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#41
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.
#42
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.
#43
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
#44
Special Codes / Re: How do BK cards work?
Last post by Dog - December 10, 2023, 07:51:17 PM
Yeah, official ruling is if defense fails, attack hits and defending Power cards is discarded.
#45
General Discussion / Re: Overpower Resources
Last post by Dog - December 10, 2023, 07:34:37 PM
https://overpowercards.com/

Comprehensive checklists in the style of GDMJR, and some of the best prices on singles (although you'll probably have to ask for a list).
#46
Forum Management / Re: Major Forum Upgrade
Last post by Palatinus - December 10, 2023, 07:01:50 PM
Quote from: AO user on December 10, 2023, 06:37:18 PMAre you accepting new members? Where on site can you change password?

Yes, new people can sign up.

You should be able to change your password under account settings.
#47
Custom Cards / Re: Max 6 Teams
Last post by Dog - December 10, 2023, 06:53:17 PM
Quote from: justa on October 27, 2023, 11:22:13 AMSince nobody else is chiming in on this one, I'll give it a try...

From what I think I understand, level 0 Power cards were intended to improve max-6 teams by providing a level 8 defense, while not providing much of a benefit for higher level characters.  That is why they are considered duplicates of level 7 & 8 Power cards.  When attacking with them, any Power card or defensive Special can block them.  (The trade-offs of using a higher level Power card or Special to defend a level 0 attack are debatable.)

For historic purposes, I have no links to the old New England OverPower group (originators of the idea), but here is the earliest link I know on the subject:
 http://justabgkid.com/emporium/ae-0powercards.html
So to distill that down, by your memory, the other guy is wrong that you need a level 7 or 8 to defend them?
#48
Forum Management / Re: Major Forum Upgrade
Last post by Dog - December 10, 2023, 06:50:23 PM
Would love to see this place become active again! I'm pretty down on the main Facebook group at the moment.
#49
Forum Management / Re: Major Forum Upgrade
Last post by AO user - December 10, 2023, 06:37:18 PM
Are you accepting new members? Where on site can you change password?
#50
Forum Management / Forum Mail
Last post by Palatinus - November 27, 2023, 09:29:31 AM
I just fixed an issue where the forum email settings were no longer valid. I cleared the queue before fixing the issue to prevent a bunch of old messages from going out.  Now that the email is working, users might get emails depending on their notification settings. If anyone notices an issue with emails, let me know.