___________________________________________________________________________ / V3 \ {------===== I Q O V E R P O W E R =====------} \___________________________________________________________________________/ I Q O V E R P O W E R H E R O E S (Energy-Fighting-Strength-Intellect) Hero/Character Grid (Total) Inherent Ability APOCALYPSE 5-5-7-6 (23) BANSHEE 7-5-3-5 (20) Teammates' Training card bonuses are +1 BEAST 2-5-6-7 (20) BISHOP 6-7-4-3 (20) BLACK CAT 3-6-3-4 (16) Power cards are +1 when used for defense BLACK WIDOW 4-7-3-6 (20) BLOB 4-5-6-1 (16) Not Spectrum KO'd with Strength Power cards BROOD 3-6-6-4 (19) May have duplicate "Brood Spawn" Specials CABLE 7-7-4-5 (23) CAPTAIN AMERICA 2-8-4-6 (20) CARNAGE 5-7-4-2 (18) Team +5 to Venture Total when KO'd COLOSSUS 1-5-7-4 (17) Not Cumulative KO'd w/ Strength Power cards CYCLOPS 7-4-4-5 (20) May play "Fearless Leader" from Reserve DAREDEVIL 2-7-4-6 (19) DEADPOOL 3-7-5-3 (18) Not Spectrum KO'd w/ MultiPower Power cards DOC SAMSON 2-2-7-6 (17) DOCTOR DOOM 5-3-4-8 (20) DOCTOR OCTOPUS 2-5-6-7 (20) DR. STRANGE 8-3-2-6 (19) DOMINO 4-7-3-5 (19) Energy Power cards +2 when used for defense ELEKTRA 2-7-4-4 (17) Not Spectrum KO'd with Fighting Power cards FORGE 5-5-3-7 (20) Team Basic Universe bonuses are +1 GAMBIT 6-6-4-4 (20) May have duplicate "Charge Object" Specials GHOST RIDER 6-6-6-2 (20) Only Spectrum KO'd by four Power types GREEN GOBLIN 4-4-6-6 (20) Intellect Power cards +1 when used to attack HAWKEYE 4-7-4-2 (17) May play "Dynamite Delivery" from Reserve HENRY PYM 3-4-3-7 (17) MultiPower Power cards +2 used for defense HOBGOBLIN 4-6-6-3 (19) Strength Power cards +1 when used to attack HULK 1-3-8-6 (18) HUMAN TORCH 7-4-4-4 (19) Not Cumulative KO'd with Energy Power cards ICEMAN 7-4-4-3 (18) May have duplicate "Snow Blind" Specials INVISIBLE WOMAN 6-4-3-6 (19) Team is +2 to Venture Total per battle IRON MAN 5-3-7-7 (22) JEAN GREY 7-3-2-4 (16) May play "Telepathic Unity" from Reserve JUBILEE 6-4-2-4 (16) May have duplicate "Blinding Flare" Specials JUGGERNAUT 4-5-8-2 (19) KINGPIN 2-4-5-6 (17) May play Teamwork cards from Reserve LONGSHOT 3-7-4-3 (17) Opponent is -2 to Venture Total per battle MAGNETO 8-5-3-6 (22) MANDARIN 7-4-3-5 (19) Fighting Power cards +2 used for defense MR. FANTASTIC 2-5-2-8 (17) MR. SINISTER 4-5-4-8 (21) MOJO 6-3-1-6 (16) MultiPower Power cards +1 used to attack MORBIUS 5-3-6-5 (19) Only Cumulative KO'd by 30 or more points MORPH 4-5-3-6 (18) Not Spectrum KO'd with Intellect Power cards MYSTERIO 6-3-4-6 (19) Not Spectrum KO'd with Energy Power cards MYSTIQUE 5-6-3-6 (20) Fighting Power cards +1 when used to attack NAMOR 2-7-7-4 (20) NICK FURY 3-7-4-6 (20) NIGHTCRAWLER 6-7-3-3 (19) OMEGA RED 6-7-5-2 (20) PROFESSOR X 8-2-1-7 (18) PSYLOCKE 7-6-3-4 (20) PUNISHER 3-7-4-4 (18) Not Cumulative KO with Fighting Power cards QUICKSILVER 7-6-3-2 (18) RED SKULL 3-5-4-7 (19) Not Cumulative KO'd w/ Intellect Power cards RHINO 2-6-7-1 (16) ROGUE 4-4-7-2 (17) Not Spectrum KO'd with Special cards SABRETOOTH 2-8-6-3 (19) SCARLET SPIDER 3-7-6-5 (21) SCARLET WITCH 7-3-2-5 (17) Opponent -5 to Venture Total when KO'd SENTINELS 7-5-7-1 (20) SHADOWCAT 6-3-3-6 (18) May have duplicate "Ghostly Phase" Specials SHE HULK 1-4-7-5 (17) May have duplicate "Public Defender" Spcials SILVER SABLE 4-6-2-6 (18) May play Fighting Teamworks from Reserve SILVER SURFER 7-3-6-5 (21) SPIDER-MAN 3-7-6-5 (21) SPIDER-WOMAN 6-3-6-4 (19) Energy Power cards +1 when used to attack STORM 7-5-3-4 (19) Intellect Power cards +2 used for defense STRONG GUY 3-4-7-3 (17) May play "Pile It On" from Reserve SUPER SKRULL 6-4-7-4 (21) THING 1-5-8-3 (17) THOR 7-5-7-4 (23) VENOM 5-6-7-2 (20) VISION 5-4-6-6 (21) May play "Android Endurance" from Reserve WAR MACHINE 5-4-7-3 (19) WHITE QUEEN 7-2-2-6 (17) WOLVERINE 2-8-5-4 (19) _______________________________________________________________________________ B R E A K D O W N O F I Q O V E R P O W E R C A R D S 70 Reprinted Characters ( All OP / PS / MC Heroes with Intellect ratings ) 8 New Characters 172 Special Cards ( 2 Any Hero + 5 for each New Character + 1 or 2 for each Reprinted Character ) 12 Power Cards ( 4 MultiPower with added Intellect icon + 8 Intellect ) + 17 Universe Cards ( 11 Teamwork + 6 Ally ) ---- 279 IQ OverPower Cards {Oddities not included: Mail-away wrapper redemption Assault On Onslaught Mission Card Set; Accidental promo insert Beyonder Hero card; "Pink" Spotted Special cards include Beast Brilliant Deduction, Henry Pym Yellowjacket, Kingpin Crime Magnate, Magneto Magnetic Devastation, Spider-Man