AA (offensive) - These cards act as a level # attack with the option to make an additional attack. The first attack may be blocked like a normal attack or may successfully hit the target Character. Even if the first attack is blocked , another attack is allowed but is not required. If the attack is negated (see AO Special) , another attack is not allowed. When an additional attack is allowed, it must be from the character who played the Special. It is the player's option whether or not to use the extra attack and the player does not need to reveal whether or not a follow-up will occur until after the first attack is resolved. If the decision to use the second attack is made, this next card played must be an attack that affects the opponent or any of the opponent's Characters. The additional attack cannot be a Teamwork card , Ally card, Tactic card, Activator card, or an 'Any Character' Special. However, if the card says "against a different opponent," the next attack must be directed against a different Character from the first. The second attack is left to the player's discretion to direct at whichever opposing Character he chooses. If the opponent only has one character left, this additional attack is lost. If an FE Special card is played, and an AA Special card is played as an additional attack, then that character may not make any additional attacks, even though the Special normally would allow them. Exception cards: Dr. Strange's Eye of Agamatto should be considered an AJ Special. Hawkeye's Arrow Assault should be coded GJ.

AB (offensive) -These card function the same as an AA Special in every way except that they speci-fy what type of Power type the second attack must be. The additional attack cannot be a Teamwork card, Ally card, Tactic card , Activator card, or an 'Any Character' Special.

AC (defensive) -This type of Special lets the player shift the attack from the target to a different front-line Character. The selected Character may now defend as is normally allowed under the rules. This Special would have to be discarded as unplayable if there were no other front line char-acters. NOTE: The selected character may not use any other Special to shift the attack. 

AD (defensive) -These Specials allow a Character (or a Character's teammate if that is the case) to avoid a specific type of attack. Cards that allow a teammate to avoid an attack may be used to defend any of your Character's teammates, including your Reserve Character (however, unless specifically stated , the Reserve Character may not defend for a front line Character) . "Avoid 1 attack made with a Universe card" would stop a Power card and a Universe card, a Power card and a Training Universe card , one attack from a Teamwork Universe card , an Ally card , or a Tactic card . It would not avoid a Special card played as a fol low up to an Ally card. "Avoid 1 attack of# or less" or "Avoid any numerical attack" can only be used to avoid a numerical attack and cannot be used to avoid non-numerical attacks such as an AX attack ("Target may not attack for remainder of Battle"). "Avoid 1 {power type} attack" avoids any attacks made that contain the specified type(s) . For exam-ple, the rule for AE Specials is that any two cards, once combined together to make an attack, are considered a part of each other. So, if one part is avoided, then the entire attack is avoided . For example, if an attack is made with a 4 Fighting combined with a 3 Strength, and an "Avoid 1 Strength attack" card is used to block it, the whole attack is avoided. "Avoid 1 attack that contains a power type icon" avoids any attack made with a card containing the specified icon. The specified icon does not need to be in use and this Special will still block it. If a character is under the influ-ence of a "-# bonus to all actions" Special , and a teammate has a "Teammate may avoid an attack of# or less" Special, the number looked at to determine if the attack can be blocked is the unmodi-fied attack number. If an AD Special is drawn for the Reserve Character, and a Special is already placed on the Reserve, then this Special does not have to be discarded as unplayable. Exception card: Blob's Blubber Block and Scarlet Spider's Scarlet Saviour should be considered an AG Special. 

AE (offensive) -This attack acts as a level# of a designated Power type. It also has the option of adding a Power card (of one or more power types), usable by the Character (or a teammate of the Character, as specified by the Special) using the Special , to the level # for one combined attack. The skill type(s) to combine are limited to those listed on the Special. This Power card cannot be a Multipower card. This attack would now be considered a single attack with an attack value equal to the sum of the two cards. For example a level 4 Fighting Special combined with a level 4 Energy Power card would be a level 8 attack consisting of both Fighting and Energy. 

AF (Offensive) -Cards that affect the Venture total add or subtract a given number of points from the Venture total during that specific Battle. Specials that add to a player's Venture total are not consid-ered attacks but can be negated. Specials that subtract from the opponent's Venture total are con-sidered attacks, although since not targeted at a specific Character, cannot be avoided (e.g. , AG Special) , but can be negated (e.g ., AO Special). These Specials have no direct impact on the num-ber of Mission cards that are Ventured before or during the Battle. These points are added to or subtracted from "Hits from Current Battle" during the 'Determine Venture Winner' phase. 

AG (defensive) - "Avoid 1 attack" allows a Character to avoid any type of attack. When used to avoid a Teamwork card, it will only avoid one of the three possible attacks and does not prevent the follow up attacks from occurring . "Teammate may avoid one attack" allows a teammate to avoid the attack, including the Reserve Character, and cannot be used to avoid an attack on the Character playing the Special.Exception cards: Cable's Cover Fire, Captain America's Mighty Shield , Mr. Fantastic's Protect Teammate, Nightcrawler's Bamf!, and Silver Surfer's Energy Protection, WonderWoman's Gift of Flight, and Supergirl's Telekinetic Shield should all be considered AD Specials

AH (both) - If played offensively, no attacks of that particular type may be made against the Character that has played the Special. If played defensively, the attack that was defended against is avoided and no further attacks of that specified type can be played against the Character who played the Special for the remainder of the Battle. Specials that avoid Universe attacks may be used to avoid 1 attack from a Teamwork attack and prevents the follow-up attacks of that Teamwork from being made on the Character who played this Special (although other front line Characters may be targeted) . The Vision's AH card must first be played defensively. 

AI (offensive) -This Special allows the player to select one of the opponent's placed cards and have it discarded immediately. When the card indicates the opponent must discard a placed card , then any card meeting the designated type may be selected (even one placed on the Reserve Character) The term "placed" implies that the Universe, Power, Ally, Tactic or Special card being tar-geted is assigned to a particular Character. This card cannot be used to remove the effects of a Universe card from an attack directed against a Character. Once a Universe card is used for an attack, it is no longer considered "placed," and therefore this Special would have no effect. This card is considered an attack against the targeted character and may be avoided or negated. If the card targets the opponent and not a specific character, it may not be avoided but may be negated. Cards that are 'in play' on a character are not considered placed and may not be targeted by this Special. If this Special is drawn in a hand where the opponent has no placed cards, it must either be placed or discarded as unplayable. 

AJ (offensive) -This Special allows the player using the card to look at a specified# of cards in the opponent's hand or from the top of the opponent's Draw Pile for up to a minute as their offensive card play. After that offensive card play phase is over, no more looking is allowed. This card may not be avoided but it may be negated . 

AK (both) - Such a card may be played with three of the four types of Universe cards: Universe, Training , and Teamwork, but not Ally. In the case of basic Universe cards and Training cards, the result of this Special would double the bonus that is applied to the Power card. For example, if the Universe card were to read "8 Fighting to Use, +2 to Fighting ," this Special would alter the Universe card to be "8 Fighting to Use, +4 to Fighting ," and enable a Power card that is played in conjunction with the Universe and the Special to receive such a bonus. In the case of a Teamwork card, this Special would allow no modification to the "{ x } to Use" portion , or to the "Acts as { x } attack" por-tion, but would alter the bonuses allowed to both teammates. For example, if a Teamwork card were to read "6 Fighting to Use, Acts as a 6 Fighting attack. + 1 to First teammate, +2 to Second Teammate," this Special would change the bonus and enable the teammates to make attac sa "+2 to First Teammate, +4 to Second Teammate." In all cases, the normal rules for how and when o play a Universe card, Training card, and Teamwork cards still apply. Only the character playing this Special may play the Universe card. This Special may be played defensively with a Universe card. 

AL (offensive) - If the card states "Remove 1 hit from that Character's permanent record" en only that Character may remove one card from their permanent record. If the card states "Remo e 1 hit from the permanent record of any one teammate" , then only a teammate may do so and no e Character playing the Special. If the card states "Remove 1 hit from that Characters Hi s from Current Battle" then only that Character may remove one card from their Hits from Curren Ba e. If a "permanent record " Special is drawn in a particular hand in which any Character who can bene from this Special has no permanent record damage, the Special must either be placed, if possi e, or discarded as an unusable card. The card may not be used "after the fact" to bring a Character back to life. If a Character takes more than 20 points worth of damage, or is the victim of a spectrum KO, the Character is out of the game instantly, and may not remove a hit or have a hit removed in order to bring that Character "back to life. " One variant of this Special acts as a level atta and only allows the permanent record to be altered if the attack is successful (i .e. , is not successfully blocked). This type of Special can be used as an attack only and does not need to be discarded · the Character who can benefit from this Special (if it does hit) has no permanent record damage.

AM (both) -This Special grants a bonus (+ 1, +2, etc ... ) to a Character for certain ac ·a r remainder of the Battle. Cards that affect the player's Character's ability to defend may be ayed offensively (thereby affecting that Character's abi lity to defend for the remainder o e Ba: e) or defensively (combining it with a Power card against an attack) . Cards that affect all a y-er's Character may be played as above or offensively as an attack in conjunction • · Special or Power card attack. Note: In no cases may this Special be played in conju Universe card attack. A Universe card attack may follow on the player's nex1 tum, played in the same attack. 

NOTE: This card does not affect the character's power grid but only numerical cards character. When played along with an attack, the Special card that grant the characte a stays for the remainder of the battle, regardless of if the attack succeeds. When p a an attack, Specials that grant a character a negative bonus do not stay for the remai e tie if avoided or negated. 

AN - (offensive) This card is an attack and allows the character the option to attack e en s Reserve Character. The Reserve does have the opportunity to defend, should the correct Special or Power card be available. If th e hit is successful, the damage counts towards the Ven re o and is considered a "hit from the current Battle." The hit would then become part of the Reserve Character's "permanent record" at the end of the Battle. 

AO (both) -These Specials may be used to negate the effect of a Special card as it is being used to attack (i.e .... avoid the attack) , they may be used to remove a Special card that has already hit and become part of the "permanent record," or a Special card that is a "hit from the current Battle," they may be used to cancel the benefits, or penalties created by other Specials, and may be used to oth-erwise cancel, delete, negate, or otherwise void any Special card that has been played , even if the Special is not an attack Special. It cannot be used to counter a Special that your opponent played in reaction to your action . For example: Character A attacks Character B and Character B plays an "Avoid 1 attack" Special card, the player controlling Character A could not play an "AO" Special to negate the avoid. In addition, this Special can be played to negate the effect of another Special played by the opponent against any of the Character's teammates. If used to remove a Special after the turn on which it the Special was played , then any other benefits that might have been attained are not negated. For example, if an AE Special (combined with a Power card) hit the player's charac-ters and the player chose not to block the attack with the AO Special, later in the Battle, if the AO Special is used to negate the AE Special, only the AE Special is removed from the hits, not the Power card that it was combined with . If a character is KO'd with a Special , this Special cannot be played afterwards to negate the effects of the KO'ing Special to bring the Character back. But, this Special could be used to negate the KO'ing Special to remove the points from 'Hits from Current Battle', affecting the Venture Total.

