As nasty as it may be to have, errata simply proves
that everyone is only human, including game designers. In all cases,
errata only exists to make certain the game is balanced, even if your favorite
card or character has just been watered down. Unfortunately, sometimes
not everyone is informed of a change in the rules. Hopefully, with
this information, I can help beginners to know about these changes.
All of the errata listed here is strictly official and is not my opinion
in any way.
If there is any errata that I have missed, please
email
me and I will add it if it is indeed official.
I guess all of this could be found at overpower.com,
but I wanted to have it here also.
The green text is the
official ruling and the white text is merely my personal remarks or history.
1. Teamworks -
You must
make at least one follow up attack. If, during the discard phase,
you do not have the required Power card to make a follow up attack, then
the Teamwork is considered an unusable card and must be placed or discarded.
This was, I believe, the very first errata in OverPower,
if you could call it that. This new ruling is roughly mentioned in
the latest rulebooks, so it is more widely known than the rest.
2. Power Leech (BY) - When
playing Power Leech, you must target one of the opponent's characters as
an attack. The power type is announced before the opponent plays
a defensive action. The opponent may defend Power Leech with a defensive
Special card, if it would apply to any other attack with a Special card
that is not a numerical attack.
This card has been played several different ways
over it's first year or so and I guess this turned out to be the most fair.
It can still be a very powerful card, but Battlesites usually have enough
defense to prevent this from being the game winner that it used to be.
3. Web Headed Wizard (BQ) - Web Headed
Wizard may not be used to retrieve an Any Hero/Character Special.
It may also mot be used to retrieve an unusable card, like a Special for
a character that has been KO'd.
Most people were using 'Web
Head' to get Power Leech a second time, which proved to be a little too
abusive.
4. Four Freedoms Plaza's Inherent Ability
- Whenever you shift an attack using the Inherent
Ability, you MUST defend the attack and you may ONLY play
a defensive card that uses the power grid of the character.
What this means is that you cannot use the Inherent
to shift an attack to another character and then play a Special to avoid
the attack. You could use another card to shift the attack and then
still use a Special card to defend, but not if it is shifted by the Inherent.
The only choices for defense would be Power cards, or any other cards that
may be played with a Power card (Power card with a Basic Universe, Training,
or Doubleshot). Also, you must defend any attack that you shift,
you cannot simply move the hit to someone else.
This card has also been modified a few times and
the latest seems to be the most fair.
The +1 bonus to defense using
Power cards for each power grid of 4 or less is not a cumulative effect
and it was never intended to be. This was not an errata to this card,
it was more of a clarification. Also, the bonus only applies to "pure"
power cards of that type, never to Multi Power or Any Power cards.
5. Fortress of Solitude and New Universe
(EN) - In any battle when you Venture
more than 2 cards, you may not play this Any Character.
Basically, people quickly
realized that if you drew this card, you could bet 7, or as many as you
could, to make your opponent draw up to 5 cards only to plan on conceding
and therefore wasting your opponent's cards.
6. Trick Transport and Demonic Magick (DZ) - This
card may not be used defensively.
This card has gone through
several different interpretations. I remember specifically being
told, a long time ago by someone official, one way it may not be played
and then later I saw people playing it that same way because they were
told it could be. With the creation of the famous "Lock Out" decks
the full potential of abuse was realized and this card was scaled back.
7. Vertigo (LN) - This
card may not be played defensively.
This has a similar story.
Basically, in 1998 it was the backbone of about 75% of all decks.
Since this led to a decrease in deck diversity and generally made the game
less fun, it was scaled back.
8. The ill named Dead is Dead rule
- For every character, regardless of Inherent
Abilities or cards in play, if that character has meet the requirements
for both a Cumulative and a Spectrum KO, then that character has been KO'd.
What this means is, if you
get 20 points and 3 power types on a character, then that character is
KO'd. For every character with an Inherent Ability or a Special card
in play that modifies how that character can be KO'd, that only modifies
that one condition of KO. For example, Ghost Rider has an Inherent
Ability that says he is Spectrum KO'd by four power types instead of three.
When it comes to Spectrum KO only, he needs four power types, but because
of the Dead is Dead rule he still only needs three power types and 20 points.
Naturally, if Ghost Rider is hit with 20 points of damage anyway, he would
be KO'd. But if another card is played on Ghost Rider that modifies
his Cumulative KO status, then it would only modify that one condition
by itself.
9. Guess my duration? - For Special
cards, if the duration is not specified on the card and it is a One Per
Deck, then it's duration is for remainder of game. If it is not a
One Per Deck card and the duration is not specified, then it is for remainder
of battle only. This also applies to Artifact cards that do not specify
a duration. Maverick's Freelance Spy should have been printed to
include the text "for remainder of battle." and is not affected by this
errata.
There was some confusion over
the cards for Mole Man and Leader that forced all attacks by the opponent
to be made against a certain character. This was made even more confusing
by the One Per Deck version for Grunge. This errata clears this up.
It also explains why Onslaught's Special Cannon Fodder is for remainder
of game [or until chosen teammate is KO'd, whichever comes first].
This errata also applies to
Artifact cards, namely Image Inducer which was being abused. The
Siege Perilous states "each battle" which implies a duration of remainder
of game. The other non-OPD Artifact cards, Linkstone, Adamantium,
and Ultimate Nullifier, are used rarely and are not grossly hindered by
this errata.
10. Any Power 7 from Classic - This card
should have had "One Per Deck" printed on it and is to be considered
a One Per Deck.