Science Whiz} _______________________________________________________________________________ H E R O / 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 HERO * ALIEN SYMBIOTE (AL) {R} She-Venom Symbiotic Bonding! Remove 1 hit from the Permanent Record of any hero. * POWER LEECH (BY) {VR} [OPD] Opponent must immediately discard 4 cards of opponent's choice with icon of Leech's choice currently placed or in hand. ____________________________________________________________________ * APOCALYPSE {VR} E: 5 F: 5 S: 7 I: 6 (23) * AGELESS EVIL (AE) {U} Acts as a level 4 Energy attack. May combine with 1 Intellect card for a single attack. * TECHNO-VIRUS (HA) {VR} [OPD] Target hero may not defend against level 1 or 2 Power cards for remainder of game. Level 1 or 2 Power card Hits do not count for Spectrum KO. ____________________________________________________________________ * BANSHEE {R} E: 7 F: 5 S: 3 I: 5 (20) ~ Teammates' Training card bonues (BONUSES) are an additionl (ADDITIONAL) +1. ~ * CASSIDY KEEP (BR) {U} Banshee may have 1 additional card Placed on him until Banshee is KO'd. May be played from Reserve. ____________________________________________________________________ * BEAST {R} E: 2 F: 5 S: 6 I: 7 (20) * AMBIDEXTERITY (HC) {U} Beast may combine multiple Basic Universe cards with each Power card attack for remainder of battle. * BRILLIANT DEDUCTION (HB) {U} Sort through opponent's Power Pack and remove any 3 cards of Beast's choice. Discard chosen cards into Dead Pile. Reshuffle Power Pack. ____________________________________________________________________ * BISHOP {R} E: 6 F: 7 S: 4 I: 3 (20) * PARAMILITARY SKILL (AR) {C} Acts as a level 4 Intellect attack. * TEMPORAL ANOMALY (HD) {VR} [OPD] Sort through Defeated Heroes Pile and remove 1 Event card. Put Event card into Draw Pile. Reshuffle Draw Pile. ____________________________________________________________________ * BLACK CAT {R} E: 3 F: 6 S: 3 I: 4 (16) ~ Power cards are +1 when used for defense. ~ * FELINE FORTUNE (CM) {C} Opponent's team is -2 to all attacks against Black Cat for remainder of battle. * FELINE FURY (CD) {U} Only Fighting attacks may be played against Black Cat for remainder of battle. ____________________________________________________________________ * BLACK WIDOW {R} E: 4 F: 7 S: 3 I: 6 (20) * CHAMPION (CQ) {U} All Black Widow Special cards are doubled when determining Venture total this battle. * KGB INTELLIGENCE (AN) {U} Acts as a level 6 Intellect attack. May be used against opponent in Reserve, who may defend. ____________________________________________________________________ * BLOB {R} E: 4 F: 5 S: 6 I: 1 (16) ~ May not be Spectrum KO'd with Strength Power cards. ~ * FLABBY FIGHTER (HE) {VR} [OPD] Heroes on Opponent's Team with Fighting 7 or 8 may not use cards with a Fighting icon to attack for remainder of battle. ____________________________________________________________________ * BROOD {R} E: 3 F: 6 S: 6 I: 4 (19) ~ May have duplicate "Brood Spawn" Specials. ~ * PLAN OF CONQUEST (AA) {C} Acts as a level 4 Intellect attack. May make 1 additional attack. * POWER HUNGRY MONSTERS (BY) {VR} [OPD] Opponent must immediately discard all cards with an Energy icon currently held in hand. ____________________________________________________________________ * CABLE {VR} E: 7 F: 7 S: 4 I: 5 (23) * ASKANI'SON (AW) {VR} [OPD] Add 6 to Venture total for this battle. ____________________________________________________________________ * CAPTAIN AMERICA {R} E: 2 F: 8 S: 4 I: 6 (20) * SENTINEL OF LIBERTY (GB) {VR} [OPD] Acts as a level 7 Intellect attack. If successful, Captain America may move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile. ____________________________________________________________________ * CARNAGE {R} E: 5 F: 7 S: 4 I: 2 (18) ~ Team +5 to Venture Total when KO'd. ~ * ANARCHY (HE) {VR} [OPD] Heroes on opponent's team with Intellect 7 or 8 may not use cards with an Intellect icon to attack for remainder of battle. * DESTRUCTIVE MIND (CU) {U} Acts as a level 3 Intellect attack. If successful, Target Hero must discard 1 Placed card of opponent's choice. ____________________________________________________________________ * COLOSSUS {R} E: 1 F: 5 S: 7 I: 4 (17) ~ May not be Cumulative KO'd with Strength Power cards. ~ * MIGHTY METAL (AA) {C} Acts as a level 4 Strength attack. May make 1 additional attack. * ORGANIC STEEL (ET) {U} Remove up to 2 Hits that each have more than one icon each from Colossus' Permanent Record. ____________________________________________________________________ * CYCLOPS {R} E: 7 F: 4 S: 4 I: 5 (20) ~ May play "Fearless Leader" from Reserve. ~ * BATTLE SAVVY (AG) {U} Avoid 1 attack. * X-MEN STRATEGY (EN) {U} Acts as a level 4 Intellect attack. If attack succeeds, add +2 to damage. ____________________________________________________________________ * DAREDEVIL {R} E: 2 F: 7 S: 4 I: 6 (19) * BLIND JUSTICE (ET) {U} Remove up to 2 hits with an Intellect icon from one teammate's Permanent Record. * RADAR COMBAT (HF) {C} Acts as a level 4 Energy or Fighting attack. ____________________________________________________________________ * DEADPOOL {R} E: 3 F: 7 S: 5 I: 3 (18) ~ May not be Spectrum KO'd with MultiPower Power cards. ~ * DISTRACTING CHATTER (AG) {U} Avoid 1 attack. * DON'T LOSE YOUR HEAD! (AS) {VR} [OPD] Acts as a level 10 Fighting attack. ____________________________________________________________________ * DOC SAMSON {R} E: 2 F: 2 S: 7 I: 6 (17) * CAUTIOUS ADVISOR (AM) {U} Doc Samson or teammate gains +2 to defense for remainder of battle. * HEAD SHRINKER (AR) {U} Acts as a level 7 Intellect attack. ____________________________________________________________________ * DOCTOR DOOM {VR} E: 5 F: 3 S: 4 I: 8 (20) * DIPLOMATIC IMMUNITY (HG) {VR} [OPD] Doctor Doom may use Intellect Power cards level 6 through 8 to avoid any attack made against Doctor Doom or teammate for remainder of battle. * DOOMBOTS (DU) {VR} [OPD] Doctor Doom 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. ____________________________________________________________________ * DOCTOR OCTOPUS {R} E: 2 F: 5 S: 6 I: 7 (20) * BIG PLANS (EJ) {U} Acts as a level 2 Energy attack. If successful, acts as a level 8 Intellect Power card. ____________________________________________________________________ * DR. STRANGE {R} E: 8 F: 3 S: 2 I: 6 (19) * CATASTROPHE MAGIC (CY) {U} Acts as a level 4 Energy attack. Dr. Strange may make 1 additional Fighting and/or 1 additional Intellect Power card attack. * DEFENDER (HG) {VR} [OPD] Dr. Strange may use Energy Power cards level 6 through 8 to avoid any attack made against Dr. Strange or teammate for remainder of battle. ____________________________________________________________________ * DOMINO {R} E: 4 F: 7 S: 3 I: 5 (19) ~ Energy Power cards are +2 when used for defense. ~ * BATTLE MEDIC (ET) {U} Remove up to 2 hits with a Fighting icon from one teammate's Permanent Record. * DUMB LUCK (AP) {U} Acts as a level 6 Energy attack. Cannot be defended by a card with an Intellect icon. ____________________________________________________________________ * ELEKTRA {R} E: 2 F: 7 S: 4 I: 4 (17) ~ May not be Spectrum KO'd with Fighting Power cards. ~ * INFILTRATION (DB) {U} Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. * NINJA TRAP (BS) {VR} [OPD] For remainder of battle, if Elektra can block a Power card attack with an equal value Power card, Elektra's Power card hits attacker. ____________________________________________________________________ * FORGE {R} E: 5 F: 5 S: 3 I: 7 (20) ~ Team Basic Universe card bonuses are an additional +1. ~ * CHEROKEE MAGIC (HE) {VR} [OPD] Heroes on Opponent's Team with Strength 7 or 8 may not use cards with a Strength icon to attack for remainder of battle. * CYBERNETIC LIMBS (BR) {C} Forge may have 1 additional card Placed on him until Forge is KO'd. May be played from Reserve. * FOOTSOLDIER TRAINING (HF) {C} Acts as a level 4 Fighting or Intellect attack. * THE MAKER (IF) {C} Play when opponent concedes battle. Forge's team may discard any number of cards to top of Draw Pile. * THE NEUTRALIZER (GA) {C} Target character may not play Specials for remainder of battle. ____________________________________________________________________ * GAMBIT {R} E: 6 F: 6 S: 4 I: 4 (20) ~ May have duplicate "Charge Object" Specials. ~ * KINETIC DETONATION (EJ) {U} Acts as a level 2 Energy attack. If successful, acts as a level 8 Fighting Power card. * SINISTER CONNECTION (CF) {U} Gambit may increase either his team's or opponent's ventured Mission cards by 1. ____________________________________________________________________ * GHOST RIDER {R} E: 6 F: 6 S: 6 I: 2 (20) ~ May only be Spectrum KO'd by four Power Types. ~ * SKELETAL SUMMONING (DS) {U} Choose one Ghost Rider Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. * SPIRITUAL DUALITY (FC) {C} Play with any Energy, Fighting, or Strength Power card attack. Power card must be blocked twice. ____________________________________________________________________ * GREEN GOBLIN {U} E: 4 F: 4 S: 6 I: 6 (20) ~ Intellect Power cards are +1 when used to attack. ~ * EXPLOSIVE PUMPKINS (AR) {U} Acts as a level 7 Strength attack. * FLYING PLATFORM (AG) {C} Avoid 1 attack. * GAUNTLET BLASTERS (ID) {C} Acts as a level 1 Energy attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture Total. * GOBLIN LEGACY (IC) {VR} [OPD] Green Goblin's "Explosive Pumpkins" and "Gauntlet Blasters" become Any Hero Specials for remainder of game * MURDEROUS PLOY (IB) {U} Opponent must discard all placed Ally cards, and is -3 to Venture total. ____________________________________________________________________ * HAWKEYE {R} E: 4 F: 7 S: 4 I: 2 (17) ~ May play "Dynamite Delivery" from Reserve. ~ * FIELD DRESSING (AL) {U} Remove 1 Hit from Hawkeye's Hits From the Current Battle. Affects Venture Total. * QUIVER OF ARROWS (HH) {U} Hawkeye may have an unlimited number of Special cards Placed on him until Hawkeye is KO'd. Specials may not be duplicates ____________________________________________________________________ * HENRY PYM {R} E: 3 F: 4 S: 3 I: 7 (17) ~ MultiPower Power cards are +2 when used for defense. ~ * ANT-MAN (AD) {C} Henry Pym may avoid any numerical attack * GIANT-MAN (AY) {C} [OPD] Henry Pym's Strength Rating increases to 7 for remainder of game. * GOLIATH (EQ) {C} For remainder of battle, Henry Pym's Strength and Fighting actions are +3, Intellect actions are -2. * MEDICAL KNOWLEDGE (ET) {U} Remove up to 2 hits with a Strength icon from one teammate's Permanent Record. * YELLOWJACKET (AA) {C} Acts as a level 4 Fighting attack. May make 1 additional attack. ____________________________________________________________________ * HOBGOBLIN {U} E: 4 F: 6 S: 6 I: 3 (19) ~ Strength Power cards are +1 when used to attack. ~ * CYBERNETIC UPGRADE (ET) {U} Remove up to 2 hits with a Fighting icon from Hobgoblin's Permanent Record. * GOBLIN CACHE (HI) {U} Hobgoblin may Place and play any Green Goblin Special cards for remainder of game. ____________________________________________________________________ HOLOCAUST * HORRIFYING IMAGE (AR) {C} Acts as a level 4 Intellect attack. ____________________________________________________________________ * HULK {R} E: 1 F: 3 S: 8 I: 6 (18) * GAMMA TRANSFUSION (HJ) {VR} [OPD] Hulk may switch any two cards with an Intellect icon on the Permanent Record of any two Front Line heroes on his team. ____________________________________________________________________ * HUMAN TORCH {R} E: 7 F: 4 S: 4 I: 4 (19) ~ May not be Cumulative KO'd with Energy Power cards. ~ * FIRE CAGE (AX) {U} Human Torch and target Hero may not attack for remainder of battle. * HOT HEAD (EI) {U} Acts as a level 2 Energy attack. May be made after opponent has conceded the battle. Opponent may defend. ____________________________________________________________________ * ICEMAN {R} E: 7 F: 4 S: 4 I: 3 (18) ~ May have duplicate "Snow Blind" Specials. ~ * ICE TACTICS (AI) {C} Target hero must discard 1 Placed card of Iceman's choice. ____________________________________________________________________ * INVISIBLE WOMAN {R} E: 6 F: 4 S: 3 I: 6 (19) ~ Team is +2 to Venture Total per battle. ~ * PROTECTIVE WALL (AD) {U} Invisible Woman or teammate may avoid 1 attack of 9 or less. * TEAM COORDINATION (FE) {U} Acts as a level 3 Intellect attack. Each Front Line teammate may make 1 additional attack. ____________________________________________________________________ * IRON MAN {VR} E: 5 F: 3 S: 7 I: 7 (22) * STEALTH ARMOR (AI) {C} Target Hero must discard 1 Placed card of Iron Man's choice. * WEAPONS INVENTOR (AE) {U} Acts as a level 4 Intellect attack. May combine with 1 Energy card for a single attack. ____________________________________________________________________ * JEAN GREY {R} E: 7 F: 3 S: 2 I: 4 (16) ~ May play "Telepathic Unity" from Reserve. ~ * PHOENIX EFFECT (AE) {U} Acts as a level 4 Any-Power attack. May combine with 1 Energy, Fighting, Strength or Intellect Power card for a single attack. * PSYCHIC SOOTHING (ET) {U} Remove up to 2 Hits with an Energy icon from one teammate's Permanent Record. ____________________________________________________________________ * JUBILEE {R} E: 6 F: 4 S: 2 I: 4 (16) ~ May have duplicate "Blinding Flare" Specials. ~ * TROUBLEMAKER (DB) {U} Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. * WISECRACK (HK) {U} Target hero must make as many attacks as possible. Jubilee's team may defend. ____________________________________________________________________ * JUGGERNAUT {R} E: 4 F: 5 S: 8 I: 2 (19) * MAGIC HELM (CM) {C} Opponent's team is -3 