OverPower

Rules
Rulings
Guide to Playing Specials
Guide to Inherent Abilities
Checklist

Welcome to the OverPower Universe!

Welcome to OverPower, the ultimate super-hero fantasy card game. Everything you need to play your first game, or your one-hundred-and-first game, of OverPower is included in this starter deck - all you have to do is read through these updated game rules, find yourself a worthy opponent who also has a deck of OverPower cards, and go to it!

THE OBJECTIVE

OverPower is a game that allows the player to simulate combat between super heroes, villains, and other super powered Characters while strategically attempting to complete a mission. For the purpose of these game rules, we refer to all of the above as Characters. We do this for the sake of clarity and because in the comic world, today's villain may be tomorrow's hero (and vice versa!). The objective of OverPower is twofold: Knock out all of your opponent's Characters, or complete all of the pieces of your mission. A player is victorious if either objective is achieved. In addition, if a player is forced to abandon his mission then he must forfeit the game, and his opponent is victorious. (See The Venture.)

THE CARDS

Before we begin, let's take a look at the various types of cards used in OverPower.

Power Cards:Power cards are the basic unit of attack and defense in OverPower. Each Power card contains two important pieces of information: the Power Type, and the Value. The Power Type is represented by an icon found in the upper left, and lower right corner of the card.

The Power Types are as follows:

  • Energy, represented by a yellow starburst icon
  • Fighting, represented by a red fist icon,
  • Strength, represented by a green weight icon
  • Intellect, represented by a blue head icon

The Value is represented by a number contained within the icon. Values range from 1 to 8, with 1 being the lowest and 8 being the highest.

There are also certain Power cards called MultiPower cards. These function identically to regular Power cards, except that instead of being designated as one specific Power Type, they should be considered wild cards; giving you a choice of Power Type. MultiPower cards may be used as any Power Type indicated on the card, and may be changed to any Power Type indicated on the card at any time during the game.

There are also certain Power cards called Any-Power cards. These function identically to regular Power cards, except that they are solely a numerical card, and represent no specific Power Type. Any-Power cards may be played by any Character with the ability to use the Value listed on the card, and may be used along with any Universe card that requires a Power card to use.

Character Cards:Character cards represent each of the Characters who will be battling it out in any given game of OverPower. Every OverPower Character is rated in each of the four Power Types. These ratings make up what is called the Character's Power Grid. The Power Grid appears on the right side of the card and consists of four icons (representing the four Power Types), and a Rating for each. This Rating determines what Power Cards may be used by that Character. A Character may only use Power cards with a Value equal to, or less than, their Rating in that Power Type. For example, if a Character had an Energy Rating of 6 on his Power Grid, then that Character could use Energy Power cards Valued 1 through 6, but not 7 or 8. In addition, some Character cards have an Inherent Ability (See Inherent Ability) that allow that particular Character to perform or function in some unique way. Inherent abilities are listed beneath a Character's Power Grid, and have an explanation of what it does printed on the card itself. Some Character cards also have a code on them indicating whether the character appearing on the card is a "Hero" or "Villain". This code is used as an optional rule. (See The OverPower Code Rule.) If you are playing OverPower with the optional rule, and you are using Character cards that do not have a Code, the uncoded Character cards may be used as either a hero or villain at any time during the game.

Basic Universe Cards:Basic Universe cards represent various objects and situations that could increase the Character's effectiveness in combat. On every Basic Universe card, the Power Type and Value required for a specific Character to use the card is listed, as well as the bonus it will give the Character that uses it. The Character must have a Rating on his Power Grid of the appropriate Power Type that is equal to or greater than the Value required to use the card. The bonus is applied to the Value of a Power card used in conjunction with the Basic Universe card, not to the Character's Power Grid. For example, "Kryptonite" requires an 8 Energy to use, and gives a +2 Bonus to Energy. This means that a Character must have a Rating of 8 in Energy on his Power Grid in order to use the card. If so, that Character may use "Kryptonite" along with any Energy Power card that he may use (in this case, level 1 through 8); and, in doing so, increase the Value of that Power card by +2. A Basic Universe card may only be used once, and is then discarded.

Universe: Training Cards:Universe: Training cards (a.k.a. Training cards) represent assistance in areas in which a Character is weak. Training cards are similar to Basic Universe cards, except that they list two different Power Types, and the condition that must be met in order for a Character to use the card is different. Unlike a Basic Universe card, which requires a Character to match the Power Type and meet or exceed the Value listed on the card, a Training card requires that a Character have a Rating of 5 or less in a particular Power Type on his Power Grid that matches one of the Power Types listed on the card. The Character may choose either of the two Power Types on the card, and does not need to have a 5 or less in both Power Types. If the conditions are met, then the Character may use the bonus listing in the Training card. Like a Basic Universe card, the bonus is applied to the Value of a Power card used in conjunction with the Training card, not to the Character's Power Grid. A Training card may only be used once, and is then discarded.

Universe: Teamwork Cards:Universe: Teamwork cards (a.k.a Teamwork cards) represent a coordinated attack by two or more of your Characters. Like Basic Universe cards, Teamwork cards have a Power Type and Value required for a specific Character to use the card. The Character must have a Rating on his Power Grid of the appropriate Power Type that is equal to or greater than the Value required to use the card. A Character that does not have at least the required Rating on their Power Grid in the required Power Type may not use the Teamwork card. Instead of giving the Character a bonus, like the Basic Universe card, or the Training card, the Teamwork card acts as an attack of a Power Type and Value listed on the card. In addition, the Teamwork card allows up to two other team members to also make immediate attacks of different Power Types. These additional attack receive the bonuses listed on the Teamwork card. The player does not have to make both of the additional attacks, but must make at least one of them. If the player can not make at least one of the additional attacks, then he or she may not play the Teamwork card. Once a Character initiates a Teamwork attack, and uses the free attack listed on the card, then that Character may no longer make any attacks associated with that Teamwork card (i.e., A Character may not be his own teammate). Therefore, if a player were to have only one Character remaining, he would not be able to use Teamwork cards.

Universe: Ally Cards:Universe: Ally cards (a.k.a Ally cards) represent friends, cohorts, and assistants that might help a Character out for a brief moment. Like Basic Universe cards, Ally cards have a Power Type and Value required for a specific Character to use the card. A Character that does not have at least the required Rating on their Power Grid in the required Power Type may not use the Ally card. Like Teamwork cards, Ally cards also act as an attack of a Power Type and Value listed on the card. In addition to the attack, the Ally card requires that one teammate play a Special card. (See Special Cards.) If a teammate can not play a Special card, the Ally card may not be played. Therefore, if a player were to have only one Character remaining, he would not be able to use Ally cards.

Tactic: Doubleshot Cards:Doubleshot cards represent two teammates working together to make an attack or defense. Doubleshot cards have a Power Type and Value required for a specific Character to use the card. Doubleshot cards act as a certain level and type Power card for the Character using it. For Tactic: Doubleshots there is a requirement that a teammate must contribute a specified type of Power card to this attack or defense. This "teammate" must have at least the required Rating on the Power Grid in the required Power Type in order to join his Power card to the action. The Power card that is combined with the Tactic card must be of the specific Power Type asked for on the card.

Special Cards:Special cards represent the super powers and abilities unique to each individual Character. Each Special card has an explanation of what it does printed on the top of the card itself, as well as a Power Type and Value, if appropriate. In most cases, a Special card may only be played by the Character listed on the card; however, there are some Special cards that may be played by any Character. Certain Special cards are labeled "One Per Deck", meaning that no more than one of that exact card may be used in a player's deck. (See Building Your Deck.)

Artifacts: Artifact cards represent various items of cosmic, mystic, or even scientific origin that can permanently affect one of your characters, your entire team, or even the very mechanic of the game!

Each Artifact card has a Power Type and Icon listed in the upper left corner of the card that specifies exactly what a Front Line Character needs in order to begin to use the card. For example, a red fist icon with a number 6 in it would indicate that the Front Line Character would need a Fighting of 6 or greater on their Power Grid in order to begin to use that particular Artifact card. However, like all Tactic cards, Artifact cards require two Front Line Characters to use. Just beneath the Icon in the upper left, below the words "And Teammate With" is another Icon and Value. This indicates what Value in which appropriate Power Type that the 2nd Front Line Character must have in order to use the Artifact card. For example, a red fist icon with a number 5, and the words "Or Less" in it would indicate that the Front Line Teammate would need a Fighting of 5 or less on their Power Grid in order to participate in that particular Artifact card.

If the player has at least two different Front Line Characters that meet all of the conditions that are required on the card, then the card is considered usable. The 1st Front Line Character would then play the Tactic: Artifact card onto his Front Line Teammate, changing the Teammate or giving the Teammate the ability to do whatever is specifically listed on that Artifact card. Each Artifact card has an explanation of what it does printed on the card.

In some cases, the effect of the Artifact is immediate and modifies the Character or the team in some way, for the remainder of the game, or until the Artifact is removed from play. In other cases, the effect of the Artifact is not immediate and must be initiated in some way. In such cases, exactly how and when the game effect of an Artifact card is to be used is printed on the card itself. Remember, the game effect of an Artifact card can not be used while the Artifact card is Placed. An Artifact must be Played onto a Front Line Character in order for the game effect to be used.

Aspect Cards:Aspect cards represent unique people, situations, or items of interest for each specific Location. Each Aspect card has an explanation of what it does printed on the top of the card itself, as well as a Power Type and Value, if appropriate. In most cases, an Aspect card may only be played by the Location listed on the card; however, there are some Aspect cards that may be played by "Any Home Base". Certain Aspect cards are labeled "One Per Deck", meaning that no more than one of that exact card may be used in a player's deck. (See Building Your Deck.) Aspect cards may only be played when the Location card listed on the Aspect card is being used as the players Home Base (See Location Cards). If the player is not using the designated Location card as a Home Base, then the Aspect card may not be put in the players deck.

An Aspect card may be Placed to the Home Base and played during battle in the same way that a Special card, Power card, Universe card or Tactic card may be Placed to a Character card (See Placing) and with all the same rules regarding duplication and playability.

Mission Cards:Mission cards represent the various circumstances and adventures undertaken by the Characters while the game is going on. They are used to keep track of who is winning the game and, ultimately, who wins the game. Some Mission cards are Ventured each battle, and are won or lost, depending on the outcome of the battle (See Battlesite).

Event Cards:Event cards represent specific incidents during the Mission. Like Special cards, each Event card has an explanation of what it does printed on the card itself; however, unlike Special cards, Event cards always affect both players. Event cards are linked to Mission cards, such that certain Event cards may only be played if the player is also using a specific set of seven Mission cards. For example, the Event cards from "Race Against Crime" may only be played if the player is also using the Mission cards from "Race Against Crime". However, there are some Event cards that may be played with any Mission. In all cases, all Event cards are to be considered "One Per Deck" cards, meaning that no more than one of each Event card may be used in a player's deck.