AP (offensive)- Specials in this category act as attacks that cannot be defended by cards that bear the indicated icon . This includes Power cards, Universe cards, Specials, Multipower cards, Tactic cards, and Specials bearing the icons. If the cited Power type icon is on the card , it cannot be used to defend against the AP Special. Exception card: Rhino's Rhino Charge should read "Acts as a level 6 Strength attack, cannot be defended by a card with an Energy icon." 

AQ (offensive) -These Specials act as a certain level #attack. The Power type of these attack Specials must be declared as they are attacking the target Character. Once the Power type is declared, the target Character may defend against the number and/or the Power type. If the attack is successful, then the Power type may be changed at any time. If the Power Type is not declared, the target character may choose to defend whatever Power Type is most advantageous. 

AR (offensive) -These Specials act as a certain level # attack. Cards of this type act as certain Power type attacks as designated on the card. A variant of this Special gives the Character who plays the Special the Power Grid of the target Character if the attack is successful. Players need to be watchful when this variant of the Special is played and the attack is successful. Once the attack is successful, the entire Power Grid of the Character who played this Special changes to that of the target Character. This type of attack may leave unplayable cards in the player's hand since that Character's Power Grid has changed . If this is the case, the unusable cards do not have to be dis-carded and can be used for bluffing purposes 

AS (offensive) -The majority of this type of Special are high-numbered Power attacks. However, there are a couple of variations that do require some details on how to play them . "Acts as a level # attack, { Character } may not attack for remainder of Battle" means that after the Character plays the attack, he or she cannot attack or do anything to the opponent for the remainder of the Battle even if the attack is blocked or avoided. The Character may still defend and play Specials that do not affect the opponent or the opponent's Characters. If the attack is negated, however, it is as if the attack never took place and therefore the Character may make subsequent attacks. "Acts as a level # attack. + 1 for each hit on Character's permanent record " means that for every card (not point) cur-rently on the Character's permanent record (not the 'hits to current Battle'), the level # attack gets a + 1 bonus to hit. Exception Card : Kingpin's Sumo Knowledge and The Ray's In a Blaze of Power should be consid-ered an HR Special. 

AT (offensive) -This Special allows the player playing the card to draw a new card from the top of his or her Draw pile. The sequence of play when playing this card is 1) Play the Special , 2) Place it on top of the Dead pile, 3) Draw top card from Draw Pile, 4) Place new card in hand. This counts as your action for this turn. The newly drawn card does not have to be discarded if it is a duplicate of a card currently placed or held in hand. 

AU (offensive) -These Specials force the opponent or target Character to discard certain placed cards. When the text of the card indicates the opponent as the target, then it can only be blocked with by negation (as with an AO or DO Special). Reserve Characters are included in the phrase "all Characters" and they may be selected as the target to discard placed cards. When the text of the card indicates a target Character, then the attack can be avoided as well as negated and the Reserve Character cannot be targeted. In the case where the target Character has a Special Card in effect that allows him to have more than the usual number of cards "placed" to him, all of those cards are discarded as well ; however, the Special that allows the additional "placed" cards is NOT discarded as it is "in effect" and not "placed" to that Character. If the Special indicates that the play-ing Character can choose between the cards that are placed and the ones that are in the opponent's hand (in the case of a tie between the number of cards that are placed and the number that are in hand), then the choice must be made without knowing what the cards in the opponent's hand actual-ly are. (This Special cannot be used defensively to avoid an attack made with a card that was placed. Once the card is used to attack, it is no longer considered placed. ) If this Special is drawn in a hand where the opponent has no placed cards, it must either be placed or discarded as unplayable. 

AV (offensive) -This type of Special prevents the target Character from making any attacks during the Battle. The Character may continue to play defensive cards or offensive cards that do not target the opponent or the opponent's Characters. This attack may be avoided or negated. The correct wording of AV Specials is: "Target Character may not attack for remainder of Battle." (i.e. When the card reads target opponent, it really means target Character.) Exception card: Longshot's One in a Million should be considered a CV Special. 

AW (offensive) - Cards that affect the Venture total for a specific Battle add or subtract a given num-ber of points to a player's total sum of successful "hits from the current Battle" done during a particu-lar Battle and are added during the "determine Venture winner" phase. The battle in which the effect takes place is determined by the text on the Special. Unless the text f the Special says otherwise, the bonus applies to the current battle. In all cases, the character playing the Special does not need to be conscious at the end of the battle that the bonus applies towards. (See also: AF Specials.) 

AX (offensive) -When played , it not only prevents a target Character from attacking for the rest of the Battle, but the Character playing the Special is also prevented from attacking that Battle. Even while affected by this Special , the Characters may still play non-attack Specials and defend them-selves. If, during the course of the battle, either affected hero is KO'd, the effect of the Special remains in play for the remainder of the battle. Exception card : Jean Grey's Mind Over Matter should read "Jean Grey and target Character may not attack for remainder of Battle" 

AY (both) -A Special of this type modifies the actual Power Grid of the Character, and not the Power cards or Special cards that the Character might play. For example, a Charac er with an Energy skill level of 6 (as shown on their "Character Card") can play Energy Power card level 1 through 6. After playing a Special that reads "{ Character's } Energy skill increases to 8 for remainder of Battle," that Character could play Energy Power cards ranging from 1 to 8. The number on the Power card remains the same. Specials of this type can be played offensively and defensively. They may be played in combination with a Power card to make a higher level attack or defensively with a Power card, as a reaction to an attack in an effort to raise a Character's skill levels so that they may attempt a defensive action. If the Special indicates that the bonus is in response to defending a cer-tain type of attack, then the card may only be played defensively, as an avoid and the bonus to the skill follows. In the event you have this Special either placed or in your hand, during the draw phase, if you draw a Power card that would otherwise be unusable by your Characters but can be used if this Special is played you do not have to discard it as unusable. When played offensively, this Special cannot be played on the same turn along with a Universe card. When played defensively, it may be played with a Universe card . This Special may not be played defensively if it is not essential to the defensive move (ie.raising one's fighting skill to 8 while blocking with a 3 strength). 

AZ (offensive)- This type of Special is a variation of an AV Special and plays identically, except for the condition that may cancel the Special's effect.

BA (offensive) -These Specials acts as a level# attack but they have a unique requirement that determines how they can be defended or by whom they can be defended. For Specials that indicate the gender of the Character who can defend the attack, Characters that do not fall into clear male or female genders should be considered neuter. The attack may be negated, though. 88 (both} -This Special adds +2 to all actions for the Character playing the Special until the end of the Battle, provided the condition has been met. This bonus would only affect attacks made from the Character playing the Special. They can be played in combination with a Power card as part of an offensive or defensive action, depending on the nature of the card and that all necessary conditions, if any, have been met. If played defensively, it can only be played if the character has already been hit or if the hit this Special is being played in response to hits. 

BC (offensive) -A Special of this type may be played during a Battle in which the first of your oppo-nent's Characters is knocked out of the game, thus preventing him from bringing in the Reserve at the beginning of the next Battle. For example, if a player were to knock his or her opponent's Character out during the first Battle, he could play the Special and his or her opponent's Reserve Character would have to sit out the second Battle. This Special cannot be played to force an oppo-nent's character back in to Reserve. If this Special is drawn after the opponent's Reserve Character has already entered the Battle, it does not need be discarded as unusable. 80 (offensive) -This Special shuts down one of the Power Grid abilities (attacker's choice) on the target Character's card for the remainder of the Battle. Cards that this Special makes "unusable" may be kept in the opponent's hand as bluffing cards. This Special only affects Power, Tactic, and Universe cards (i.e., cards that indicate that a skill is required to use it). It does not affect Special cards for the target Character since Specials are unrelated to the Character's Power Grid. This Special may be avoided or negated. 

BE (offensive) -This type of Special allows an attack after the opponent has Conceded. This attack may be defended. This attack may not be a Teamwork attack, Ally card , Tactic card, or an Any Hero Special - it must be an attack made by the Character who played the Special and only the Character who played the Special. If the attack made is a Special card that gives additional attacks, the addi-tional attacks are unable to be used and are lost. 

BF (offensive) -This Special gives the Character playing it 10 extra hits to KO for a total of 30. It does not affect the Character's ability to be Spectrum KO'd. A Special of this type must be played before a Character has exceeded 20 total points, or has been a victim of a Spectrum attack. This card may not be played in defense in order to avoid being knocked out of the game. For example, A Character has 18 points of damage against him. You have a BF Special available to use. However, an attack being made on the Character will cause him to exceed 20 points (the normal KO limit). The Character could not play this Special as a reaction to the attack, thereby increasing his total hits to KO number, and let the attack hit. This Special does not prevent other Specials that affect "Hits to KO" from affecting the character. 

BG (both) -This Special plays similarly to an AM Special except that this card affects the Character's whole team. It may be played in conjunction with a power card as a defensive move or along with a teammate's attack. Exception Card: Wonder Woman's Blessed By The Gods should be coded BO. 

BH (both) - This Special is the same as above except that it only affects defensive actions. 81 (offensive)- This Special gives a front-line teammate a +4 Bonus to a specified power type(s) attack. The Character gaining the bonus may use a Special or may use a regular Power card as long as it meets the specified power type(s). However, the Power card may not be used in conjunction with a Universe card. This Special may be used in conjunction with a Multipower card or a Multipower Special , but the multipower attack must then be one of the specified types. The bonus does not count towards Damage or Venture Total. 

BJ (both) - If it is played offensively, the Character using the Special may not be attacked by oppo-nent's team for the remainder of the Battle. If it is used defensively, the card would act as an AG Special , thus avoiding the attack, and then would remain in play for the remainder of Battle. If this Special were already in play and a fellow teammate shifted an attack to the Character who played this Special (e.g. , with an AC Special) then the Character would still have to defend this attack because the attack is no longer from the opponent's team. If this Special were not in play, and the teammate shifted the attack to this Character, the BJ Special may be used to avoid the attack. 

BK (offensive) -This Special must be played on your turn . All of the following numerical attacks by the Character who played the Special are made face down on the Character to be attacked. The opponent may either guess what card to play in defense, and play it, or choose to take the hit. The attacking Character then flips over the attack card and the attack is resolved. If the card used to block does not block the attack (like blocking a 6 power card with a 4 power card) the blocking card is still discarded and the attack hits. Multipower cards do not need to be declared, but the defender may then declare the type to be whatever is most beneficial. This Special may be played in conjunc-ti on with a Power card attack, Tactic card , or with a Special card attack. It may not be played along with a Power card attack with a Universe card, Teamwork card, or Ally card but those attacks may be played subsequently in the battle. 

BL (defensive) - After an opponent declares that he or she is conceding, playing this card prevents the concession from taking place. It is then the opponent's turn again and the opponen must contin-ue to attack, if he or she can , following the normal rules for attacking , or may pass. is card cannot be played in response to an opponent conceding before the battle begins since cards cannot be played outside the battle phase. Exception card - The Savage Land card should be coded BL and can only be played o ensively, before an opponent concedes. It cannot be played after an opponent has conceded. 

BM (offensive) -These cards act as a level # attack. If the attack is successful (i.e., e opponent does not block the attack) then the card acts as an AV Special , forcing the targe Character to be unable to make attacks for the remainder of the Battle. The targeted Charac er may ·n defend and play non-attack Specials, if possible. 

BN - Currently, there are no BN Specials. 

