character's are -1 to all actions for each Energy Power card in their Hits From Current Battle.

Frozen-Acts as a level 6 Energy attack. If successful, Target Character may not play Special cards for remainder of battle.

Giant Ice Monster-Acts as a level 9 Fighting or Strength attack.

Ice Shield-Elsa or teammate may avoid 1 attack of 6 or less. May be played from Reserve.

Ice Slide-Acts as a level 4 Fighting attack, may be played from Reserve. If successful, Elsa may continue to attack while in Reserve.

Let It Go!-Opponent must immediately discard all cards with a Strength icon currently held in hand.

Snow Queen-Play during battle. At end of battle, opponent may only move 1 Mission card. Other Mission cards return to pile Ventured from.


Megamind    5-2-2-8    (17)

Brainbots-Acts as a level 4 Fighting or Strength attack. May make 1 additional attack.

Presentation-Discard 1 Intellect Power card usable by Megamind. Show Opponent up to 5 cards usable by Megamind from Hand. Draw equal number from Draw Pile. Discard duplicates.

Devious Plan-Opponent must reveal the top card of their Draw Pile and discard it and any duplicates of it placed or in their hand.

Giving Bad A Good Name-Remove all hits from Target Teammate's Permanent Record and Hits From Current Battle, and switch places with Reserve. May be played from Reserve.

Great Big Brain-For remainder of battle, If Megamind can block a Power card attack with an equal value Power card, Megamind's Power card hits attacker.

Escape Plan-Avoid 1 attack.

So..... all the card titles for Mighty Mouse are lines from his theme song.... ;)
Mighty Mouse    2-3-8-5    (18)

Here I Come To Save The Day-Mighty Mouse or teammate may avoid 1 attack of 6 or less. May be played from Reserve.

Join The Fight-Acts as a level 6 Strength attack. May be played while Mighty Mouse is in Reserve.

Mighty Mouse Is On The Way-Acts as a level 4 Fighting attack, may be played from Reserve. If successful, Mighty Mouse may continue to attack while in Reserve.

Never Dispair-Play in the current battle. Mighty Mouse is +7 to Venture total for next battle.

Situation Well In Hand-Acts as a level 6 Any-Power attack. Attack is not affected by any cards in play that affect the "remainder of the Battle" or the "remainder of the Game".

When There's Danger-Attack made on teammate is now made on Mighty Mouse, who may defend. If successfuly defended, Mighty Mouse may draw 1 card from Draw Pile. Discard duplicates. May be played from Reserve.


Someday I'd like to do the rest of the Incredibles....
Mr Incredible    1-4-8-3    (16)

Big Man-Acts as a level 8 Strength attack. If successful Target must immediately discard 1 Placed card, of Mr Incredible's choice.

Family First-Team gains +2 to all actions for remainder of battle.

Fighting Shape-Acts as a level 5 Strength attack. May combine with a Strength Universe: Training card bonus regardless of requirements. Bonus counts towards Venture Total.

Super' Hero-Avoid 1 attack.

Mostly Invulnerable-Mr Incredible's hits to K.O. number is increased to 30. MultiPower Power card hits on Mr Incredible are treated as Any-Power cards.

Save The Day-Attack made on teammate is now made on Mr Incredible, who may defend. If successfully defended, Mr Incredible may draw 1 card from Draw Pile. Discard duplicates.


Space Ghost    7-5-3-4    (19)    Space Ghost may use his numerical Special cards as Power cards to defend.

Energy Beam-Acts as a level 5 Energy attack. May make 1 additional attack.

Galactic Allies-Acts as a level 6 Intellect attack. +2 to attack if played as a follow up to an Ally card.

Galactic Peacekeeper-Add 3 to Venture Total this battle (5 if Space Ghost does not attack this battle).

Inviso-Belt-Avoid 1 attack. May not be attacked for remainder of battle.

Power Bands-Sort through Power Pack card by card. Put the first 3 cards playable by Space Ghost in Hand. May keep duplicates. Reshuffle Power Pack.

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


Then someone asked what else would fit in Overpower. Dungeons & Dragons? Drizzt was my first thought so here is his adventuring party. I might make a whole DnD themed set sometime.


Bruenor    1-6-5-6    (18)    Bruenor's Power cards < 5 are +2 to defense.

Dwarven Warrior-Acts as a level 4 Strength attack, may make 1 additional attack.

Courage Of A King-Acts as a level 12 Fighting attack. May only be played if Bruenor has Hits totaling 15 or more in his Permanent Record.

