Was inspired by blatantly stole this idea from World of Warcraft's Dungeon Raid decks. The idea is that the deck represents a character/event so powerful, that it could never properly be a regular card. It's a thing to be faced and defeated. It comes with its own cards, rules, and "events".
Since the first comic series I ever read was Secret Wars II, that's what I went with. (I have a Coming of Galactus on the back burner).
General setup: Much the same as a regular game. The Boss deck contains only-- need a good term-- Ultimate Cards. These cards must be played together, and cannot be used outside of the Ultimate deck. Instead of Events, the Ultimate Deck uses 4 Event Markers, and a side-deck containing 5 pre-ordered Turning Point (story cards). All other rules of Overpower remain: to win, you must KO your opponent's team, or complete all your missions, or force opponent to lose all theirs.
Ultimate Homebase: The Beyond. The Beyond may place any card usable by team, using normal rules. When The Beyond completes all missions, instead return all missions to Reserve, and KO an opposing front-line character
Characters: The Beyonder
Ultimate Characters - The Beyonder starts flipped up, and has a more powerful backside that can only be brought into play during the game (see cards below)
The Beyonder - 8E, 4F, 6S, 8I - When The Beyonder is KO'd, instead remove all his Hits and concede. May play any card placed to The Beyond
The Beyonder: Reborn (back side) - 8E, 4F, 6S, 8I - When The Beyonder: Reborn is KO'd instead he is not KO'd. At end of each battle, may shuffle hand, Dead Pile and Power Pack into Draw Pile
Ultimate Events - Placed face down, in order, and played like events via the 4 Event Markers in the deck
Mission Set: Secret Wars II
1/5: Arrival: All characters are +3 to attack The Beyonder. The Beyonder's power cards may act as any opponent's Special card placed or in play. At end of battle, remove all Hits from The Beyonder
2/5: Walk This Earth: The Beyond retrieves all copies of one Activator and all matching specials from hand, play, all decks and piles. Put 1 in Front Line with all Specials placed, others in Defeated Heroes. For remainder of game, if retrieved Character is KO'd, The Beyond concedes (if able)
3/5: Despair: Move all missions to Reserve, and continue battle with no venture
4/5: Plan: The Beyond puts into Defeated Heroes up to 16 cards, plus one Event Marker, from hand, in play, or any pile. At end of battle, shuffles all non-Marker cards removed this way together, and place on top of Draw Deck, then places Event Marker on top. At end of battle, The Beyond's team does not move hits from Current Battle into Permanent
5/5: Rebirth: The Beyond is double venture, but The Beyond and team cannot attack. If The Beyonder is KO'd this battle, opponent moves all missions to Completed. At end of battle, flip The Beyonder
(For those who have read Secret Wars II: He comes to Earth with no form, tries to copy super heroes. Finally finds his form, goes around learning of Earthly ways. Meets some companions. Grows tired of everything after wiping out some galaxies and killing Death. Hatches plan to become a human but still retain all his powers. Nearly destroys every universe doing so. Gets stopped by Heroes who basically destroy him and his Universe)
Aspects & Specials - I haven't fully balanced these yet. They need to be powerful, because you're playing with just one character-- but one who is effectively a nigh immortal omnipotent being. It is supposed to be hard to beat this dead.
Aspects
The Beyond - The Cycle - 6EFSI - Acts a level 6 Multipower that has all Power-types and card types OR has no Power-types or card types. May be used to attack or defend. When The Cycle is put into Dead Pile, shuffle it into Draw Pile. OPD
The Beyond - Pinholes into Reality - Look at top 8 cards of any Draw Pile, then replace in any order. You may add +3 to venture to shuffle Draw Pile (or -3 if it is your Draw Pile)
Ultimate Specials
The Beyonder - Undo Harm - Return an opponent's KO'd character to Reserve, then concede, but win Venture. Opponent may negate at will. OPD
The Beyonder - Toys! - Draw 3. Discard duplicates. (Note: NOT OPD)
The Beyonder - Non-Nonchalant Swipe - 7ES - Acts as a level 7 Energy or Strength attack. May be used to attack or defend
The Beyonder - Strategic Power - 4FI - Acts as a level 4Fighting or Intellect attack. If successful, may make any number of attacks against same character at +2
The Beyonder - Yawn - Remove up to 2 Hits from The Beyonder OR play in current battle. May shift any attack made on The Beyonder or teammate to Yawn. Yawn is KO'd with 2 hits
The Beyonder - Galactic Teleport - Avoid 1 attack. The Beyonder may not be attacked by same character or site for remainder of battle.