BO (offensive) - Plays the same as an AE Special , except that the card has a ig er value initial attack number. 

BP (offensive) -This Special is a level # attack of a certain Power type that has e a ed ability of allowing the Character to make this attack while in Reserve. If a different Special · already placed on the Character while the Character is in Reserve and this Special is drawn, · does no have to be discarded as an unusable card , since it can be played from the Reserve. 

BQ (offensive) - This card is played during the Battle, on your turn as an o e ive move. The Character exchanges this Special for any card in the Dead Pile and then ust play e chosen card immediately. The card chosen must be playable by the Character who played e BQ Special. A card cannot be chosen for a different Character to play. No 'Any-Hero' Specials may be drawn. Exception : 'Any Hero' Web-Headed Wizard and 'Any Character' Wizard and op a and Tails. This Special may be exchanged for any card in the Dead Pile. This exchanged card · placed back into your hand , to be played on any of your subsequent turns this Battle. Cards dra in is manner may not be duplicates of cards placed or currently in hand , even if the character · allowed to have duplicates of the card. No 'Any-Hero' Specials may be drawn , but an Activa or card, except 'The Beyonder', may be drawn. Character specific Specials cannot retrieve Activa or cards.

BR (offensive)- Upon playing this Special the card is positioned next to the Character playing it as a marker that its Special ability is in effect. It allows the Character to place one additional card, as specified on the text of the card , for future use. As additional BR Specials get drawn and played, they in turn may be played similarly. If a Special is played that affects placed cards, the played BR Specials are not affected since they are considered "in play. " However, the cards placed would be affected . Players should be careful that if this Special is placed, it does not mean it is in play. The Battle in which this card is drawn is not when the additional placed cards may be put on the Character, the additional cards can only be placed during the placing phase. 

BS (both) -When played offensively, this Specials ability may be used later in Battle. If it is played defensively, it would be played in conjunction with a Power card that would work with the effect. Its duration is for one Battle. This Special takes a Power card the Character uses to block an incoming Power card attack and if it is equal in number, it becomes an attack against the Character who just attacked . These can only be unmodified Power cards on both counts, attacker and defender. The Special does not affect attacks made by or in conjunction with a Universe card , Special card, or Tactic cards. 

BT (offensive) -This Special's effect comes into play at the end of the Battle when the "hits from cur-rent Battle" are added up. Power cards of the specified type are not counted when determining Venture total. They still count toward damage, KO'ing Characters, etc. By "Power card" the Special refers only to those Power cards which are actually the specified type, not Multipower power cards. 

BU (offensive) -This Special allows the Character to add Power cards Level 1 thru 4 of the designat-ed power type stated on the Special for a larger valued attack. The opponent may block this type of attack either as a whole or in parts. The opponent may still only use one power card, even if in con-junction with a Universe or Tactic card, to attempt to block with. That is, an attack of a nine (using a 2, 3, and 4) could be blocked as a nine, or the 3 and 4 could be blocked with a seven , with the 2 still landing as a hit. This card may be played to set up for future use later in the battle. 

BV (offensive) -When played, this Special allows the Character to make as many Power card attacks as possible. Each attack is made one at a time and must be resolved before subsequent attacks can be made. Each attack, in turn may be defended by the opponent. All of the attacks must be made with Power cards and Power cards only and must be done immediately. All the Power cards being applied to this Special must be usable by the Character playing the Special. It doesn't allow that Character to use "unusable" Power Cards. Exception card: Quicksilver's Fast and Furious should be considered an CC Special. 

BW (offensive) -This card must be played during your Battle, on your turn. When played, your oppo-nent must take the specified # of cards from the top of the specified pile and discard them all into his Dead Pile, regardless of what type of cards were drawn. If the specified pile has less than the spec-ified # of cards, then only the cards found there are discarded to the Dead Pile. 

BX (offensive) -This Special may be used as an attack without the additional part of the Special being used . It always allows a Universe card (not Power card) to be used in conjunction with the Special card. If this is done and the attack is successful, some Specials indicate that the Universe card's bonus is added to the Venture total at the end of the Battle (others specify that it cannot be added in). In either case, the Universe card bonus does not affect the damage to the Character. The Universe card must be usable by the Character and must match the Power type of the Special card being used in conjunction with it. This Special may not be used or linked in any way with a Teamwork card. 

BY (offensive) - When this Special is played, it forces your opponent to discard a specified number of cards from a specified place that bear the designated icon. This includes all cards that have the icon: Power cards, Multipower cards, Specials, all Universe, etc. The hand consists of the player's actual hand. It does not include any cards that are currently "placed" on any of the current Characters or any cards that are considered "in play." Exception card : Powerleech must target a character, like an attack, and must successfully hit to take effect. When successful, Powerleech affects all cards in opponents 'hand' which includes those placed as well as physically in the player's hand. Powerleech can be avoided or negated. 

BZ (offensive) -When played , this Special forces the opponent to lay down his or her hand, face up for both players to see, and play the remainder of the Battle with the cards exposed. If more cards are drawn the course of the battle, those cards are also played face-up also. 

CA (offensive) -This Special lets the Character playing it switch all cards currently on his or her "permanent record " with another front-line teammate's "permanent record". Either Character partici-pating in the exchange may have zero cards in their "permanent record". This card may not be played defensively to prevent a Character from being KO'd. 

CB (offensive) - This Special allows the Character to "steal" a Universe Card (cannot be a Teamwork or Ally card) placed on any of the opponent's Characters and use it with a Power Card for an attack against any of the opponent's Characters. The Character that the Universe card is being taken from does not have to be the Character that is attacked. The Character playing the "stolen" card must have the appropriate requirement to play the Universe card. After use, the "stolen" Universe card is discarded to the opponent's Dead pile as if he or she had used it. The act of "stealing" the Universe card cannot be avoided (it can be negated), however, the following attack can be avoided or defend-ed like a normal attack. If negated, the player's turn is over and no attacks may be made that offen-sive turn. 

CC (both) -This Special is a level # Power card of a designated Power type. It does not count as a duplicate of a regular Power card of the same numeric value. It may be used to either attack or defend. It may not be used in conjunction with a Universe card. The versions of this card that act as Multipower cards should read 'Multipower power cards' and are subject to the multipower fusion rule. 

CD (both) -This Special , if played offensively, prevents any attacks from being made against the Character unless the attack is made with a Universe card of any type (including Training or Teamwork) for the remainder of the Battle. If played defensively, it may be used to avoid a Power card or Special card attack and then remains in play to prevent those types of attacks for the remainder of the Battle. For an Ally Universe card to be used, the follow-up Special attack must be able to be played. 

CE (offensive) -This Special forces your opponent to take the top card of their Draw Pile and put it into the Dead Pile. It does not matter if that card is a Special , Universe card , Event, Tactic or Power card - it goes into the Dead Pile. This card cannot be avoided but it can be negated. If the card is negated, then it must be negated before the card is drawn. If an Event Card is drawn it goes to the DeadPile, but cannot be retrieved. 

CF (offensive) - Immediately upon playing this Special , the Character that played the Special may take a Mission card from either his or her own Reserve Mission Pile, or completed Missions Pile, and add it to the other Mission cards that he or she Ventured for the current Battle. OR, he or she may take a Mission Card from the opponent's Reserve Missions pile or completed Missions pile and add it to the other Mission Cards that his or her opponent Ventured for the current Battle. Neither player receives any additional benefits from the additional Ventured Mission card. This card cannot be avoided but it can be negated. 

CG (offensive) - After this Special is played , th e Character playing it can no longer be knocked out by a spectrum KO. The Character may still be knocked out by a cumulative KO. This card remains in effect for the remainder of the game. This card cannot be used to "Avoid 1 attack" and cannot be played in reaction to an attack that would KO the Character. If the Character is eventually Cumulative KO'd, the Special is discarded into the Dead pile and will not be in effect if the Character should ever re-enter the game. 

CH (offensive) -When this Special is played, the attacker must choose 1 of the opponent's front-line Characters. The chosen Character must immediately discard all cards that are "placed" to him (like with an AU Special). In the case where the target Character has a Special Card in effect that allows him to have more than the usual number of cards "placed" to him, all of those cards are discarded as well ; however, the Special that allows the additional "placed" cards is NOT discarded as it is "in effect" and not "placed" to that Character. In addition , the target Character cannot play offensive cards that affect the opponent or any of the opponent's Characters for the remainder of the Battle (like with an AV Special). The target Character may still defend himself from attacks directed at him, and may still play cards that affect his own team , or the Battle in general (i.e. , "Add 3 to the Venture total," for example). If the target character does not have any cards placed to them , then the first part of the Special is ignored. Cl (offensive) - Play this Special with the specified type of Power card attack usable by the Character playing the Special. This card may not be played along with an attack from another Character, or with an attack greater than what is normally allowed by that Character's Power Grid. This Power card may not be combined with a Universe Card or with another Special. If the target Character can block the Power Card attack, then discard both the Power card and this Special. However, if the target Character does not block the Power card attack, then not only does the attack hit that Character, but this Special does as well. This Special affects the damage done to the oppo-nent's Character but does not affect the Venture Total. This card cannot be used without the speci-fied Power card attack. If a 'Remove 1 Hit' Special is played after the attack this Special is used with , this Special is not considered combined with the power card . 

CJ (offensive) -This Special is played along with a Power card attack. The Power card attack must come from the Character that uses this Special , and the Power card may not be combined with a Universe card or another Special. If the Power card is blocked , then this Special is discarded to the Dead Pile and the Power card is placed face down on the top of the Draw pile instead of being dis-carded into the Power Pack. If the Power card is not blocked, then this Special gets discarded to the Dead Pile. If negated, both are discarded to the appropriate piles. 

CK (offensive)- There is no effect from this Special during the Battle in which it is played . However, when the Special is played , the player must choose a hero that is KO'd at that time that will be returned to play for the next Battle. The KO'd character returns before the Draw Phase. During that Battle's discard phase, any cards playable by that character do not have to be discarded. If the play-er already has three front-line Characters, then he will play this Battle with four front line Characters. The "resurrected " Character can act just as if he had no hits on his "permanent record" , but may still be KO'd during the Battle by a Spectrum KO or Cumulative KO. Any Specials which were in play on the Character that would affect the Character for the game (such as an EK Special) , would no longer be in effect. At the end of the Battle, regardless of what damage the resurrected Character has or has not taken, the Character is automatically KO'd, and placed in the defeated Character pile. If the case arises that the Character playing the Special is the last Character on your team and this Special is played and later in that same Battle, the Character is KO'd, then the cu rrent Battle would end and the winner of the Battle would be resolved. The selected resurrected Character would come into play next Battle. If this resurrected Character can manage to knock out all the opponent's exist-ing Characters or win the battl e through Venture, then you would win. A CK Special cannot be used to resurrect the Character who used the Special.

