Detailed Explanation of Game Play

    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:

    It is a little more complicated to detail what an unusable card is for each card type.  The easiest thing to say is "If you can't play it, can't place it, and cannot make it usable through cards you have now, then you must discard it."  Here are some reminders for some card types:     4.  Place cards - Under normal circumstances, each character may have one of each type of card placed to him - Power, Universe, Special, and Tactic.  Aspect cards are placed to the Homebase.  There are some cards that increase and even decrease the number or types of cards that may be placed to a character.  See my article on The Fine Art of Placing for more information about the strategies of placing.
    The player who is to go first in this battle is the first one to place a card, then the other player is allowed to place a card.  Just like with Events, sometimes certain cards will be revealed that could influence your course of action, so it is best to follow this procedure of alternating turns.  If one player chooses not to place a card, then that player may not place any more cards this phase.

    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.
 
 

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