Once you feel comfortable
playing the game and have a moderate understanding of the rules, you will
most likely want to expand on the types of cards you use in a deck.
I believe that if you have limited yourself to the four basic card types
so far (Character, Special, Power, and Teamwork), then you will have learned
how to play the game more quickly and will be ready for the other card
types sooner. I have detailed some of the card types you should try
in this section. The specific cards mentioned are only my examples.
As with everything else, you will have to try them out to decide how useful
any cards may or may not be.
This part is much longer
than the others, so I have these quick links to specific sections:
Event
cards
may be the first type of card that you should experiment with. Some
Events can be very beneficial to you and some of them are completely worthless.
Events are best described as a double edged sword, as they affect both
players when played. Also, if you use more than one Event in your
deck, you run the risk of increasing your discards (see my article on events
in the part about game play for more information). Here are some
sample Events to try out followed by a brief explanation of how I might
use it in my deck:
Fatal Attractions - Shockwave Rocks
the World - "No cards with an Energy Icon may be used to attack this
battle." - This is perhaps my all time favorite Event and it
is in one version of my Strength / Intellect
deck. For a very long time, Energy decks were king of OverPower.
When I was in the middle of tweaking this Strength deck I realized how
few cards with Energy icons I was using. The only cards in that deck
that would be affected by this Event are my MultiPower Power cards, one
6 Energy to use Teamwork usable only by Darkseid, and my Activators which
were mostly for defense anyway. After a lot of play testing, this
Event seemed to wreak havoc among most of my opponents. In fact,
this Event probably helped me win a tournament. But, as I
said, Events are like a double bladed sword. On a few occasions,
this Event has actually hurt me. When this Event is played against
an Energy deck, my opponent will usually place everything within reason
and plan on conceding. If I can't match what my opponent has placed
for future battles and I don't feel confident that I have the cards to
Venture a lot more than usual, then the next hand may be a landslide in
my opponent's favor. In other words, a warning message should have
been printed on all Event cards: Use Extreme Caution
The Crossing - Heroes Avenge Murder
- "One Front Line Character of your choice is immediately KO'd. Reserve
Character immediately moves into play. Card is discarded if it will
end the game." - This Event has also been in one version of
my Strength / Intellect deck, but only when Doc Samson is on the front
line. This Event could easily be the most powerful one to use, when
you plan to use it and then use it well. Lately, most OverPower players
have been using characters that have more weapons available to choose from
than ever before. Because of the higher number of cards at their
disposal, players are planning on keeping each character in the game for
as long as possible. While that is an essential part of the game,
it can fall apart if there are too many cards that only that character
can play. With this Event as part of your strategy, you can plan
on losing a minor character while your opponent may be running the risk
of losing a major part of his strategy. This Event probably has the
most potential for backfire, though.
Dark Phoenix Saga - New Lease on Life
- "Reshuffle the Power Pack and Dead pile into the Draw Pile." -
This Event is great for Any Hero decks versus Battlesite decks, especially
if it is drawn between the middle and end of the game. All of your
Any Hero Specials are reusable, but your opponent's Activators would only
be usable if they were never played to begin with. The only thing
you have to worry about is cards for KO'd characters, but then again so
does your opponent.
Shattered Image - Entropy Field - "No
Activator cards may be played this battle." - This is another
good one for Any Hero decks versus Battlesite decks. If you are not
using Activators then this Event has little chance of backfiring on you.
Fatal Attractions - The Best Laid Plans...
- "Sort through the draw pile and choose any four cards. Reshuffle
Draw pile. Put four chosen cards on top of draw pile." -
This Event is pretty popular right now. It does allow you to set
yourself up for the next battle, but sometimes your opponent may make that
backfire against you. Usually, this Event is combined with Down But
Not Out, which prevents Specials from being played. The bottom line
with this Event is to negate Post's Obfuscate or Maverick's Legacy Regression
if you see your opponent play one of those Specials.
Locations
may
be one of the more complicated card types to use, so be patient when using
them and do not go overboard. Location cards may be used two different
ways, as a Homebase or as a Battlesite. Listed below
are some sample Homebase ideas for you. When used as a Homebase,
your team must be made from the characters listed on the card. The
Sum
Deck Rule is ignored when a Homebase other than Marvel Universe,
Marvel Manhattan, and Omniverse is used. Those three Homebases allow
you to build any team of four characters, as long as they meet the Sum
Deck Rule. When a Location is used as a Homebase, the Inherent Ability
listed on the card applies. Lastly, you may use the Aspect card
for your Homebase, for the Locations that have one.
Four Freedoms Plaza - Mr. Fantastic,
Human Torch, Invisible Woman, Thing, She Hulk, Namor - Four
Freedoms Plaza is one of the more powerful Homebases around, and is quite
popular because of it's power. The Inherent Ability has been partly
errata'd
and is easy to misinterpret as well, but it is still head and shoulders
above every other Homebase Inherent Ability.