CL (offensive) -There is no effect from this Special during the Battle in which it is played . Upon play-ing this Special , the player must declare which KO'd Character's Specials the Character playing the Special will be able to use in the next Battle. During the discard phase of the next Battle, Special Cards for the selected KO'd Character do not have to be discarded as unusable cards. The Character that played this Special may use the Specials of the selected KO'd Character for this Battle only. Those Specials may be placed on the Character, or played by the Character. If a KO'd Character's Special is placed to the Character that played this Special , it remains there. If the placed Special is not played during the battle, it remains there for the remainder of the game or until the Character is KO'd. It is not discarded. If the Special allows for a permanent modification of the Character that played this Special , then the effect of that modification remains only for the Battle, not for the game. For example, if this Special allowed the Character to use a Special coded "CG", then the effects of the "CG" Special would only last for the current Battle, not for the remainder of the game. (In this case, the Character would be unable to be knocked out by a Spectrum KO for the remainder of the Battle, not the game. If the character were Spectrum KO'd during the Battle, he would continue to fight until the Battle was over. At the end of the Battle, the effects of the "CG" Special would wear off, and the Character would then be Spectrum KO'd.) 

CM (both) -This Special affects the attack or defense of your opponent's team. It does not affect the damage of the attacks, only what the Character defending from those attacks needs in order to block the attack. Likewise, it does not affect the intensity of your attacks, only what your opponent needs to block those attacks. For example, with this Special in effect, your opponent would need a level 5 or greater defense in order to block a level 4 attack. Conversely, you would only need a level 4 or greater defense in order to block a level 5 attack. This Special does not affect the Power Grids of the Characters, and does not affect Specials that do not have an attack or defense value. 

CN (both) -This Special carries the same ruling as an AH Special. In certain cases, the player must play a Power card to determine which type of attack may not be played on the Character. When playing with a Power card, if played offensively, the played Power card is not an attack against an opponent's Character, but is merely used to determine the type of attack that the Special protects the Character from . If played defensively, the Power card played does not need to be equal to or greater than the Power card being used to attack, it only has to be of the same type and this Special, in conjunction with that Power card , will avoid the attack (and prevent any other Power card attacks of that type for the remainder of Battle). 

CO (offensive) -This Special affects your opponent, not a specific Character. It cannot be blocked or avoided , but can be negated by a Special coded an "AO." This Special renders all Universe cards currently held in hand as unplayable cards. These Universe cards do not have to be discarded, but they cannot be played during a Battle in which this card is in effect. 

CP (offensive) - Play this Special during Battle, on your turn . Immediately upon playing this Special, discard to the appropriate pile all of the cards remaining in your hand. Draw new cards from the Draw Pile. This Special does not count as a "remaining card ," since it has been played. These new cards do not have to be discarded if they are duplicates or if they are unusable; however, any card that is unusable cannot be played but can be retained in hand to bluff. 

CQ (offensive) -This Special may not played in conjunction with any other Specials or any other cards. This card affects the counting of the Venture total at the end of the Battle. It does not affect the attack value, defense value, or any Character's damage total. When counting up how many points were scored in the current Battle, all of the Character's Special Cards that played this Special should be counted twice. 

CR (offensive) -This Special is played during Battle, on your turn, and may not be played along with any other cards. Immediately after playing this Special , the player may remove any two Power Cards from the "permanent record" of any two of his opponent's front-line Characters and switch them . The Power Cards must be on "Permanent record" , and must be of equal value. If the switching of the Power cards results in a Spectrum KO for either or both of the Characters, then the KO takes effect immediately. 

CS (offensive) -After playing this Special, the player may search his or her Draw pile for any Universe card, except for a Training card, Ally card, or Teamwork card , and may immediately put it in his or her hand. Once the appropriate Universe card is found , the Draw pile must be reshuffled. 

CT (both) -This Special is played during Battle, and may be played alone, or in reaction to an attack. After this Special is played, a front-line teammate must be chosen. For the rest of the game, or until the chosen teammate is KO'd , all attacks directed at the player of this Special are instead shifted toward this chosen teammate. The chosen front-line teammate may defend, if possible, any attack. This Special shifts all attack cards, including non-damage attacks. If the target Character has a BJ Special, that Special may be used to block an attack that is shifted to him or her, but it does not pre-vent the next shifted attack that comes in that Battle. Likewise, if Character A and Character B both have this Special and they target each other, if the opponent attacks Character A, the attack shifts to Character B but does not shift any further than that. Character B may still defend as normal. Cards shifted to a teammate in this manner are now considered coming from the hero shifting the attack, and not the opponent. Attacks can only be shifted once. 

CU (offensive) -These cards act as a level # attack. If the attack is successful (i.e. , the opponent does not successfully block the attack) then the card acts like an AI Special, forcing the target Character to discard a placed card. In some cases the chooser of the placed card to be discarded is the attacking player, and in other cases it is the defending player. If the text does not specify who chooses, then the attacking character chooses. If the Character attacked does not have a card placed to him, then this part of the Special is ignored. Even if the additional AI effect is ignored, the attack still stays on the record of the attacked character. 

CV (offensive) -This Special is played as an attack of the Power type and value listed on the Special. This card can only be defended against by a Power card of the value and type required on the Special. If it is not defended, then the attack hits as normal. However, if the Character attacked can defend with the required Power card, then not only is this Special discarded, but the Power card used to defend against this attack automatically hits the Character that used this Special. There is no opportunity to block or defend against this automatic hit. The automatic hit cannot be avoided by negating the Special using an "AO" Special. 

CW (defensive) -This Special Card is played just like all other "Avoid 1 attack" Specials (coded "AG"); however, in addition to avoiding the current attack, it also renders this Character unable to be attacked for the rest of the Battle (see BJ Special) . 

CX (offensive) -This Special acts like an AE-coded Special , only it allows the Character to combine it with any 1 Power card the hero can use, for a single attack. It may be played without combining with a Power card. Multipower power cards cannot be combined with this Special. 

CY (offensive) -These cards act as a level # attack. In addition , it enables the Character that uses this Special to make additional attacks as indicated. These additional attacks must be Power cards, and can only be of the Power type(s) indicated. The additional attacks cannot be Multipower attacks or attacks of more than one combined Power type. 

CZ (offensive) -These cards act as a level #attack. If this Special is blocked , it is discarded and there is no further effect. If this Special is not successfully blocked, and it "hits". then the target Character must immediately discard all cards placed to him into the Dead pile regardless of whether or not they would normally be discarded there. Specials that have been played by a Character that have a long term effect (for example, Special coded "CG") do not have to be discarded, because they are considered to be in play, not placed. If the target character does not have any cards placed to them , then the second part of the Special is ignored. 

DA (offensive) -This Special card is played during Battle on your turn as an attack. It may not be played along with any other cards. The Character using this Special must choose a Power type. The target Character may try to avoid the attack or it may be negated it. The target of this Special may not use cards for defense of the chosen type for defense for the remainder of the Battle. This includes Power cards combined with Universe cards or cards that contain this Power type, but are not exclusively this Power type. (For example: Multipower cards may be used, but not as the indicat-ed Power type). 

DB (both) -This Special Card can be played either offensively or defensively. When played offensive-ly you can use it to remove a placed Teamwork card from one of your opponent's Characters. When played defensively, it is used against a Teamwork card as soon as it is played . When used in this manner, it blocks all actions of the Teamwork card and cancels the second and third attacks. This Special may only be played against the initial attack of a Teamwork attack. It may not be played on the second or third attack of the teamwork card. A character may play this Special defensively against any Teamwork Universe card that is played against their team , even if they are not the target of the initial attack. Note: No Specials coded DC 

DD (offensive) -This Special gives the Character playing the Special a bonus to all attacks made against the target character for the remainder of the battle. The attack made be made in conjunction with another attack, as long as that attack does not involve a universe card. In addition , the character playing the special gains a bonus against the target character when defending any attacks made by the targeted character against the character playing the special. Since this attack must target an opponent's character, it must be played offensively. 

DE (offensive) -This Special is played during Battle on your turn either alone, or along with an attack. This Special can only be played if at least one teammate of the Character playing it has at least one hit on their "permanent record" or "hits from the current Battle". Once played , th is Special grants the teammate character a +2 to all attacks made. This bonus remains for the remainder of the Battle. If more than one teammate is wounded , then the player must declare which one is getting the bonus at the time that the Special is played . 

DF (offensive) - Upon playing this Special , the player shuffles his Power Pack back into his draw pile. If there is no Power Pack during the turn when this Special is drawn , and no power cards are in the hand, this card must either be placed or discarded as unplayable. Exception card - The Savage Land card should be coded BL. 

DG (offensive) - These cards act as a level # attack. In addition , it enables the Character using this card to make up to two additional attacks, if possible. Th ese additional attacks must come from the Character using this Special, and must be made with cards usable by th at Character. Each of the additional attacks may be targeted against the same or different Character. See AA for the types of cards that can and cannot be used. The additional attacks are optional. If the additional attacks can-not be made, they are ignored. The bonuses not applied toward damage or venture total. Exception Card: Quicksilver Rapid Fire Punches should be coded 10 

DH (offensive) -These cards act as a level # attack. In addition , it enables the Character using this card to make up to two additional attacks, if possible. These additional attacks must be of the Power type indicated on the ca rd . These attacks may need to be made against the same target that this Special was played against, depending on the text of the Special. They must also come from the Character using this Special , and must be made with cards usable by that Character. The additional attacks are optional. If the additional attacks cannot be made, they are ignored.01 (both) - In all Dl cases, the card's duration is for the remainder of the battle. This Special is played during Battle either on your turn as an attack, or in reaction to an attack, defensively. This card may not be combined with any other cards. If used as an attack, then the opponent's entire team may not use Universe cards to attack or defend against the Character using this Special for the remainder of Battle. This includes all Teamwork cards, all Power cards combined with Universe cards, Ally cards and all other instances where a Universe card is used alone, or in conjunction with another card. If used defensively, in reaction to an attack that contains a Universe Card , then that attack is avoided. In addition , the effects of this card (see above) remain for the remainder of the Battle. 

DJ (offensive) - Immediately after playing this Special , the Character that played it may take any one hit from his "hits from the current Battle" and switch it for any one hit from his "permanent record". These hits do not have to be of the same Power type or level. The hits must both be on the Character playing this Special. This Special does not affect any other Characters. Because the hits do not have to be of the same level , this Special does affect the Venture total for the Current Battle. If this Special is drawn during a turn when there are no hits on the permanent record, it must either be placed or discarded as unplayable. 

DK (offensive)- This Special is played during Battle on your turn either alone, or along with an attack. This Special can only be played if the Character playing it has at least one hit in either his or her "permanent record" or in his or her "hits from the current Battle" . Once played, this Special grants the Character playing it a +2 to all attacks made. This bonus remains for the remainder of the Battle. 

DL (both) -This Special gives the target Character a penalty towards attacks and a bonus towards defense. It may be played alone offensively on any front line Character (either on the player's team or the opponent's) . When played as an attack on an opponent's front line Character, it may be com-bined with a Power card or a Special as part of the attack. If this attack is avoided or negated, then this Special is avoided as well. This Special may be avoided or negated by the target Character when it is played alone as well. If used defensively, this Special must accompany a Power card playable by the target Character. In all cases, when this Special lands, its effects last until the end of the Battle. 

DM (both) -This Special is like an AM Special , only the types of cards that get a bonus are specified on the card . When the Special refers to a specific type of Power card , it means only that type of Power card , not Multipower Power cards. 