to all Intellect attacks against Juggernaut for remainder of battle. ____________________________________________________________________ * KINGPIN {R} E: 2 F: 4 S: 5 I: 6 (17) ~ May play Teamwork cards from Reserve. ~ * BUSINESS SAVVY (HQ) {U} =>[OPD] Draw 3 cards. Discard duplicates. * CRIME MAGNATE (HX) {VR} [OPD] Kingpin's team is +1 to all numeric Special cards for remainder of battle. Bonus not applied to damage of (=>OR) Venture total. May be played from Reserve * SUMO KNOWLEDGE (AS)=>(HR) {VR} [OPD] Acts as a level 9 Strength or Intellect attack * UNDERWORLD HENCHMEN (HL) {C} Opponent's team may not use Fighting Power cards level 6 through 8 to attack for remainder of battle. * WALKING STICK (HF) {C} Acts as a level 4 Energy or Strength attack. ____________________________________________________________________ * LONGSHOT {R} E: 3 F: 7 S: 4 I: 3 (17) ~ Opponent's team is -2 to Venture Total per battle. ~ * FORTUNATE ACCIDENT (HL) {U} Opponent's team may not use Energy Power cards level 6 through 8 to attack for remainder of battle. * PURITY OF THOUGHT (HM) {VR} [OPD] Draw one card for each card discarded this battle, including duplicate and unusable cards. Do not discard if duplicate. ____________________________________________________________________ * MAGNETO {R} E: 8 F: 5 S: 3 I: 6 (22) * MAGNETIC DEVASTATION (GJ) {C} Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May make 1 additional attack. * MASTER OF MAGNETISM (HN) {VR} [OPD] Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO. ____________________________________________________________________ * MANDARIN {R} E: 7 F: 4 S: 3 I: 5 (19) ~ Fighting Power cards are +2 when used for defense. ~ * ENERGY VOID (HE) {VR} [OPD] Heroes on Opponent's Team with Energy 7 or 8 may not use cards with an Energy icon to attack for remainder of battle. * MASTER TACTICIAN (AE) {U} Acts as a level 4 Fighting attack. May be combined with 1 Intellect card for a single attack. ____________________________________________________________________ * MR. FANTASTIC {VR} E: 2 F: 5 S: 2 I: 8 (17) * FANTASTIC MIND (AR) {U} Acts as a level 7 Intellect attack. * INVENTIVE GENIUS (HQ) {U} =>[OPD] Draw 3 cards. Discard duplicates. ____________________________________________________________________ * MR. SINISTER {VR} E: 4 F: 5 S: 4 I: 8 (21) * CLONING PROCESS (HS) {VR} [OPD] Play in current battle. Do not discard duplicates in next battle. * MARAUDER (HR) {VR} [OPD] Acts as a level 9 Energy or Intellect attack. ____________________________________________________________________ * MOJO {U} E: 6 F: 3 S: 1 I: 6 (16) ~ MultiPower Power cards are +1 when used to attack. ~ * CAUGHT ON FILM (HO) {U} Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total. * DIRECTOR'S CUT (AO) {U} Negates the effect of any 1 Special card played by opponent. ____________________________________________________________________ * MORBIUS {R} E: 5 F: 3 S: 6 I: 5 (19) ~ May only be Cumulative KO'd by 30 or more points. ~ * INDUCE PANIC (HL) {U} Opponent's team may not use Intellect Power cards level 6 through 8 to attack for remainder of battle. * SHADOWY ESCAPE (AD) {C} Morbius may avoid any numerical attack. ____________________________________________________________________ * MORPH {R} E: 4 F: 5 S: 3 I: 6 (18) ~ May not be Spectrum KO'd with Intellect Power cards. ~ * RIDICULOUS BEHAVIOR (AD) {C} Avoid 1 attack that contains an Intellect icon. * SUBSTITUTE DEATH (HP) {VR} [OPD] Play in current battle, after one teammate is KO'd. Immediately exchange KO'd teammate and Morph. Discard all Placed cards. All Hits remain. ____________________________________________________________________ * MYSTERIO {U} E: 6 F: 3 S: 4 I: 6 (19) ~ May not be Spectrum KO'd with Energy Power cards. ~ * HOLOGRAPHIC DECOY (AD) {C} Mysterio may avoid any numerical attack. * MYSTERYVISION (AP) {U} Acts as a level 6 Intellect attack. Cannot be defended by a card with an Intellect icon. ____________________________________________________________________ * MYSTIQUE {U} E: 5 F: 6 S: 3 I: 6 (20) ~ Fighting Power cards are +1 when used to attack. ~ * FATAL MARKSMAN (EI) {U} Acts as a level 2 Fighting Attack. May be made after opponent has conceded the battle, opponent may defend. * GOVERNMENT AGENT (GD) {U} Acts as a level 5 Intellect attack. If successful, acts as a level 1 Energy or Strength Power card. ____________________________________________________________________ * NAMOR {R} E: 2 F: 7 S: 7 I: 4 (20) * NEPTUNE'S ARMOR (CD) {U} Only Energy attacks may be played against Namor