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:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
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.
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:
|
|
|
|
Rage AA |
|
|
|
AD |
|
|
|
Hand AE |
|
|
|
Web AV OPD |
|
|
|
BE OPD |
|
|
|
Healing DJ |
|
|
|
Chaos BT |
|
|
|
Mind CU |
|
|
|
HE OPD |
|
|
|
|
|
|
|
Sweep AA |
|
|
|
Obliteration AD |
|
|
|
Leader AF |
|
|
|
Beam AR |
|
|
|
Blast AU OPD |
|
|
|
Visor BO OPD |
|
|
|
Savvy AG |
|
|
|
Strategy EN |
|
|
|
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.