DN (both) - This Special acts like an AM Special, except for the condition required to use it. When the text refers to a team being "outnumbered" it means that the players team of Characters, includ-ing front-line Characters and Reserve Characters, is less than, not equal to, the opponent's number of Characters, also including the front line and Reserve Characters. This bonus is applied at the time played and does not change if the balance of heroes changes during the course of the battle. When played , it may not be played in conjunction with a Universe Card, although Universe cards may be used later in the battle and still receive the bonus. 

DO (both) - This Special functions similarly to Specials coded "AO." However, it may only be played to negate Specials that affect only the Character that is using the Special. 

DP (offensive) -This Special Card is played during Battle on your turn as an attack. The Character using this Special must then choose an icon. The target of this Special may not use any cards that contain the chosen icon for the remainder of the Battle. This includes Power cards, Universe cards, Specials, and all cards that contain this icon but are not exclusively this Power type, for example, Multipower Cards. A Character affected by this Special may not participate in a Teamwork attack that contains the selected icon. It may not be played along with any other cards. This attack may be avoided or it can be negated.

DQ (offensive) -This Special gives the Character playing it an extra 2 hits to KO. It does not affect the Character's ability to be Spectrum KO'd. A Special of this type must be played before a Character has exceeded 20 total points, or has been a victim of a Spectrum KO. This card may not be played in defense in order to avoid being knocked out of the game (see BF Special) . The effects of this Special are cumulative, so a Character may have a number of this Special in effect simultane-ously for example, with 5 of these Specials in effect the Character playing this Special would have a "hits to KO" value of 30. This Special must be played, not placed, for the bonus to apply. 

DR (offensive) -This Special forces your opponent to immediately draw 1 card from his Draw Pile and lay it face up on the table. Using the normal rules of duplication, any duplicate of this card in your opponent's hand, or placed on any Character, front-line or reserve, must immediately be dis-carded. Cards that are considered in play next to a character do not count for duplication purposes or count as placed as they are in play. Regardless of whether there was any duplication, the drawn card must be discarded. If the opponent has no Draw Pile, then they must shuffle their Power Pack to make a Draw Pile. 

DS (offensive) -This Special is played during the Battle on your turn . After playing this Special, it is discarded to the Dead pile. The Character playing this Special may then search his Draw pile for any one Special usable by that Character, and place it in his hand for use during the current Battle. The chosen Special may not be placed for later use. The chosen Special cannot be a duplicate of a Special already placed on that Character, or in your hand. The chosen Special may not be an "Any Hero" Special, any kind of Universe card , or a Tactic card. After selecting a Special , reshuffle the Draw pile. This ends that player's turn. 

DT (both) -This Special protects the Character playing the Special from being attacked by any Power card that has the same value as any other Power card on the Character's permanent record . It may be played offensively to prevent any such attack from occurring or it may be played defensive-ly, in response to an attack made with a Power card of equal value as a Power card already on the Character's permanent record. The term "same value" implies that the value of the attack is indepen-dent from the Power card being used. If a Character has a level 2 Power card on permanent record and was attacked by a level 1 Power Card with a Universe card granting a + 1 bonus (making the total value of the attack equal to 2), then this Special would not protect the Character. If the same Character was attacked by a level 2 Power card assisted by the same Universe card (making the total value of the attack equal to 3) , then this Special would prevent the attack from occurring since the value of the Power card being used to attack is equal to the Power card already on permanent record. This Special does not protect the Character from being hit with an attack of the same value as a Special or Teamwork card already on permanent record . This Special does not protect the Character from being hit with a Special or Teamwork card of the same value as a Power card already on permanent record. 

DU (offensive) -This Special allows the Character playing it to choose from a specified number of attacks that are made immediately, some of which grant bonuses. The number of attacks must be declared, and are resolved one after the other. In any case, the types of attacks may be restricted by the text of the Special and the additional bonuses do not count toward damage or venture total. This Special can only be negated before the first attack. 

DV (offensive) - This Special allows the Character to make one attack at +4. This attack may not be made with a Universe card, although it can be made with a Power card or another Special. If a Special is used for the attack, then it may not be an Any Hero Special. This Special does not count toward damage and Venture total. 

DW (offensive) -This Special allows the Character playing the Special to combine certain specified types of Power cards to attack for the remainder of the Battle. The cards used to combine must be playable by the Character. Multipower cards may not be used. The attack comes in as one attack and if the opponent can avoid either portion of the attack (e.g., an AD Special that targets one of the types being combined) then the entire attack is avoided (see AE Special for an example). Numerically, the attack must be blocked as a whole. That is to say, if a level 3 Strength Power card was combined with a level 4 Fighting Power card, then the target Character would need to play a 7 or higher in order to defend the attack but could play an AD Special that said (for example) "Avoid 1 Fighting attack." Combined attacks may not be combined additionally with Universe cards. Negating this special would also avoid the attack. 

DX (both) -When this Special is played , the player must immediately declare which Character the playing Character's Power Grid will now change to. The selected Character may be one of the play-er's Characters or one of the Opponent's Characters. The selected Character may be in Reserve. A KO'd Character may not be selected. Once this Special is played, the Character is considered to have the power grid identical to those of the target Character. If played at a certain time, this may leave unplayable cards in the player's hand since the attacking Character's Power Grid has changed. If this is the case, the unusable cards do not have to be discarded and can be used for bluffing pur-poses. When played offensively, it is played alone, without an attack. When played defensively, it must accompany the cards required in order to block the attack. This Special , when in hand,or placed, allows the player to keep a power card that would normally be unusable by the owner of the Special , as long as there is another hero in play that can use the power card. 

DY (both) -When this Special is played , it can be declared to be the same as any Special that is currently face-up on the playing surface and the game that the hero is involved in. Placed cards, hits on permanent record, hits from the current Battle, and cards that are in play next to a Character (such as EK Specials) whether on the player's Characters or on the opponent's Characters may all be selected to be copied by this Special. Cards in the player's hand (even if face-up on the table) , cards in Draw Pile, Dead Pile, or Power Pack, may not be selected. If used offensively as an attack, the target Character must defend as if the Special being copied were the one that was being played . If the hit lands against the target Character, it is important for both players to remember what card was copied so that Venture Total , Spectrum KO, and Cumulative KO can all be determined accurate-ly. When used to copy cards that remain in play for a certain game duration, this card must also stay in play to represent the card being copied . All cards copied in any way would either be attacks from the character, defenses, or other situations for the character playing the Special. Meaning that the character playing this Special's name would appear on the Special like it was their Special in the first place. 

DZ (both) -This Special prevents one Character from playing any offensive cards as attacks for the remainder of the Battle. It also protects that Character from being attacked for the remainder of the Battle. The target Character may be on the opponent's front-l ine of Characters or on the player's front-line of Characters. If played defensively, it can be played on any of the player's Characters to block an attack being made, but also disables that Character from attacking for the remainder of the Battle. It may not be played defensively on one of the opponent's front line Characters to disable a Character from attacking. The targeted character is not prevented from playing defensive cards or making offensive card plays that do not affect the opponent. The character playing the Special may be targeted by the Special. 

EA (defensive) -This Special acts as an AL Special, except the hit that is removed must meet the criteria specified on the card. 

EB (offensive) -This Special sets up a shield in front of the Character who plays it. Until this card is attacked, the Character who played this Special cannot be attacked. The Special may be attacked with any numerical attack. This Special only stays in play until the end of the Battle. The Character who played this Special cannot block attacks made on the Special. Teammates may not shift attacks to or from this card using AC Specials since this Special is not a teammate. Attacks shifted from a teammate to the player of this Special would be able to hit because of the Shift Rule that states attacks can only be shifted once. Such a shifted attack can be blocked as normal. If a Special is used to attack this Special , an AO card may be used to negate the attack. Once attacked both the Special and the card used for the attack are discarded to the appropriate piles. The hit that discards this Special does not count towards the Venture Total or as damage to the Character. 

EC (offensive) -When this Special is played, the opponent must choose one card that meets the cri-teria described on the Special from his hand and discard it. If no cards meet the criteria, this Special has no effect. 

ED (both) - This card may be used to negate any Special played by the opponent that does not involve a numeric attack or numeric hit. Any Special that is directly involved in the landing of a numeric hit may not be negated with this Special during the attack. After the attack has been made, this Special can be used to negate non-numeric Specials. For example, if attacked with Any Hero "Unlucky at Love: Target Character is -2 to defense for the remainder of Battle" along with a level 5 Power card attack, then the Character with this Special must defend this attack with 7 or greater by making use of Power cards, Universe cards or other Specials. The Character may not use this Special to negate the "Unlucky at Love" and, since part of the attack is negated, thereby negate the entire attack. If the Character cannot block the attack, then , on the player's turn, the Character may negate the "Unlucky at Love" Special as it is no longer part of a numeric attack. If a DY Special is mimicking a numeric Special , then an ED Special may not negate it. 

EE (both) - When played defensively, this card avoids one attack made on the Character or charac-ter's teammate with a Power card . When played offensively, it removes one Power card hit from either the "permanent record" or the "hits from current Battle" of the Character or from one of the Character's teammates (see AL for more about removing hits). When used to remove a hit from the "hits of current Battle," this action does affect the Venture total. This Special cannot be used defen-sively to remove a hit from the "permanent record" or the "hits from current Battle" of the Character or from one of the Character's teammates to prevent KO. This Special cannot avoid the first part of a Teamwork attack, but could avoid the subsequent attacks. 

EF (offensive) - Play this Special during Battle, on your turn. Immediately discard any card that can-not be used by the hero playing the card from your hand. These cards can be unplayable due to the heroes inability to use them, the conditions set by an event, or the battle, Refill the same number of cards that were discarded. Duplicate cards drawn at this time may be kept. If this card is played using a DY Special or a CL Special , or anything similar, it affects the hero that played the card that allowed the EF Special to be played . NOTE: This Special is played to take effect and does not count toward the number of cards that is replaced. 

EG (offensive) -These cards act as a level # attack. If the attack is successful, then the card acts as a BY Special, forcing the opponent to discard any cards from his or her hand that meet the criteria set out on the Special. If the opponent has no cards bearing the designated icon, then the second part of the Special is ignored. 

EH (offensive) -These cards act as a level # attack. If the attack is successful, then the Character playing this Special may no longer play any offensive cards against the opponent or the opponent's Characters for the remainder of th e Battle. In addition, the Character playing this Special can no longer be attacked for th e remainder of the Battle. If this Special is negated after the hit has landed then th e Character who played this Special is still unable to be attacked or make attacks. The char-acter playing the Special is not prevented from playing defensive cards or making offensive card plays that do not affect the opponent.El (offensive) -This Special may be played as a standard level # attack. It may also be played after the opponent has Conceded the Battle. If played after the opponent has Conceded the Battle, the opponent may still attempt to block the attack. Also, if played after the opponent has Conceded the Battle, the Battle ends immediately after this attack is resolved. The opponent may not decide to "unconcede" after the attack has been made. 

