My "House Rules" recommendations for OverPower

    Now that we know that the chance for new cards for OverPower is almost nonexistent, we can either let the game continue to fade away as less and less tournaments are held due to the shrinking number of die hard players or we can remake the game in our own vision.  This last part can be a difficult task, especially if there is no organization among the players that do remain.  Naturally, everyone has a different opinion about what needs to be done, why it needs to be done, and how it should happen.  There are at least two separate "groups" of players, that I know of, that have been independently working on modifications to the existing rules.  I also have a proposed vision of the future of our OverPower that I would like to share, which may also incorporate the works of others if the players would like.
    For starters, OverPower can now be a game of the players, for the players, and by the players.  More than ever before, if there are any changes proposed that the majority of the players do not like, then the game and the players will suffer.  While it will not be possible to please all of the players, my intention is to keep the game fun and interesting, and maybe even make it challenging again.  Without the possibility of producing new cards, the game simply cannot grow.
    In no way do I want to tackle this task alone, nor do I want to force any changes onto anyone.  If you want to continue having fun playing this game with people from all across the continent, then The Game requires your help.  I believe that many players - people who would take things seriously while having fun, can suggest solutions to existing and potential problems, and keep the game's best interests at heart - could work together to achieve this goal.  Additionally, everyone would be welcome to submit ideas for rule changes or new cards and perhaps even vote for what they think may be the best solution to an important problem.
    I believe that the best way to improve the game and give OverPower a longer "life" would be to separate all the changes we would like to make into at least three different phases.  The changes that would be the easiest to implement would be first while the more radical changes that would require the most thought and time to develop would be last.  Naturally, the success of any changes depends on player support.  Also, if someone wants to host a tournament based on the latest Marvel sponsored rules or on some other style of house rules, then that will be perfectly fine.  If the players want to play that way, then there is nothing that should stand in their way.  I am only proposing a standard format for "The New OverPower" with more direct support and feedback from the players than before.

    These are the three phases that I am proposing:

Phase 1
at least up to July 1, 2000
Ban the most abusable cards that currently exist.

    I have a couple of reasons why I think this should be the first step.  First, this is fairly easy to implement, as long as all players can receive adequate notice as to the cards that are no longer available for tournament play.  Also, this requires no actual change in the rules or the cards as they are printed.  The way I think about it, if the cards on the following list stand head and shoulders above all other cards, then banning them could bring more balance to the game.  The Reserves have felt that we have helped promote deck diversity with the rule changes we had to suggest after Nationals 1998 as well as some of the cards released in X-Men, but it will take a turn for the worse with no more new cards.
    These are my currently proposed banned cards:
 

Battlesite
Onslaught's Citadel
Battlesite
The Outback - only because it could become the default Battlesite with Onslaught's Citadel on this list.  If this is too restrictive, then we can remove it.
Homebase
Four Freedoms Plaza - I am not completely sold on banning this yet.
Character
Spawn
Character
Heroes for Hire
Character
X-Babies
Character
Beyonder - this is also tentative to player response
Character
Marauders - or maybe just Vertigo
Tactic
Image Inducer

    In time, if other cards become too abusive, then we can add to this list.  Or, if the rules are modified and/or if we design new cards to replace older cards and the cards on this list are no longer the dominant threat they used to be [or are now] then we can always remove the ban in the future.


Phase 2
ending roughly 6-8 months after Phase 1 ends
Alter some rules to expand the game into new territory.

    This is the first set of actual rule changes that will require some playtesting before we make them "official."  These changes do not alter the text that is on the cards, but merely the rule book as it is printed and played.

Example #1
    A "Character specific" Homebase may play the Special cards of the two characters listed on the Location, but not used on the team, as if that character were making a "guest appearance."  Some of the same limitations that affect Battlesites would also apply to this new rule, but you do not use Activators for these cards.  Only a single One Per Deck card may be used and one Special card per code.  But, if you draw multiple Specials for the same character, you would not have to discard down to just one.
    Of course, there are some Specials that come to mind that would not be playable "from the Homebase."  In a nutshell, Specials that can be used to attack the opponent, defend a teammate, and directly affect the battle/game like an AO or an HQ may be played.  But defensive cards, like a personal AG, would not be playable under this proposed rule, as the Homebase may not be attacked under normal circumstances.  Allowing personal defensive cards like an AG or a BJ to be played on a teammate would be too similar to certain Any Character Specials.

    Like I said, this and any other modifications will require some playtesting to make sure that none of them will unbalance the game.  Of course, most Locations are simply not playable due to mismatched Power Grids, but this can be adjusted during Phase 3.