Location Cards:Location cards are a new type of card, introduced in Monumental OverPower. Location cards represent each of the various Places in the Marvel Universe, and beyond. Each Location card contains two important pieces of information: The Character List, and the Inherent Ability. The Character List is a list of six different OverPower Characters that is found along the left side of the card. The Inherent Ability is a line of text at the bottom of each Location card. How a Location card is used will dictate how the Character List and Inherent Ability are used. Location cards can be used in many ways, as a Home Base or as a Battlesite.

The Home Base:The first way that a Location card can be used is as a Home Base. To use a Location card as a Home Base, first look at the Character List on the Location card you wish to use. Each Character on your team must appear on the Character List of the desired Location card (see Character cards). If you have one or more Characters on your team that do not appear on the desired Location card, then that particular Location card may not be used as a Home Base with that particular team. If all four Characters on your team appear in the Character List on the desired Location card then that particular Location card may be used as a Home Base. In addition, any team of Characters that is listed on a Location card is considered a legal team for tournament deckbuilding while using that Location card as a home base (See Sum Deck Rule).
Once you have assembled a team of Characters, and chosen a Home Base that corresponds to those Chraacters, then your team must use the Inherent Ability for that particular Location card (See Inherent Ability). The Location card's Inherent Ability may be used in addition to any Inherent Abilities that might appear on any of the Character cards of the Characters on your team.
Remember, it is not necessary to use a Location card as a Home Base in order to play OverPower. In fact, some of your favorite teams may not even be listed in the Character Lists of any of the Location cards. If your team of Characters does not correspond to any given Location card, simply do not use a Location card as a Home Base.

The Battlesite:The second way that a Location card can be used is as a Battlesite. To use a Location card as a Battlesite, first look at the Character List on the Location card you wish to use. No Character on your team may appear on the Character List of the desired Location card (see Character cards). If you have one or more Characters on your team who appear on the desired Location card, then that particular Location card may not be used as a Battlesite with that particular team. If none of the four Characters on your team appear in the Character List for the desired Location card, then that particular Location card may be used as a Battlesite.
If you are using a Location card as a Battlesite, then the Inherent Ability listed on that particular Battlesite is not used and should be ignored. Inherent Abilities on Location cards are only used when using the Location card as a Home Base (See Home Base).
However, A Location card that is used as a Battlesite does allow you to use Special cards for Characters who are not currently on your team (See Special cards) These Special cards are put beneath the Battlesite during Set Up Setting Up) There are, however, a few rules regarding what Special cards may be used:

  • Only Special cards that are for Characters listed on the Character List of the Battlesite may be used.
  • Only One "One Per Deck" Special may be used per Battlesite, regardless of how many different Characters' Specials you choose to use.
  • Other Special cards must be considered unique per Battlesite. Meaning, even if the Special is not a "One Per Deck" Special, you may only have one of that exact Special for that exact Character beneath your Location.
  • For each Special card beneath your Battlesite, an Activator card corresponding to that Special MUST be included in your deck (See Activator cards). Meaning, if you choose to put three Special cards for Spider-Man under the Daily bugle Location card, then you must put three Spider-Man Activator cards in your deck.

Activator Cards:Activator cards represent Guest Stars who arrive to assist your team of Characters during battle. Unlike most of the other cards in OverPower, the Activator card is simply a Character card that has been shuffled inot your deck instead of separated out and used on your Front Line, or as your Reserve (See Character card) However, Activator cards correspond directly to Location cards being used as Battlesites, and may not be included in your deck if you are only using the Location card as a Home Base (See Battlesite).

BUILDING YOUR DECK

Before the game begins, each player builds his own customized deck of OverPower cards or plays with a pre-customized Starter Deck. This deck represents all of the options available to a player during the course of the game, and as such it must be compiled wisely. All decks must have four Character cards, and one complete seven-card Mission. Additionally, a player's deck may include any type of card, excluding Mission Cards. While there is no limit to the total number of cards a player may have in his deck, he must have at least 56 cards (51 if you are not playing with Event cards). As stated before, all Event cards, and certain Special cards may indicate that you can only include one of each in your deck, but other than that, you're free to do what you like, and put as many or as few of each card in your deck as you choose.

If you are new to OverPower and this is your first starter deck, you won't need to build a deck of your own—we've done it for you! Separate out the Character, Location and Mission cards, and you've got your own playable deck of OverPower. Just give it a good shuffle and you're all set! If you are building your own deck, you'll want to pay attention to the Power Grids of each of the four Characters you're playing with. You should only include Power cards and Universe cards (that includes Training, Teamwork, and Ally cards) with Power Types and Values that are usable by at least one of your Characters. And, of course, you'll want to include only the Special cards that are usable by the Characters on your team, or those that are usable by Any Character.

Before you try and build your own deck, we suggest that you read the rest of this rule booklet, and get a feel for what you'll want in your deck by playing a few games with the Starter Deck we've assembled for you.

SETTING UP

To begin the game, choose three of the four Characters what you wish to enter combat first and put them face-up, side-by-side on the table in front of you. There three Characters are called your Front Line. Your fourth Character is put face-up, directly behind the Front Line. The fourth Character is called your Reserve. Next, take the Location card that you will be using as your Home Base and put it face up directly behind the Reserve Character (See Home Base) If you are using a Location card: take the Location card you will be using as your Battlesite and put it face up directly beside, and to the right, of your Front Line (See Battlesite). Finally, take any Special cards that are going to be used at your Battlesite and put them face down, beneath your Battlesite (See Attack Your Opponent With, or Play, an Activator card). Note: Location cards are optional. It is not a required you have a Home Base, Battlesite - or both - in your deck. Next, each player's deck is thoroughly shuffled and put face-down to the left of the Front Line Characters. This is called the Draw Pile. As cards from the Draw Pile are used, they will be discarded into one of three different piles. Power cards that are still usable by your team of Characters are discarded into the Power Pack, located directly above the Draw Pile. Special cards, all types of Universe cards, Activator cards and Power cards that are no longer usable by your team of Characters are discarded into the Dead Pile, located to the left of the Power Pack. Character cards that are knocked out of the game, Event cards, Specials used in conjunction with the Battlesite and any other cards that are permanently removed from the game, are discarded into the Defeated Characters Pile, located to the left of the Draw Pile. At the beginning of the game, there will be no cards in the Power Pack, the Dead Pile, or the Defeated Characters Pile.

Your complete seven-card Mission is put face-up to the right of the Front Line Characters. This is called the Reserve Missions Pile. As the game progresses, Mission cards may be won or lost. Mission cards that are won move into the Completed Missions Pile, located directly above the Reserve Missions Pile. Mission cards that are lost move into the Defeated Missions Pile, located directly beneath the Reserve Missions Pile. At the beginning of the game, all Mission cards will be in the Reserve Missions Pile. (See The Venture.)

Players should be face-to-face, across from each other, so that each of them is set up as described above.

SEQUENCE OF PLAY

Who Goes First?

The very first thing both players should do is determine who will go first in the first battle. This is best done by cutting the Draw Pile. Whichever player has the highest Value on the cut card goes first. If a card does not have a Value it is considered zero, for this purpose. If this method is not used, flipping a coin, odd or evens, or any other alternative method will work.

Drawing Cards

After determining who goes first, each player draws eight cards from the Draw Pile without revealing them to his opponent. These eight cards make up the player's Hand.

The Events

After drawing a Hand, each player should check to see if he has one or more Event cards. If so, simply announce "I have an Event!". In OverPower, Events take Place before anything else, and set conditions under which the coming battle is to be fought. If a player draws two Events, he must choose one, since each player may only play one Event per battle. Each player plays his Event card face up, next to his Reserve Missions Pile, and immediately redraw one card to replace the Event card just played. After drawing a replacement card, read the Event card; both players must do whatever the Event card says. If both players have an Event, then first resolve the Event played by the player who is going first, then resolve the Event played by the player who is going second. If both players play the same Event during the same battle, the Event should not be resolved twice; however, both players should still refill for the played Event. If neither player has an Event, then simply move on to the next step of the game.

Discarding

After the Event, or very possibly because of the Event, both players must now look at their Hands and Discard all duplicate and Unusuable cards. Duplicate and Unusable cards are defined as following:

  • Duplicate Power Cards—A Hand may only include one of each Value Power card, regardless of Power Type. So if you draw a Fighting Power card with a Value of 3, an Energy Power card with a Value of 3, and a MultiPower card with a Value of 3, you may only keep one of them (of your choice). The others must be immediately discarded.

  • Duplicate Basic Universe Cards—A Hand may only include one of each specific Basic Universe card. Meaning, Basic Universe cards are only duplicates if they are identical in Power Type, Value and Bonus. For example, a Basic Universe card that requires a 6 Fighting to use is not a duplicate of a Basic Universe that requires a 6 Energy to use, or a Basic Universe card that requires a 7 Fighting to use. A Basic Universe is a duplicate if it matches the Type, Value, and Bonus, regardless of what the name of the specific Basic Universe card is. For example, "Nerve Pinch" requires at least a 7 Strength to use, and offers a bonus of +3; likewise, "Taxi Cab" requires at least a 7 Strength to use, and offers a bonus of +3. Even though these cards do not have the same name, they are considered duplicates.

  • Duplicate Universe: Training cards—A Hand may only include one of each specific Universe: Training card. Meaning, Universe: Training cards are only duplicates if they are identical in Power Type, Value and Bonus. For example, a Universe: Training card that requires a 5 or less in either Fighting or Energy to use is not a duplicate of a Universe: Training card that requires a 5 or less Fighting or Strength to use. A Universe: Training card is only a duplicate if it matches the Type, Value, and Bonus, regardless of what image is on the specific Universe: Training card.

  • Duplicate Universe: Teamwork cards—A Hand may only include one of each specific Universe: Teamwork card. Meaning, Universe: Teamwork cards are only duplicates if they are identical in Power Type, and Value. For example, a Universe: Teamwork card that requires a 6 Fighting to use is not a duplicate of a Universe: Teamwork card that requires a 6 Energy to use, or a Universe: Teamwork card that requires a 7 Fighting to use. A Universe: Teamwork card is a duplicate if it matches the Type, and Value, regardless of the Bonus to additional attacks, or what image is on the specific Universe: Teamwork card. For example, a Universe: Teamwork card that requires at least a 7 Strength to use, and offers a bonus to Fighting and Intellect is considered a duplicate of a Universe: Teamwork card that requires a 7 Strength to use, but offers a bonus to Energy and Fighting. However, a Universe: Teamwork card that requires at least a 7 Strength to use, and offers a bonus to Fighting and Intellect is not considered a duplicate of a Universe: Teamwork card that requires at least an 8 Strength to use, and offers a bonus to Fighting and Intellect.

  • Duplicate Universe: Ally Cards—A Hand may only include one of each specific Universe: Ally card. Meaning, Universe: Ally cards are only duplicates if they are identical in Power Type, and Value. For example, a Universe: Ally card that requires a 6 Fighting to use is not a duplicate of a Universe: Ally that requires a 6 Strength to use. A Universe: Ally card only is a duplicate if it matches the Type, and Value regardless of what the image is on the specific Universe: Ally card.