EJ (offensive) -This Special acts as a certain level attack of a certain power type. However, if the attack hits an opponent's hero, the card ceases to function as a Special ; switching to a certain level power card of a certain power type(s) . When the attack is made, only use the first value and power type to determine what is required to block the attack. If the attack is not blocked, then use the sec-ond, and only the second value for determining damage, spectrum , and Venture Total. In addition the Special is now considered a Power card until it is removed. This means, for example, that it cannot be negated by an AO Special after the Special hits, but it can be negated as it is played . An EE Special can remove the hit if it gets put onto the permanent record, or from the current battle if the 

EE Special specified. Even though the card, when successfully hit, is considered a Power Card , when it is removed it is still discarded into the Dead Pile 

EK (offensive) - From the moment this card is played , the Character playing it can no longer be knocked out by a Cumulative KO. The Character may still be knocked out by a Spectrum KO. This card remains in effect for the remainder of the game. For example, with this Special in play, a Character with a level 7 Fighting Power card and a level 8 Strength Power card on either his Hits to Current Battle or Permanent Record cannot be knocked out if hit by another level 7 Fighting Power card (which would be 22 points of damage). However, if the same Character was hit with a level 1 Energy card , he or she would be knocked out by Spectrum KO. If the Character is knocked out by Spectrum KO, this Special is discarded into the Dead Pile and will not be in effect if the Character should ever re-enter the game. This card cannot be played defensively. 

EL (offensive) - This Special acts as a level # attack. If the attack is successful , then the targeted Character may no longer use any cards with the designated icon on them . For example, if, after being hit with this Special , another Character on the target Character's team initiates a Teamwork attack, the target Character would not be able to make an attack if the teamwork card used had the designated icon. 

EM (offensive) These Specials act as a certain level # attack. If the attack is successful , your oppo-nent must discard a card of their choice from their hand. The card is still discarded to the appropri-ate pile. Ignore this effect if opponent has no cards in hand. 

EN (offensive) These Specials act as a certain level # attack. If the attack is successful , the card grants a bonus of # that is added to the venture and counted toward cumulative KO. Exception card :The Fortress of Solitude (Offensive) The Fortress of Solitude is played to concede the battle. All missions cards ventured by each player are returned to the pile they are ventured from. This Special may not be played if the player who is attempting to play it ventured more than two missions that battle. It may be played if the opponent ventured more than two missions. This Special may not be avoided but it can be negated. If negated, then attempting to play Fortress still constitutes that player's entire turn . This Special may not be played if some effect, either from an Event or another Special , prevents conceding . 

EO (offensive) These Specials act as a certain level # attack. If the attack is successful , the card also not only prevents the target Character from attacking for the rest of the Battle, but the Character playing the Special is also prevented from attacking that Battle. Even while affected by this Special, the Characters may still play non-attack Specials and defend themselves. If, during the course of the battle, either affected hero is KO'd , the effect of the Special remains in play for the remainder of the battle.

EP (offensive) This Special allows the player playing the card to cut the opponent's deck. The card cut to is discarded to the Dead Pile, regardless of if that card would normally be discarded to the Dead Pile. The deck just cut is reshuffled by it's owner. If the opponent has no Draw Pile then this Special cannot be played and/or must be discarded as unplayable. 

EO (both) This Special grants a character a bonus (+ 1, +2, etc.) for certain actions and penalizes (-1, -2, etc.) them for other actions. If played offensively, it may accompany another numeric Special or Power card attack. If played offensively with a numeric Special or Power card and that attack is successfully blocked or avoided, this Special is discarded if it penalizes the opponent. The Special is not discarded if it grants a bonus to the attacking character, even if it is blocked or the attack played with is negated. If played defensively, it must be played with a Power card against an attack. In no cases may this Special be played with a Universe card attack. A Universe card attack may fol-low on the next attack. The bonuses do not count toward Venture total. 

ER (offensive) This Special allows the player to search their Draw Pile for a Power card usable by the character who played this Special to place in the hand. The Power card chosen cannot be of a specified power type. Chosen card may be a duplicate and may be a multipower power card. Reshuffle the Draw Pile afterwards. 

ES (offensive) This Special allows the Character playing the Special to combine certain specified types of Power cards to attack for the remainder of the Battle. The cards used to combine must be playable by the Character. Multipower cards may not be used. The attack comes in as one attack and if the opponent can avoid either portion of the attack (e.g., an AD Special that targets one of the types being combined) then the entire attack is avoided (see AE Special for an example). Numerically, the attack must be blocked as a whole. That is to say, if a level 3 Strength Power card was combined with a level 4 Fighting Power card , then the target Character would need to play a 7 or higher in order to defend the attack but could play an AD Special that said (for example) "Avoid 1 Fighting attack." Combined attacks may not be combined additionally with Universe cards. Negating this special would also avoid the attack. 

ET (offensive) This Special allows the character to remove one or two hits from their permanent record. If a 'permanent record' special is drawn in a particular hand when the character has no hits on their permanent record , this Special must be placed, if possible, or discarded as an unusable card. 

EU same as ES. 

EV (offensive) This Special allows the character to remove all hits from their permanent record that have an icon of the player's choice. If a 'permanent record' special is drawn in a particular hand when the character has no hits on their permanent record , this Special must be placed, if possible, or discarded as an unusable card. 

EW (offensive) This Special gives a front-line teammate a# bonus to an attack. This Special may not be combined with a Universe Card. The bonus does not count toward Damage or Venture Total. 

EX (both) If used offensively, target character may not use cards with a specified icon to attack or defend for the remainder of battle. If used defensively, only character playing the Special or team-mate of character playing the Special may be targeted and may not use cards with a specified icon to attack or defend for the remainder of battle. 

EY (both) If used offensively, then opponent's entire team may not use cards with the specified icon to attack or defend for the remainder of the battle. If used defensively, in reaction to an attack that contains the specified icon, then the attack is avoided. The card's duration is still for the remainde r of the battle. Affected cards are not discarded and may be used for bluffing purposes. 

EZ (offensive) When played , this Special has no immediate effect. In the next battle, the character gains the power levels specified for only that battle. This would allow Power,Tactic, or Universe cards not normally usable by that character to be placed. Care must be taken with this Special as certain Universe cards, like Ally or Train ing cards, may also be unusable for that battle and may have to be discarded if no character has the appropriate power levels to use them .

FA (Offensive) When played, this Special prevents the playing character from playing any offensive cards as attacks for the remainder of the battle. It also protects the character from being attacked for the remainder of the battle. This Special does not prevent teammates from shifting attacks to the character playing the Special. 

FB (offensive) When played , follow the directions detailed on the card to do either: flip the top card of the Draw Pile or have the opponent draw a card from your hand. If it is an attack, the character can make the attack immediately regardless of if the character could normally use the attack card (i.e. another character's Special or a normally unusable Power card). If it is not an attack, discard the card to the Dead Pile. The other conditions of the card must be met. For example, if a Teamwork card , Tactic card, or Ally card is drawn, the additional mandatory follow up attacks must be made by a different frontline character or the card must be discarded. 

FC (offensive) Play this card simultaneously with a Power Card attack of the specified type or types, no Multipower or Any Power power cards may be used with this Special. The Power Card must be successfully blocked twice with a combination of Avoids or power cards, with or without Universe cards, or it hits. If the attack is negated, then the whole attack is blocked. 

FD (offensive) When played, this Special allows the character who played it to target an opponent's character. Target may either avoid this Special or it may be negated. If this Special successfully 'hits' the opponent's character, than only the character that played this Special and the target char-acter may attack, defend, or play cards for the remainder of the battle. No Teamwork, Ally, or Tactic cards may be played since no other member of either team may take any actions. Either character affected by this Special may play 'Any Hero' Specials. If either character is KO'd, even the character who played this special , then that player must pass their turn or concede since they no longer have a character who can play cards. Cards that are unusable or unplayable are not discarded and may be used for bluffing purposes. 

FE (offensive) These Specials act as a certain level# attack. They also offer the option of letting each additional front line teammate make an attack. The additional attack can only be made with Special cards or Power cards. No 'Any Hero' Specials, Tactic cards, or Universe cards may be used with the additional attacks. If the additional attacks are not used, they are ignored. If a Special card is played as an additional attack, then any additional attacks are forfeited, even if the Special nor-mally would allow them . 

GA (offensive) When played , this Special prevents a target character from playing any Special cards, including defensive Specials or 'Any Hero' Specials for the remainder of battle. Any cards made unplayable in this manner are not discarded and may be used for bluffing purposes. This card can be avoided or it can be negated. 

GB (offensive) This Special acts as a certain level # attack. If the attack is successful, the card also mandates the movement of Mission cards from one specified pile to another specified pile. Ignore this additional effect if no Mission cards are currently in the first specified pile or all Mission cards specified are currently being Ventured. 

GC (offensive) This Special allows a specified number of hits from the permanent record of the char-acter or character's teammates to be removed for every card in a specified Mission Pile. For exam-ple, if 2 cards are in the specified pile, a total of two hits could be removed from permanent records, not 2 hits from each character. If a 'permanent record' Special is drawn in a particular hand when the character has nothing on their permanent record, this Special must be placed, if possible, or dis-carded as an unusable card . 

GD (offensive) -see EJ. Exception card : Onslaught's card should read 'Strength or Energy' not 'Strength and Energy'. 

GE (offensive) After playing this Special , immediately KO a teammate of the character who played this Special. All hits on character are discarded and hits from current battle do not get added toward Venture Total. This Special cannot be played after a character has been KO'd to prevent those hits in current battle from being added to Venture Total. The targeted teammate may not Avoid this Special. 

GF (offensive) - After playing this Special , move all hits from certain characters Current Battle into the appropriate Permanent Records of the indicated characters. Some of these Specials indicate only the playing Character should move the hits, while other versions of this Special indicate that the entire team should move the hits. In either case, the moving of these hits does affect the Venture Total. In the event that a character was KOfd during the battle, then they no longer have a perma-nent record to move the hits from current battle to, so the effect of this special would not apply to them . 

GG (offensive) After playing this Special , all cards in opponent's Dead Pile are removed from the game and may not be affected by any Specials or Events. This Special does not prevent an oppo-nent from starting a new Dead Pile. This card cannot be used defensively. 

GH (offensive) This Special allows a character to attack one of their front line teammates using a placed card from an opponent's character. Chosen card cannot be a Universe card. The opponent's character whose placed card is used to make the attack cannot avoid this Special , although it may be negated. Attack may be defended as normal. Gl (offensive) When played, this card prevents any Event cards from affecting the character in any manner, including an Event card that affected the character previously this battle. This Special can-not return cards previously discarded due to Event cards back to the character, nor will it resurrect a character KO'd by Event cards. This Special may not be played during the Event Resolution phase. If the character playing this Special is KO'd, it does not prevent Event cards from affecting the char-acter while in the Defeated Heroes Pile. If the Hero is brought back into the game later, this card is not considered to be in play any more. 

GJ (offensive) This Special works just like an AA Special, except the initial attack is a level# multi-power attack. 

GK (offensive) After playing this Special, move all hits from target character's Permanent Record into the Hits from Current Battle of that character. Affects Venture Total. This Special can be avoid-ed or negated. 

GL (offensive) This Special allows the player to sort through opponent's Draw Pile and remove one card found there from the game. Opponent reshuffles their Draw Pile afterwards. The card removed may not be the target of Specials or Events that allow the Dead Pile to be searched for a card or cards. This Special may not be avoided , since it does not target a specific character, but it may be negated. 