Phase 3
roughly beginning March 1, 2001
Begin to modify cards for "weak" characters, starting with the first set

    It is a little known fact that five different people were involved in designing the first nine expansion sets for OverPower.  While this may sound like it was a good way to produce the game at first, it turns out that some of them only worked on a single expansion and sometimes there was only one person designing an entire set.  What this means is that apparently there was no real singular vision maintaining OverPower's constant balance and appropriate growth throughout it's entire production run.  When new cards were designed, they too frequently made most of the older cards obsolete.  This had created the need to "band aid" some cards and rules in order to keep the game from becoming too unbalanced.  Many of the cards from the original set have too many limitations that prevent them from being even remotely playable.  Which would you rather use, Spawn's "Spawn or teammate may avoid 1 attack of 9 or less" or Cyclops' "Avoid 1 attack made with a Universe card?"
    I believe that if we can increase the usefulness of these underpowered cards by removing some of their limitations or by altering the game effect, then these cards and these Characters will become playable and increase the number of quality decks.  If there is a greater number of competitive decks possible, then it becomes more important to be a smart player than to be the one who drew the most powerful card first.  As this Phase involves changing the actual game text that is printed on the card, this will require the greatest amount of playtesting and thought.
    Here are a few examples of what I am proposing:
 

Carnage
Special
Current Effect
Proposed Effect
Reason
Insane
Rage
AA
Acts as a level 4 Energy attack, may make 1 additional attack.
No change proposed.
It may be too confusing to alter attack Specials, due to the value and power type printed on the card.
Climb
AD
Avoid 1 Strength attack
Carnage or teammate may avoid 1 Strength attack.  OR the same as above but with two power types.
The current avoid is just too restrictive.  Some of the limitations need to be removed.
Blade
Hand
AE
Acts as a level 4 Fighting attack, may combine with 1 Energy card for a single attack.
No change proposed.
Same as for the AA.
Symbiotic
Web
AV
OPD
Target opponent may not attack for remainder of battle.
No change proposed.
This card is ok.
Ruthless
BE
OPD
Carnage may make 1 attack after opponent has conceded the battle, opponent may defend.
Play during battle or when opponent concedes.  For remainder of game, Carnage may make 1 attack after opponent has conceded the battle, opponent may defend.
I propose that all BE Specials be changed to this effect, including Wolverine's, which would then also be One Per Deck.
Alien
Healing
DJ
Carnage may switch a hit from his "hits from current battle" with a hit from his "permanent record."  Affects Venture total.
Remove one hit from Carnage's Current or Permanent Record.
The current version does not provide enough of a benefit to Carnage to be worthwhile.
Combat
Chaos
BT
Opponent's Energy Power cards do not count for Venture total this battle.
Opponent's cards with an Energy icon do not count for Venture total this battle.  OR For remainder of game, Opponent's Energy Power cards do not count for Venture total.
While the existing Special may have some potential, Carnage needs something to boost him up.
Destructive
Mind
CU
Acts as a level 3 Intellect attack.  If successful, target hero must discard 1 Placed card of opponent's choice.
No change proposed.
Same as for the AA.
Anarchy
HE
OPD
Heroes on Opponent's team with an Intellect of 7 or 8 may not use cards with an Intellect icon to attack for remainder of battle.
No change proposed yet.
All cards of this code could be expanded to include Heroes with a 6 as well

 
Cyclops
Special
Current Effect
Proposed Effect
Reason
Visual
Sweep
AA
Acts as a level 4 Energy attack, may make 1 additional attack against a different opponent.
No change proposed.
Same as for Carnage's AA
Optic
Obliteration
AD
Avoid 1 attack made with a Universe card.
Cyclops or Teammate may avoid 1 attack made with a Universe card.
The limitations of the original are too great
Fearless
Leader
AF
Add 3 to Venture total for this battle.
For remainder of game, Cyclops is +3 to Venture total.
This card is practically worthless.  By making it a remainder of game effect, it is something that is looming over the opponent each battle.  By my wording, it may be removed with an AO, KL, or by KO'ing Cyclops.  If this is too powerful, it can be OPD
Wide
Beam
AR
Acts as a level 7 Fighting 
Acts as a level 7 Fighting or Strength attack.  If not successful, Cyclops is -2 to defense for remainder of battle.
I do not want to change any cards that have an icon or a number, but Cyclops needs something.
Ground
Blast
AU
OPD
Opponent must immediately discard all placed Universe cards.
No change proposed yet.
I do not want to change too many rare or very rare cards, unless it is necessary.
Remove
Visor
BO
OPD
Acts as a level 6 Energy attack.  May combine with 1 Energy card for a single attack.
No change.
This card is ok, even if rarely used.
Battle
Savvy
AG
Avoid 1 attack.
No change proposed yet.
These cards are not that playable, except from the battlesite, but it can be left alone for now.
X-Men
Strategy
EN
Acts as a level 4 Intellect attack.  If attack succeeds, add +2 to damage.
Acts as a level 4 Intellect attack.  If successful, Cyclops may make 1 additional attack at +2.  Bonus applied to Damage and Venture.
Again, I do not want to change any cards with an icon or a number, but the original just plain sucks.

    Of course, I know that these changes will not make these Characters totally playable.  These are only the ideas I have come up with recently.  There are plenty of other OverPower players out there with good and even great ideas that could be incorporated.  One of the other possibilities for Phase 3 is to create variant Locations, to expand the number of playable Homebase decks.  I do not have any recommendations for variant Locations yet, but I do remember a lot of people asking why Iron Man is not listed on Avenger's Mansion.
 


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