for remainder of battle. * SUB-MARINER (HG) {VR} [OPD] Namor may use Strength Power cards level 6 through 8 to avoid any attack made against Namor or teammate for remainder of battle. ____________________________________________________________________ * NICK FURY {R} E: 3 F: 7 S: 4 I: 6 (20) * AGENT OF S.H.I.E.L.D. (CM) {C} Opponent's Team is -2 to all attacks against Nick Fury for remainder of battle. * BATTLE STRATEGY (IE) {VR} [OPD] Play during battle. At end of battle, opponent may only move 1 Mission card. Other Mission cards return to pile Ventured from. * HOWLING COMMANDO (HN) {U} Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO. * INFINITY FORMULA (ET) {U} Remove up to 2 Hits with an Energy icon from Nick Fury's Permanent Record. * WAR HERO (AA) {C} Acts as a level 4 Fighting attack. May make 1 additional attack. ____________________________________________________________________ * NIGHTCRAWLER {R} E: 6 F: 7 S: 3 I: 3 (19) * ACROBATIC PRECISION (HF) {C} Acts as a level 4 Intellect or Strength attack. * POWER 'PORT (HT) {VR} [OPD] Choose 1 Power card not usable by Nightcrawler from Draw Pile and place in hand. May be duplicate. Reshuffle Draw Pile. ____________________________________________________________________ * OMEGA RED {R} E: 6 F: 7 S: 5 I: 2 (20) * CARBONADIUM SYNTHESIZER (EZ) {VR} [OPD] Play in the current battle. Omega Red's Energy and Strength ratings are increased to 7 in the next battle. * TWIN TENTACLES (FC) {C} Play with any Strength or Energy Power card attack. Power card must be blocked twice. ____________________________________________________________________ ONSLAUGHT * CANNON FODDER (CT) {VR} [OPD] All attacks made on Onslaught are made on target teammate until teammate is KO'd. Teammate may defend. ____________________________________________________________________ POST * COVERT MANIPULATIONS (AF) {U} Opponent -2 to Venture total for this battle. May be played from ____________________________________________________________________ * PROFESSOR X {R} E: 8 F: 2 S: 1 I: 7 (18) * MINDWIPE (AQ) {VR} [OPD] Acts as a level 8 Energy, Strength, Fighting or Intellect attack. * PSYCHIC SHIELD (AH) {U} No Special cards may be played against Professor X for remainder of battle. ____________________________________________________________________ * PSYLOCKE {R} E: 7 F: 6 S: 3 I: 4 (20) * CRIMSON DAWN (EV) {VR} [OPD] Psylocke may remove all hits with icon of Psylocke's choice from her Permanent Record. * LADY MANDARIN (HF) {C} Acts as a level 4 Intellect or Strength attack. ____________________________________________________________________ * PUNISHER {R} E: 3 F: 7 S: 4 I: 4 (18) ~ May not be Cumulative KO'd with Fighting Power cards. ~ * DODGE (AD) {U} Avoid any attack made with a Power card * OUTWIT (ET) {U} Remove up to 2 Hits with an Intellect icon from Punisher's Permanent Record. ____________________________________________________________________ * QUICKSILVER {R} E: 7 F: 6 S: 3 I: 2 (18) * HIGH SPEED IMPACT (AS) {VR} [OPD] Acts as a level 11 Strength attack. Quicksilver may not attack for remainder of battle. * RAPID-FIRE PUNCHES (DG)=>(ID) {C} Acts as a level 1 Fighting attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture total. ____________________________________________________________________ * RED SKULL {R} E: 3 F: 5 S: 4 I: 7 (19) ~ May not be Cumulative KO'd with Intellect Power cards. ~ * COSMIC CUBE (FD) {VR} [OPD] Only Red Skull and target hero may attack, be attacked or defend this battle. * DEPRAVED EVIL (HZ) {U} Sort through opponent's Dead Pile. Choose any 2 cards and put them into opponent's Draw Pile. Reshuffle Draw Pile. * DUST OF DEATH (HY) {U} Acts as a level 6 Energy attack. If successful, target hero must discard 2 cards of opponent's choice. Cards may be Placed or in hand. * EVIL SUPER SOLDIER (BA) {VR} [OPD] Acts as a level 3 Strength attack. Can only be defended by a defensive Special card. * MASTER RACIST (AG) {U} Avoid 1 attack. ____________________________________________________________________ * RHINO {R} E: 2 F: 6 S: 7 I: 1 (16) * ANIMAL STAMINA (DQ) {C} Rhino's hits to KO number is increased by 2 points for remainder of game. ____________________________________________________________________ * ROGUE {R} E: 4 F: 4 S: 7 I: 2 (17) ~ May not be Spectrum KO'd with Special cards. ~ * COMBINATION PUNCH (AE) {C} Acts as a level 4 Any-Power attack. May combine with 1 Energy, Fighting, Strength or Intellect Power card for a single attack. * SOUTHERN BELLE (AZ) {C} Target opponent may not attack Rogue