HA (Offensive) This Special prevents the target character from defending against power card attacks of a specified #. This # is only the # on the card, not the modified #. Power cards used in conjunc-tion with Universe cards are still not blockable, although Power cards used with Tactic cards are blockable. The specified power card attacks do not count toward Spectrum KO. This Special can be avoided or negated. 

HB (Offensive) This Special allows the player to sort through the opponent's Power Pack and dis-card three cards found there into the opponent's Dead Pile. The opponent's Power Pack is reshuf-fled afterwards. This Special may not be avoided, since it does not target a specific character, but it may be negated. If the Power Pack has than the specified number of cards, then all the cards there are discarded into the Dead Pile.

HC (Offensive) When this Special is played it allows the character to combine more than one Basic Universe card with a single power card to attack for the remainder of battle. The Universe card(s) must be played with a legal power card. (ie: you could not combine a fighting Basic Universe card with an energy power card) . The character must meet all the requirements of each Universe card . But if the character had the appropriate power grid, different types of Basic Universe cards could be combined with multipower cards. If multipower cards are used, opponent may defend as either power type. Basic Universe cards may not be combined for defense. 

HD (Offensive) Playing this Special allows the Defeated Heroes Pile of the Character who played it to be searched for 1 Event card. This Event card is placed back in the Draw Pile. The Draw Pile is then shuffled . 

HE (Both) When played offensively, this Special prevents an opponent's characters with specified power grids from attacking with cards that contain a specified icon. When played defensively, it blocks an attack from a character with the specified power grid that contains the specified icon and prevents further attacks that battle that contain the same icon from all characters on the opponent's team meeting the requirements of the Special. 

HF (Offensive) This Special acts as a level# attack of one of two specified power types. The power type must be identified in the same way that multipower card attacks must be specified. Unspecified power attacks of this sort are left to the opponent's choice to declare and block as needed. A defen-sive Special that would block an attack that contains either ICON type will block the whole attack. For example: 'Avoid one fighting attack' versus 'Avoiding one attack with a fighting icon'. If the attack hits, it can, for purposes of Spectrum KO, be either power type. 

HG (Both) Playing this Special will allow the hero to use the power cards specified as either an 'Avoid 1 attack' or 'Teammate may avoid 1 attack',like an AG Special , for the remainder of that battle. This Special may be played simultaneously with an appropriate power card defensively. If the num-bers on the Special specify power cards that the character cannot use, then those power cards can-not be used. 

HH (Offensive) Upon playing this Special the card is positioned next to the Character playing it as a marker that its Special ability is in effect. It allows the Character to place unlimited Special cards for future use. No Specials may be duplicates and the Specials must all be usable by the character. If a Special is played that affects placed cards, the played HH Specials are not affected since they are considered "in play." However, the cards placed would be affected . Players should be careful that if this Special is placed , it does not mean it is in play. The Battle in which this card is drawn is not when the additional placed cards may be put on the Character, the additional cards can only be placed during the placing phase. 

HI (Both) Playing this Special will allow the character to place and play a specified character's Specials for the remainder of the game. All rules regarding playing and placing cards must still be followed. If the character whose Specials are allowed to be played by playing this Special is not on the character's team, the non-teammate's Specials must be discarded as unplayable if drawn before this card is in play 

HJ (Offensive) After playing this Special , the character may switch one hit on the permanent record of one front line teammate with one hit on the permanent record of another front line teammate pro-vided that both hits contain the specified icon. The character playing this Special may not have cards shifted either on or off their permanent record due to this Special. If a 'permanent record ' Special is drawn in a particular hand when the character has nothing on their permanent record, this Special must be placed, if possible, or discarded as an unusable card. 

HK (Offensive) This Special forces a target character on opponent's team to make as many attacks as possible with cards placed and in the hand. No other character on either team may make an attack unless target character is either KO'd or cannot make any more legal attacks. The attacks happen on the target character's next turn, one after the other, like a BV Special. Attacks are defended as normal. 

HL (Both) When played Offensively, this Special ·prevents an opponent's characters from attacking with Power Cards of a specified Power Type and #. When played defensively, it blocks an attack that contains the specified Power Type and # and prevents further attacks that battle from Power Cards of a specified Power Type and#. 

HM (Offensive) When this card is played, add up every card discarded from the initial draw of eight due to duplication, Events, unusability, or discard forced by opponent. Then , draw one card from the Draw Pile for each card discarded. Do not discard if duplicate. Discarded placed cards on charac-ters that get KO'd during the battle do not count. 

HN (Offensive) This Special acts as a level # attack of any Type, Type must be specified, like a Multipower attack, or defender may specify the Power Type and defend that type. This attack may be avoided or negated. If an attack hits, it does not count toward Spectrum KO, only toward Cumulative KO. Cards that affect hits of a specified Power Type, either on Permanent Record or from Current Battle, do not affect this card. 

HO (Offensive) These cards act as a level# attack of a specified Power Type. In addition, if the attack hits, a # modifier to Venture Total is applied for that battle only. 

HP (Offensive) Character playing this Special is KO'd and a KO'd hero is returned to the Front Line immediately. Any hits from Current Battle or on Permanent Record of the character playing the Special are now considered Hits in the same locations on the character returned to play. No other cards are returned to play. This Special may only be played on a player's turn. It may not be played during an opponent's turn . This Special does not need to be played during the battle that a charac-ter is KO'd 

HQ (Offensive) Playing this Special allows the player to draw three new cards from the top of the Draw Pile. Any of the three new cards must be discarded if it is a duplicate of any card still held in hand or placed. This counts as your action for the turn. 

HR card plays just like a HF Special except the attack is of a higher numeric value. 

HS (Offensive) Play this card in Current Battle. It has no immediate effect. In the next battle, player of the Special does not discard duplicates during the discard phase. This effect ends after the dis-card phase, and cards drawn later in the battle would still follow normal rules of duplication. 

HT (Offensive) This Special allows the player to search the Draw Pile for a power card NOT usable by the character who played the Special. Power card may be a duplicate and is placed in the hand. Shuffle the Draw Pile afterwards. 

HU card plays just like a HI Special except that only specified Specials of a specified character may be played , not all the Specials of the specified character. 

HV (Offensive) Playing this Special allows the hero to have an unlimited amount of Teamwork cards placed until the character is KO'd. No Teamwork cards may be duplicates. If any Teamwork cards are placed, regardless of the number of Teamworks, then the Teamwork(s) occupy the Universe placement slot on the character. This does not affect the number of other types of cards that the Hero may have placed. 

HW (Offensive) This Special allows the player to search through the opponent's Dead Pile for any two cards. Place those two cards back in opponent's Draw Pile and shuffle. This effect cannot be avoided but it can be negated. 

HX (Both) This Special allows the hero's team a # bonus to all numeric Specials for the remainder of battle. The bonus does not apply to Venture Total or damage. This Special does not affect numbers like "teammate may avoid 1 attack of 9 or less" but would affect Specials that act like certain # power cards. If played defensively, it must accompany the numeric special. 

HY (Offensive) This Special acts as a# level attack of a specified power type. Additionally, if the attack succeeds, target hero must discard two playable cards. Cards may either be placed or in the hand. Only placed cards on the targeted character are affected for discarding, not placed cards on other characters, although cards in the hand can be for any character. If there are no applicable cards in the hand or placed , ignore this effect. 

HZ acts like a HW Special. lA (Both) When played offensively, target character must discard all placed cards and move into reserve, regardless of if there already is a character in reserve. Target character may still play cards that normally can be played from reserve. When played defensively, target character may only be character playing the Special or a teammate of the character and still must discard all placed cards and move into reserve. Additionally, any attacks that targeted the character are avoided unless they could have targeted the character while in reserve. If more than one character is in reserve, the player chooses which one to move back up to the front line at the end of the current battle. If condi-tions dictate, both characters must advance to the front line. 18 (Offensive) When played, opponent must discard all placed Ally cards, even Ally cards placed on the Reserve character. Ignore this effect if there are no placed Ally cards. Additionally, opponent receives a # modifier to Venture for that battle. This Special cannot be avoided but it can be negated. 

IC (Offensive) When played, this Special allows specified Special cards of a specified character to become 'Any Hero' Specials for the remainder of the game. Cards that affect 'Any Hero' Specials would now affect these Specials and all other 'Any Hero' restrictions now affect these Specials. for example, the new 'Any Hero' Specials may not be placed, retrieved from the Dead Pile with a BQ Special , or used to follow up an Ally card or AA Special. This Special remains in play for the remain-der of the game and may be negated later. 

ID (Offensive) This Special acts as a # level attack of a specified power type. Additionally, the char-acter may make 2 additional attacks at + 1, or 1 additional attack at +2. Bonus not applied toward Venture total or damage. The additional attacks occur one after the other, directly after the initial attack. The number of attacks must be declared before the first additional attack is made 

IE (Offensive) Play in current battle. At end of battle, opponent may only move 1 mission card. Other mission cards are returned to pile Ventured from . If cards were ventured from more than one pile, than opponent decides which card is moved. This card cannot be avoided but it can be negat-ed. 

IF There are two versions of this card . (Defensive)Piay in current battle when opponent concedes. Player may discard any number of cards left in hand to top of Draw Pile. In the next battle, normal rules for duplication will still apply. This card cannot be played in reaction to the owning player conceding. This card may not be avoided or negated since it is a defensive card play. (Offensive) Play in current battle to concede battle. Player may discard any number of cards left in hand to top of Draw Pile. In the next battle, normal rules for duplication will still apply. This card may not be avoided, but it maybe negated. 

IG (Offensive) Playing this Special allows the character to search their Draw Pile and place into the Dead Pile any cards at all . This Special may only be negated . 

JA (offensive) - Play this Special with any Power card of the specified type usable by the Character playing the Special. The Power card played must be only that type and may not be a Multi Power card. Both Special and Power card are discarded to the appropriate piles and 4 cards are drawn from the Draw Pi le. In the case that the Draw Pile has less than 4 cards in it, draw the remaining cards from the Draw Pile, shuffle the Power Pack and finish drawing the four cards. Duplicate cards and unusable cards do not need to be discarded. 

JB (offensive) -When this Special is played , the Character playing the Special: 1) Removes all hits from their Permanent Record and Hits from Current Battle. 2) The Character playing the Special moves into Reserve, with all of the restrictions of being in Reserve applying to him or her. 3)The Reserve Character is brought to the Front Line and is able to participate in the battle from that point forward. This Special may be played even if there is no Reserve Character. All placed cards stay with the Character they were originally placed on . If this Special is placed or in hand, then Specials for the Reserve Character do not need to be placed or discarded during the Discard and Placing Phases of the battle. If the Character playing this Special is the last Character that player has left, that Player would automatically lose that Venture, regardless of what the Venture total score ends up. Exception Card: Blue Beetle's Frictionless Foam should be coded lB. 

JC (offensive)- These cards act as a level# attack with the option to play an additional Special. The first attack may be blocked like a normal attack or may successfully hit the target Character. Even if the first attack is blocked, another attack is allowed but is not required. If the attack is negated (see AO Special), playing another Special is not allowed. When an additional Special is allowed, it must be from the Character who played the Special and it must be made with a Special card. 

