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Topics - Photonicide

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1
Custom Cards / Overpower Core Set
« on: February 14, 2018, 12:09:17 AM »
So I have been making a lot of decks as I play with my Max Six expansion and I got tired of having to move all of my Any Character cards from one deck to another. I decided the put together a core set of cards of what I consider to be the most used cards.

  • Every Any Character/Hero card with extra AA and AR to cover the three other power types.
  • Four C2 Any Homebase cards. One for each power type.
  • DC Universe (similar to Marvel Universe)
  • Beyonder
  • Multiverse
  • Level 5, 6, 7, 8 AnyPower Power cards
  • Level 5 Multi Power card

Check out my website to see all of the cards and to download them. I also had them professionally printed. If you are interested in a set, feel free to email me at MaxSixOverpower@gmail.com

Thanks to fennshysa for the card templates!


2
Custom Cards / Full IA for Beyonder
« on: February 04, 2018, 01:10:00 PM »
I know that his card has been remade many times but I wanted to make one that describes fully how he can be played. Is there anything I left off or needs changing?


3
Targeting / Negate aspect cards
« on: January 05, 2018, 04:42:45 PM »
I know that Aspect cards are different than special cards but they feel the same. They even look the same expect that they have a green border. Should Aspect cards be able to be negated by AO or similar special cards?

4
Custom Cards / Max 6 Teams
« on: December 23, 2017, 06:14:47 PM »
Hello all!

I have finished the remaining cards for my max 6 team expansion! This set is meant to increase the playability of max 6 characters, as so many characters fall into this category and almost none see play! The level 0 power cards, which are the other half of this expansion can be found here on this website Level 0 Power Cards or on my website MaxSixOverpower.com I have also included a homebase for an overly high stat team and a battlesite specifically for any hero/character specials. This battlesite is meant to be played with the new rules from Power Balance and OP3 that say that battlesites can be destroyed the same way that characters can and that the hits count towards venture (1/2 the value, round down). This set is also meant to be played with level 0 Power cards counting as duplicates of level 7 and 8 Power cards but will receive double bonus from Universe cards and allow you to draw a card, discarding duplicates after playing it. Also with the rule variant that makes all Basic Universe and Universe Training cards OPDs with the addition of them drawing you a card, discarding duplicates, after using one of them.

I am curious to know what you all think about the balance of these cards as a set and if you think they are too over or under powered.

**************UPDATE*************
All of the rules for this set as well as high resolution images can be found at my website www.MaxSixOverpower.com
**************UPDATE*************

5
Custom Cards / Level 0 Power Cards
« on: December 20, 2017, 06:24:55 PM »
**********************UPDATE***********************
These cards can be downloaded in high resolution from my website.
All of the rules that go along with these cards can be found there as well.
www.MaxSixOverpower.com
****************************************************
Hello All!

I put together some Level 0 Power cards as I love the idea of strengthening max 6 stat characters. I have seen some different rules about them from NEO (https://sites.google.com/site/neogamerules/) and from the Emporium http://justabgkid.com/emporium/ae-0powercards.html but I have altered them slightly. They will count as duplicates of level 7 and 8 Power cards but will receive double bonus from Universe cards. Also, you may draw a card and discard duplicates after playing a level 0 power card. These are meant to be played with the rule variant that makes all Basic Universe and Universe Training cards OPDs with the addition of them drawing you a card, discarding duplicates, after using one of them. With these two rules I think you can see how this can help max 6 teams without making them overpowered.



6
Custom Cards / Custom Homebases
« on: September 20, 2017, 01:44:16 AM »
Hello friends!

I have been working on some custom home bases for awhile in order to allow for some more variety in teams while maintaining a balanced game. Let me know what you all think! I would love to hear your suggestions on what to change!

  • Gathering of Titans
    • Any characters
    • Opponents are +1 to all actions made by a power card.

  • Amulet of Compulsion
    • Any team with one character on the front line with a level 8 on the power grid.
    • At the beginning of the game, choose a power type that a front line teammate has a level 8 in the power grid. All your teams actions with a card that has that symbol on it are -3.

  • Council of Rulers
    • Any characters
    • During the first two draw phases, draw one less card than your opponent. If you concede a battle, move one extra mission card into the defeated mission pile.

  • Union of the Meek
    • Any tournament legal deck with no front line characters that have level 7 or 8 on the power grid
    • +2 to defend attacks of 4 or greater.

  • Power Citadel
    • Any tournament legal deck with no front line characters that have level 7 or 8 on the power grid.
    • At the beginning of the game, choose a power type. All of your characters have +1 to that power type on their power grid.

  • Doomsday Preppers
    • Any tournament legal deck with no front line characters that have level 7 or 8 on the power grid.
    • Before the first three draw phases, you may sort through your draw pile and place one non-anyhero card on top. Reshuffle the remaining cards. You may not venture more than 2 cards.

  • Friends of Gotham
    • Any tournament legal deck with two characters that have a hero/villain code.
    • Once per battle, one attack made by a power card is at +1 or one defense at +2. This effect is removed once your power pack is shuffled into the draw pile.

  • Friends of Metropolis
    • Any tournament legal deck with three characters that have a hero/villain code.
    • Once per battle, you may make one attack at +1 or one defense at +3. This effect is removed once your power pack is shuffled into the draw pile.

  • Listeners of the Universe
    • Any tournament legal deck with two characters that do not have a level 7 or 8 in their power grid, which will be referenced as sidekicks.
    • Requirements for sidekicks to play universe and tactic cards are -1. Does not apply to “or less” requirements. 

  • Sacrificial Artifact 
    • Any tournament legal deck with two characters that do not have a level 7 or 8 in their power grid, which will be referenced as sidekicks.
    • When a teammate is KO’d they may be saved by moving all of their hits to current battle and permanent record to a front-line sidekick who is then KO’d. The teammate who is saved is -2 to all attacks for remainder of game.

  • Temple of Transference
    • Any tournament legal deck with two characters that do not have a level 7 or 8 in their power grid, which will be referenced as sidekicks.
    • Once per battle, a non-power card attack made on a teammate may be moved to a sidekick who may defend. If the attack is not defended, your opponent may make one additional attack against a sidekick. 

  • Team Beyonder
    • Beyonder and any characters
    • You may not use teamwork cards.

  • Team Galactus
    • Galactus and any characters
    • You may only use 3 anyheroes or 3 activator cards with a battle site.

  • The End
    • Any characters
    • Your deck must contain “Hold Me Back” and “Your Move” events along with no other events.
      • “Hold Me Back” The End’s team may only make two attacks this battle. If The End’s team concedes, they must discard all placed universe cards. If drawn with “Your Move” draw another card and shuffle this event or “Your Move” back into your deck.
      • ”Your Move” Do not discard duplicates this battle. The End’s teams opponent draws an extra card. If The End’s team concedes, they must discard all placed specials.

  • Wait For It
    • Any tournament legal deck with no front line characters that have level 7 or 8 on the power grid.
    • Your deck must contain “It’s Time” and “Our Move” events along with no other events.
      • “It’s Time” Wait For It’s team gains +2 to all actions this battle and may not venture more than 3. If drawn with “Our Move”, draw another card and shuffle this event or “Our Move” back into your deck.
      • ”Our Move” Do not discard duplicates this battle. Wait For It’s team draws an extra card and may not venture more than 3.



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