Inspiring Leader-Bruenor may have an unlimited number of Teamwork cards placed on him until Bruenor is KO'd. Teamwork cards may not be duplicates.

Master Smith-Choose one Tactic: Artifact or Basic Universe card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

Mighty Shield-Avoid 1 attack.

Reclaiming Mithril Hall-Add 3 to Venture total for this battle. Add 6 if opponent's Battlesite has been successfully attacked this battle.


Cattie Brie    5-7-3-3    (18)    May defend Front Line with Power cards from Reserve.

Adventuring Party-Cattie-Brie or teammate may avoid 1 attack of 6 or less. May be played from Reserve.

Comrades In Arms-Play during battle. For remainder of game, Cattie Brie and Target Teammate may defend each other and may contribute any type Power card to a Tactic: Doubleshot played by the other character. Power card is +2 if played for defense.

Enchanted Arrows-Acts as a level 4 Energy or Fighting attack. Attack not affected by Special cards already in play.

Mage Training-Acts as a level 5 Intellect attack.  If successful, sort through opponent's Dead Pile. Choose 2 cards to shuffle into Draw Pile.

Mielikki's Favor-Catti-Brie gains a +2 to all actions for remainder of battle.

True Shot-Acts as a level 2 Fighting attack. If successful, acts as a level 8 Strength Hit. Hit goes on Target Character's Permanent Record. Does not count for Venture Total.


Drizzt    4-8-4-4    (20)
   

Back To Back-Play during battle. For remainder of game, Drizzt and Target Teammate may defend each other and may draw 1 card from top of Draw Pile immediately after playing any Tactic: Doubleshot cards. Discard if duplicate.

Champion Of The North-Add 3 to Venture Total for this batttle, +1 for each hit in the Permanent Record and Hit's to Current Battle of the Character directly across from Drizzt.

Hunter In The Dark-Play during battle. For remainder of game, Drizzt's attack, defense and Hits to KO may not be modified by opponent. Draw the bottom card of your Draw Pile, discard duplicates.

Faithful Companion-Acts as a level 4 Intellect attack. Teammate (including Reserve) may combine with 1 Fighting card for a single attack.

Ranger-Acts as a level 5 Fighting or Intellect attack. If successful, Drizzt may look at the top 2 cards of opponent's Draw Pile and return them in any order to the top and/or bottom of the Draw Pile.

Twinkle & Icingdeath-May be used as a level 2 Energy, Strength or Intellect Power card to attack, or a level 7 Fighting Power card to defend. May not be combined with a Universe card.


Guenhwyvar    3-6-6-3    (18)    Guenhwyvar must begin the game in Reserve. While in Reserve, may make a follow-up Power card attack anytime a teammate plays "Faithful Companion", a MQ Special or a Tactic: Artifact.   

Astral Being-Remove up to 2 Hits that each have more than one icon each from Guenhwyvar's Permanent Record.

Distracting Swipe-Acts as a level 4 Fighting attack. Teammate may combine with 1 Fighting card for a single attack.

Inseperable Bond-Play during battle. For remainder of game, Guenhwyvar and Target Teammate may defend each other with Power cards. Power cards are +2 to defense when defending each other.

Pounce-Acts as a level 6 Strength attack, may be played from Reserve.

Stalk-Acts as a level 4 Intellect attack, may be played from Reserve. If successful, Guenhwyvar may continue to attack while in Reserve.

True Companion-Guenhwyvar or teammate may avoid 1 attack of 6 or less. May be played from Reserve.


Wulfgar    1-7-5-3    (16)        Strength Power cards are +1 to attack for each wounded teammate.

Aegis-Fang-Acts as a level 5 Strength attack. If defended by a Special Card, place on top of Draw Pile.

Berserker-Acts as a level 2 Intellect attack. Wulfgar may make as many Power card attacks as possible. Opponent may defend.

Big Swing-Acts as a level 4 Strength attack. May combine with 1 Figting Power card for a single attack.

Barbarian Warrior-For remainder of game, Wulfgar's attacks are not affected by Special cards already in play.

Hammer Time-For remainder of battle, if Wulfgar can block a Power card attack with an equal value Power card, Wulfgar's Power card hits attacker.

