The game of OverPower is broken down into different phases of game play. Some things are only allowed during certain game phases and not during others. I have tried to make things a little easier with a phase by phase breakdown.
O. Decide who will start the game - This should be pretty self explanatory.
1. Draw 8 cards - There are only a few cards in OverPower that can modify this, otherwise, this does not change.
2.
Resolve Events
- For each player, if an Event card is
drawn, then it must be played. If more than one Event is drawn by
the same player, then one is chosen to be played and all others are discards.
When an Event is played, the player draws one card from the top of the
draw pile to replace the Event card. Any other Event cards that are
discards are not replaced. If both players have an Event, then the
player that will go first this battle resolves his Event first, then the
second player resolves his Event. It is usually best to tell your
opponent each battle whether you have an Event or not, before trying to
move on to the next game phase.
When I have an Event, I will usually place it face
down on the table and draw my replacement card. I do not like to
reveal my Event card until my opponent plays his, because it may influence
any decision he has to make.
There is one thing to remember with Events.
If both players play the exact same Event [meaning, they are the exact
same card], then the effect only happens once. If both players play
an Event that has the same effect but are different cards [meaning they
are from different Mission sets], then both Events happen.
3. Discard duplicate and unusable cards - Under normal circumstances, you are not allowed to keep duplicates of any card. Because there are many different types of cards in OverPower, there are a few different things to consider when it comes to duplicates. Here is a breakdown of each card type and what is considered a duplicate:
5.
The Venture - If you are not playing the
game with Mission cards, then you can skip this phase. This is perhaps
the most difficult part of the game to learn. See my article on The
Venture for more help with how to venture.
The player who goes first this battle must venture
first. If this player ventures more than 2 cards, then the opponent
is allowed the option to draw one card from the top of the draw pile for
each Mission ventured over 2. Any cards drawn now must be discarded
if they are a duplicate or unusable. The player does not have to
draw these cards, if he knows that he will concede anyway, and that these
new cards will probably not make a difference in this battle. These
cards are drawn before the second player ventures.
After all of this is taken care of, then the second
player must venture. If this player ventures more than 2 Missions,
then the first player is given the same option to draw one card for each
Mission over 2. After the second player ventures, he is also given
the option to concede before any cards are allowed to be played.
If he chooses to stay in the battle, then the first player also has this
option. Important note:
Even cards that state that they may be played 'when the opponent concedes'
or 'after the opponent concedes' may not be played at this time.
They may only be played once you are in the next game phase, the Battle
Phase.
The option to concede is only available in the Missions
game. The Battles only game, which has not really been supported
by Marvel but should still be sufficient for beginners to learn the basics,
does not have the option to concede.
6. Battle - Each player takes turns playing cards. Most of the time only a single card is played. With Teamworks, Allies, and certain Special cards more than one card is played during that player's turn. But otherwise, each player only plays a single card.
7. Determine Venture Winner - All cards that are on your opponent's Hits to Current Battle count for your Venture total, along with any Special cards that modify the Venture total. The player with the higher Venture total wins this Venture and advances his ventured Mission cards. The other player loses this battle and his ventured Missions are lost. If one player concedes, then this phase is ignored as that player automatically loses the battle. Any cards that were in effect only for the "remainder of battle" would be removed now. All cards remaining in each player's hand is discarded to the appropriate pile.
8.
Return to #1
-
The player
who won this battle goes first in the next battle.