Homebase (in theory any homebase would do, but this would come with the set, and be playable like normal)
Secret Battlefields - I don't know what the inherent is, because I haven't tried it as a homebase yet. This is mainly so The Beyond will have a Battlesite
Molecule Man
Volcana
Boom Boom
Thundersword
Char 5 (or possibly Dazzler)
Char 6 (or possible Spiderman)
Character Specials
Molecule Man - No Inherent - 8E ?F ?S 6I
Order - Negate 1 special played by opponent
Subdue - Molecule Man or Teammate may avoid 1 numeric attack
Undo - Remove 1 hit from Molecule Man or Teammate's Permanent Record OR opponent discards 1 place card of MM's choice
Remove Inhibitions - Acts as a level 10 EFSI attack. If successful, Molecule Man may make as many additional attacks against same character, who may not defend. Molecule Man may not be defended for remainder of battle. OPD
Volcana - ???
Fireshield - 5FE - Acts as a level 5 Energy or Fighting attack. May be used to defend.
Fury - 9FE - Acts as a level 9 Fighting or Energy attack. Must make 3 additional attacks.
Thump - 6I - Acts as a level 6 Intellect attack. If unsuccessful, target may immediately attack with Thump. Volcana's team may defend.
Hen - Volcana or teammate may not be attacked with Fighting or Strength for remainder of battle.
Boom Boom - 6E 4F 2S 4I - May shift any attack from teammate to Boom Boom once per game (or once per battle if Teammate is The Beyonder)
Planted Bomb - 1AP/9EFS - Acts as a level 1 Any-Power attack. When in Permanent Record, acts as a level 9 Energy, Fighting or Strength attack.
Attract and Distract - Avoid 1 attack with an Energy icon. Boom Boom is +2 to attack for remainder of battle.
Flash Chafe - 4EI - Acts as a level 4 Energy or Intellect attack. If successful, target may not attack for remainder of battle.
Burn-Out - Boom Boom discards 1 power card usable by her to make as many attacks as possible at +2. Boom Boom may not defend or be defended for remainder of battle. OPD
Thundersword - ? Probably 6F with a good inherent
Brute Vengeance - 8E - Acts as a level 8 Energy attack. For remainder of battle, Intellect attacks against Thundersword may not be defended.
Draw Fire - 4F - Acts as a level 4 fighting attack. All attacks against target are +2 for remainder of battle.
Unreasonable - Avoid 1 Fighting or Strength attack. Draw 1 card. Discard if duplicate.
The Thunder Sword - Play with a Universe: Basic card. For remainder of game, all Thundersword's matching and multi Power Cards gain the Universe's bonus to attack and defend. OPD
Char 5 - Dunno who this should be yet
Teamwork Killer - Confusion
Draw Fire - [Char] may make 1 attack against each opposing character at +1, including reserve
Even Up - Add +x to venture, where x is the total value of Hits to Current Battle on [Char's] team. OPD
Hidden Cache - 4I - Acts as a level 4 Intellect attack. If successful, sort through [Draw/Dead] Pile and select 1 Special using by [Char] and attack with it. May be defended. Shuffle Draw Pile afterwards.
Char 6 - Dunno who this should be, haven't come up with specials yet.
Rest of Deck
The usual suspects. A-Next and Power Cards. No Teamwork, Allies or Doubleshots. Maybe a 6E+3 Universe: Basic.
Assume it came as a sealed deck-- one copy of each OPD, three of each non-OPD for The Beyonder and The Beyond; three of each Character (plus one OPD and three each of non OPD)-- the right distribution of Power cards and Universe cards-- 4 Event Markers, fully stocked mission set and Ultimate Missions, etc.
(I would be tempted to create a set of 5 non-Ultimate events, so Secret Wars II could be used in regular gameplay, just for the halibut)
I'll attach a Word doc that has the cards properly sized for printing, if anyone wanted to give this a shot. One of these days, when I have it fully balanced, I'll break out the Secret Wars II comics and a scanner. =)
I REALLY dig this idea!! honestly, it would be GREAT to see Ultimate versions of some of the Supervillains we already have. Apocalypse, Magneto, Dr.Doom, Darkseid, Parallax - these are some of the most potent beings around that REQUIRED a team of supers to defeat! as great as some of them are in OP, I always thought it a little strange that these guys need 3 teammates to take out some other random team of 4 characters. now, I naturally get the balance needed to set up OP as a whole, but this might be a great, adaptive, and creative way to "fix" some of these supervillains! with the ones who already have OP character cards, you could simply create alternates to set this ultimate format for them.
just spit-balling, but give them all a standard I.A. with something like:
KO'd only with 40 hits and 4 icons.
MAGNETO: Ultimate
8-5-5-7
May keep 1 duplicate of each Special card.
APOCALYPSE: Ultimate
6-3-6-8 (only for the sake of an "ultimate" mind you ;))
All Apocalypse specials which have a lasting effect, last for remainder of Game.
Is this a one player thing? It sounds like a great idea...
