___________________________________________________________________________ / V3 \ {------===== J U S T I C E L E A G U E O V E R P O W E R =====------} \___________________________________________________________________________/ J L A 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 duplicate "Allies From The Deep" BLACK CANARY (H) 3-7-3-5 (18) May Place/play any Hero Intellect Ally BLUE BEETLE (H) 4-6-4-5 (19) Team is +2 to Venture Total per battle BOOSTER GOLD (H) 6-4-5-3 (18) Intellect Power cards +3 used for defense CAPTAIN ATOM (H) 7-6-4-3 (20) May play Fighting Teamworks from Reserve CAPTAIN MARVEL (H) 5-4-7-2 (18) May play "Speed of Mercury" from Reserve DARKSEID (V) 6-3-8-6 (23) DOCTOR POLARIS (V) 6-4-4-6 (20) Power cards are +1 when used for defense THE FLASH (H) 6-6-4-3 (19) May play "Reap the Whirlwind" frm Reserve GREEN ARROW (H) 4-7-3-5 (19) May attack Reserve w/ Energy Power cards GREEN LANTERN (H) 7-3-4-4 (18) Not Spectrum KO'd with Energy Power cards HAWKMAN (H) 4-6-6-4 (20) Basic Universe card bonuses are +2 MARTIAN MANHUNTER (H) 4-4-7-5 (20) Teammates' Training card bonuses are +1 MISTER MIRACLE (H) 3-5-3-7 (18) Only Spectrum KO'd by four Power Types NERON (V) 5-2-6-8 (21) ORION (H) 4-7-7-2 (20) PARALLAX (V) 7-6-3-5 (21) Hero code -1 to attack P. in 1st battle THE RAY (H) 8-4-4-2 (18) THE TRICKSTER 6-5-1-7 (19) WONDER WOMAN (H) 1-8-6-5 (20) _______________________________________________________________________________ B R E A K D O W N O F J L A D C O V E R P O W E R C A R D S 20 Characters ( 15 Hero + 4 Villain + 1 Neutral ) 134 Special Cards ( 4 Marvel Any Hero Reprint Any Character Specials + 5 for each JLA Character + 1 for each B/S Character ) 1 Power Card ( 1 Any-Power ) 15 Universe Cards ( 15 Ally ) 14 Tactic Cards ( 14 Double Shot ) 7 Mission Cards ( 1 Mission Set ) + 6 Event Cards ( 5 for New Mission + 1 Any Mission ) --- 197 Justice League DC OverPower Cards _______________________________________________________________________________ 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 * CONFUSION (DB) {R} [OPD] Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card. * DEATH FROM ABOVE (AA) {R} [OPD] Parademons swoop in and make a level 4 Fighting attack! Any character may make 1 additional attack. * GUARDIAN ANGEL (AG) {VR} [OPD] The Guardian gives warning. Any character may avoid 1 attack. * 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 * KNOW MY WRATH (AS) (H) {R} [OPD] Acts as a level 10 Fighting attack. ____________________________________________________________________ BANE * INTELLECTUAL SUPERIORITY (HR) (V) {R} [OPD] Acts as a level 9 Energy or Intellect attack. ____________________________________________________________________ BATMAN * THE DARK KNIGHT (HL) (H) {R} Opponent's team may not use Intellect Power cards level 6 through 8 to attack for remainder of battle. ____________________________________________________________________ * 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 * BRAIN DRAIN (CU) (V) {R} [OPD] Acts as a level 8 Intellect attack. If successful Target must immediately discard 1 Placed card, of Brainiac's choice. ____________________________________________________________________ * 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 * PROWLING BY NIGHT (DB) (V) {R} Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card. ____________________________________________________________________ COMM. GORDON & G.C.P.D. * THE BAT SIGNAL (HI)=>(HU) (H) {R} Comm. Gordon may Place and play Batman "Master Detective" and "The Dark Knight" Special cards for remainder of game. ____________________________________________________________________ THE CYBORG * INTERSTELLAR MENACE (CH) (V) {R} [OPD] Target character must discard all Placed cards and may not attack for remainder of battle. ____________________________________________________________________ * 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 * ENGINE OF DESTRUCTION (GL) (V) {R} [OPD] Sort through opponent's Draw Pile. Choose any 1 card and remove it from the game. Reshuffle Draw Pile. ____________________________________________________________________ THE ERADICATOR * A LASTING IMPRESSION (CL) (H) {R} Play in current battle. The Eradicator may play any KO'd teammate's Specials in next battle. ____________________________________________________________________ * 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 * CYBER-JACKED (HQ) (V) {U} =>[OPD] Draw 3 cards. Discard duplicates. ____________________________________________________________________ THE HUNTRESS * THRILL OF THE HUNT (GL) (H) {R} [OPD] Sort through opponent's Draw Pile. Choose any 1 card and remove it from the game. Reshuffle the Draw Pile. ____________________________________________________________________ THE JOKER * KEYS TO THE KINGDOM (AD) (V) {R} The Joker may avoid any numerical attack. ____________________________________________________________________ KILLER