  • Duplicate Tactic: Doubleshot cards—A Hand may only include one of each specific Tactic: Doubleshot card. A Tactic: Doubleshot is duplicate if the "TO USE" requirement is the same as another in your Hand. This is regardless of the image of the specific Tactic: Doubleshot card.

  • Duplicate Universe: Special Cards—A Hand may only include one of each specific Special card. Duplicates must be immediately discarded. Remember, a number of different Characters can do the same things. Special cards that function the same, but are for two different Characters are not duplicates.

  • Duplicate Event Cards—A player may only play one Event card per battle. In any Hand where more than one Event card is drawn, then one Event card is chosen to be played and all other Event cards must be discarded. Remember, a player gets to replace one card after playing an Event. This replacement card is also subject to all of the Discard rules.

  • Duplicate Activator Cards—A Hand may only include one of each Named Activator card, regardless of how many Special cards correspond to that particular Activator card. Meaning, if you are using "Four Freedoms Plaza" as a Battlesite and you have two "Mr. Fantastic" Special cards beneath the "Four Freedoms Plaza" Location card, and you happen to draw two Mr. Fantastic Activator cards in the same Hand, then one of the Mr. Fantastic Activator cards MUST be discarded as a duplicate even though the two Specials beneath "Four Freedoms Plaza" are not duplicates. Conversely, a player may keep two Activator cards provided that they are two different named Activators. For example, one Mr. Fantastic Activator card and one Human Torch Activator card would not be considered duplicates, even if the corresponding Special cards that are beneath "Four Freedoms Plaza" have identical game effects. In addition, all Activator cards should be considered Unusable once the player's Battlesite has been K.O.'d (See K.O.'s).

  • Duplicate Aspect Cards—A Hand may only include one of each specific Aspect card. Duplicates must be immediately discarded. Remember, a number of different Home Bases may be able to do the same things. You can not have Aspect cards from a Home Base other than the Home Base you are using in your deck.

  • Unusable Cards—Any cards that have been rendered Unusable due to one or more of your Characters being K.O.'d (See The Battle) must be immediately discarded. This includes any Power cards or Universe cards with higher Values than can be used by your remaining Characters.

  • Other Discarding Considerations—If any cards remain Placed (See Placing) on any Front Line Characters from a previous battle, they must be considered part of your Hand for purposes of discarding. In other words, if one of your Front Line Characters has a Power card with a Value of 6 already Placed on him when you draw your Hand, any Value 6 Power card you draw must be discarded. The same is true for any Placed Special cards or Universe cards. The exception to this rule is the cards Placed to the Reserve Character. Cards Placed to the Reserve Character are not considered part of your Hand for purposes of discarding unless the Reserve Character has the ability to play those Placed cards during the battle (e.g., their Inherent Ability or the Special card allows them to play it from Reserve). Therefore, if the Reserve Character has the ability to play the card Placed to them during a battle, duplicates that are drawn in subsequent hands must still be discarded

Remember, if you are playing with the DC OverPower Code Rule (See OverPower Code Rule) then the code must also be considered when discarding.

  • Special Discard Rule—A player does not have to discard a card that is itself Unusable if the card can become useable through other cards that are available to the player. For example, if a player has a Universe: Teamwork card, but no Power card to use as a follow up (See Universe: Ally cards), the Teamwork card would be considered Unusable. If it could be Placed, then it would not need to be discarded. If it could not be Placed, it would need to be discarded. Also, if the Plater had a Special card which read "Draw 1 Power card from the Power Pack" then they would be able to keep the Teamwork card in Hand since the ability to make it useable existed.

    Also, a player does not have to discard after the battle has started, unless specifically indicated by another card. Therefore, if a card becomes Unusable during battle, either because a Character was K.O.'d or for another reason, it does not have to be discarded.

Where to Discard

Once it has been determined what must be discarded, the next question is where to put the discards. As mentioned above, there are a number of Places where the cards are Discarded. All duplicate Power cards are discarded into the Power Pack, which will eventually be reshuffled and used again when the Draw Pile has been depleted. All duplicate Basic Universe cards, Training cards, Teamwork cards, Ally cards, Tactic cards, Aspect cards, Special cards from any of your Front Line or Reserve Characters, Activator cards, and all cards that are Unusable are discarded to the Dead Pile. Cards in the Dead Pile are considered out of play, and can only be replayed under very special circumstances. Event cards and K.O.'d Character, and Special cards that were played from a Battlesite are discarded to the Defeated Characters Pile, and are removed from the game. Cards in the Defeated Characters Pile will never again be used in the game. Each player must show his opponent the faces of all the cards he is discarding.

Placing Cards

Beginning with the player going first, both players now take turns Placing cards. Placing a card is taking a card from your Hand and assigning it to a specific Character to be used later in the coming battle, or possible in a future battle. To Place a card, simply take the desired card from your Hand and Place it face up either on top of, or directly below the Character card. The exact position of the Placed card is up to you, so long as both players understand which Character the card is Placed to. No matter which way you decide to Place a card, both players should be able to see all Placed cards. Each Character may have a maximum of one Power card, one Universe Card, one Tactic card, and one Special card Placed on him at any given time. Remember, there are a number of different types of Universe cards. Only one Universe card may be Placed, not one of each type. Cards that are placed to a Character may not be switched for a different card later in the game. Cards Placed to a Character may only be played by that Character; therefore, you may not Place a card to a Character if that Character may not use that card. As long as these rules are followed, and there are spots available, there is no limit to the amount of cards that each player may Place at this time. Players may choose not to Place any cards. If one player does not wish to Place cards or only wishes to Place a fewcards, the other player may continue to Place cards alone until he is finished. Once a player passes during the Placing Phase, he may not Place anymore cards, no matter how many his opponent Places.

Unlike cards in your Hand, which are discarded at the end of the battle, the only was to remove a card that has been Placed to a Character is to play it during battle. (See The Battle.) In other words, at the end of the each battle, Placed cards are not discarded with the remainder of both players' Hands. Placed cards remain Placed until they are used.

It should be noted that Aspect cards are not Placed to Character cards. An Aspect card may only be Placed to a Home Base. A Home Base may only have one Aspect card Placed to it at any given time. Furthermore, a Home Base may never have any type a card other than an Aspect card Placed to it, and may never have an "Any Home Base" Aspect card Placed to it. With the above exceptions in mind, Aspect cards obey all of the above rules and regulations of Placing.

The Venture

Once both players have finished Placing cards, they must each Venture a number of their Mission cards on the outcome of the current battle. How many cards you wish to Venture depends on how successful you believe you will be with the Hand you are holding and the cards you have Placed, then take into account the cards you have seen your opponent Discard and Place. The player who is going first, must also Venture first. You may Venture up to as many Mission cards as you choose, but you must Venture at least one. Players do not have to Venture the same amount of Mission cards. Be aware, there is a penalty for Venturing more than two Mission cards on a specific battle. If you Venture three Mission cards, your opponent may draw one card from his Draw Pile and add it to his Hand. If you Venture four Mission cards, he may draw two cards from his Draw Pile. For Venturing Five Mission cards, your opponent may draw three cards from his Draw Pile. Upon Venturing six Mission cards, he may draw four cards. If you Venture all seven Mission cards, your opponent may draw five cards from his Draw Pile. There is a downside for your opponent though, as any new cards drawn as a result of a Venture must be discarded if they are duplicates, or Unusable. (See Discarding.) No cards drawn as a result of a Venture may be Placed.

To Venture a Mission card, simply take the card or cards you wish to Venture, and put them next to the Pile from which they are being Ventured. As mentioned earlier, in the beginning of the game, all of a player's Mission cards reside in the Reserve Missions Pile; however, later in the game, Mission cards may be divided into the Reserve Missions Pile, the Completed Missions Pile, and the Defeated Missions Pile. Mission cards may be Ventured from either the Reserve Missions Pile, the Completed Missions Pile, or both, but never from the Defeated Missions Pile. You may only Venture Mission cards from the completed Missions Pile if there are Mission cards in the Defeated Missions Pile.

After the battle (See The Battle) Ventured Mission cards move up and down between the piles like a ladder, depending on whether the battle was won or lost.

Mission cards move as follows:

  • Mission cards that were Ventured from the Reserve Missions Pile and lost, move down one Pile into the Defeated Missions Pile.

  • Mission cards that were Ventured from the Reserve Missions Pile and won, move up one Pile into the Completed Missions Pile.

  • Mission cards that were Ventured from the Completed Missions Pile and lost, move down one Pile into the Reserve Missions Pile.

  • Mission cards that were Ventured from the Completed Missions Pile and won, enable the player to move a Mission card from the Defeated Missions Pile into the Reserve Missions Pile.

  • Also, for every two Mission card Ventured from the Completed Missions Pile and won, a player may move one Mission card from the Defeated Missions Pile into the Completed Missions Pile.

Therefore, as you win battles, Mission cards move up and as you lose battles, Mission cards move down.

As mentioned earlier, one of the two ways to win the game (See The Victory) hinges on the Venture. If you can manage, after a series of battles, to Venture successfully enough so that you have all seven of your Mission cards in the Completed Missions Pile, then you win the game regardless of all other circumstances. Also, if you can force your opponent to abandon his Mission (in other words, force him to have all seven of his Mission cards in the Defeated Missions Pile) you win the game, regardless of all other circumstances.

Conceding

Before players begin to actually battle each other, each player has the option to Concede. (See Concede.)

The Battle

In OverPower, the game is broken up into a series of battles. Each battle lasts as long as it takes for both players to use the cards in their Hand. Once set-up is complete, the battle begins.

The Fight

Starting with the player who is going first, the players take alternating turns until the battle is ended (See Ending The Battle.) On your turn, you may perform one, and only one, of the following actions:

  • Attack your opponent with a Power card
  • Attack your opponent with a Power card together with a Basic Universe card.
  • Attack your opponent with a Power card together with a Universe: Training card.
  • Attack your opponent with a Universe: Teamwork card, followed by a Power card or cards.
  • Attack your opponent with a Universe: Ally card, followed by a Special card.
  • Attack your opponent with a Tactic card.
  • Play a Special or Aspect Card
  • Concede
  • Pass
  • Play an Activator card
  • Attack a Battlesite

On your turn, you may play either Placed cards, cards from your Hand or, if more than one card is required, a combination of the two. Placed cards may only be used by the Character on whom they are Placed, but cards played from your Hand may be used by any of your Front Line Characters. Unless otherwise indicated (on a Special card), the Reserve Character may not Attack.

