___________________________________________________________________________ / V4 \ {------====== D C O V E R P O W E R C A R D G A M E ======------} \___________________________________________________________________________/ D C O P C H A R A C T E R S (Energy-Fighting-Strength-Intellect) Character (H/V) Grid (Total) Inherent Ability AQUAMAN (H) 2-5-6-6 (19) May have dup "Allies Frm Deep" AZRAEL (H) 5-8-3-3 (19) BANE (V) 1-6-6-6 (19) BATMAN (H) 2-7-4-7 (20) BATMAN AVENGER (H) 4-8-4-4 (20) M Power cards +1 vs. Villain BATMAN DETECTIVE (H) 4-4-4-8 (20) Play Gordon "Sting Operation" BLACK CANARY (H) 3-7-3-5 (18) May Place/play any Hero I Ally BLUE BEETLE (H) 4-6-4-5 (19) Team +2 to Venture Total BOOSTER GOLD (H) 6-4-5-3 (18) I Power cards +3 for defense BRAINIAC (V) 8-1-4-7 (20) CAPTAIN ATOM (H) 7-6-4-3 (20) F Teamworks from Reserve CAPTAIN MARVEL (H) 5-4-7-2 (18) "Speed of Mercury" from Reserv CATWOMAN (V) 3-6-2-6 (17) CATWOMAN WHIPLASH (V) 3-7-3-4 (17) F Power cards +1 vs. Hero code COMM. GORDON AND THE G.C.P.D. (H) 4-5-5-6 (20) COMM. JAMES GORDON (H) 5-6-4-5 (20) +2 Venture Total each battle CYBORG (V) 6-3-7-4 (20) DARKSEID (V) 6-3-8-6 (23) DOCTOR POLARIS (V) 6-4-4-6 (20) Power cards +1 for defense DOOMSDAY (V) 4-6-8-1 (19) ERADICATOR (H) 7-2-7-3 (19) THE FLASH (H) 6-6-4-3 (19) "Reap Whirlwind" from Reserve GREEN ARROW (H) 4-7-3-5 (19) Attack Reserve w/ E Power crds GREEN LANTERN (H) 7-3-4-4 (18) No Spect KO w/ E Power cards HAWKMAN (H) 4-6-6-4 (20) Basic Universes additional +2 HAZARD (V) 7-2-5-5 (19) HUNTRESS (H) 4-6-3-6 (19) JOKER (V) 4-5-2-7 (18) KILLER CROC (V) 4-5-6-1 (16) KNOCKOUT (V) 2-6-7-3 (18) LEX LUTHOR (V) 3-4-3-8 (18) MARTIAN MANHUNTER (H) 4-4-7-5 (20) Teammates' Trainings +1 METALLO (V) 6-2-7-2 (17) METROPOLIS S.C.U (H) 7-4-5-3 (19) MISTER MIRACLE (H) 3-5-3-7 (18) Only Spect KO by 4 Power Types NERON (V) 5-2-6-8 (21) NIGHTWING (H) 2-6-4-6 (18) ORION (H) 4-7-7-2 (20) PARALLAX (V) 7-6-3-5 (21) (H) -1 to attack P. 1st battle PARASITE (V) 7-2-6-2 (17) PENGUIN (V) 6-6-1-6 (19) POISON IVY (V) 4-5-2-6 (17) RA'S AL GHUL (V) 3-7-3-7 (20) RA'S AL GHUL SWORD MASTER (V) 4-7-4-5 (20) Basic Universes additional +1 THE RAY (H) 8-4-4-2 (18) RIDDLER (V) 3-5-3-7 (18) ROBIN (H) 3-6-2-7 (18) STEEL (H) 5-3-6-4 (18) SUPERBOY (H) 6-3-6-3 (18) SUPERGIRL (H) 6-4-6-3 (19) SUPERMAN (H) 7-4-7-3 (21) THORN (V) 4-6-3-5 (18) THE TRICKSTER 6-5-1-7 (19) TWO-FACE (V) 3-6-3-6 (18) TWO-FACE CRIMEBOSS (V) 6-3-3-6 (18) "Flip of the Coin" from Reserv WONDER WOMAN (H) 1-8-6-5 (20) _______________________________________________________________________________ B R E A K D O W N O F D C O V E R P O W E R G A M E C A R D S 50 Characters ( 27 Hero + 22 Villain + 1 Neutral ) 6 Clone Characters ( 3 Holographic Hero + 3 Holographic Villain ) 290 Special Cards ( 10 Any Character + 6 for each B/S Character + 5 for each JLA Character ) 37 Power Cards ( 4 Multipower + 1 Any-Power + 8 Energy + 8 Fighting + 8 Strength + 8 Intellect ) 14 Tactic Cards ( 14 Double Shot ) 85 Universe Cards ( 36 Basic + 12 Training + 12 Teamwork + 25 Ally ) 35 Mission Cards ( 7 for each of 5 different Missions ) + 26 Event Cards ( 1 Any Mission + 5 for each of 5 different Missions ) --- 543 Total DC OverPower Playing Cards --- 544 including the Azrael Hero card without the Trademark/Copyright text line printed next to the H symbol! _______________________________________________________________________________ C H A R A C T E R C A R D S A N D S P E C I A L C A R D S ANY CHARACTER * ARKHAM ASYLUM (BC) (V) {X} [OPD] Play when opponent's Hero is KO'd. Reserve must skip a battle before entering. * THE BATCAVE (AJ) (H) {X} [OPD] You may look at top 3 cards in opponent's Draw Pile. * CONFUSION (DB) {R} [OPD] Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card. * DEAL WITH THE DEVIL (BW) (V) {X} [OPD] Opponent must discard top 2 cards from Draw Pile into Dead Pile. * DEATH FROM ABOVE (AA) {R} [OPD] Parademons swoop in and make a level 4 Fighting attack! Any character may make 1 additional attack. * THE FORTRESS OF SOLITUDE (EN) (H) {X} [OPD] Play on your turn to concede battle. All Mission cards Ventured this battle return to piles they were Ventured from. This card may be placed. * GUARDIAN ANGEL (AG) {VR} [OPD] The Guardian gives warning. Any character may avoid 1 attack. * JUSTICE LEAGUE OF AMERICA (AC) (H) {X} [OPD] Attack made on Front Line Character is now made on any other Front Line character. * URBAN HUNTERS (BE) (H) {X} [OPD] Any Front Line Character may make 1 attack after opponent has conceded the battle. Opponent may defend. * WIZARD IN TOP HAT & TAILS (BQ) {VR} [OPD] Exchange this card for any 1 card in Dead Pile. Counts as Duplicate of all "Any Hero/Character" BQ Specials. ____________________________________________________________________ * AQUAMAN (H) {U} E: 2 F: 5 S: 6 I: 6 (19) ~ May have duplicate "Allies From The Deep" Specials. ~ * ALLIES FROM THE DEEP (EB) {U} Play this card in front of Aquaman, Aquaman may not be attacked until this Special is attacked. Aquaman may not defend this card. * DOLPHIN (JC) {U} Acts as a level 5 Energy attack. Aquaman may play 1 additional Special card. * HOOK (AR) {R} Acts as a level 7 Fighting attack. * KING OF THE SEAS (AG) {U} Avoid 1 attack. * LINE (CH) {VR} [OPD] Target character must discard all Placed cards and may not attack for remainder of battle. ____________________________________________________________________ * AZRAEL (H) {VR} E: 5 F: 8 S: 3 I: 3 (19) * AZRAEL {VR} (ERROR: without Trademark & (c) text line next to H symbol) * AVENGING ANGEL (CS) {U} Choose 1 Universe card, excluding Teamwork or Training, from Draw Pile and place in hand. Reshuffle Draw Pile. * BATTLE ARMOR (AD) {C} Avoid 1 Fighting or Strength attack. * DIVINE INSPIRATION (AM) {R} Azrael gains a +2 to defense for remainder of battle. * FLAMING SWORD (AE) {R} Acts as a level 4 Energy attack. May combine with 1 Strength card for a single attack. * KNOW MY WRATH (AS) {R} [OPD] Acts as a level 10 Fighting attack. * THE SYSTEM (DU) {VR} [OPD] Azrael may make 2 Power card attacks at +2 each, or 1 Power card attack at +3. Bonus not applied to damage, or Venture Total. ____________________________________________________________________ * BANE (V) {VR} E: 1 F: 6 S: 6 I: 6 (19) * ENHANCED PHYSIQUE (AY) {R} Bane's Fighting skill increases to 8 for remainder of battle. * FERAL RAGE (DG) {U} Acts as a level 2 Strength attack. May make 2 additional attacks. * INTELLECTUAL SUPERIORITY (HR) {R} [OPD] Acts as a level 9 Energy or Intellect attack. * INTIMIDATION (CI) {U} Play with Intellect Power card attack. If attack succeeds, add +2 to damage. * VENGEANCE OF BANE (DD) {R} Bane is +2 to all attacks against target character and +2 to defense from attacks made