CROC * DUMB LUCK (AP) (V) {R} Acts as a level 6 intellect attack. Cannot be defended by a card with an Intellect icon. ____________________________________________________________________ KNOCKOUT * ...8...9...10! YOU'RE OUT! (CR) (V) {R} [OPD] Knockout may switch any two Power cards of equal value, on the Permanent Record of any of two of opponent's Characters. ____________________________________________________________________ LEX LUTHOR * ART OF THE DEAL (IG) (V) {R} [OPD] Remove any cards from Lex Luthor's Draw Pile and discard into Dead Pile. Reshuffle Draw Pile. ____________________________________________________________________ * 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 * I'LL BE BACK! (JB) (V) {R} [OPD] Remove all Hits from Metallo's Permanent Record and Current Battle, and switch places with the Reserve. ____________________________________________________________________ METROPOLIS S.C.U. * COURAGE UNDER FIRE (AG) (H) {R} Avoid 1 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 * TIES THAT BIND (HU) (H) {R} Nightwing may Place and play Robin "Loyal Partner" and Batman "The Dark Knight" Special cards for remainder of game. ____________________________________________________________________ * 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. ____________________________________________________________________ THE PARASITE * DOC PARASITE (GC) (V) {R} [OPD] Remove 1 hit from the permanent record of The Parasite or teammate for every card in the Defeated Missions Pile. ____________________________________________________________________ THE PENGUIN * GOTHAM'S EMPEROR PENGUIN (AS) (V) {R} [OPD] Acts as a level 11 Intellect attack, The Penguin may not attack for remainder of battle. ____________________________________________________________________ POISON IVY * BLOWING YOU A KISS (BJ) (V) {R} [OPD] Poison Ivy may not be attacked for remainder of battle. ____________________________________________________________________ RA'S AL GHUL * THE CLENCH (DQ) (V) {R} [OPD] Opponent's team's Hits to K.O. number is decreased by 3 points for remainder of battle. ____________________________________________________________________ * 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. ____________________________________________________________________ THE RIDDLER * PRINCE OF PUZZLES (CP) (V) {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. ____________________________________________________________________ ROBIN * SURFING THE NET (JA) (H) {R} [OPD] Discard one Intellect Power card usable by Robin to draw 4 cards from top of the Draw Pile. May keep duplicates. ____________________________________________________________________ STEEL * NIGHT VISION GOGGLES (HQ) (H) {R} =>[OPD] Draw 3 cards. Discard duplicates. ____________________________________________________________________ SUPERBOY * THE RAVERS (FE) (H) {R} Acts as a level 3 Fighting attack, each Front Line teammate may make one additional attack. ____________________________________________________________________ SUPERGIRL * GIRL OF STEEL (HR) (H) {R} [OPD] Acts as a level 9 Fighting or Strength attack. ____________________________________________________________________ SUPERMAN * THE MAN BEYOND TOMORROW (HN) (H) {R} [OPD] Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO. ____________________________________________________________________ THE THORN * 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 * LAW AND DISORDER (BQ) (V) {VR} [OPD] On his turn, Two-Face may exchange this card for any 1 card in Dead Pile and play it immediately. ____________________________________________________________________ * 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 ANY-POWER * 6A {R} [OPD] Justice League of America _______________________________________________________________________________ U N I V E R S E C A R D S ALLY ENERGY * 5E 3E (H) {C} Fire (Blue Beetle) * 6E 1E (H) {C} Zauriel (Martian Manhunter) * 8E 3E (H) {C} Firestorm (The Ray) * 8E 3E (V) {C} Dr. Destiny (Brainiac) FIGHTING * 5F 3F (V) {C} Shadow-Thief (Lex Luthor) * 6F 1F (V) {C} Gorilla Grodd (Catwoman) * 7F 2F (H) {C} Guy Gardner (Green Arrow) * 8F 3F (H) {C} Requiem (Wonder Woman) * 8F 3F (V) {C} Cheetah (Deathstroke) STRENGTH * 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) * 8S 3S (V) {C} Black Adam (Darkseid) INTELLECT * 5I 3I (V) {C} Dr. Sivana (Parasite) _______________________________________________________________________________ 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. _______________________________________________________________________________ O T H E R J L A 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 BOOSTER DISPLAY BOX * 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 Justice League DC OverPower expansion {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 [OPD] One Per Deck designation GDM JR http://home.earthlink.net/~martins6/OVERPOWER.html Gary Martin, Jr.