Companion Of The Hall-Play during battle. For remainder of game, Wulfgar and Target Teammate may defend each other and opponent's Teamwork card bonuses are +0 when attacking them.
#12
Custom Cards / Other Realms
Last post by fennshysa - February 13, 2024, 12:20:22 PM
This set is a little eclectic. I wanted to do some of the Dark Horse Characters from the 90's (Barb Wire, Ghost etc.). Then I decided to do some other Independent characters. Then someone was suggested non Superhero stuff.
Here's the link.
https://drive.google.com/drive/folders/1o8EsIbasYS_dn-RxEsJX6BQ1gbBAXO8D?usp=drive_link

So here goes.
Dark Horse Comics Greatest World characters.

Barb Wire 2-7-3-4 (16)        +1 to attacks vs characters targeted by "Most Wanted".

Barb Wire-Ball Buster   
Acts as a level 6 Intellect attack. If successful, Opponent is -4 to Venture.

Barb Wire-Collared   
Acts as a level 5 Fighting attack. If successful, target character may not play Special cards for remainder of battle.

Barb Wire-Don't Call Me Babe!   
Avoid 1 Attack. Opponent must discard 1 card from Hand. Opponents choice.

Barb Wire-Most Wanted   
Play on Target Character as an attack. When Target Character is KO'd, Barb Wire may move 1 Mission card from the Defeated Pile to the Completed Pile. If avoided or negated shuffle back into your Draw Pile.

Barb Wire-Equipment Maintenance   
Choose up to 2 Basic Universe cards from Draw Pile (reshuffle) or Dead Pile and place in Hand. May be duplicates. Barb Wire's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.

Barb Wire-Tactical Gear   
Target Character gains +1 to defense for remainder of game.


Ghost    5-7-2-4 (18)  Hits with Strength icons in Ghost's Hits From Current battle do not count for Venture Total.

Ghost-Almost Dead Already   
Remove all Hits from Ghost's Permanent Record and Current Battle, and switch places with the Reserve.

Ghost-Ghost Jump   
Acts as a level 6 Intellect attack. May be used against character in reserve, who may defend.

Ghost-Incorporeal   
Avoid 1 attack.

Ghost-Intangible Investigator   
Sort through opponent's Draw Pile. Choose any 1 card and remove it from the game. Reshuffle the Draw Pile.

Ghost-Straight To The Heart   
Acts as a level 2 Energy, Fighting, Strength or Intellect attack. Can only be defended by a defensive Special card.

Ghost-Two-Gun Justice   
Acts as a level 2 Fighting attack. May make 2 additional attacks.


Install is a mechanic I stole from other creators. It allows you to use a basic universe card to bump stats by 1. Like a built in Absorbing Man Special kind of.
The Machine    3-4-5-7 (19)        When The Machine Installs a Basic Universe card he may add the Bonus to his Venture Total that battle.

The Machine-Bulletproof   
The Machine may avoid any numerical attack.

The Machine-Datastream   
Look at top 8 cards of Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.

The Machine-Frankenstein Appearance   
Acts as a level 6 Intellect attack. If not successful, Opponent -3 to Venture total.

The Machine-Patchwork Parts   
Draw 3 cards. Discard duplicates. If any drawn cards are Basic Universe cards you may place or Install them (if possible) and draw another.

The Machine-One On One   
Acts as a level 5 Fighting attack. May not be affected by a card with the word "teammate" on it.

The Machine-Servo Mechs   
Acts as a level 7 Strength attack.


Motorhead    7-4-4-2 (17) When a Tactic: Artifact card is placed to Motorhead, Energy grid is 8 and Energy Power cards are +1.

Motorhead-Drifter   
Motorhead is not affected by Event cards for remainder of game.

Motorhead-Barb's Bouncer   
Play in current battle. Next battle, Opponent may not Place any cards.

Motorhead-Feisty Prey   
Avoid 1 attack made with a Special card. Motorhead may draw 1 card from the top of the Draw Pile. Discard duplicates.

Motorhead-Max RPM   
Acts as a level 11 Energy attack, Motorhead may not attack for  remainder of battle.

Motorhead-Partner Up   
Acts as a level 4 Intellect attack. Teammate may combine with 1 Fighting card for a single attack.

Motorhead-Telekinetic   
Target Character must discard 1 placed card of Motorhead's choice. Return the remainder of Target Character's placed cards to opponent's hand.


Wolf Gang    7-5-4-3 (19)    Energy and Fighting Power cards are +2 when defending a battlesite.

Wolf Gang-Bomber   
Acts as a level 4 Energy attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.

Wolf Gang-Breaker   
Acts as a level 6 Strength attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture Total.