by target character for remainder of battle. * VENOM INJECTION (DV) {VR} [OPD] Bane may make 1 attack at +4. May not be combined with Universe cards. ____________________________________________________________________ * BATMAN (H) {R} E: 2 F: 7 S: 4 I: 7 (20) * BATMAN AVENGER (H) {X} E: 4 F: 8 S: 4 I: 4 (20) ~ Batman's MultiPower cards are +1 vs. any Character with a Villain code. ~ * BATMAN DETECTIVE (H) {X} E: 4 F: 4 S: 4 I: 8 (20) ~ Batman may play Comm. Gordon & G.C.P.D. "Sting Operation" Special. ~ * BATARANG (AB) {U} Acts as a level 4 Fighting attack. May make 1 additional Fighting attack against a different opponent. * THE DARK KNIGHT (HL) {R} Opponent's team may not use Intellect Power cards level 6 through 8 to attack for remainder of battle. * MAGNESIUM FLARE (DM) {U} Batman's Energy Power cards are +2 for remainder of battle. * MARTIAL ARTS EXPERT (BA) {VR} [OPD] Acts as a level 3 Intellect attack. Can only be defended by a defensive Special card. * MASTER DETECTIVE (AJ) {R} Opponent must reveal any Special cards currently held in hand. * OLYMPIC LEVEL ATHLETE (AD) {R} Avoid any attack made with a Power card. ____________________________________________________________________ * BLACK CANARY (H) {U} E: 3 F: 7 S: 3 I: 5 (18) ~ May Place and play any Hero Intellect Ally cards. ~ * BIRD OF PREY (AA) {C} Acts as a level 4 Fighting attack. May make 1 additional attack. * OPENING FLOWER DISCIPLINE (JH) {U} Acts as a level 5 Strength attack. If successful, Target character -2 to defense for remainder of battle. * THE ORACLE CONNECTION (JC) {U} Acts as a level 5 Intellect attack. Black Canary may play 1 additional Special card. * STREET SMARTS (AJ) {VR} [OPD] Black Canary may look at top 6 cards in opponent's Draw Pile. * WORKING CLOTHES (AD) {C} Avoid 1 attack made with a Universe card. ____________________________________________________________________ * BLUE BEETLE (H) {C} E: 4 F: 6 S: 4 I: 5 (19) ~ Team is +2 to Venture Total per battle. ~ * AIRGUN (BA) {U} Acts as a level 3 Energy attack. Can only be defended by a card with a Strength icon. * THE BUG (HH) {U} Blue Beetle may have an unlimited number of Special cards placed on him until Blue Beetle is KO'd. Specials may not be duplicates. * BWAH-HA-HA-HA! (HO) {R} Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total. * FRICTIONLESS FOAM (JB)=>(IB) {U} Opponent must discard all placed Universe cards, and is -3 to Venture total. * QUICK WITS (AD) {U} Avoid any attack made with a Power card. ____________________________________________________________________ * BOOSTER GOLD (H) {C} E: 6 F: 4 S: 5 I: 3 (18) ~ Intellect Power cards are +3 when used for defense. ~ * ENERGY ABSORPTION FIELD (AH) {VR} [OPD] Avoid 1 attack with an Energy icon. No Energy Power cards may be played against Booster Gold's team for remainder of battle. * GAUNTLET ENERGY BLAST (AA) {C} Acts as a level 4 Energy attack. May make 1 additional attack. * MIDAS MODE (JG) {U} Booster Gold may play any Energy or Strength Teamwork cards for remainder of game. * QUARTERBACK SNEAK (AN) {U} Acts as a level 6 Strength attack, may be used against character in Reserve, who may defend. * SKEETS (HT) {U} [OPD] Choose 1 Power card usable by Booster Gold from Power Pack and place in hand. May be duplicate. Reshuffle Power Pack. ____________________________________________________________________ * BRAINIAC (V) {VR} E: 8 F: 1 S: 4 I: 7 (20) * BRAIN DRAIN (CU) {R} [OPD] Acts as a level 8 Intellect attack. If successful Target must immediately discard 1 Placed card, of Brainiac's choice. * FORCE FIELD (AG) {R} Avoid 1 attack. * FORCE OF MIND (AI) {C} Target hero must discard 1 placed Universe card of Brainiac's choice. * LORD OF WARWORLD (CC) {R} Acts as a level 5 Strength Power card. May be used to attack or defend. May not be combined with Universe cards. * MENTAL CONTROL (AV) {VR} [OPD] Target character may not attack for remainder of battle. * MENTAL ILLUSIONS (DR) {U} Opponent must draw 1 card from Draw Pile. Drawn card and any duplicate of it, placed or in hand, must be discarded. ____________________________________________________________________ * CAPTAIN ATOM (H) {R} E: 7 F: 6 S: 4 I: 3 (20) ~ May play Fighting Teamwork cards from Reserve. ~ * ANTI-GRAVITY FIELD (JD) {VR} [OPD] Captain Atom may not attack or be attacked with Basic Universe cards for remainder of game. * ATOMIC BOLT (HR) {VR} [OPD] Acts as a level 9 Energy or Fighting attack. * ATOMIC PUNCH (AA) {C} Acts as a level 4 Strength attack. May make 1 additional attack. * QUANTUM JUMP (JB) {VR} [OPD] Remove all Hits from Captain Atom's Permanent Record and Current Battle, and switch places with the Reserve. * SKIN ALLOY (AM) {U} Captain Atom gains a +2 to defense for remainder of battle. ____________________________________________________________________ * CAPTAIN MARVEL (H) {U} E: 5 F: 4 S: 7 I: 2 (18) ~ May play "Speed of Mercury" from Reserve. ~ * THE MARVEL FAMILY (JC) {R} Acts as a level 3 Energy, Fighting, Strength, or Intellect attack. Captain Marvel may play 1 additional Special card. * POWER OF ZEUS (DO) {U} Negates the effect of any 1 Special card played by opponent against Captain Marvel only. * SPEED OF MERCURY (AY) {VR} [OPD] Captain Marvel's Fighting Rating increases to 7 for remainder of game. * STAMINA OF ATLAS (JE) {VR} [OPD] Any cards with more than 1 icon on Captain Marvel's Permanent Record become Any-Power cards for the remainder of the game. * STRENGTH OF HERCULES (AP) {U} Acts as a level 6 Strength attack. Cannot be defended by a card with an Energy icon. ____________________________________________________________________ * CATWOMAN (V) {R} E: 3 F: 6 S: 2 I: 6 (17) * CATWOMAN WHIPLASH (V) {X} E: 3 F: 7 S: 3 I: 4 (17) ~ Catwoman's Fighting Power cards are +1 vs. any Character with a Hero code. ~ * CAT-LIKE REFLEXES (CN) {U} No Universe cards may be played against Catwoman for remainder of battle. * CUNNING THIEF (BW) {VR} [OPD] Opponent must discard top 5 cards from Draw Pile into Dead Pile. * NINE LIVES (AD) {U} Avoid 1 Fighting attack. * PROWLING BY NIGHT (DB) {R} Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card. * RAZOR SHARP CLAWS (AP) {R} Acts as a level 5 Fighting attack. Cannot be defended by a card with a Fighting icon. * WHIP STRIKE (BU) {R} Catwoman may combine Strength power cards level 1 through 4 for a single attack. May be blocked as a whole or in parts. ____________________________________________________________________ * COMM. GORDON AND THE G.C.P.D. (H) {U} E: 4 F: 5 S: 5 I: 6 (20) * COMM. JAMES GORDON (H) {X} E: 5 F: 6 S: 4 I: 5 (20) ~ Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle. ~ * THE BAT SIGNAL (HI)=>(HU) {R} Comm. Gordon may Place and play Batman "Master Detective" and "The