Attack Your Opponent With a Power Card —in order for a Character to Attack with a Power card, he must first be able to use it. (See Power Cards, and Character Cards.) To determine whether a Power card is playable by a certain Character, compare the Value of the Power card with the Rating listed under the same Power Type on the Character's Power Grid. If the Value of the Power card is less than or equal to the Rating of that same Power Type on the Character's Power Grid, it may be used. If the Power card has a higher Value than indicated for that Power Type on the Character's Power Grid, it may not be used by that Character.

For example, in order to use a Value 7 Fighting Power card, a Character must have a Rating of at least 7 for Fighting listed on his Power Grid.

Once a player determines that a Power card may be played by one of his Characters, he must decide which of the opponent's Character he will be attacking. When that choice is made, the attacking player puts the Power card in front of the Character card he wishes to Attack. The opponent may immediately play a card as a Defensive Action, and prevent the Attack from succeeding. (See Defensive Actions.)

If the Attack is blocked, the Power card used to Attack is immediately discarded into the Power Pack of the attacking player. Likewise, the card used to block the Attack is discarded into the appropriate pile of the defending player. If the Attack is not blocked, the Attack is considered successful and the Character being attacked has taken a Hit. (See Hits.)

Attack your opponent with a Power card together with a Basic Universe card —As above, in order for a Character to make an Attack with a Power card, he must first be able to use it (See Attack your Opponent with a Power card.)

As with Power cards, a Character must also be capable of using a Basic Universe card in order to play it. To determine whether a Character can use a specific Basic Universe card, compare the Value and Power Type required to use listed on the Basic Universe card with the Rating of the same Power Type on the Character's Power Grid. In this case, the Character's Rating must be equal to, or greater than the Value on the Basic Universe card. If the Value on the Basic Universe card is higher than the Rating on the Character's Power Grid, he can't use it.

Once it is determined that the Character is able to use the Basic Universe card, the Bonus listed on the Basic Universe card (indicated by a +, followed by a Value) is added to the Power card for a single Attack Value.

Once a Basic Universe card has been played as an Attack, and your opponent has decided if he can defend it (See Defensive Actions), it is discarded into the attacking player's Dead Pile. If the Attack is successful, only the Power card used with the Basic Universe card remains as a Hit. (See Hits.)

Attack your opponent with a Power card together with a Universe: Training card —As above, in order for a Character to make an Attack with a Power card, he must first be able to use it. (See Attack your opponent with a Power card.)

The use of Training cards works exactly the same way as a Basic Universe card with one exception. The Training card lists two different requirements to use. The attacking Character may use either one, but not both, of the two. Also, the attacking player need only fulfill one, not both of the requirements.

As with Basic Universe cards, once a Training card has been played as an Attack, and your opponent has decided if he can defend it (See Defensive Actions), it is discarded into the attacking player's Dead Pile. If the Attack is successful, only the Power card used with the Training card remains as a Hit. (See Hits.)

Attack your opponent with a Universe: Teamwork card, followed by a Power card or cards — To play a Universe: Teamwork card, you must first decide which Character is going to use it. Next, check the Power Type and Value required to use against the Character's Power Grid, just like you would with a Basic Universe card or a Power card.

Once a player determines that a Teamwork card may be played by one of his Characters, he must decide which of the opponent's Character he will be attacking. When that choice is made, the attacking player puts the Teamwork card in front of the Character card he wishes to Attack. The opponent may immediately play a card as a Defensive Action, and prevent the Attack from succeeding. (See Defensive Actions.)

If the Attack is blocked, the Teamwork card used to Attack is discarded into the Dead Pile of the attacking player. Likewise, the card used to block the Attack is discarded into the appropriate pile of the defending player. If the Attack is not blocked, the Attack is considered successful and the Character being attacked has taken a Hit. (See Hits.)

Below the Power Type and Value icon showing what is required to use the Teamwork card you will find two separate Bonuses listed. This means that up to two of the chosen Character's teammates may also make attacks, each teammate using one of the bonuses. A player does not have to make all of the subsequent attacks from a Teamwork card, but must make at least one additional Attack. Each of the subsequent attacks must be make with a Power card from a different Front Line teammate, and each must be of a different Power Type. The subsequent attacks do not have to be made against the same target Character who the initial Attack was made against, and they cannot be combined with any other Universe cards, or Special cards. As usual, attacks by teammates must be made with Power cards that the selected teammates are able to use. If, at any time, one of the attacks made from a Teamwork card is successfully defended, the subsequent attacks may still be attempted, and are not automatically negated.

It is important to know that each subsequent attack should be attempted only after the preceding attack has been resolved. In other words, the player using the Teamwork card should wait for his opponent to respond to the current attack (by making a Defensive Action or allowing the attack to Hit) before initiating any subsequent attacks. The player using the Teamwork card should not play the Teamwork card and any Power cards used for subsequent attacks at the same time.

Keep in mind: if, following the initial Attack from a Teamwork card, you can not make at least one additional Attack, then the Teamwork card can not be used.

Attack your opponent with a Universe: Ally card, followed by a Special card —To play a Universe: Ally card, you must first decide which Character is going to use it. Next, check the Power Type and Value required to use against the Character's Power Grid, just like you would with a Basic Universe card or a Power card.

Once a player determines that an Ally card may be played by one of his Characters, he must decide which of the opponent's Characters he will be attacking. When that choice is made, the attacking player puts the Ally card in front of the Character card he wishes to Attack. The opponent may immediately play a card as a Defensive Action, and prevent the Attack from succeeding. (See Defensive Actions.)

If the Attack is blocked, the Ally card used to Attack is immediately discarded into the Dead Pile of the attacking player. Likewise, the card used to block the Attack is discarded into the appropriate pile of the defending player. If the Attack is not blocked, the attack is considered successful and the Character being attacked has taken a Hit. (See Hits.)

Similar to Teamwork Cards, Universe: Ally cards require a teammate of the Character that made the initial Attack to follow up with an action of his own. In the case of the Ally card, the follow up action may be, but does not have to be an Attack. The only conditions for the follow up action are that the action be made by a Front Line teammate of the Character that played the Ally card, and that the action be made with a Special card. This Special card must be played, regardless of whether the initial Attack succeeds. In many cases, Special cards allow for additional attacks, or additional actions. If such a Special card is used to follow an Ally card, then all of the rules for playing that particular Special still apply.

Attack your opponent with a Tactic: Doubleshot card —To play a Tactic: Doubleshot card, you must decide which Character is going to use it. Next, check the Power Type and Value required to use against the Character's Power Grid. Once it is determined that the Tactic may be played by that Character, you must now check to see if a teammate meets the secondary contributing requirement on the card. If this is okay, you now must check in your Hand to see if you have the correct Power card type and level which will be joined with the Tactic: Doubleshot. If this is all okay, the Tactic: Doubleshot may be made against an opponent's Character. The attack is coming from the Character playing the card.

Attack your opponent with, or play a Special or Aspect Card —A Special or Aspect card may only be played by the Character or Home Base listed on the card. In the case of Special cards and Aspect cards, and only for Special cards and Aspect Cards, any Power Type and Value that might appear on the card does not need to be compared to the Character's Power Grid. A Special card may be played by the Character listed on the Special regardless of what appears on the card. An Aspect card may be played by the Home Base regardless of the specific team used from that Home Base. Some Special and Aspect cards can only be used to Attack, and some only to defend. The card itself will explain the effect of the card and whether that card should be played during your turn, or as a Defensive Action (See Defensive Actions.)

Special cards and Aspect cards that act as attacks usually have a Power Type and Value listed on the card; however, there are also some cards that act as attacks that do not have a Power Type or Value. If a Special card or Aspect affects any of your opponent's Characters or your opponent's team of Characters, even if it does no damage, it is considered an Attack. To Attack with a Special card or Aspect Card, the attacking player must decide which of the opponent's Characters he will be attacking. When that choice is made, the attacking player puts the card in front of the Character card he wishes to Attack. The opponent may immediately play a card as a Defensive Action and prevent the Attack from succeeding. (See Defensive Actions.)

If the Attack is blocked, the Special card or Aspect card used to Attack is immediately discarded into the Dead Pile of the attacking player. Likewise, the card used to block the Attack is discarded into the appropriate pile of the defending player. If the Attack is not blocked, the Attack is considered successful and the Character being attacked has taken a Hit. (See Hits.) If a Special card allows for the Character, or a teammate of the Character, to make additional attacks, then those additional attacks may be made with any card, except a Teamwork card or an Ally card, and are resolved in normal fashion. Unless noted on the Special card itself, all Special cards may not be combined or used along with any kind of Universe card.

It is important to know that is a Special card that acts as an attack allows the player to make an additional attack, each subsequent attack should be attempted only after the preceding attack has been resolved. In other words, the player using the Special card should wait for his opponent to respond to the current attack (by making a Defensive Action or allowing the attack to Hit) before initiating any subsequent attacks. The player using the Special card should not play the Special card and any other cards used for subsequent attacks at the same time.

If a Special is played that allows a teammate to make an additional attack, the teammate may only make one attack even if the attack used is a Special card that also allows an additional attack. However, if a Character plays a Special that allows him to make an additional attack, he may continue to play Specials and make additional attacks as long as only he is doing the attacking.

Some Special cards and Aspect cards do not act as attacks, and are not used as Defensive Actions. These include, but are not limited to, cards that affect the Venture, cards that affect a Character's own Power Grid, and cards that affect the Battle. Specials and Aspects of this type are played on your turn just as if you were making an attack, but since you are not affecting you opponent's Characters, your opponent does not get to respond with a Defensive Action.

Attack your opponent with, or play an Activator card —An Activator card may be played by any Front Line Character. The player must inform his opponent which Front Line Character is playing the Activator card. In the case of Activator cards, the Power Grid of the Character appearing on the Activator card does not need to correspond to the Power Grid of the Character that is playing the Activator card. Playing an Activator card allows the Character that played the Activator to immediately exchange the Activator card for any one Special card that is beneath that players Battlesite. The Special card that is retrieved must correspond to the Activator card. For example, a Wolverine Activator card may only be exchanged for a Wolverine Special card. Just like Special cards played by your Front Line and (in some cases, your Reserve Characters), some Special cards can only be used to attack, and some only to defend. The Special card itself will explain the effect of the card. If a player is exchanging an Activator card for a Special card that acts as an attack, then the Activator card must immediately be played as an attack. (See Attack your opponent with, or play a Special or Aspect card, and Defensive Actions). Also similar to Special card, in order to Attack with an Activator card, the attacking player must decide which of the opponent's Characters he will be attacking. When the choice is made, the attacking player puts the Activator card in front of the Character card he wishes to attack. He then immediately exchanges the Activator card with the desired Special card from beneath his Battlesite (See Battlesite). The opponent may immediately play a card as a Defensive Action to prevent the attack from succeeding. If the attack is blocked, the Special card used to make the attack is immediately discarded to the Defeated Characters Pile of the attacking player. Likewise, the card used to block the attack is discarded into the appropriate pile of the defending player. If the attack is not blocked, the Attack is considered successful and the Character being attacked has taken a Hit (See Hits). Any subsequent effects of the Special card are resolved in normal fashion. Like Special cards, it is important to note that if a Special card that has been played because an Activator card allows the player to make an additional attack, each subsequent attack should be attempted only after the preceding attack has been resolved (See Attack your opponent with, or play a Special or Aspect card).