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

Wolf Gang-Cutter   
Acts as a level 6 Energy or Fighting attack.

Wolf Gang-Home Turf   
Wolf Gang's Battlesite's Hits to K.O. number is increased by 5 points for remainder of game.

Wolf Gang-Wolf   
Wolf Gang'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.


X    2-7-4-3 (16)    X's Hits From Current Battle of the same type as a hit already in X's Permanent Record do not count for Venture Total.

X-Arcadia's Avenger   
Acts as a level 6 Fighting attack, +1 for each Mission card in opponent's Completed Missions Pile.

X-Impulse Control Issues   
X may attack with any Special cards or Power cards in Hand for remainder of battle.

X-Mob War   
Play during battle. For remainder of game, all bonuses from Universe: Teamwork cards are "+0".

X-One Warning   
Acts as a level 4 Fighting attack. If target already has a copy of this Special in their Permanant Record, acts as a level 8 Fighting attack.

X-Regenerative Blood   
Remove 1 hit from X's Permanent Record. Place this card and removed hit beside X. X may not be attacked by a card of the same type and value for remainder of game.

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


Other Independent comics characters.......

Empowered was a different comic. It was Dark Horse but not part of the Comics Greatest World. You have to read up on it or read it to understand what I tried to do here. Basically her suit was really powerful but easily damaged......

Empowered    7-3-6-6    (22)    Counts as 18 Points for Tournament Deckbuilding. Energy and Strength Grids are -1 for each hit in Empowered's Hits To Current Battle.

Hypermembrane Suit-Avoid 1 attack.

Love Hurts-Acts as a level 7 Fighting or Strength attack, -1 for each Hit on Empowered's Permanent Record.

Pew-Pew-Pew!-Acts as a level 3 Energy attack. May make 2 additional attacks. (Additional attacks are +2 if Empowered does not have any Hits in Permanent Record. Bonus not applied to damage, or Venture Total.)

Previously Bound-Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit.

Resignation Letter-Play to Concede battle. Remove all Hits from Empowered's or teammate's Permanent Record and Hits from Current Battle.

Vorpp!-Acts as a level 8 Energy attack -1 for each hit on Empowered's Permanent Record.


Serigio Argones' Groo. The Conan parody. He is the best fighter ever but also reallllly dumb and chaos follows him everywhere. Even his allies usually suffer. That's what I tried to show with his "Epic Misadventures."

Groo    2-8-5-1    (16)       Groo begins the game with "Epic Misadventures" in play.

Clueless-Acts as a level 0 Intellect attack. May only be defended using a Power card with a Value of 5 or greater.

Epic Misadventures-For remainder of game, when Groo makes a successful attack, Groo must discard 1 random card from opponent's hand if possible. If discarded card has a numerical value subtract that value from Groo's Venture Total.

The Neverending Fray!-Groo will not leave the fray! Play when Opponent concedes battle. Opponent may not concede battle.

The Wanderer-Acts as a level 4 Fighting attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.

Walking Disaster-Opponent must immediately discard all Special cards in play that affect the "remainder of the Battle" or the "remainder of the Game".

What Groo Does Best-And now Groo does what Groo does best! Acts as a level 7 Fighting attack. May make up to 2 additional Fighting attacks.


Mike Allred's Madman....

Madman    5-7-3-5    (20)        Madman may play any teammate's Special that has only an Intellect icon.

Bizarre Journey-Play during battle. At the end of the battle, all Hits from The Current Battle for all characters are discarded and not added to the Permanent Record.

Intuitive Learning-Play during battle. Madman may exchange this card for any 1 Special card in Dead Pile with an Intellect icon and play it immediately.

One More Minute-Play when opponent concedes battle. Madman's team may discard any number of cards to top of Draw Pile.

Psychometry-Return 1 of target character's placed cards to opponent's hand. Search their Draw Pile for another copy of returned card and discard it to the appropriate pile.

Supernatural Synapses-Avoid 1 attack.

Yo-Yo-Acts as a level 5 Strength attack. If successful, Madman may sort through Draw Pile, select any Madman Special card and play it immediately. Reshuffle Draw Pile.


Art Adams Monkeyman and O'Brien comics....

Monkeyman & O'Brien    2-3-7-7    (19)

Axwell Tiberius-Acts as a level 8 Intellect Power card. May be used to attack or defend. May not be combined with Universe cards.

Brains & Brawn-Acts as a level 6 Strength or Intellect attack.