Dark Knight" Special cards for remainder of game. * REINFORCEMENTS (DE) {U} Play when teammate is wounded. Teammate gains +2 to all attacks for remainder of battle. * RIOT GEAR (AH) {R} No cards with an Energy icon may be played against Commissioner Gordon & G.C.P.D. for remainder of battle. * STING OPERATION (BY) {VR} [OPD] Opponent must immediately discard all cards with an Intellect icon currently held in hand. * SWAT TEAM (AQ) {VR} [OPD] Acts as a level 8 Energy, Fighting, Strength, or Intellect attack. * TEAR GAS GUNS (CM) {R} Opponent's characters are -1 to all actions for remainder of battle. ____________________________________________________________________ * CYBORG (V) {R} E: 6 F: 3 S: 7 I: 4 (20) * COLD-BLOODED KILLER (AE) {R} Acts as a level 4 Fighting attack. May combine with 1 Intellect card for a single attack. * DOOM FROM ABOVE (AM) {VR} [OPD] Cyborg gains a +2 to all actions for remainder of battle. * INTERSTELLAR MENACE (CH) {R} [OPD] Target character must discard all Placed cards and may not attack for remainder of battle. * LASER VISION (AR) {U} Acts as a level 4 Energy attack. * MECHANICAL METAMORPH (DF) {VR} [OPD] Reshuffle Power Pack into Draw Pile. * REGENERATION (AL) {R} Remove 1 hit from Cyborg's Permanent Record. ____________________________________________________________________ * DARKSEID (V) {R} E: 6 F: 3 S: 8 I: 6 (23) * DESAAD (JC) {U} Acts as a level 5 Intellect attack. Darkseid may play 1 additional Special card. * GRANNY GOODNESS (AK) {U} Play during battle. For remainder of battle, all Fighting bonuses from Teamwork cards are doubled. * KALIBAK (EB) {U} Play this card in front of Darkseid. Darkseid may not be attacked until this Special is attacked. Darkseid may not defend this card. * LORD OF APOKOLIPS (DU) {VR} [OPD] Darkseid may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3. Bonus not applied to damage, or Venture Total. * OMEGA EFFECT (BM) {VR} [OPD] Acts as a level 7 Intellect attack. If successful, Target character may not attack for remainder of battle ____________________________________________________________________ * DOCTOR POLARIS (V) {C} E: 6 F: 4 S: 4 I: 6 (20) ~ Power cards are +1 when used for defense. ~ * BLACK HOLE FORCE BEAM (DQ) {VR} [OPD] Target character's Hits to KO number is decreased by 5 points for remainder of game. * FORCE OF NATURE (JI) {U} Play during battle. At end of battle, Opponent may not move any Mission cards from the Defeated Missions Pile. * MAGNETIC ENERGY BOLT (HF) {C} Acts as a level 4 Fighting or Strength attack. * MAGNETIC SPHERE (AG) {U} Avoid 1 attack. * MAKE THE BLOOD BOIL (GD) {VR} [OPD] Acts as a level 7 Any-Power attack. If successful, acts as a level 0 Energy, Fighting, Strength or Intellect power card. ____________________________________________________________________ * DOOMSDAY (V) {VR} E: 4 F: 6 S: 8 I: 1 (19) * BONY PROTRUSIONS (AP) {R} Acts as a level 6 Fighting attack. Cannot be defended by a card with a Strength icon. * ENGINE OF DESTRUCTION (GL) {R} [OPD] Sort through opponent's Draw Pile. Choose any 1 card and remove it from the game. Reshuffle Draw Pile. * IRRESISTIBLE FORCE (DO) {R} Negates the effect of any 1 Special card played by opponent against Doomsday only. * OUT FOR BLOOD (DK) {U} Play when Doomsday is wounded. Doomsday gains a +2 to all attacks for remainder of battle. * TOUGH HIDE (AD) {C} Avoid 1 Strength or Energy attack. * UNEARTHLY STRENGTH (BV) {VR} [OPD] Doomsday may make as many Strength Power card attacks as possible. Opponent may defend. ____________________________________________________________________ * ERADICATOR (H) {U} E: 7 F: 2 S: 7 I: 3 (19) * AIRBORNE ASSAULT (AA) {U} Acts as a level 4 Fighting attack. May make 1 additional attack. * ENERGY BLAST (EM) {R} Acts as a level 4 Energy attack. If successful, opponent must discard 1 card of opponent's choice from hand. * A LASTING IMPRESSION (CL) {R} Play in current battle. The Eradicator may play any KO'd teammate's Specials in next battle. * POWER PUNCH (AQ) {VR} [OPD] Acts as a level 7 Energy, Fighting, Strength, or Intellect attack. * SELF HEALING (DQ) {R} Eradicator hits to K.O. number is increased by 2 points for remainder of game. * VENGEFUL PROTECTOR (AC) {C} Attack made on teammate is now made on Eradicator, who may defend. ____________________________________________________________________ * THE FLASH (H) {C} E: 6 F: 6 S: 4 I: 3 (19) ~ May play "Reap the Whirlwind" from Reserve. ~ * 1-2 (THOUSAND) PUNCH (DG) {C} Acts as a level 2 Strength attack. May make 2 additional attacks. * THE FASTEST MAN ALIVE (AG) {U} Avoid 1 attack. * REAP THE WHIRLWIND (AI) {U} Opponent must discard 1 Placed card of The Flash's choice. * SPEED-LENDING (AR) {U} Acts as a level 7 Strength attack. * TAPPING THE SPEED FORCE (JA) {VR} [OPD] Discard one Energy Power card usable by The Flash to draw 4 cards from top of the Draw Pile. May keep duplicates. ____________________________________________________________________ * GREEN ARROW (H) {U} E: 4 F: 7 S: 3 I: 5 (19) ~ May attack the Reserve with Energy Power cards. ~ * AIKIDO STRIKE (HF) {C} Acts as a level 4 Intellect or Strength attack. * EDDIE FYERS (JC) {U} Acts as a level 5 Fighting attack. Green Arrow may play 1 additional Special card. * THE EMERALD ARCHER (IE) {VR} [OPD] Play during battle. At end of battle, opponent may only move 1 Mission card. Other Mission cards return to piles Ventured from. * KYUDO DISCIPLINE (AV) {VR} [OPD] Target opponent may not attack for remainder of battle. * THE LONGBOW HUNTER (EI) {U} Acts as a level 2 Strength attack. May be made after opponent has conceded the battle, opponent may defend. ____________________________________________________________________ * GREEN LANTERN (H) {U} E: 7 F: 3 S: 4 I: 4 (18) ~ May not be Spectrum KO'd with Energy Power cards. ~ * GOIN' BALLISTIC (AD) {C} Avoid 1 attack that contains a Strength icon. * GOTCHA! (AX) {U} Green Lantern and Target character may not attack for remainder of battle. * LET'S GET MEDIEVAL! (JF) {VR} [OPD] All Any-Power cards on target character's Permanent Record become Strength cards for remainder of game. * POWER OF IMAGINGATION (HR) {VR} [OPD] Acts as a level 9 Energy or Intellect attack. * ...THIS IS A GUN (HN) {U} Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO. ____________________________________________________________________ * HAWKMAN (H) {U} E: 4 F: 6 S: 6 I: 4 (20) ~ Basic Universe card bonuses are an additional +2. ~ * CESTUS GLOVE (JF) {VR} [OPD] All Any-Power cards on target character's Permanent Record become Fighting cards for remainder of game. * KATAR BLADE (EZ) {VR} [OPD] Play in the current battle. Hawkman's Energy and Fighting ratings are increased to 7 in the next battle. * MACE (AP) {U} Acts as a level 6 Strength attack. Cannot be defended by a card with a Fighting icon. * THANAGARIAN BLASTER (HF) {C} Acts as a level 4 Fighting or Energy attack. * THE WINGED WARRIOR (FD) {VR} [OPD] Only Hawkman and Target character may attack, be attacked or defend this battle. ____________________________________________________________________ * HAZARD (V) {U} E: 7 F: 2 S: 5 I: 5 (19) * CUTTING LASER (EN) {R} Acts as a level 4 Energy attack. If attack succeeds, add +2 to damage. * CYBER-JACKED (HQ) {U} =>[OPD] Draw 3 cards. Discard duplicates. * CYBERNETIC STRENGTH (AY) {R} Hazard's Strength skill increases to 8 for remainder of battle. * FLIGHT PACK (AD) {C} Avoid 1 attack made with a Universe card. * SPLIT (DI) {U} Opponent's team may not use Universe cards to attack or defend against Hazard for remainder of battle. * TELEKINETIC FIST (EO) {VR} [OPD] Acts as a level 7 Energy attack. If successful, Hazard and target character may not attack for remainder of battle. ____________________________________________________________________ * HUNTRESS (H) {R} E: 4 F: 6 S: 3 I: 6 (19) * CROSSBOW (CI) {U} Play with Energy Power card attack. If attack succeeds, add +2 to damage. * EXPERT TRACKER (EP) {R} Huntress may cut opponent's Draw Pile. Discard to the Dead Pile the card cut to. * SNEAK ATTACK (BP) {VR} [OPD] Acts as a level 6 Strength attack. May be played while Huntress is in Reserve. * THRILL OF THE HUNT (GL) {R} [OPD] Sort through opponent's Draw Pile. Choose any 1 card and remove it from the game. Reshuffle the Draw Pile. * THROWING KNIVES (DG) {U} Acts as a level 2 Fighting attack. May make 2 additional attacks. * TRAINED GYMNAST (CD) {R} Only attacks made with Universe cards may be played against Huntress for remainder of battle. ____________________________________________________________________ * JOKER (V) {R} E: 4 F: 5 S: 2 I: 7 (18) * ACID SPRAY FLOWER (CU) {R} Acts as a level 3 Energy attack. If successful, target character must discard 1 placed card of opponent's choice. * DOUBLE CROSS (AC) {U} Attack made on Joker is now made on teammate of his choice, who may defend. * HIGH VOLTAGE JOY BUZZER (CY) {R} Acts as a level 4 Energy attack. Joker may make 1 additional Fighting and/or 1 additional Intellect Power card attack. * JOKER VENOM (BM) {VR} [OPD] Acts as a level 7 Energy attack. If successful, target character may not attack for remainder of battle. * KEYS TO THE KINGDOM (AD) {R} The Joker may avoid any numerical attack. * MANIACAL GENIUS (CS) {C} Choose 1 Universe card, excluding Teamwork and Training, from Draw Pile and place in hand. Reshuffle Draw Pile. ____________________________________________________________________ * KILLER CROC (V) {U} E: 4 F: 5 S: 6 I: 1 (16) * BRUTE FORCE (AE) {R} Acts as a level 4 Strength attack. May combine with 1 Fighting card for a single attack. * DUMB LUCK (AP) {R} Acts as a level 6 intellect attack. Cannot be defended by a card with an Intellect icon. * RAMPAGE (AY) {U} Killer Croc's Energy skill increases to 8 for remainder of battle. * SCALY SKIN (AM) {U} Killer Croc gains a +2 to defense for remainder of battle. * SLIPPERY ESCAPE (AG) {R} Avoid 1 attack. * WRESTLING HOLD (BM) {VR} [OPD] Acts as a level 7 Strength attack. If successful, target character may not attack for remainder of battle. ____________________________________________________________________ * KNOCKOUT (V) {U} E: 2 F: 6 S: 7 I: 3 (18) * ...8...9...10! YOU'RE OUT! (CR) {R} [OPD] Knockout may switch any two Power cards of equal value, on the Permanent Record of any of two of opponent's Characters. * FEMALE FURY (AA) {U} Acts as a level 4 Energy attack. May make 1 additional attack. * HOT TEMPERED (EQ) {R} For remainder of battle, Knockout's Strength and Energy actions are +2. Fighting and Intellect actions are -2. * KILLER PHYSIQUE (AH) {U} No Fighting Power cards may be played against Knockout for remainder of battle. * MIGHTY BLOW (AN) {R} Acts as a level 6 Strength attack. May be used against opponent in reserve, who may defend. * PICKING A FIGHT (BL) {VR} [OPD] Play when opponent concedes battle. Opponent may not concede battle. ____________________________________________________________________ * LEX LUTHOR (V) {U} E: 3 F: 4 S: 3 I: 8 (18) * ART OF THE DEAL (IG) {R} [OPD] Remove any cards from Lex Luthor's Draw Pile and discard into Dead Pile. Reshuffle Draw Pile. * GLOBAL RESOURCES (BR) {R} Lex Luthor may have 1 additional Power, Universe or Special card placed on him until Lex Luthor is KO'd. * POWER HUNGRY (ER) {C} Choose 1 power card usable by Lex Luthor, excluding Intellect, from Draw Pile and place in hand. Reshuffle Draw Pile. * PROTOTYPE BLASTER (AP) {R} Acts as a level 6 Energy attack. Cannot be defended by a card with a Strength icon. * RUTHLESS ADVERSARY (AW) {VR} [OPD] Opponent -6 to Venture total for this battle. * SKILLED MARTIAL ARTIST (DG) {U} Acts as a level 2 Strength attack. May make 2 additional attacks. ____________________________________________________________________ * MARTIAN MANHUNTER (H) {U} E: 4 F: 4 S: 7 I: 5 (20) ~ Teammates(') Training card bonus' (BONUSES) are an additional +1. ~ * ALIEN PHYSIQUE (CW) {VR} [OPD] Avoid 1 attack. May not be attacked for remainder of battle. * MALLEABLE FORM (AZ) {U} Target opponent may not attack Martian Manhunter for remainder of battle unless he attacks him first. * MARTIAN STRENGTH (AE) {R} Acts as a level 4 Any-Power attack, may combine with 1 Energy, Fighting, Strength, or Intellect Power card for a single attack. * MARTIAN VISION (JF) {VR} [OPD] All Any-Power cards on target character's Permanent Record become Energy cards for remainder of game. * TELEPATHIC PROBE (BM) {U} Acts as a level 5 Energy attack. If successful, Target character may not attack Martian Manhunter for remainder of battle. ____________________________________________________________________ * METALLO (V) {U} E: 6 F: 2 S: 7 I: 2 (17) * DAMAGE CONTROL (AL) {R} Remove 1 hit from Metallo's Permanent Record. * EYE BEAMS (ES) {VR} [OPD] Metallo may combine Energy Power cards with Fighting Power cards to attack for remainder of battle. May not be combined with Universe cards. * I'LL BE BACK! (JB) {R} [OPD] Remove all Hits from Metallo's Permanent Record and Current Battle, and switch places with the Reserve. * MECHANICAL JUGGERNAUT (BW) {VR} [OPD] Opponent must discard top 5 cards from Draw Pile into Dead Pile. * SERVO-ASSISTED STRENGTH (AI) {C} Target character must discard 1 placed Universe card of Metallo's choice. * WALKING ARSENAL (AB) {U} Acts as a level 4 Energy attack. May make 1 additional Energy attack. ____________________________________________________________________ * METROPOLIS S.C.U. (H) {U} E: 7 F: 4 S: 5 I: 3 (19) * BATTLESUIT BRIGADE (CY) {R} Acts as a level 4 Energy attack. Metropolis S.C.U. may make 1 additional Strength and/or 1 additional Fighting Power card attack. * COURAGE UNDER FIRE (AG) {R} Avoid 1 attack. * HEAVY ARTILLERY (AS) {VR} [OPD] Acts as a level 11 Energy attack. Metropolis S.C.U. may not attack for remainder of battle. * PARAMILITARY TRAINING (AM) {C} Metropolis S.C.U. gains +1 to all actions for remainder of battle. * SNIPER FIRE (AN) {R} Acts as a level 6 Fighting attack. May be used against character in reserve, who may defend. * STUN GUNS (AB) {U} Acts as a level 4 Energy attack. May make 1 additional Energy attack. ____________________________________________________________________ * MISTER MIRACLE (H) {U} E: 3 F: 5 S: 3 I: 7 (18) ~ May only be Spectrum KO'd by four Power Types. ~ * AERO DISKS (BS) {VR} [OPD] For remainder of battle, If Mister Miracle can block a Power card attack with an equal value Power card, Mister Miracle's Power card hits attacker. * BIG BARDA (JC) {U} Acts as a level 5 Strength attack. Mister Miracle may play 1 additional Special card. * MOTHER BOX (JJ) {VR} [OPD] Discard 1 Power card usable by Mister Miracle to remove all Hits from Mister Miracle's Permanent Record of equal or lesser value. * OBERON (FA) {U} Mister Miracle may not attack or be attacked for remainder of battle. * SUPER-ESCAPE ARTIST (AH) {C} No Special cards may be played against Mister Miracle for remainder of battle. ____________________________________________________________________ * NERON (V) {R} E: 5 F: 2 S: 6 I: 8 (21) * LORD OF THE UNDERWORLD (CT) {VR} [OPD] All attacks made on Neron are made on Target teammate until teammate is KO'd. Teammate may defend. * NECROMANTIC BLAST (EJ) {U} Acts as a level 2 Energy attack. If successful, acts as a level 8 Fighting Power card. * SEDUCTION OF THE INNOCENT (IB) {U} Opponent must discard all Placed Ally cards, and is -3 to Venture total. * YOUR HEART'S DESIRE (HT) {VR} [OPD] Choose 1 Special card not usable by Neron from Draw Pile and place in hand. May not be a "One Per Deck". May be duplicate. Reshuffle Draw Pile. * YOUR SOUL IS MINE! (HY) {U} Acts as a level 6 Intellect attack. If successful, Target character must discard 2 cards of opponent's choice. Cards may be placed or in hand. ____________________________________________________________________ * NIGHTWING (H) {R} E: 2 F: 6 S: 4 I: 6 (18) * CIRCUS ACROBAT (AH) {R} No cards with a Strength icon may be played against Nightwing for remainder of battle. * ESCRIMA STICKS (AB) {U} Acts as a level 4 Strength attack. May make 1 additional Strength attack. * EXPERT SLEUTH (AJ) {U} Opponent must reveal any Power cards currently held in hand. * GLIDER WINGS (AD) {C} Avoid 1 Strength attack. * TIES THAT BIND (HU) {R} Nightwing may Place and play Robin "Loyal Partner" and Batman "The Dark Knight" Special cards for remainder of game. * TITANS FOUNDER (AF) {R} Add 3 to Venture total for this battle. ____________________________________________________________________ * ORION (H) {R} E: 4 F: 7 S: 7 I: 2 (20) * ASTRO-GLIDER (CC) {U} Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards. * BOOM TUBE (IF) {U} Play as Orion concedes battle. Orion's team may discard 3 cards to top of Draw Pile. * CONSULT THE SOURCE (JF) {VR} [OPD] All Any-Power cards on Target character's Permanent Record become Intellect cards for remainder of game. * MOTHER BOX (JJ) {VR} [OPD] Discard 1 Power card usable by Orion to remove all Hits from Orion's Permanent Record of equal or lesser value. * SOURCE OF THE BEAST (GJ) {C} Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May make 1 additional attack. ____________________________________________________________________ * PARALLAX (V) {R} E: 7 F: 6 S: 3 I: 5 (21) ~ Characters with Hero code -1 to attack Parallax in 1st battle. ~ * BEWARE MY POWER (BA) {VR} [OPD] Acts as a level 2 Energy, Fighting, Strength or Intellect attack. Can only be defended by a defensive Special card. * HEROIC REDEMPTION (JK) {U} All Hits with only Energy icons in the Permanent Record of all Front Line teammates are moved to the Permanent Record of Parallax. * IN BLACKEST NIGHT (AM) {U} Parallax gains +2 to defense for remainder of battle. * IN BRIGHTEST DAY (AA) {C} Acts as a level 4 Energy attack. May make 1 additional attack. * ZERO HOUR (JL) {VR} [OPD] 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. ____________________________________________________________________ * PARASITE (V) {U} E: 7 F: 2 S: 6 I: 2 (17) * CELLULAR RECONSTRUCTION (ET) {VR} [OPD] Remove up to 2 hits from Parasite's Permanent Record. * DOC PARASITE (GC) {R} [OPD] Remove 1 hit from the permanent record of The Parasite or teammate for every card in the Defeated Missions Pile. * KINETIC ABSORPTION (AH) {U} No Fighting Power cards may be played against Parasite for remainder of battle. * POWER THEFT (AR) {R} Acts as a level 6 Energy attack. If successful, Parasite gains skill levels of target opponent for remainder of battle. * SUCKING THE CITY DRY (AY) {U} Avoid 1 Energy attack. Parasite's Energy skill is increased to 8 for remainder of battle. * VITALITY DRAIN (AL) {R} Acts as a level 5 Fighting attack. If successful, remove 1 hit from Parasite's Permanent Record. ____________________________________________________________________ * PENGUIN (V) {R} E: 6 F: 6 S: 1 I: 6 (19) * BIRDS OF PREY (DG) {U} Acts as a level 2 Fighting attack. May make 2 additional attacks. * FEATHERY DISTRACTION (CW) {VR} [OPD] Avoid 1 attack. Penguin may not be attacked for remainder of battle. * FLAME THROWER UMBRELLA (AR) {U} Acts as a level 4 Energy attack. * GOTHAM'S EMPEROR PENGUIN (AS) {R} [OPD] Acts as a level 11 Intellect attack, The Penguin may not attack for remainder of battle. * MASTER PLANNER (AF) {R} Opponent -3 to Venture total for this battle. * SMOKE UMBRELLA (AM) {R} Penguin gains a +2 to defense for remainder of battle. ____________________________________________________________________ * POISON IVY (V) {R} E: 4 F: 5 S: 2 I: 6 (17) * BLOWING YOU A KISS (BJ) {R} [OPD] Poison Ivy may not be attacked for remainder of battle. * MASTER MANIPULATOR (AZ) {R} Target character may not attack Poison Ivy for remainder of battle unless she attacks him/her first. * POISON KISS (DP) {VR} [OPD] Target character may not use cards with icon of Poison Ivy's choice for remainder of battle. * SEDUCTRESS (DI) {C} Opponent's team may not use Universe cards to attack or defend against Poison Ivy, for remainder of battle. * STRANGLE VINES (EU) {VR} [OPD] Poison Ivy may combine Strength Power cards with Energy Power cards to attack for remainder of battle. May not be combined with Universe cards. * VENUS FLYTRAP (AR) {U} Acts as a level 4 Strength attack. ____________________________________________________________________ * RA'S AL GHUL (V) {R} E: 3 F: 7 S: 3 I: 7 (20) * RA'S AL GHUL SWORD MASTER (V) {X} E: 4 F: 7 S: 4 I: 5 (20) ~ Basic Universe cards are an additional +1 when used by Ra's Al Ghul. ~ * THE CLENCH (DQ) {R} [OPD] Opponent's team's Hits to K.O. number is decreased by 3 points for remainder of battle. * DEMON'S HEAD (AM) {U} Ra's Al Ghul gains a +1 to all actions for remainder of battle. * LAZARUS PIT (EV) {VR} [OPD] Ra's Al Ghul may remove all hits with icon of Ra's Al Ghul's choice from his Permanent Record. * MASTER SWORDSMAN (AA) {U} Acts as a level 4 Fighting attack. May make 1 additional attack. * MEGALOMANIAC (BT) {R} Opponent's Intellect Power cards do not count in the Venture total for this battle. * TALIA (CC) {R} Acts as a level 5 Intellect Power card. May be used to attack or defend. May not be combined with Universe cards. ____________________________________________________________________ * THE RAY (H) {R} E: 8 F: 4 S: 4 I: 2 (18) * BLINDED BY THE LIGHT (BK) {VR} [OPD] The Ray plays numerical attacks face down for remainder of battle. Opponent must guess defense. * ENERGY SHIELD (AH) {U} Avoid 1 attack with an Energy icon. No Energy Power cards may be played against The Ray for remainder of battle. * IN A BLAZE OF POWER (AS)=>(HR) {VR} [OPD] Acts as a level 9 Energy or Fighting attack. * LIGHT CONSTRUCTS (HQ) {U} =>[OPD] Draw 3 cards. Discard duplicates. * SPEED OF LIGHT (AD) {C} The Ray may avoid any numerical attack. ____________________________________________________________________ * RIDDLER (V) {R} E: 3 F: 5 S: 3 I: 7 (18) * COLT REVOLVER (DG) {U} Acts as a level 2 Energy attack. May make 2 additional attacks. * DEATH TRAP (BA) {R} [OPD] Acts as a level 3 Strength attack. Can only be defended by a Power card with a Universe card. * DIRTY CHEAT (CF) {U} Riddler may increase either his team's or opponent's ventured Mission cards by 1. * MASTER OF MISDIRECTION (BK) {VR} [OPD] Riddler plays numerical attacks face down for remainder of battle. Opponent must guess defense. * PRINCE OF PUZZLES (CP) {R} [OPD] The Riddler may exchange remaining cards in hand with equal number of cards from the top of the Draw Pile. May keep Duplicates. * QUERY AND ECHO (CC) {R} May be used as a level 5 Fighting Power card to attack, or a level 5 Intellect Power card to defend. May not be combined with a Universe card. ____________________________________________________________________ * ROBIN (H) {U} E: 3 F: 6 S: 2 I: 7 (18) * BO STAFF (AE) {R} Acts as a level 4 Fighting attack. May combine with 1 Energy card for a single attack. * EXPERT TRAINING (AM) {C} Robin gains a +1 to all actions for remainder of battle. * INSIGNIA DART (BA) {R} Acts as a level 3 Fighting attack. Can only be defended by a card with an Intellect icon. * LOYAL PARTNER (EW) {U} Teammate may make 1 attack at +2. * QUICK THINKING (AT) {VR} [OPD] Draw 1 card. Do not discard if duplicate. * SURFING THE NET (JA) {R} [OPD] Discard one Intellect Power card usable by Robin to draw 4 cards from top of the Draw Pile. May keep duplicates. ____________________________________________________________________ * STEEL (H) {R} E: 5 F: 3 S: 6 I: 4 (18) * BOOT JETS (CD) {R} Only attacks made with Universe cards may be played against Steel for remainder of battle. * EXO-SKELETON (AR) {U} Acts as a level 4 Strength attack. * HAMMER (AQ) {VR} [OPD] Acts as a level 7 Energy, Strength, Fighting, or Intellect attack. * HUMAN SHIELD (AC) {U} Attack made on teammate is now made on Steel, who may defend. * NIGHT VISION GOGGLES (HQ) {R} =>[OPD] Draw 3 cards. Discard duplicates. * RIVET GUN (EX) {R} Target character may not use cards with a Fighting icon for remainder of battle. ____________________________________________________________________ * SUPERBOY (H) {R} E: 6 F: 3 S: 6 I: 3 (18) * COOL SHADES (AE) {R} Acts as a level 4 Energy attack. May combine with 1 Fighting card for a single attack. * DUBBILEX (EY) {VR} [OPD] Opponent's team may not use cards with an Intellect icon for remainder of battle. * KID OF STEEL (AH) {U} No cards with a Fighting icon may be played against Superboy for remainder of battle. * THE RAVERS (FE) {R} Acts as a level 3 Fighting attack, each Front Line teammate may make one additional attack. * TACTILE TELEKINESIS (AI) {R} Target character must discard 1 placed card of Superboy's choice. * UP, UP, AND AWAY (AD) {U} Avoid 1 Energy or Strength attack. ____________________________________________________________________ * SUPERGIRL (H) {R} E: 6 F: 4 S: 6 I: 3 (19) * CLOAKING SHIELD (FA) {R} Supergirl may not attack or be attacked for remainder of battle. * GIRL OF STEEL (HR) {R} [OPD] Acts as a level 9 Fighting or Strength attack. * LEVITATION (CN) {U} No Universe cards may be played against Supergirl for remainder of battle. * PSYCHOKINETIC BOLT (AR) {U} Acts as a level 4 Energy attack. * SHAPESHIFT (EZ) {VR} [OPD] Play in the current battle. Supergirl's Energy and Fighting skills are increased to 7 in the next battle. * TELEKINETIC SHIELD (AG)=>(AD) {R} Supergirl or teammate may avoid 1 attack of 4 or less. ____________________________________________________________________ * SUPERMAN (H) {R} E: 7 F: 4 S: 7 I: 3 (21) * DEFYING EARTH'S GRAVITY (AD) {U} Avoid 1 Energy or Fighting attack. * EARTH'S GREATEST HERO (CQ) {R} All Superman Special cards are doubled when determining venture total in this battle. * HEAT VISION (AR) {U} Acts as a level 4 Energy attack. * LAST SON OF KRYPTON (BM) {VR} [OPD] Acts as a level 7 Strength attack. If successful, target character may not attack for remainder of battle. * THE MAN BEYOND TOMORROW (HN) {R} [OPD] Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO. * MAN OF STEEL (DM) {R} Superman's Strength Power cards are +2 for remainder of battle. ____________________________________________________________________ * THORN (V) {U} E: 4 F: 6 S: 3 I: 5 (18) * BARBED LASH (CE) {R} Opponent must discard top card from Draw Pile into Dead Pile. * BATTLE INSTINCT (BX) {R} Acts as a level 4 Intellect attack. May combine with a Universe card. Universe bonus added to Venture total for this battle. * COMBAT DAGGERS (AB) {U} Acts as a level 4 Fighting attack. May make 1 additional Fighting attack. * EXPLOSIVE CHARGE (AU) {VR} [OPD] Target character must discard all placed cards. * STREET FIGHTER (CI) {C} Play with Fighting Power card attack. If attack succeeds, add +2 to damage. * TELL ME WHAT YOU KNOW (BZ) (H) {R} [OPD] Opponent must reveal hand and play open handed for remainder of battle. ____________________________________________________________________ * THE TRICKSTER {R} E: 6 F: 5 S: 1 I: 7 (19) * BAIT AND SWITCH (JK) {U} All Hits with only Intellect icons in the Permanent Record of all Front Line