for remainder of battle unless she attacks him first. ____________________________________________________________________ * SABRETOOTH {R} E: 2 F: 8 S: 6 I: 3 (19) * DANGEROUS MIND (EJ) {C} Acts as a level 2 Fighting attack. If successful, acts as a level 8 Intellect Power card. * GOVERNMENT OPERATIVE (AD) {U} Teammate may avoid 1 Fighting attack. May be played while Sabretooth is in Reserve. ____________________________________________________________________ * SCARLET SPIDER {R} E: 3 F: 7 S: 6 I: 5 (21) * CLONAL CONFUSION (HU) {C} Scarlet Spider may Place and play Spider-Man "Wall Crawl" and "Spider-Sense" Special cards for remainder of game. ____________________________________________________________________ * SCARLET WITCH {R} E: 7 F: 3 S: 2 I: 5 (17) ~ Opponent's team -5 to Venture Total when KO'd. ~ * IMPROBABILITY HEX (HL) {U} Opponent's team may not use Strength Power cards level 6 through 8 to attack for remainder of battle. * WITCHCRAFT (AD) {C} Scarlet Witch may avoid any numerical attack. ____________________________________________________________________ * SENTINELS {R} E: 7 F: 5 S: 7 I: 1 (20) * MUTANT COUNTERMEASURES (GA) {C} Target character may not play Specials for remainder of battle. * ROBOT MENTALITY (AR) {C} Acts as a level 7 Intellect attack. ____________________________________________________________________ * SHADOWCAT {U} E: 6 F: 3 S: 3 I: 6 (18) ~ May have duplicate "Ghostly Phase" Specials. ~ * COMPUTER GENIUS (HQ) {C} =>[OPD] Draw 3 cards. Discard duplicates. * ELECTRONIC SCRAMBLE (AD) {U} Teammate may avoid 1 Intellect attack. May be played while Shadowcat is in Reserve. * GHOSTLY PHASE (AG) {U} Avoid 1 attack. * PRYDE AND WISDOM (AE) {C} Acts as a level 4 Energy attack. May combine with 1 Intellect card for a single attack. * SOULSWORD (EJ) {C} Acts as a level 2 Energy attack. If successful acts as a level 10 Any-Power card. ____________________________________________________________________ * SHE HULK {R} E: 1 F: 4 S: 7 I: 5 (17) ~ May have duplicate "Public Defender" Specials. ~ * BRAINS & BRAWN (CC) {C} Acts as a level 5 Intellect Power card. May be used to attack or defend. May not be combined with Universe cards. * PUBLIC DEFENDER (AD) {C} Teammate may avoid 1 Intellect attack. May be played while She Hulk is in Reserve. ____________________________________________________________________ * SILVER SABLE {U} E: 4 F: 6 S: 2 I: 6 (18) ~ May play Fighting Teamwork cards from Reserve. ~ * BATTLE PLANS (HV) {C} Silver Sable may have an unlimited number of Teamwork cards placed on her until Silver Sable is KO'd. Teamwork cards may not be duplicates. * SANDMAN (EB) {C} Play this card in front of Silver Sable. Silver Sable may not be attacked until this Special is attacked. Silver Sable may not defend this card. ____________________________________________________________________ * SILVER SURFER {R} E: 7 F: 3 S: 6 I: 5 (21) * COSMIC AWARENESS (HF) {C} Acts as a level 4 Energy or Intellect attack. ____________________________________________________________________ * SPIDER-MAN {VR} E: 3 F: 7 S: 6 I: 5 (21) * CLONAL CONFUSION (HU) {C} Spider-Man may Place and play Scarlet Spider "Sticky Fingers" and "Scarlet Savior" Special cards for remainder of game. * SCIENCE WHIZ (DM) {C} Spider-Man's Intellect Power cards are +2 for remainder of battle. ____________________________________________________________________ * SPIDER-WOMAN {U} E: 6 F: 3 S: 6 I: 4 (19) ~ Energy Power cards are +1 when used to attack. ~ * FORCE WORKS (AF) {C} Add 3 to Venture total for this battle. * RESCUE OPERATION (AD) {C} Teammate may avoid 1 attack of 9 or less. May be played while Spider-Woman is in Reserve. ____________________________________________________________________ * STORM {R} E: 7 F: 5 S: 3 I: 4 (19) ~ Intellect Power cards are +2 when used for defense. ~ * MORLOCK COMBAT (CD) {C} Only Strength attacks may be played against Storm for remainder of battle. * X-MEN LEADER (HF) {C} Acts as a level 4 Intellect or Strength attack. ____________________________________________________________________ * STRONG GUY {R} E: 3 F: 4 S: 7 I: 3 (17) ~ May play "Pile It On" from Reserve. ~ * BODYGUARD (AD) {C} Teammate may avoid 1 Strength attack. May be played while Strong Guy is in Reserve. * SIMPLE STRATEGY (AE) {C} Acts as a level 4 Strength attack. May combine with 1 Intellect card for a single attack. ____________________________________________________________________ * SUPER SKRULL {R} E: 6 F: 4 S: 7 I: 4 (21) * ALIEN METHODS (HW) {C} Sort through opponent's Dead