If a player is exchanging an Activator card for a Special card that is to be used for a Defensive Action, then the Activator card must be played as a Defensive Action. The defending player would simply play the Activator card in response to an incoming attack as if i were the desired Special card, and upon playing, immediately exchange the Activator for the desired defensive Special card (See Defensive Actions).

Attack a Battlesite —Attacking your opponent's Battlesite is similar to attacking your opponent's Front Line Characters (See The Fight), meaning a Battlesite may be attacked with Power cards, Power cards plus Basic Universe cards or Training cards, Teamwork cards or parts of Teamwork cards, Special cards, and so on, just like a Front Line Character. There are, however, different rules for how a Battlesite may defend itself (See Defensive Actions), and how a Battlesite is K.O.'d (See K.O.'s). Remember, only an opponents Battlesite may be attacked in this manner. A Home Base may never be attacked (See Home Base).

Concede —Conceding is retreating to fight again next battle and is a good way to save your Characters from receiving a beating, especially if you have a bad Hand. Each player has the option of conceding immediately after the Venture, before the battle begins. Once the battle has begun, a player may Concede at any time during the course of the battle on his turn only. A player may not Concede as a follow up Attack or action after an initial Attack or action has been made. In other words, if a players wishes to Concede, then Conceding is the only thing he can do on his turn.

When a battle is Conceded, it is considered over and neither player may Attack the other. The player who Concedes the battle automatically loses the Venture, and must move his Mission cards into the appropriate pile or piles. Any cards remaining in either player's Hand are immediately discarded; however, Placed cards remain, as discussed previously. (See Placing.) Players then draw a new Hand or eight cards, and start over.

Pass —If a player is out of playable cards, or cannot Attack with any cards from his Hand, and does not wish to Concede, he must Pass his turn. It is then his opponent's turn. His opponent may still Attack, play a Special card, or do whatever he wishes, which may be defended, if possible. After the opponent's turn, it is the passing player's turn again; however, once he has Passed, he may no longer Attack for the remainder of the battle. He now has the option to Concede, or Pass again. If he Passes again, his opponent may take a turn as normal. If both players Pass consecutively, the battle is over. (See Ending the Battle.) Remember, a player may have cards he is able to Attack with Placed to one or more of his Character and still Pass, choosing to save these cards for a future battle.

Defensive Actions

A card, or cards, may be played as a Defensive Action immediately in response to an Attack on any of your Characters. A Defensive Action is not considered your turn; it is your response to your opponent's Attack and is considered part of his turn, just as your opponent's Defensive Actions are a part of your turn. In other words, if one of your Characters is attacked, you may play a Defensive Action to block the Attack and then go ahead and take your turn to Attack, or play a Special card.

An incoming Attack can only be blocked by the Character at which the Attack is directed (except in the case of certain defensive Special cards.) If the Defensive Action is successful, the Attack is blocked and both the attacking and defending cards are discarded into the appropriate Discard piles of the players who played them.

In order to successfully block an incoming Attack, the Character who is being attacked must play one of the following Defensive Actions:

  • A Power card with a Value equal to or greater than the Value of the incoming Attack.

  • A Power card plus a Basic Universe card that, added together, are equal to or greater than the Value of the incoming Attack.

  • A Power card plus a Universe: Training card that, added together, are equal to or greater than the Value of the incoming Attack.

  • A Tactic: Doubleshot combined with a Power card. When this is used for defense, the Tactic card protects only the Character playing the card.

  • A defensive Special or Aspect card that defeats the specific Power Type and/or Value of the incoming Attack.

  • An Activator card that may be immediately exchanged with a defensive Special card from beneath a Battlesite that defeats the specific Power Type and/or Value of the incoming attack.

Remember, when playing Power cards or Universe cards as Defensive Actions, it must first be determined that the Character is able to use the desired Power card or Universe card. Just as above, a Power card is playable by a certain Character if the Value of the Power card is equal to or less than the Rating listed until the same Power Type on the Character's Power Grid. Each Universe card has what is required to use it listed on the card. Teamwork cards, and Ally cards may not be used for Defensive Actions.

When playing a Defensive Action, any Power Type of defense may be used to defend against any Power Type of Attack. For example, a Character being attacked with a Strength Power card with a Value of 5 may successfully defend with an Energy Power card with a Value of 5 or even with a Fighting Power card with a Value of 3 combined with a Universe card that gives a bonus of +2 or more to Fighting (3+2=5)

A player is never obligated to play a Defensive Action and may simply choose to allow the Attack to succeed and take the Hit (See Hits.)

Defending the Battlesite —Defending a Battlesite is similar, but not identical, to defending one of your Front Line Characters (See above). A Battlesite may defend itself in the following manner:

  • Defend with a Power card - To begin with, since a Location card does not have a Power Grid (See Power Grid), it must rely on the Power Grids of your Front Line Characters. In other words, a Battlesite may defend itself with any Power card that is usable by your at least one of your Active Front Line Characters. If a Power card is not usable by one of your Active Front Line Characters, then it is also not usable by your Battlesite. In addition, a Battlesite may never use either Basic Universe cards, or Universe: Training cards along with a Power card to defend itself.
  • Defend with an Activator card - A Battlesite may play any Activator card that can be immediately exchanged for a Special card that will defeat the Power Type or Value of the incoming attack, just as a Front Line Character could (See above). At no time may any of your Front Line Characters play Special cards to defend a Battlesite unless the Special card itself specifically says so.

Hits

When an Attack is successful, the card that was used to make the Attack is left in front of the attacked Character card to indicate that he has taken a Hit. It is important to keep Hits that were scored in the current battle separate from hits that were scored in previous battles.

K.O.'s —A Character is considered K.O.'d when one of the following occurs:

  • The Cumulative K.O.—At the moment the Values of all of the Hits taken by a Character add up to 20 or more. This includes all Hits in the Permanent Record, and Hits From The Current Battle. (See Hits From the Current Battle and Permanent Record)

  • The Spectrum K.O.—At the moment a Character has taken at least three of the four Power Types as a Hit, regardless of their Value.

When a Character is K.O.'d, a number of things occur. They are as follows:

  • The Character Card is immediately removed from play and placed into the Defeated Characters Pile.

  • Any cards Placed to the K.O.'d Character are immediately discarded into the appropriate Discard piles.

  • All Hits in the K.O.'d Character's Permanent Record (See Permanent Record) are immediately returned to the player who played them to be discarded into his appropriate Discard piles.

However, Hits scored on the Character from the Current Battle (See Hits From the Current Battle) should remain until the end of the battle. After the Venture Total (See Venture Total) has been determined, those Hits should be returned to the player who played them and then discarded into his appropriate Discard piles.

  • When a Character is K.O.'d, the cards in your Hand that only he can use (for example, a Special card), should not be discarded in the middle of the battle. These cards may be kept in your Hand, and used to bluff, but may no longer be played. However, after that battle and for as long as the Character remains K.O.'d, cards that only the recently K.O.'d Character can use should be considered Unusable, and discarded accordingly.

Knocking Out the Battlesite —It should be noted that, just as a Battlesite has specific conditions on how it may defend itself, it also has specific conditions on how it is K.O.'d. A Battlesite may be K.O.'d in only one way.

  • The Cumulative K.O. for Battlesites - At the moment the Value of all of the Hit taken by a Battlesite add up to 30 or more. This includes all Hits in the Permanent Record and Hits From the Current Battle. (See Hits) Remember, this isthe only way that a Battlesite can be K.O.'d. A Battlesite may never be Spectrum K.O.'d (See Spectrum K.O.).

When a Battlesite is K.O.'d, a number of things occur. They are as follows:

  • The Battlesite is immediately removed from play and discarded into the Defeated Characters Pile.
  • Any Special cards that remained beneath the Battlesite at the moment it was K.O.'d are immediately discarded into the Defeated Characters Pile.
  • All Hits in the K.O.'d Battlesite's Permanent Record (See Permanent Record) are immediately returned to the player who played them, and discarded into the appropriate discard piles.
  • At the end of the Current Battle any Hits that were in the K.O.'d Battlesite's Hits From the Current Battle are returned to the player who played them, and discarded into the appropriate discard piles.

Hits From The Current Battle —Successful Hits From The Current Battle are left sideways in front of the Character that has been hit until the end of the battle. They should not be tucked under the Character card to become part of that Character's Permanent Record (See Permanent Record) until after the Venture Total (See Venture Total) has been determined.

The Permanent Record —At the end of each battle, after the Venture Total has been determined (See Venture Total), all Hits that were scored against each Character should be tucked under the front of that Character card. This is the Character's Permanent Record of Hits. All Power Types and Values of hits in every Character's Permanent Record should be visible to both players.

Ending the Battle

A battle is considered over if any of these situations occur:

  • Both players Pass, consecutively.

  • One player has no Front Line Characters.

  • One player Concedes.

When a battle is over, all cards remaining in both player's Hands are discarded into the appropriate Discard piles, but all Placed cards remain.

The Venture Total —When the battle is over, the Venture Total must be determined. To figure out your Venture Total, add the Values of all of the Hits from the Current Battle inflicted on any of your opponent's Characters. This includes Hits from Power Cards, Teamwork cards, Ally cards, and Special cards. Do not add any bonuses from Universe cards, or any Hits from a Character's Permanent Record. Compare your Venture Total to your opponent's. Remember, only Hits that were scored against your opponent's Characters are to be counted for the Venture Total. Any Hits that were scored on your opponent's Battlesite are not counted for Venture Total. The player with the higher Venture Total wins the battle and moves his Mission cards up, while the player with the lower Venture total loses the battle and moves his Mission cards down. (See Venture.) If this results in one player having completed his entire Mission, or one player having to abandon his Mission, then the game is over. (See Victory.)

If the Venture Totals are the same, then the Battle is declared a draw. If this is the case, leave the current Ventured Mission cards where they are, draw fresh Hands, and begin a new battle with the same player going first who went first last time. Remember to Discard, Place, and Venture additional Mission cards on the outcome of the new battle. After the Venture Total has been determined, all Hits From the Current Battle should be tucked under the front of the Character that the Hit was scored against, and become part of his Permanent Record.