JD (both) -When played, this Special prevents the playing Character from playing any Basic Universe cards as attacks for the remainder of the Game. It also protects the Character from being attacked by Basic Universe cards for the remainder of the battle. If played defensively, it may only be played against an attack being made with a Basic Universe card , it blocks the attack, prevents the Character from being attacked for the remainder of the battle by attacks made with Basic Universe cards, and prevents the Character from attacking with Basic Universe card for the remain-der of the Game. The prohibition of attacking and being attacked with Basic Universe cards applies to any attack being made with a Basic Universe card , regardless of whether or not it is accompanied by a Power card (e.g. , lBXi codes) . 

JE (offensive) - When this Special is played , it should be placed alongside the character playing the Special in order to indicate that it is in effect. After this Special is played, all hits that are on the Permanent Record of the character playing this Special that have more than one icon are treated as Any-Power cards. This means that these cards no longer count toward Spectrum KO. For a card to count as having two or more icons, the icons must be of different Power Types. This Special only affects cards on the Permanent Record; not in the Hits to Current Battle. 

JF (offensive) -This Special acts as an attack on one of the Front Line Characters on the opponen-tfs team. It should be placed next to th e targeted Character to indicate that it is in effect. Any Any Power hits on the Characterfs Permanent Record act as a different type of hit for the remainder of the game. This may lead to a Character automatically becoming Spectrum KOfd. Any Any Power hits which land after this Special is played become the indicated type once the hit becomes a hit on Permanent Record . While the hit is a I Hit from the Current Battle,i though, it does not become the indicated type. 

JG (offensive) -This Special bestows upon the playing Character the ability to use any level Teamwork of the type or types indicated. The ITo Usei value no longer needs to be checked for this Character. Whil e this card may only be played offensively, it may not be played in conjunction with a teamwork attack (see meta rule regarding playing Specials and Universe cards). When played, this Special should be placed next to the Character but not in the placed position so as to indicate that it is in effect. 

JH (offensive) -This Special acts as a level# attack. If the attack is successful, in addition to the normal damage done, it acts as an AM Special. Once the battle in which the hit lands is over, the part of the Special that effects the targetfs ability to defend no longer applies (although the damage of the Special remains on the Permanent Record} Jl (offensive) - If the opponent has no Mission cards in the Completed Missions pile, then this Special must either be placed or discarded. This Special may only be played during a battle in which the opponent has ventured from the Completed Missions Pile. In the case that the opponent wins the Venture, the cards ventured from the Completed Missions Pile return to the Completed Missions pile. Cards ventured from the Reserve Missions Pile move up to the Completed Missions pile. But cards from the Defeated Missions pile must be returned to the Defeated Missions pile - they do not get to move up into the Reserve Missions pile. This Special cannot be avoided although it can be negated. 

JJ (offensive) -This Special must be played with a Power card usable by the Character playing the Special. If this Special is drawn and there are no hits on the Permanent Record of the Character for this Special , then this Special must either be placed or discarded. If there are no hits that are equal to or less than a Power card usable by this Character either in hand or placed on the Character, then this Special must either be placed or discarded. When the Special is played, any hits (either from Power cards, Special cards, Universe cards, or Tactic cards} that are equal to or less than the value of the Power card played with the Special are removed from the Character's Permanent Record. For more information on removing hits, see "AL" . 

JK (offensive) -This Special must be played by the Character on the playerfs turn. All hits on the Permanent Records of all of the Front Line Characters that meet the requirement indicated on the Special are moved to the Permanent Record of the Character who played the Special. This has the potential of KO'ing the Character either by Spectrum or by Cumulative KO so after the Special has been played , and all of the cards have been moved, check to see if the Character is KOfd. If the Special indicates that cards with only a particular icon is moved, but does not specify which types of cards, then all types cards apply - Power card, Universe cards, and Special cards. When the term I Hits with only {type} icons! is used, it refers to the icon used to determine the hit. For example, if the !Acts asl icon of a hit which is a teamwork card matched the type indicated, then the card would be moved to the playing Characterfs Permanent Record even though the card has other icons on it. 

JL (offensive) - Play this Special in the current battle. At the end of the battle, all hits that were on the hits from current battle are removed from all Characters and do not get placed on the Permanent Record of any of that team's Characters. The removal of these hits takes place after the Venture Winner has been determined. Any Characters that were KO'd during the battle are remain KO'd. 

JM (offensive) - Upon playing this Special the player may move 1 Mission card from the Defeated Missions Pile to the Reserve Missions Pile. If there are no cards in the Defeated Missions Pile then this Special must either be placed or discarded. Note that if during the battle, the player Ventures one Mission card from the Completed Missions Pile and there is only one Mission card in the Defeated Missions Pile, and during the battle this Special is played , moving the one Mission in the Defeated Missions Pile to the Reserve Missions Pile, if the player wins the Venture, since there are no cards in the Defeated Missions Pile, no Mission cards move. On the other hand , if the player loses the Venure, the Ventured Mission still moves down to the Reserve Missions Pile. 

JN (offensive) -This Special acts as a level # attack and gives a bonus depending on the number of cards in the playerfs hand. Cards in hand do not include this Special since it is no longer in hand. If the Special hits, then the Special indicates what the damage is (which is also the amount applied to Venture Total). The bonus only applies to the level of the incoming attack and does not apply to Venture or damage. 

LA (offensive) -This Special must be played on your turn as an attack against a Battlesite. If successful , opponent must take all cards still under the Battlesite and lay them face down so that the player may select one to be discarded. The discarded card is placed in the Defeated heroes Pile as all cards played from Battlesites go. If this Special is drawn and the opposing player is not playing with a Battlesite, it must be discarded as unusable. If the battlesite special discarded was the only special at the battlesite for that character, then when the activator is drawn later it must be discarded as unplayable. 

LB (defensive) -This Special may be used to defend against an attack made from a Battlesite against the Character playing the Special. In addition, it prevents the character from being attacked from a Battlesite for the remainder of the battle. If this Special is drawn and the opposing player is not playing with a Battlesite, it must be discarded as unusable. 

LC (offensive) -This Special acts as one out of two possible attacks. First, it can be used to attack a front line character at one level # . Second, it may be used to attack a Battlesite at a different level # . In either case, the attack is resolved as normal. If the attack is successful against a Battlesite, then (like all attacks made against a Battlesite) the points do not count towards the playerfs Venture Total. If this Special is drawn and the opposing player is not playing with a Battlesite, it may only be used as the first level # indicator, but both icons would still be included as being on the card (for purposes of cards like Power Leech). 

LD (offensive) -This Special is played during the battle on your turn as an attack - it may not be played defensively in response to an attack. The effect of this card is that it prevents the opponent from using cards from a Battlesite either to attack or defend. Cards under the Battlesite that do not act as attacks or defense may still be played, provided the appropriate Activator card is available in hand (example: an HQ Special, if it were under the Battlesite and the appropriate Activator card was in hand, could still be retrieved from the Battlesite and played). If this Special is drawn and the opposing player is not playing with a Battlesite, it must be discarded as unusable. 

LE (offensive) - This Special is played during Battle on your turn as an attack- it may not be played defensively as a response to an attack. This card may not be combined with any other cards. If used as an attack, then the target character may not use Tactic cards to attack or defend for the remainder of Battle. While they may not use Tactic cards, they may still play the supporting card as another Character plays a Tactic card (either offensively or defensively). 

LF (offensive) - This Special functions like an AI Special. 

LG (offensive) - This card must be played on your turn and may not accompany an attack. It must be played before the Character is KO'd and cannot be played in response to an attack that KO's the Character. The effect of the card takes place later. Once the Character has been KO'd, the character may continue to attack, play Specials, be attacked , and all other actions it would normally be allowed to make if not KO'd. If negated before the Character is KO'd, then the Special would no longer take effect at the time the Character is KOfd. If negated after the Character has been KO'd, then the character must immediately be treated as if it were KO'd. 

LH (offensive) - This card has no effect in the battle during which it is played. During the next battle, if the player who played this Special wishes to Venture 3 or 4 Mission cards, then he may do so and the opponent may not take any additional cards. The player who played this Special is not allowed to Venture more than 4 Mission cards for this battle. In the event that the Character who played the Special is KO'd before the venturing of the next battle, then the effect of the Special is still in effect. Ll (offensive) - This Special is played on the Character playing the Special only. The effect is twofold, The first effect of the Special is to force the Character to discard all Placed cards (see AU Specials). The second effect is to remove all hits from the Permanent Record of the Character (see AL for removing hits). If only one condition exists, the card may be played, although if both conditions do not exist, then the card must either be Placed or discarded. 

LJ (offensive) -This Special is played during the Battle on your turn. After playing this Special, it is discarded to the Dead pile. The Character playing this Special may then search his Draw pile for any one Activator card, and place it in his hand for use during the current Battle (it may not be played immediately) . The chosen Activator card cannot be a duplicate of an Activator card already in your hand .. After selecting the Activator card , reshuffle the Draw pile. This ends that player's turn . 

LK (offensive) -This Special must be played on its own and may not accompany an attack. The Special sets up the ability for the Character playing the Special so that they may make attacks against the Reserve Character for the remainder of the battle. Only the Character playing the Special may make such attacks - not the Characterfs teammates. The Reserve character may defend and defensive Specials such as !Teammate may avoid 1 attacki may be used to block for the Reserve Character. 

LM (offensive) -This Special acts as a level # attack that may only be played against a Battlesite. Like all attacks made against a Battlesite, if the attack hits, the points do not count towards Venture Total. If this Special is drawn and the opposing player is not playing with a Battlesite, it must be dis-carded as unusable. 

LN (both) -The effect of this Special is that it allows the player playing the Special to shift any attack that is made by the opponent that targets one of the playerfs characters (Front Line or Reserve) to a different character (who must be on the front line). This effect last until the end of the battle. If the redirected attack causes there to be no function then it has effectively blocked the attack (for exam-ple, attacking a character with an AI Special that is redirected to a different character who has no placed cards, has effectively blocked the AI Special from landing). If the Character playing the Special is KOfd during the battle, then the effect of this Special continues until the end of the battle. 

LO (defensive) -This Special acts as an AD Special in that it acts as an avoid with a specific condi-tion that must be met in order for it to be used (e.g. , avoid 1 attack made with a particular icon). See AD for more information on the avoiding aspect of this card. Once played, the player may then draw a card from the Draw Pile, discarding it if it is a duplicate (or if it is unusable). This draw is optional and the player may select not to take it. 

LP (offensive) -This Special must be played on the playerfs turn and has no effect in the current battle. In the next battle, if either of the players draw an event card , then it is discarded and does not take effect. The Event card is still replaced by a new card from the Draw Pile. If either player draws 2 event cards or more, then none of the events take effect and only 1 of the event cards may be replaced. This Special may not be avoided but can be negated during the battle it was played. It may not be negated during the battle in which it takes effect. 

LQ (offense) - This Special acts as a level #attack. If it is successful , then the Character playing the Special may make 1 additional attack of a specific type that cannot be defended. The follow up attack is limited in the same way that follow up attacks are limited for cards like AB - if th e attack specified is supposed to be of a particular type then it may be made with power cards (either the pure attack or a Multipower) or Specials. The follow up attack may not be made with a Universe card or a Tactic card. If a Multipower Power card, then the character must be able to use that power card as the specified type.