characters are moved to the Permanent Record of one of The Trickster's teammates. * CLEAN GETAWAY (AG) {U} Avoid 1 attack. * DON'T MIND ME... (AA) {C} Acts as a level 4 Intellect attack. May make 1 additional attack. * THE SHELL GAME (FB) {VR} [OPD] Target character must choose 1 card from The Trickster's hand. If card is an attack, Target is Hit. If not, chosen card is discarded to the Power Pack. * SMOOTH TALKER (JM) {VR} [OPD] The Trickster may move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile. ____________________________________________________________________ * TWO-FACE (V) {R} E: 3 F: 6 S: 3 I: 6 (18) * TWO-FACE CRIMEBOSS (V) {X} E: 6 F: 3 S: 3 I: 6 (18) ~ Two-Face may play "Flip of the Coin" from Reserve. ~ * CRIMINAL MASTERMIND (BT) {R} Opponent's Fighting Power cards do not count in the venture total for this battle. * DOUBLE TROUBLE (FC) {U} Play with any Strength or Energy Power card attack. Power card must be blocked twice. * .45 AUTOMATIC (AP) {R} Acts as a level 6 Energy attack. Cannot be defended by a card with an Intellect icon. * FLIP OF THE COIN (FB) {U} Draw top card from Draw Pile. If drawn card is an attack, Two-Face may use it. If drawn card is not an attack, discard it to the Dead Pile. * LAW AND DISORDER (BQ) {VR} [OPD] On his turn, Two-Face may exchange this card for any 1 card in Dead Pile and play it immediately. * TOMMY GUN (BV) {VR} [OPD] Two-Face may make as many Fighting Power card attacks as possible. Opponent may defend. ____________________________________________________________________ * WONDER WOMAN (H) {R} E: 1 F: 8 S: 6 I: 5 (20) * AMAZON MIGHT (JN) {VR} [OPD] Acts as a level 1 Strength attack, +1 for each card in Wonder Woman's hand. If successful, acts as a level 5 Energy or Intellect Power card. * BLESSED BY THE GODS (BG)=>(BQ) {VR} [OPD] On her turn, Wonder Woman may exchange this card for any 1 card in Dead Pile and play it immediately. * BULLETS & BRACELETS (AD) {C} Wonder Woman may avoid any numerical attack. * GIFT OF FLIGHT (AG)=>(AD) {U} Teammate may avoid 1 attack of 9 or less. * LASSO OF TRUTH (BZ) {VR} [OPD] Opponent must reveal hand and play open handed for remainder of battle. _______________________________________________________________________________ P O W E R C A R D S MULTIPOWER * 1M {U} Joker * 2M {R} Lex Luthor * 3M {VR} Batman * 4M {VR} Superman ANY-POWER * 6A {R} [OPD] Justice League of America ENERGY * 1E {C} Bane * 2E {C} Nightwing * 3E {C} Catwoman * 4E {C} Poison Ivy * 5E {U} Metallo * 6E {U} Cyborg * 7E {R} Superman * 8E {VR} Brainiac FIGHTING * 1F {C} Parasite * 2F {C} Eradicator * 3F {C} Steel * 4F {C} Riddler * 5F {U} Metropolis S.C.U. * 6F {U} Thorn * 7F {R} Batman * 8F {VR} Azrael STRENGTH * 1S {C} Penguin * 2S {C} Robin * 3S {C} Huntress * 4S {C} Supergirl * 5S {U} Comm. Gordon and the G.C.P.D. * 6S {U} Superboy * 7S {R} Superman * 8S {VR} Doomsday INTELLECT * 1I {C} Killer Croc * 2I {C} Knockout * 3I {C} Hazard * 4I {C} Ra's Al Ghul * 5I {U} Two Face * 6I {U} Joker * 7I {R} Batman * 8I {VR} Lex Luthor _______________________________________________________________________________ U N I V E R S E C A R D S BASIC ENERGY * 6E +1 {C} Laser (Penguin) * 6E +2 {C} Magnetic (Penguin) * 6E +3 {U} Nuclear (Penguin) * 7E +1 {C} Photon (Eradicator) * 7E +2 {C} Microwave (Eradicator) * 7E +3 {U} Quantum (Eradicator) * 8E +1 {C} Mental (Brainiac) * 8E +2 {C} Kryptonite (Brainiac) * 8E +3 {U} Temporal (Brainiac) FIGHTING * 6F +1 {C} Dodge (Catwoman) * 6F +2 {C} Spinning Kick (Catwoman) * 6F +3 {U} Dive for Cover (Catwoman) * 7F +1 {C} Sweep (Batman) * 7F +2 {C} Flying Kick (Batman) * 7F +3 {U} Throw (Batman) * 8F +1 {C} Lunge (Azrael) * 8F +2 {C} Leap Aside (Azrael) * 8F +3 {U} Back Flip (Azrael) STRENGTH * 6S +1 {C} Uppercut (Bane) * 6S +2 {C} Knife Hand (Bane) * 6S +3 {U} Combination Maneuver (Bane) * 7S +1 {C} Haymaker (Superman) * 7S +2 {C} Choke Hold (Superman) * 7S +3 {U} Nerve Pinch (Superman) * 8S +1 {C} Takedown (Doomsday) * 8S +2 {C} Body Slam (Doomsday) * 8S +3 {U} Crippling Blow (Doomsday) INTELLECT * 6I +1 {C} Blindside (Robin) * 6I +2 {C} Diversion (Robin) * 6I +3 {U} Blackout (Robin) * 7I +1 {C} Advance Warning (Joker) * 7I +2 {C} Sabotage (Joker) * 7I +3 {U} Bluff (Joker) * 8I +1 {C} Clever Escape (Lex Luthor) * 8I +2 {C} Ambush (Lex Luthor) * 8I +3 {U} Home Turf (Lex Luthor) TRAINING * 5EF +3 {C} Steel * 5ES +3 {C} Batman * 5EI +3 {C} Doomsday * 5FS +3 {C} Riddler * 5FI +3 {C} Superman * 5SI +3 {C} Azrael * 5EF +4 {U} Joker * 5ES +4 {U} Batman * 5EI +4 {U} Killer Croc * 5FS +4 {U} Brainiac * 5FI +4 {U} Superman * 5SI +4 {U} Thorn TEAMWORK ENERGY * 6E FI +1+2 {U} Steel, Superboy & Eradicator * 7E SI +2+2 {R} Superman, Supergirl & Metropolis S.C.U. * 8E FS +2+3 {U} Lex Luthor, Brainiac & Hazard FIGHTING * 6F EI +1+2 {U} Catwoman, Joker & Poison Ivy * 7F SI +2+2 {R} Batman, Robin & Comm. Gordon * 8F ES +2+3 {U} Nightwing, Azrael & Thorn STRENGTH * 6S FI +1+2 {U} Nightwing, Robin, Supergirl * 7S EI +2+2 {R} Batman & Superman * 8S EF +2+3 {U} Parasite, Metallo, Cyborg INTELLECT * 6I FS +1+2 {U} Penguin, Riddler & Two-Face * 7I EF +2+2 {R} Robin, Huntress, Batman * 8I ES +2+3 {U} Lex Luthor, Ra's Al Ghul & Bane ALLY ENERGY * 5E 3E (H) {C} Fire (Blue Beetle) * 5E 3E (V) {C} Scarecrow (Joker) * 6E 1E (H) {C} Zauriel (Martian Manhunter) * 6E 1E (V) {C} Silver Banshee (Lex Luthor) * 7E 2E (V) {C} Mr. Mxyzptlk (Lex Luthor) * 8E 3E (H) {C} Firestorm (The Ray) * 8E 3E (V) {C} Dr. Destiny (Brainiac) FIGHTING * 5F 3F (H) {U} Shadowdragon (Superman) * 5F 3F (V) {C} Shadow-Thief (Lex Luthor) * 6F 1F (V) {C} Gorilla Grodd (Catwoman) * 7F 2F (H) {C} Guy Gardner (Green Arrow) * 7F 2F (V) {C} Lady Shiva (Joker) * 8F 3F (H) {C} Requiem (Wonder Woman) * 8F 3F (V) {C} Cheetah (Deathstroke) STRENGTH * 5S 3S (H) {U} Gangbuster (Superman) * 5S 3S (V) {C} Ocean Master (Doctor Polaris) * 6S 1S (H) {C} Nuklon & Obsidian (Hawkman) * 6S 1S (V) {C} Know Man (Neron) * 7S 2S (H) {C} Metamorpho (Martian Manhunter) * 7S 2S (V) {C} Black Mask (Joker) * 8S 3S (V) {C} Black Adam (Darkseid) INTELLECT * 5I 3I (H) {U} Lois Lane (Superman) * 5I 3I (V) {C} Dr. Sivana (Parasite) * 6I 1I (H) {C} Alfred Pennyworth (Batman & Robin) * 7I 2I (H) {C} Oracle (Batman) _______________________________________________________________________________ T A C T I C C A R D S DOUBLE SHOT ENERGY * 6E 4E 6F I {C} Impulse & The Flash * 6E 4E 6S E {C} Captain Marvel & Superman FIGHTING * 6F 4F 6E F {C} Blue Beetle & Booster Gold * 6F 4F 6E S {C} Green Arrow & Green Lantern * 6F 4F 6S I {C} Batman & Martian Manhunter STRENGTH * 6S 4S 6E F {C} Superman & Captain Atom * 6S 4S 6E I {C} Superman & The Ray * 6S 4S 6F E {C} The Flash & Superman * 6S 4S 6I F {C} Orion & Mister Miracle * 6S 4S 6I S {C} Aquaman & Superman INTELLECT * 6I 4I 6E S {C} The Trickster & Neron * 6I 4I 6F S {C} Wonder Woman & Batman * 6I 4I 6F I {C} Black Canary & Batman * 6I 4I 6S F {C} Hawkman & Batman _______________________________________________________________________________ M I S S I O N C A R D S A N D E V E N T C A R D S ANY MISSION Justice League Case File: * SOVEREIGN SEVEN {VR} Sovereign Seven Remove one hit from the Permanent Record of all characters with an Inherent Ability. ____________________________________________________________________ * THE BRAVE AND THE BOLD * 1 {C} Darkseid * 2 {C} Superman, The Flash, Green Lantern, Wonder Woman * 3 {C} The Flash, Green Lantern, Hawkman * 4 {C} Captain Atom, Wonder Woman, Female Furies * 5 {C} Captain Marvel, Mister Miracle, Orion * 6 {C} Martian Manhunter & Kalibak * 7 {C} Superman, Orion, Mister Miracle * Justice League Case Files: * AQUAMAN VS. DEEP SIX {C} All Inherent Abilities that have a + to defense receive an additional +1 this battle. * BATMAN VS. KANTO {C} One Front Line character of your choice is immediately KO'd. Reserve character immediately moves into play. Card is discarded if it will end game. * BLUE BEETLE VS. GLORIOUS GODFREY {C} Choose one of opponent's Front Line characters. All attacks against chosen character are at +1 this battle. * DARKSEID'S ELITE {C} All Inherent Abilities that have a + to attack receive an additional +1 this battle. * GREEN ARROW, BLACK CANARY, AMAZING GRACE {C} Move the Reserve character to the Front Line this battle. Return that character to Reserve at the end of the battle. ____________________________________________________________________ * EYE OF THE STORM (Superman/Green Lantern ACTION CARDS) * 1 {C} Power Breakfast! * 2 {C} Pig Out! * 3 {C} Self Service! * 4 {C} Stewing! * 5 {C} Leftovers! * 6 {C} Take Out! * 7 {C} Over Easy! * Justice League Case Files: * File #061906.01 {C} All Universe card bonuses receive an additional +1 this battle. * File #061906.02 {C} Move all Mission cards currently in the Completed Missions Pile into the Reserve Missions Pile. * File #061906.05 {C} No cards with the word "Avoid" may be played this battle. * File #061906.08 {C} Reserve Character may use Power cards to defend any Front Line Character this battle. * File #061906.10 {C} Do not discard any duplicates for this battle. ____________________________________________________________________ * INTO THE DEPTHS (Batman/Aquaman DETECTIVE CARDS) * 1 {C} Aquattack! * 2 {C} Fireball! * 3 {C} Rat Pack! * 4 {C} Maelstrom! * 5 {C} Whitewater! * 6 {C} Swamp-Things! * 7 {C} Monster! * Justice League Case Files: * File #271266.02 {C} Level 1 Intellect Power cards may be used to avoid any numerical attack this battle. * File #271266.04 {C} All level 1 Power card attacks cannot be blocked this battle. * File #271266.07 {C} All Strength Power cards do not count in the Venture Total for this battle. * File #271266.09 {C} All cards that can be placed to a Character, excluding Reserve, must be placed in this battle. Unplaceable cards remain in hand. * File #271266.10 {C} Remove 1 hit from the Permanent Record of one Character, and put it in the Permanent Record of any teammate. ____________________________________________________________________ * MIGHT OVER MIND (Superman/Wonder Woman ACTION CARDS) * 1 {C} We Have a Problem! * 2 {C} Failsafe! * 3 {C} Abort! * 4 {C} Liftoff! * 5 {C} Target Acquisition! * 6 {C} Launch! * 7 {C} Impact! * Justice League Case Files: * File #179603.01 {C} Choose 1 of opponent's Front Line Characters. Chosen Character may not play Specials this battle. Affected Specials are not discarded. * File #179603.04 {C} Choose 1 Front Line Hero that cannot play any cards or be attacked this battle. * File #179603.06 {C} Move the Reserve Character to the Front Line this battle. Return that Character to Reserve at the end of the battle. * File #179603.08 {C} Only Teamwork Universe cards that act as Strength attacks may be played this battle. * File #179603.11 {C} No Teamwork Universe cards may be played this battle. ____________________________________________________________________ * RACE AGAINST CRIME (Batman/Flash DETECTIVE CARDS) * 1 {C} Why? * 2 {C} Where? * 3 {C} How? * 4 {C} When? * 5 {C} Which? * 6 {C} What? * 7 {C} Who? * Justice League Case Files: * File #661216.01 {C} No Intellect Power cards may be played this battle. Affected Power cards are not discarded. * File #661216.04 {C} For each Mission card in the Defeated Missions Pile, draw 1 additional card. Discard if duplicate. * File #661216.06 {C} "Any Hero" Specials, excluding BQ, may be placed this battle. If placed, only that Character may use the Special. * File #661216.09 {C} Switch any Front Line Hero with the Reserve Hero. * File #661216.10 {C} All attacks with an Energy icon must be made against the same Front Line Character this battle, until Character is KO'd. _______________________________________________________________________________ O T H E R D C O V E R P O W E R C O L L E C T I B L E I T E M S RULES OF PLAY INSTRUCTION BOOKLET * IT'S BRAWL TO BRAWL FUN! DC OVERPOWER Superman/Batman cover ____________________________________________________________________ STARTER DECK contains 69 collectable cards and updated Rules of Play * BATMAN/SUPERMAN DC OVERPOWER Random mix of Hero or Villain teams ____________________________________________________________________ STARTER DISPLAY BOX * BATMAN/SUPERMAN DC OVERPOWER ( 12 Starter Decks ) ____________________________________________________________________ * BOOSTER DISPLAY BOXES ( 2 ) * BATMAN/SUPERMAN DC OVERPOWER ( 36 packs, 9 cards each ) * JUSTICE LEAGUE DC Expansion ( 36 packs, 15 cards each ) _______________________________________________________________________________ C H E C K L I S T C O D E K E Y (XX) Special card two-letter codes (reference: OverPower Specials Guide) => Actual => correction or official errata (H) Hero (DC Character designation) (V) Villain (DC Character designation) ~ ~ Inherent Ability text Batman Holo Series trading card insert Batman/Superman DC OverPower expansion/base set DC Comics Promo exclusive (SASE mail-in) Distributor Promo exclusive (Berkeley Games/Wargames West) Justice League DC OverPower expansion Magazine promo Insert (Combo/Tuff Stuff Collect) OverPower Legion membership exclusive (newsletter insert/offer) Starter Deck exclusive insert Tournament Prize/Giveaway exclusive {C} Common rarity level within same expansion {U} Uncommon rarity level within same expansion {R} Rare rarity level within same expansion {VR} Very Rare rarity level within same expansion {X} Unspecified rarity level [OPD] One Per Deck designation GDM JR http://home.earthlink.net/~martins6/OVERPOWER.html Gary Martin, Jr.