The Reserve Character

Characters who are in Reserve may not play any cards or be attacked. Certain Special cards may allow a Reserve Character to Attack or be attacked. If attacked in this manner, the Reserve Character may play a Defensive Action. You may Place cards to your Reserve Character just as you would your Front Line Characters. They have the same limit of one Power card, one Universe card, and one Special card. The only difference is that cards Placed to the Reserve Character are not considered part of your Hand for purposes of discarding duplicates and Unusables. However, in order for a card Placed to the Reserve Character to not count as a duplicate, it must have been Placed in a previous battle. For example, two Power cards with a Value of 7 drawn in the same Hand would be considered duplicates. But a Power card with a Value of 7 that was Placed to the Reserve Character in a previous battle would not be considered a duplicate of any Value 7 Power cards drawn in a later battle. (See Discarding.) Also, if you draw certain cards that can only be used by a Reserve Character you must either Place them to the Reserve Character (if possible) or Discard them as you would any other Unusable cards. If a player has one of his Front Line Characters K.O.'d during a battle (See K.O.'s) his Reserve Character is moved up to become one of the Front Line Characters at the start of the next battle. The Reserve Character is not moved to the Front Line during the same battle in which a Front Line Character is K.O.'d. From that point on, the Reserve Character is to be considered a Front Line Character.

Aftermath

When the battle is over, the Venture Total has been calculated, and the winner of the battle has been determined (See Venture Total), and neither player has achieved Victory (see Victory), it is time to begin a new battle. To begin a new battle, draw a fresh Hand of eight cards, and start the whole process over again. This time, the player who had the higher Venture Total from the previous battle must go first.

If, after a number of battles, a player does not have enough cards in his Draw Pile to draw the needed amount of cards, the Power Pack is immediately reshuffled and becomes the new Draw Pile. This process is repeated over and over, as many times as is necessary to complete the game.

Victory

There are two ways to win the game.

  • K.O. all of your opponent's Characters—This means K.O. all of his Front Line Characters, and his Reserve Character. This does not have to be done in one battle. And, more likely, will be accomplished over a number of battles.

  • Complete your Mission—This is accomplished by managing to get all seven pieces of your Mission into the Completed Missions Pile. Again, this does not have to be done in one battle. And, more likely, will be accomplished over a number of battles.

It should also be noted that if you are forced to abandon your Mission (i.e. If you ever have all seven pieces of your Mission in your Defeated Missions Pile) then you are unable to Venture and must forfeit the game. Your opponent immediately wins the game.

Of Special Note

OverPower has a number of deck building and game playing guidelines that should be kept in mind while building your deck and playing games of your own.

The OverPower Code Rule —The DC OverPower Code Rule is as follows:

Some Universe and Special cards have a Code on them indicating whether they must be played by a "Hero" or a "Villain". The Code appears as an "H" or "V" in the lower left corner of the card. This Code corresponds to an identical code on the Character cards. The DC OverPower Code Rule states that Character cards coded with an "H" may never play Specials or Universe cards coded with a "V", even if they meet all the requirements of the card. Likewise, Character cards coded with a "V" may never play Specials or Universe cards coded with an "H", even if they meet all the requirements of the card. If a Special or Universe card is not coded, then it may be played by Character cards coded either "H" or "V", provided that all other requirements to play that card have been met. If a Character card does not have an "H" or "V" Code, then that Character card may play Specials and Universe cards coded either the "H" or "V" code, provided that all other requirements to play that card have been met.

Inherent Ability —Some Character cards have Inherent Abilities, a line of text appearing at the bottom of the card, beneath the Character's Power Grid. This line of text explains a game effect or game condition that is unique to that specific Character card. For example, an Inherent Ability might read "May on be Cumulative K.O.'d by 30 or more points." In this case, this Inherent Ability would override the normal 20 or more points to K.O. for that particular Character card, and that Character card only. In some cases, a player does not have to spend his turn to use an Inherent Ability; however some Inherent Abilities are only possible on your turn, or only possible on your opponents turn. Each Inherent Ability states exactly when and how the Inherent Ability is to be used. Not all Character cards have Inherent Abilities

The Sum Deck Rule —The Sum Deck Rule is an OverPower Legion deck-building rule that determines the maximum Value of the sum of all of your Character' Power Grids in order for your deck to be considered tournament legal. The Sum Deck Rule is as follows:

To maintain a Tournament Legal Team, the Sum of all of the Ratings of all of the Power Grids for your team is directly proportional to the total number of Ranks, and must conform to the following chart:

  • A 12-Rank team must be no more than 58 Points
  • A 13-Rank team must be no more than 62 Points
  • A 14-Rank team must be no more than 67 Points
  • A 15-Rank team must be no more than 72 Points
  • A 16-Rank team must be no more than 76 Points

To determine the number of Ranks for your team, simply count the total number of Power Types on the Power Grid of the Character card. Each Character card will have either three or four different Power Types (Fighting, Energy, Strength, and possibly Intellect). Then add the number of Power Types of the four Characters on your team. The total is your team Rank.

The sum of all Power Ratings from a Character's Power Grid is the Points each Character is worth. For example, an original release Wolverine is a 3-Rank Character, with a Point value of 14. Superman is a 4-Rank Character (because he has the Intellect ability) with a Point Value of 21. The sum of all Power Ratings from all four of your Characters' Power Grids is the Points your entire team is worth.

The Home Base Exception —The Home Base Exception is an amendment to the Sum Deck Rule (See The Sum Deck Rule). The Home Base Exception states that a players team, for tournament deckbuilding purposes, may exceed the predetermined Point limitation if, and only if, the player is using a Home base and his team of Characters meets all of the requirements of that particular Home Base (See Home Base).

The Fusion Rule —The Fusion Rule is an OverPower Legion ruling on how MultiPower cards function for Spectrum K.O.'s. The Fusion Rule is as follows:

All MultiPower cards, not including MultiPower Specials, scored as Hits on one Character must all function as one Power Type. That one Power Type may change if the attacking player that scored the Hits so chooses; however any change affects all MultiPower cards on that Character. MultiPower cards scored as hits on other Characters may be of other Power Types. MultiPower cards that only have three icons automatically pick up the fourth icon once another MultiPower card that contains all four icons joins it as a Hit on the same Character.

The Combination Exclusion —The Combination Exclusion is an OverPower Legion ruling on how MultiPower cards interact with Special cards. The Combination Exclusion is as follows:

Any Special that states that it may be combined with a Power card, must be combined with exactly the stated Type of Power card, and may never be combined with a MultiPower card. In the case of an additional Attack that may follow a Special card, a MultiPower card may be used.

The Clone Rule —The Clone Rule is an OverPower Legion ruling on the different types of Character cards with which you may build a deck. The Clone Rule is as follows:

No two identical Characters may be on the same team. It should be noted that a particular 3-Rank Character is considered identical to his 4-Rank counterpart; therefore, it is not possible to have the 3-Rank version of Spider-Man and the 4-Rank version of Spider-Man on the same team. However, it is perfectly legal for opposing players to have identical Characters to each other.

The Any Character Limitation —The Any Character limitation is an OverPower Legion ruling on how Any Hero and Any Character Special cards may be used during an officially sanctioned OverPower tournament game. The Any Character Limitation is as follows:

  1. Any Hero Special cards and Any Character Special cards may never be retrieved from the Dead Pile with the Any Hero/Any Character BQ Special card (The Web Headed Wizard and The Wizard in Top Hats & Tails, respectively).
  2. Any Hero Special cards and Any Character Special cards may never be used to fulfill the follow up requirements of a Universe: Ally card. The follow up requirement of a Universe: Ally card MUST be a Character Specific Special.

The Power Leech Target Rule — the Power Leech Target Rule is an OverPower Legion ruling on how the Any Character "Power Leech" Special may be used during an officially sanctioned OverPower tournament game. The Power Leech Target Rule is as follows:

The Any Character "Power Leech" Special card must target a specific Character on the opponent's Front Line. This Character may then make a Defensive Action in an attempt to resist the effects of the Power Leech. As the Power Leech does not have a Value, the Defensive Action cannot be Value Specific (in other words, "Avoid 1 attack of 9 or less" would not work, but "Avoid 1 Attack" would.). If the targeted Character is unable to defend against the Power Leech, then the attack is successful and the target Character's team, not the target Character alone, must discard the appropriate number of cards. Remember, The "Power Leech" must target an Active Front Line Character and may never target an opponent's Battlesite, or Home Base.

Beyonder — Beyonder counts towards 28 points for deck building. Beyonder can use any Special that the characters on your team can use, but he may not use "One Per Deck" Specials (this includes Any Hero/Character Specials as well). His power grid is are always the highest of all of the conscious characters. This means that if Beyonder is put on a team with Mojo (6-3-1-6), Jean Grey (7-3-2-4), and Jubilee (6-4-2-4), then his stats are effectively 7-4-2-6. If Jean Grey were K.O.'d, then his stats would change to 6-4-2-6. If Beyonder is the last character left standing, then his stats are the same as the second to last character left standing.

Rulings

  • A Character is K.O.'d, regardless of any Specials or Inherent Abilities, if their Hits amount to both a Cumulative and Spectrum K.O.
  • If a Location card is used in a deck as a Battlesite, then Any Hero/Any Character cards cannot be used.