Avalon - Magneto, Professor X, Cable,
Bishop, Acolytes, Colossus - The shear amount of powerful attacks
coming from this Homebase is unmatched by all other Homebases. Unfortunately,
it may be difficult for a beginner to acquire all these rare cards to use
with this Homebase. The Aspect card is also a big part of the power
of this Homebase, especially since you can now play a Homebase with Any
Heroes/Characters instead of a Battlesite.
Department H - Wolverine, Sabretooth,
Deadpool, Omega Red, Alpha Flight, Maverick - This one may
just be on this list because it is a fan favorite, but the +1 bonus to
Teamworks really starts to add up after a while. Plus, no other Homebase
allows you to have three level 8 characters in the same skill. The
Aspect is a nice addition, but for the most part battles are rarely decided
by Venture, as usually one player will feel the need to concede before
the battle gets that far.
Battlesites are
a different story. I do not recommend that beginners use Battlesites,
as Any Heroes are easier to put in your deck and less confusing to play.
You are bound to see your friends using Battlesites, though, so I thought
I better talk to you before you learn about them on the streets
:)
In my opinion, Any Heroes have more individual power, but Battlesites have
a wider range of Specials to choose from, which makes them "potentially"
more powerful. These are the two most popular Battlesites to choose
from:
Onslaught's Citadel - Onslaught, Post,
Holocaust, Dark Beast, Sentinels, X-Man - This is the grand-daddy
of all the Battlesites so far. This Battlesite has many cards to
choose from that are found on no other Battlesite. The major problem
is that the Character cards and Specials for this Battlesite were already
very hot items to find and/or trade for, and the power of this Battlesite
has only increased their demand.
The Outback - Wolverine, Jubilee, Longshot,
Reavers, Sentinels, Dazzler - This Battlesite is commonly referred
to as the "poor man's Onslaught's Citadel." If you do not have all
the cards needed for Onslaught's Citadel, or just do not wish to use what
everyone else uses, then this is your next choice. There is a good
selection of defensive cards to use and this is one of only two Battlesites
that have both types of negates available. The only bad thing about
this Battlesite is the poor choice of cards for Wolverine and maybe even
Dazzler.
Those two are really the
only ones to point out. There are plenty of others that may have
the right combination of cards that you are looking to use, so don't assume
these are the only two you should consider.
Aspects
are a new addition to OverPower. They were introduced in the last
expansion so far, X-Men. Aspects have not yet been made for all Homebases
and some are obviously more potent than others. Aspects are very
similar to Specials in the type of game effects they have, but they are
not considered to be Special cards. They may not be negated.
If an Aspect acts as an attack, then it may be avoided, but for the most
part they may not be removed from play by the opponent, at least not yet.
Aspects are played by the Homebase, not the characters. The only
Aspects you may use are for the Homebase, not the Battlesite. Since
Aspects are new, the door is wide open for all kinds of new and different
game mechanics to be made, as long as the game continues to be published.
Right now there is only one Aspect for 22 of the Marvel Locations, but
there is no good reason why there cannot be more.
Avalon - "For remainder
of game, both players must draw 1 card from top of Draw Pile for each Activator
card played by Opponent. Draw card before resolving Opponent's action.
Discard if duplicate." This Aspect may be a little confusing to read.
Here is an example of how it works - I have an Avalon Homebase and play
this Aspect. When I play an Activator, you draw 1 card. When
you play an Activator, I draw 1 card. Now I wonder why they couldn't
just put that in the game text? With the rules change that allows
you to play a Homebase team with Any Heroes instead of a Battlesite, this
Homebase just increased in power tremendously.
Muir Island - "For remainder
of game, Muir Island team may draw 1 card from top of Draw Pile immediately
after blocking an attack using an Intellect Power card. Discard if
duplicate." There is one part of this game effect that might not
be as easy to understand as it should be. When it refers to an Intellect
Power card, that is the type of card that is played by the Muir Island
team for defense. It does not mean that the opponent has to make
an attack with an Intellect Power card for this Aspect to work. This
Aspect can be a major factor in the game. But like most cards, if
you are relying on this one card to win you the game and it happens to
be near the bottom of your Draw Pile, then you are in trouble.
Artifact cards provide a unique way of altering your characters
or enhancing the game. Artifacts are one type of Tactic card and
all Tactic cards require two characters to be played. One of your
characters must meet the first skill to use requirement and is the one
who plays the Artifact. A front line teammate must meet the second
skill to use and is the one who receives the Artifact. Artifact cards
have a wide range of game effects, but are only used occasionally.
Shadowhelmet - This Artifact can be
a great weapon to use against your opponent, if you don't forget to use
it when you can.
Serpent Crown, Super Soldier Serum, Adamantium
Tentacles, and The Book of Darkhold - These four Artifacts allow you
to
boost a stat up to 7. These would only really be used to boost a
secondary stat, as the primary stat is too important to use characters
with low values.
Image Inducer - The new rule that started
on April 1 modified this card a great deal. Since this Artifact is
not a One Per Deck and does not say how long it's duration is, it is for
this battle only.