High & Low-Play when Monkeyman & O'Brien defend with a Power card. Power card is +3 for defense and is returned to Hand after attack is resolved.

Interdimensional Traveler-Draw the bottom 3 cards of your Draw Pile. Discard duplicates.

Intrepid Adventurers-Opponent must reveal any Power cards currently held in hand. Choose 1 and shuffle it back into opponent's Draw Pile.

Lab Partners-Monkeyman & O'Brien may make 1 follow-up attack after Monkeyman & O'Brien plays a Universe: Teamwork card for remainder of game. If follow-up attack is a Strength or Intellect attack, the bonus is +1.


Nexus    8-4-4-4    (20)

Cosmic Justice-Acts as a level 3 Intellect attack, +1 for each Mission card in Nexus' Defeated Missions Pile.

Fusion-Kasting-Choose 1 Power card usable by Nexus from Power Pack and place in hand. May be duplicate. Reshuffle Power Pack.

Executioner's Song-Acts as a level 5 Strength attack +1 for each of target character's Specials in all character's Permanent Records and Hits From Current Battle.

Judgement Of Merk-Play on target character who just KO'd Nexus' teammate. Nexus is +2 to attack for remainder of game against target character.

Haven Of Ylum-Nexus' battlesite may not be attacked for remainder of battle.

Power Of Nexus-Acts as a level 11 Energy attack, Nexus may not attack for  remainder of battle.


Shi    2-7-3-4    (16)    After Venture Total is determined, Shi may place any card she played to KO a charcter on top of her Draw Pile.

Death Mask-Acts as a level 7 Intellect attack. If Target Character is K.O.'d by this Hit, Shi may move 1 Mission card from the Defeated Pile to the Completed Pile.

Righteous Mission-Acts as a level 5 Fighting attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards.

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

Sohei-Add 3 to Venture Total this battle (5 if Shi does not attack this battle).

Take Cover-Avoid 1 attack.

Vengeful Obsession-Discard 1 Intellect Power card usable by Shi. Shi is +2 to all Power card attacks against Target Character for remainder of game.


The Tick    2-5-7-2    (16)        May only be Cumulative KO'd by 30 or more points.

Able To Leap Tall Buildings-The Tick may avoid any numerical attack.

Destiny Calls Me-Draw a random card from the Power Pack (may be duplicate) and immediately use it to attack.

Intrinsic Optimism-The Tick's team is +2 (+3 if opponent has more cards in Completed Missions Pile than you) to Venture Total for remainder of game.

Nigh Invulnerable-Negates the effect of any 1 Special card played by opponent against The Tick only.

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

Square Jaw Of Justice-Draw one card for each card discarded this battle, including duplicate and unusable cards. Do not discard if duplicate.




#13
Custom Cards / Re: Custom OP Cards Request
Last post by fennshysa - February 12, 2024, 08:39:12 AM
I have photoshop templates that are fairly easy to use. If you want them just pm me with a email address and let me know which kinds you want. (Character, Special - DC, Marvel etc)
#14
Custom Cards / Re: Custom OP Cards Request
Last post by justa - February 11, 2024, 05:25:36 PM
sent you a PM
#15
Custom Cards / Custom OP Cards Request
Last post by TGW - February 10, 2024, 11:27:44 PM
Would anyone be available to either assist with a handful of character card creations or point me in the direction of an easy to use template?

Thank you!
#16
Custom Cards / Re: teamwork project - justa f...
Last post by Majestic - January 30, 2024, 05:08:37 PM
Ah, makes sense now.  Thanks!
#17
Custom Cards / Re: teamwork project - justa f...
Last post by justa - January 18, 2024, 05:49:26 PM
SKO = Spectrum KO (3 power types)
CKO - Cumulative KO (20 or more points)
both (SKO & CKO) may be modified by the 1st rule of OverPower = "unless something says different"
#18
Special Codes / Re: Is there a Document with a...
Last post by Majestic - January 18, 2024, 01:47:17 PM
I've got that printed, plus the really old one (from the 90s) and others.  Looking forward to the day when all OP rules will be compiled in one place, so everyone is playing from the same set of rules.
#19
Custom Cards / Re: teamwork project - justa f...
Last post by Majestic - January 18, 2024, 01:40:47 PM
SKO?  ???
#20
Forum Management / Re: Major Forum Upgrade
Last post by Majestic - January 12, 2024, 03:09:38 PM
Thanks for all you do keeping this forum going, Palatinus.

I'd love to see more activity here.