Guide to Playing Specials

CodeOffenseDefenseDurationMeta Rules
A1 Yes No Battle 42, 149
A2 Yes No Game 149, 165
A3 Yes No Game 162, 165
A4 Yes No Game 32, 47
A5 Yes No Game 163, 165
A6 Yes No Instant 29, 30, 122, 143
A7 Yes No Instant 149
A8 Yes Yes Instant 80, 84, 135
A9 Yes No Battle 29, 30, 103, 122
AA Yes No Instant 1, 2, 4, 5, 6, 7, 8, 9, 40, 135
AB Yes No Instant 1, 2, 4, 5, 6, 7, 8, 9, 10, 40
AC No Yes Instant 12, 13, 25, 31, 101
AD No Yes Instant 3, 14, 15, 16, 17, 18, 19, 22, 31, 67, 68, 86, 111
AE Yes No Instant 11, 15, 20, 21, 31, 92, 97, 135
AF Yes No Battle 5, 19, 149
AG No Yes Instant 22, 67
AH Yes Yes Instant 18, 23, 66, 67, 86, 111
AI Yes No Instant 25, 32, 51, 101, 103, 150, 152
AJ Yes No Instant 26, 78, 114
AK Yes Yes Instant 27, 28, 97, 132
AL Yes No Instant 29, 30, 31, 32, 33, 47, 103, 149
AM Yes Yes Battle 15, 16, 17, 34, 35, 36, 37, 38, 54
AN Yes No Instant 39, 45
AO Yes Yes Instant 40, 41, 42, 43, 58, 93, 97, 128
AP Yes No Instant 44, 111
AQ Yes No Instant 45
AR Yes No Battle 29, 46, 55, 122, 143, 152
AS Yes No Battle 16, 34, 40, 47, 151
AT Yes No Instant 48, 49
AU Yes No Instant 25, 50, 51, 139, 150
AV Yes No Battle 5, 25, 52, 150, 152
AW Yes No Battle 5, 53, 95, 149
AX Yes No Battle 25, 52, 150, 152
AY Yes Yes Battle 10, 23, 35, 54, 90
AZ Yes No Battle 52, 150, 152
B1 Yes No Instant 131
B2 Yes No Game 164, 165
B3 Yes No Battle 128
B4 Yes No Instant 82
B5 Yes No Battle 3, 165
B6 Yes No Game 164
B7 Yes No Instant 82
B8 Yes No Instant 32, 153
B9 No Yes Instant 13, 25, 101
BA Yes No Instant 44, 45, 57, 58, 111, 124
BB Yes Yes Battle 15, 16, 34, 35, 37, 38, 47, 54
BC Yes No Battle 59, 95
BD Yes No Battle 60, 139, 150, 152
BE Yes No Instant 5, 61, 62, 69, 126
BF Yes No Game 63, 64, 73, 90, 145
BG Yes Yes Battle 15, 16, 17, 34, 35, 36, 37, 38, 54, 93
BH Yes Yes Battle 16, 17, 34, 37, 38, 54
BI Yes No Instant 10, 31, 34, 35, 37, 65
BJ Yes Yes Battle 66, 67
BK Yes No Battle 3, 35, 38
BL Yes Yes Battle 25, 69, 70, 126
BM Yes No Battle 25, 29, 30, 122, 143, 152
BO Yes No Instant 11, 15, 20, 21, 31, 92
BP Yes No Instant none
BQ Yes No Instant 71, 99, 156
BR Yes No Game 19, 72, 73, 90
BS Yes Yes Battle 54, 74
BT Yes No Battle 11, 75, 149
BU Yes No Battle 11, 21, 76, 92, 152
BV Yes No Instant 21, 132, 149
BW Yes No Instant 77, 78
BX Yes No Instant 34, 79, 80, 132, 149
BY Yes No Instant 40, 50, 97, 111, 139
BZ Yes No Battle 25, 150
C1 Yes No Game 165, 166
C2 Yes No Instant 1, 2, 4, 5, 6
CA Yes No Instant 82
CB Yes No Instant 25, 83, 132
CC Yes Yes Instant 80, 84, 135
CD Yes Yes Battle 10, 18, 66, 86
CE Yes No Instant 77, 78
CF Yes No Instant 87, 88
CG Yes No Game 73, 89, 90
CH Yes No Battle 52, 103, 150
CI Yes No Instant 11, 21, 91, 97
CJ Yes No Instant 21, 93
CK Yes No Battle 53, 73, 94, 95, 96, 108, 119, 145
CL Yes No Battle 94, 108, 153, 155
CM Yes No Battle 15, 16, 17, 34, 35, 36, 37, 38
CN Yes Yes Battle 66, 86, 97
CO Yes No Battle 25, 52
CP Yes No Instant 97
CQ Yes No Battle 16, 98, 149
CR Yes No Instant 82
CS Yes No Instant 99
CT Yes Yes Game 12, 13, 25, 31, 145
CU Yes No Instant 29, 30, 122
CV Yes No Instant 44, 58, 74
CW No Yes Battle 66, 67
CX Yes No Instant 15, 20, 21, 92, 97
CY Yes No Instant 1, 2, 4, 5, 9, 11, 21, 40, 151
CZ Yes No Instant 29, 30, 122, 152
DA Yes No Battle 60, 150
DB Yes Yes Instant 22, 25, 103, 148
DD Yes Yes Battle 15, 16, 25, 34, 35, 36, 37, 38, 54, 150
DE Yes Yes Battle 16, 31, 34, 35, 37, 38, 147
DF Yes No Instant none
DG Yes No Instant 1, 2, 4, 5, 6, 9, 40
DH Yes No Instant 1, 2, 4, 5, 6, 10, 40, 150
DI Yes No Battle 25, 52, 86
DJ Yes No Instant 47, 82, 149
DK Yes No Battle 16, 17, 34, 35, 37, 38, 147
DL Yes Yes Battle 15, 16, 17, 34, 35, 36, 37, 38, 150
DM Yes Yes Battle 16, 17, 34, 35, 37, 38
DN Yes Yes Battle 16, 17, 34, 35, 37, 38, 123
DO Yes Yes Instant 25, 40, 41, 42, 43, 58, 93
DP Yes No Battle 18, 110, 111, 150
DQ Yes No Instant 63, 64, 73, 90, 150
DR Yes No Instant 78
DS Yes No Instant 99
DT Yes Yes Game 66, 67, 73, 90
DU Yes No Instant 2, 4, 5, 6, 9
DV Yes No Instant 34, 35, 37
DW Yes No Battle 20, 92
DX Yes Yes Battle 46, 55
DY Yes Yes Instant 42, 85, 116, 147
DZ Yes No Battle 5, 25, 150
EA Yes No Instant 32, 111
EB Yes No Battle 12, 113, 122
EC Yes No Instant 50
ED Yes Yes Instant 3, 40, 41, 42, 43, 58, 93, 97, 128
EE Yes Yes Instant 33, 84, 120, 128
EF Yes No Instant 48, 49, 97
EG Yes No Instant 29, 30, 111, 122, 143
EH Yes No Battle 5, 29, 30, 66, 122, 143
EI Yes No Instant 61, 69, 126
EJ Yes No Instant 29, 30, 84
EK Yes No Game 63, 73, 89, 90
EL Yes No Battle 18, 29, 30, 110, 111, 122, 143
EM Yes No Instant 29, 30, 122, 143
EN Yes No Instant none
EO Yes No Instant 29, 30, 122, 143
EP Yes No Instant 78
EQ Yes Yes Battle 16, 34, 35, 37, 38, 49, 54
ER Yes No Instant none
ES Yes No Battle 20, 80, 92
ET Yes No Instant 31, 32, 33, 47, 111, 130
EU Yes No Battle 20, 80, 92
EV Yes No Instant 32, 33, 47, 111
EW Yes No Instant 31, 34, 35, 37, 65
EX Yes No Battle 18, 44, 86, 110, 111, 150
EY Yes No Battle 18, 44, 86, 111
EZ Yes No Battle none
FA Yes No Battle 5, 12
FB Yes No Instant 78, 140, 150
FC Yes No Instant 97
FD Yes No Battle 110, 150, 152
FE Yes No Instant 1, 2, 4, 5, 6, 9, 40
FF Yes No Battle 34, 35, 36, 37, 38, 54, 63, 73, 86, 90
FG Yes No Battle 40, 53, 58, 149, 157
FH Yes No Instant 29, 30, 33, 40, 47
FI Yes No Instant 29, 30, 48, 49, 78, 143
FJ Yes No Battle 40, 45, 151
FK Yes No Instant 26, 78
FL Yes No Game 47, 75, 111, 149
FM Yes No Battle 52, 53, 110, 112, 152
FN Yes No Battle 5, 25, 52, 110, 150, 152
FO Yes No Instant 25, 32, 40, 47, 101, 103, 150, 152
GA Yes No Battle 44, 110, 150, 152
GB Yes No Instant 29, 30, 106, 122, 143, 154
GC Yes No Instant 31, 32
GD Yes No Instant 29, 84, 122
GE Yes No Instant 100, 131, 149
GF Yes No Instant 128, 129, 149
GG Yes No Instant none
GH Yes No Instant 31, 100, 131, 137
GI Yes No Game 73, 90
GJ Yes No Instant 1, 2, 4, 5, 6, 9, 40, 45
GK Yes No Instant 25, 56, 101, 149, 152
GL Yes No Instant 78
HA Yes No Game 73, 90, 150
HB Yes No Instant 99
HC Yes No Battle 21, 132
HD Yes No Instant 78, 99
HE Yes No Battle 18, 81, 86, 111, 139
HF Yes No Instant 45
HG Yes Yes Battle 14, 21, 22, 31
HH Yes No Game 72, 73, 90
HI Yes Yes Game 54, 72, 73, 90, 102
HJ Yes No Instant 82, 111
HK Yes No Instant 137, 138, 150
HL Yes No Battle 11
HM Yes No Instant 48, 49, 78, 136
HN Yes No Instant 135
HO Yes No Instant 29, 122, 143, 149
HP Yes No Instant 32, 153
HQ Yes No Instant 48, 49, 78
HR Yes No Instant 45
HS Yes No Battle 53, 95, 134
HT Yes No Instant 40, 48, 49, 78, 97, 99
HU Yes Yes Game 54, 72, 73, 90, 102
HV Yes No Game 72, 73, 90
HW Yes No Instant 78, 99
HX Yes Yes Battle 3, 16, 19, 34, 35, 37, 54
HY Yes No Instant 29, 122, 143
HZ Yes No Instant 78, 99
IA Yes No Instant 25, 103, 131, 150
IB Yes No Battle 25, 51, 103, 149, 152
IC Yes No Game 73, 90
ID Yes No Instant 1, 2, 4, 5, 6, 9, 34, 37, 40
IE Yes No Battle 133
IF No Yes Instant 69, 126
IG Yes No Instant 78, 99, 103
JA Yes No Instant 32, 48, 49, 97
JB Yes No Instant 30, 131
JC Yes No Instant 1, 2, 4, 9, 40, 45, 153, 155
JD Yes Yes Game 5, 52, 73, 90
JE Yes No Game 73, 90, 111, 130
JF Yes No Game 73, 90, 135
JG Yes No Game 73, 90
JH Yes No Battle 16, 17, 29, 30, 34, 37, 122
JI Yes No Battle none
JJ Yes No Instant 32, 47, 97, 103
JK Yes No Instant 31, 47, 111, 130
JL Yes No Battle 128, 129
JM Yes No Instant 106, 154
JN Yes No Instant 16, 29, 34, 37, 122, 127
JO Yes Yes Game 54, 63, 73, 90
JP Yes No Game 63, 73, 90
JQ Yes No Battle 5, 118, 149
JR Yes No Battle 5, 32, 153
JS Yes No Game 21, 22, 67, 73, 79, 90, 132
JT Yes No Instant 40, 97
JU Yes No Game 35, 73, 90, 125
JV Yes No Instant 29, 30, 122, 143
JW Yes No Instant 44, 58, 124
JX Yes No Instant 29, 30, 106, 122, 154
JY Yes No Instant 44, 58, 146
JZ Yes No Instant 44, 58, 124
KA Yes No Instant 16, 34, 45, 123
KB Yes No Instant 29, 122
KC Yes No Depends 121, 145
KD Yes No Game 11, 120, 150
KE Yes No Instant 48, 49, 78
KF Yes No Instant 32, 47, 154
KG Yes Yes Battle 10, 66
KH Yes No Battle 5, 118, 149
KI Yes No Battle 25, 52
KJ Yes No Game 73, 95, 96, 119, 145
KK Yes No Instant none
KL Yes No Instant 51, 116, 152
KM Yes No Instant 97, 149
KN Yes Yes Game 90, 115, 132
K.O. Yes No Instant 11, 29, 30, 47, 97
KP Yes Yes Battle 66, 97
KQ Yes No Instant 47
KR Yes No Instant 31, 33, 47, 149
KS Yes No Instant 31, 32, 47
KT Yes No Battle 25, 52, 113, 145, 150
LA Yes No Instant 112, 114, 150
LB No Yes Battle 15, 22, 66, 67, 112
LC Yes No Instant 111, 135
LD Yes No Battle 5, 25, 51, 52, 67, 110, 112, 152
LE Yes No Battle 109, 110, 150
LF Yes No Instant 25, 32, 51, 103, 150, 152
LG Yes No Game 63, 73, 90, 104
LH Yes No Battle 53, 95, 134
LI Yes No Instant 31, 32, 47, 103
LJ Yes No Instant 26, 99
LK Yes No Battle 39
LM Yes No Instant 34, 135
LN Yes No Battle 12, 13, 25, 31, 101, 124
LO No Yes Instant 15, 18, 22, 48, 49, 67, 86, 111, 164
LP Yes No Battle 53, 95, 105
LQ Yes No Instant 1, 2, 4, 5, 6, 7, 9, 10, 29, 40, 44, 122
LR Yes No Instant 1, 15, 20, 21, 45, 92, 97
LS Yes No Battle 53, 95
LT Yes No Instant 16, 34, 106
LU Yes No Game 73, 90, 150
LV Yes No Instant 26, 99
LW Yes No Game 73, 90, 98, 141, 150
LX Yes No Game 48, 49, 73, 78, 90, 142, 164
LY Yes No Game 73, 90, 97
LZ Yes No Game 29, 73, 90
MA Yes No Instant 44, 45, 58, 124
MB Yes No Game 29, 122, 145
MC Yes No Battle 5, 45, 151
MD Yes No Battle 97, 149
ME Yes No Battle 53, 149
MF Yes No Game 53, 72, 73, 90, 102, 150
MG Yes Yes Game 21, 73, 90
MI Yes No Game 73, 90
MJ Yes No Game 73, 90
MK No Yes Instant 10, 18, 23, 111
ML Yes No Battle 29, 122, 143
MM Yes No Battle 149
MN Yes No Instant 144
MO Yes No Instant 16, 31, 34
MP Yes No Game 53, 141
MQ Yes Yes Game 54, 73, 90
MR Yes No Game 10, 73, 90
MS Yes No Instant 33, 47, 103
MT Yes No Battle 19, 29, 30
MU Yes No Game 29, 30, 59, 95, 122
MV Yes No Instant 103
MW Yes Yes Game 16, 17, 34, 37, 38, 54, 73, 90, 150
MX Yes Yes Game 16, 17, 34, 37, 38, 54, 73, 90
MY Yes No Battle 53, 95
MZ Yes No Instant 19, 25, 32, 51, 103, 152
NA Yes No Battle 32, 47, 95, 103
NB Yes No Battle 31, 40, 151
NC Yes No Battle 5, 149
ND Yes No Battle 16, 17, 34, 35, 36, 37, 38
NE Yes No Battle 132, 150
NF Yes No Game 73, 90, 103, 150
NG Yes No Battle 29, 30, 122, 143
NH Yes No Battle 29, 30, 122, 143
NI Yes No Instant 29, 30, 122, 143
NJ Yes No Instant 42, 45, 162
NK Yes No Instant 48, 78, 157, 164
NL Yes No Battle 53, 95, 134
NM Yes No Instant 158, 159
NN Yes No Battle 5, 110
NO Yes No Game 29, 30, 122
NP Yes No Game 149, 163
NQ Yes No Instant 120
NR Yes No Instant 32, 48, 49, 97
NS Yes No Battle 51, 52, 53, 110, 152
NT Yes No Instant 29, 30, 122
NU Yes No Instant 44, 58, 124
NV Yes No Instant 29, 30, 122
NW Yes No Instant 29, 30, 122, 152
NY Yes No Game 32, 153
NZ Yes No Instant 32, 47
OA Yes No Instant 29, 30, 122, 158
OB Yes No Instant 26, 29, 99, 122, 143
OC Yes No Instant 114, 152
OD Yes No Game 160, 161
OE Yes No Instant 158
ZY Yes No Battle 51, 152
ZZ Yes Yes Instant 40, 41, 42, 43, 58, 93, 97, 107