Quote from: thetrooper27 on February 08, 2013, 12:28:51 AM
Is this a one player thing? It sounds like a great idea...
No, it's intended that one player controls the Boss deck, one controls the Heroes.
Overpower Solitaire would be an interesting idea, though. I'll let that stew.
Quote from: halcyon1234 on February 14, 2013, 09:19:29 AM
...Overpower Solitaire would be an interesting idea, though. I'll let that stew.
yeah, this
is an interesting idea! I play against myself a lot, but that's still 2 full decks against eachother (like playing chess against yourself). I kinda like the idea of a solitary version of Overpower, making the actions of the Opponent somewhat automated, but still myserious... I feel like these ideas could even be blended a little (not trying to steal your Boss/Villain theme here, but just drawing inspiration ;))...
Quote from: ncannelora on February 14, 2013, 10:03:17 AM
Quote from: halcyon1234 on February 14, 2013, 09:19:29 AM
...Overpower Solitaire would be an interesting idea, though. I'll let that stew.
yeah, this is an interesting idea! I play against myself a lot, but that's still 2 full decks against eachother (like playing chess against yourself). I kinda like the idea of a solitary version of Overpower, making the actions of the Opponent somewhat automated, but still myserious... I feel like these ideas could even be blended a little (not trying to steal your Boss/Villain theme here, but just drawing inspiration ;))...
solitaire is the only way i can play :)
Quote from: halcyon1234 on February 14, 2013, 09:19:29 AM
Quote from: thetrooper27 on February 08, 2013, 12:28:51 AM
Is this a one player thing? It sounds like a great idea...
No, it's intended that one player controls the Boss deck, one controls the Heroes.
Overpower Solitaire would be an interesting idea, though. I'll let that stew.
As a side project during my free time, I've been working extensively on a solitaire version of OverPower and have tested several methods. I plan on creating a thread very soon that presents numerous options to play an enjoyable solitaire game, but I've found that scaling back on some of the card types and ultimately modifying the game to something that resembles OverPower but is slightly different opens up many solitaire options.
The gestation of my project was a result of owning all of the character cards (along with 48 custom characters and all of Bios characters printed, as I prefer his artwork and grid values to the originals) but very few special cards as I sold my collection a few years back. I picked up some power cards, teamworks, any character specials and a few other cards and began working on some ideas. I originally developed a bare bones solitaire game involving a deck of playing cards, but I found it to be too limiting and wanted to expand my options. I incorporated three dice (I use one to determine who attacks who and the rest come into play depending on the special card drawn) and a deck that includes two of every power card type 1-8 including multi (multi-5 is limited to one card) and anypower (anypower limited to one of each card), teamwork cards for level 6 and 7 playable only by level 6 and 7 characters, a few any character specials and ten special cards (represented by ten Batcave any character specials but you could use your character specific specials) that allow for unique offensive and defensive actions depending on the character, their corresponding grid and the roll of the dice. I use only three or four characters per side, but I've tested the playing format with up to five characters with success. There is both a sum deck rule and 'scenarios' and challenges to expand gameplay.
I'll create a thread with my full rule set in the next week or two after some fine tuning as I don't want to derail the intentions of this current thread any further, but suffice it to say, I've greatly enjoyed what I've come up with and I think you guys might as well in terms of having a solitaire gameplay option.
Quote from: TGW on February 14, 2013, 12:07:40 PM
I'll create a thread with my full rule set in the next week or two after some fine tuning as I don't want to derail the intentions of this current thread any further, but suffice it to say, I've greatly enjoyed what I've come up with and I think you guys might as well in terms of having a solitaire gameplay option.
You have my attention! I'm not sure how I'll feel about adding new elements (dice, separate cards, etc), but I'm certainly interested in new ideas along those lines!
Quote from: ncannelora on February 14, 2013, 12:37:38 PM
Quote from: TGW on February 14, 2013, 12:07:40 PM
I'll create a thread with my full rule set in the next week or two after some fine tuning as I don't want to derail the intentions of this current thread any further, but suffice it to say, I've greatly enjoyed what I've come up with and I think you guys might as well in terms of having a solitaire gameplay option.
You have my attention! I'm not sure how I'll feel about adding new elements (dice, separate cards, etc), but I'm certainly interested in new ideas along those lines!
The only new element to really add is the dice. I find it adds to the random element as opposed to just rotating turns between characters and whatnot. The any character Batcave special cards that I use ten of serve as proxies to special cards for the characters in play. This will be explained in more detail in my thread, but for those with more extensive collections, they can be removed and replaced with character accurate specials to retain as much of the OverPower vibe as possible.
I have a set of the OverPower: Power Balance cards on the way, so I plan on incorporating the various power cards and multi-powered teamwork cards, but those won't be a requirement. I'll have a thread up very soon, as I plan on some more fine tuning this Saturday while the wife is at work.