Pile. Choose any two cards and put them into opponent's Draw Pile. Reshuffle Draw Pile. * FANTASTIC ENEMY (HN) {C} Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO. ____________________________________________________________________ * THING {R} E: 1 F: 5 S: 8 I: 3 (17) * BUCKET O' SHAME (DL) {U} Thing is -2 to attacks/+2 to defense for remainder of battle. ____________________________________________________________________ * THOR {VR} E: 7 F: 5 S: 7 I: 4 (23) * GIFT OF THE GODS (DS) {C} Choose one Thor Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. * VIKING PYRE (IG) {VR} [OPD] Remove any cards from Thor's Draw Pile and discard into Dead Pile. Reshuffle Draw Pile. ____________________________________________________________________ * VENOM {R} E: 5 F: 6 S: 7 I: 2 (20) * EDDIE BROCK: REPORTER (EM) {C} Acts as a level 4 Intellect attack. If successful, opponent must discard 1 card of opponent's choice from hand. * HEALING BOND (ET) {U} Remove up to 2 Hits with a Strength icon from Venom's Permanent Record. ____________________________________________________________________ * VISION {R} E: 5 F: 4 S: 6 I: 6 (21) ~ May play "Android Endurance" from Reserve. ~ * ANDROID AVENGER (AE) {C} Acts as a level 4 Any-Power attack. May combine with 1 Energy, Fighting, Strength or Intellect Power card for a single attack. * CALCULATED ATTACK (AA) {C} Acts as a level 4 Intellect attack. May make 1 additional attack. ____________________________________________________________________ * WAR MACHINE {R} E: 5 F: 4 S: 7 I: 3 (19) * WAR DRONE (BR) {U} War Machine may have 1 additional card Placed on him until War Machine is KO'd. May be played from Reserve. ____________________________________________________________________ * WHITE QUEEN {R} E: 7 F: 2 S: 2 I: 6 (17) * COLD-HEARTED ENEMY (GG) {C} [OPD] All cards currently in opponent's Dead Pile are removed from game. * HELLFIRE LEADER (AN) {C} Acts as a level 6 Intellect attack. May be used against opponent in Reserve, who may defend. * MENTAL OVERRIDE (AA) {C} Acts as a level 4 Energy attack. May make 1 additional attack. * MUTANT HEADMISTRESS (FA) {C} White Queen may not attack or be attacked for remainder of battle. * TELEPATHIC MANIPULATOR (IA) {VR} [OPD] Target Hero must discard all Placed cards and move into Reserve for remainder of battle. ____________________________________________________________________ * WOLVERINE {R} E: 2 F: 8 S: 5 I: 4 (19) * CANUCKLEHEAD (HG) {VR} [OPD] Wolverine may use Fighting Power cards level 6 through 8 to avoid any attack made against Wolverine or teammate for remainder of battle. * SAVAGE REGRESSION (EQ) {U} For remainder of battle, Wolverine's Strength and Energy actions are +2. Intellect actions are -2. _______________________________________________________________________________ P O W E R C A R D S MULTIPOWER * 1M {C} Chamber * 2M {C} Havok * 3M {U} X-Man * 4M {R} Black Bolt INTELLECT * 1I {C} Lizard * 2I {C} Lady Deathstrike * 3I {C} Kraven * 4I {C} Modok * 5I {C} Sebastian Shaw * 6I {C} Ultron * 7I {U} Leader * 8I {R} Doom 2099 _______________________________________________________________________________ U N I V E R S E C A R D S TEAMWORK ENERGY * 7E FI +2+2 {C} Cyclops, Jean Grey & Cable * 8E FI +2+3 {C} Professor X, White Queen & Banshee * 8E SI +2+3 {C} Magneto, Quicksilver & Scarlet Witch FIGHTING * 6F SI +1+2 {C} Mystique, Forge & Strong Guy * 8F EI +2+3 {C} Captain America, Iron Man & Thor * 8F SI +2+3 {C} Maverick, Wolverine & Sabretooth STRENGTH * 7S FI +2+2 {C} War Machine, Hawkeye & Spider-Woman * 8S EI +2+3 {C} Galactus, Silver Surfer & Adam Warlock INTELLECT * 6I ES +1+2 {C} Shadowcat, Nightcrawler & Colossus * 7I FS +2+2 {C} Henry Pym, Vision & Black Widow * 8I FS +2+3 {C} Mr. Sinister, Apocalypse & Dark Beast ALLY ENERGY * 8E 3E {C} Moira MacTaggart (Professor X) FIGHTING * 6F 1F {U} Edwin Jarvis (Black Widow) * 8F 3F {C} Bucky Barnes (Captain America) STRENGTH * 6S 1S {U} Mary Jane Watson-Parker (Spider-Man) * 8S 3S {C} Rick Jones (Hulk) INTELLECT * 8I 3I {C} Kristoff Vernard (Doctor Doom) _______________________________________________________________________________ O T H E R I Q O V E R P O W E R C O L L E C T I B L E I T E M BOOSTER DISPLAY BOX * IQ Marvel 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 ~ ~ Inherent Ability text IQ Marvel expansion {C} Common rarity level {U} Uncommon rarity level {R} Rare rarity level {VR} Very Rare rarity level [OPD] One Per Deck designation GDM JR http://home.earthlink.net/~martins6/OVERPOWER.html Gary Martin, Jr.