Non-Meta Rule Information - Certain Specials have information that falls outside the scope of Meta Rules.

CodeInformation
A3 The phrase "may not be defended" should read "are not affected"
AP Rhino's Rhino Charge should read "…may not be defended by a card with an Energy icon."
BB "Opponent" should read "Character"
BC This Special can only be played in the battle preceding the battle in which the reserve would come up to the front line.
BD A 'skill' type and a 'power' type are synonymous
BK Attacks which may be different types (such as a Multipower power card attack) do not have to be declared, but if they are not declared prior to the defensive action being made, then the defending player may declare the type to their benefit.
BL Whether the individual card can be played Offensively or Defensively depends on the wording of that card
BS This Special only affects power cards played defensively against other power card attacks. The power card that hits the attacker does not give the attacker the ability to defend against it.
BY The Any Hero/Character version of this Special must first land as a hit on a targetted character. If it hits, it affects the opponent as normal. However, as it targets a character, it can be avoided, shifted, etc. under normal rules.
CD If played on a character with a KC Special in play, then it adds the text "..or until player no longer has any of the applicable type of card to attack with" to the conditions of the KC Special
CL The wording for all versions of this Special should be "…may play any 1 K.O.'d teammate's Special in next battle."
DQ Each version of this Special clearly indicates it's duration. The text of the card overrides this guide.
EE This Special may be used to avoid 1 power card attack that is made against the Character playing the Special OR one of the character's teammates. It can also be used to remove a hit from the Character playing the Special or one of their teammates.
EN The Any Character version of this Special has a restriction on it - a player may not play this card in a battle in which they bet more than 2 Mission cards.
FA This Special may not be played defensively.
FD All version of this Special should read "Only {character} and target character may make any actions for the remainder of battle." (attack, defend, make offensive actions, etc.)
GC Hits may only be removed from one character - the playing character or one of their teammates
GD All versions of this card should read that the value upon a hit acts as one type or another.
HP Cards which are already in play (from this battle or previous battles) on the character remain in play after the switch. The teammate swapped might have been K.O.'d for many battles prior to playing the Special.
HQ All versions of this Special are to be considered One Per Deck.
HY Discards may be placed to target character or in hand - cards placed to characters that are not targetted remain unaffected.
IF Discarded cards must come from the players hand - placed cards may not be discarded
KC If a character has this Special in play, any cards which are played in addition to this Special that restricts the type of attack that can be made against the character add the text "..or until player no longer has any of the applicable type of card to attack with" to the conditions of the KC Special
LB "Attacks from Battlesite" refers to attacks made with Activator cards - the attack itself is coming from the character, not the battlesite
LY This Special would make all Power cards of the same value and type count as one card during the discard phase. For example, if a player has this Special in play with a level 4 Fighting Power card, and draws the following in the next hand: 2 level 4 Fighting power cards, a level 4 Strength power card and a level 4 MultiPower card, then the player may choose to keep either the 2 fighting power cards, or the strength power card or the multipower card. It does not allow you to keep the 2 fighting power cards AND either the strength power card or the multipower card.
MM The wording on the Special is redundant and might be misleading. The hits on current battle are discounted towards the Venture Total. They are not subtracted from the Venture in addition to this.
NT If Opponent has fewer cards in Hand than the Player, then no cards are discarded from hand.

Meta Rules Summary

(1) Specials which state "may" make additional follow-ups do not require that the follow-up be made. Follow-ups can be made even if the initial attack is defended (unless it is negated).
(2) Specials which allow follow-ups do not require the person making the attack to declare if the follow-up will be made or not UNLESS the Special grants a bonus depending on the number of follow-ups. In that case, the number of follow-ups to be made must be declared, but only after the initial attack is resolved.
(3) Specials which use the phrase "numeric" refer to cards which have an attack or defense value, as indicated by a number/icon in the upper left hand corner of the card.
(4) Unless a Special says otherwise, follow-up attacks must be made from the same Character playing the Special.
(5) An attack is something which directly affects either the opponent or one of the opponent's Characters. It does not include offensive actions that do not affect the opposing side.
(6) Follow-up attacks may not be made with a Teamwork card, Ally card, Tactic card, Activator card, Aspect card, or an 'Any Hero/Character' Special.
(7) Follow-up attacks that require they be made against a different Character (or opponent) are lost when there is only one Character left on the opposing team.
(8) Follow-up attacks that require they be made against a different Character may not be made against a Battlesite.
(9) Specials that allow a follow up can be played after another Special that allows a follow up. If a Special allows for teammates to make follow-up attacks, then any follow-up actions allowed by Specials played as a result of that are all lost. If the Special granting a follow up has been played following a non-Special card (like an Ally card) then the follow up attacks are not lost.
(10) If a Special indicates a specific type of "attack" (such as "Fighting attack") then any attack can be made by the Character provided it falls into the legal types of attacks that can be made by the Character and that the attack is made as the specific type.
(11) If a Special indicates a specific type of "card" (such as "Fighting card") then the only card which can be used with this is a "pure" Power card (such as a Fighting Power card). MultiPower and Any-Power Power cards cannot be used.
(12) An attack which is shifted from one Character to another cannot be defended by a card which was already in play at the time of the attack.
(13) Once an attack has been shifted, it cannot be shifted again.
(14) A Front Line Character can play a "teammate avoid" Special for someone in Reserve. A Reserve Character cannot play a "teammate avoid" Special for someone on the Front Line unless specifically stated on the Special.
(15) If part of an attack is defended, then the entire attack that targeted the Character is avoided. If the attack is made in conjunction with a Special which modifies the Character making the attack, then avoiding the attack (in any way) prevents the attacking Character's modification from occurring.
(16) Bonuses only affect the attack/defend value of a Special - never any numbers that are included within the text of a Special (e.g., "Draw 3 cards").
(17) If an avoid indicates that it avoids a numeric amount (e.g., "9 or less") then it can only be used to avoid a numerical attack that is of the value indicated or less. Bonuses/penalties that the team or character have do not affect the level of the avoid.
(18) When a Special indicates a card with a specific icon then it includes cards with the specific icon OR cards that are being played along with a card with the specific icon.
(19) A card that is playable from Reserve may be kept in hand without having to place it to the Reseve Character.
(20) If 2 cards are combined for a single attack, then their values are added together to determine the total attack value that needs to be defended.
(21) If a Special calls for another card to be played with or after it, then the card must be playable by the Character who contributes the card - even if the Special indicates otherwise.
(22) An avoid can only be used in the case that (a) there is a Character targeted and (b) the attack being defended qualifies as the type of attack possibly indicated by the Special.
(23) If the text of a Special begins with "Avoid 1 attack" or a similar phrase, then it may only be played defensively and only against the specified type of attack.
(24) A Special which alters how a Character may be attacked can be played offensively or defensively. Other text on the Special may force the card to be played one way or the other.
(25) Only attacks which target a specific Character may be shifted or otherwise defended by a Character specific defensive action. Attacks made on the "opponent" may not be shifted or avoided. Attacks made on a Battlesite cannot be shifted.
(26) When a Special allows one to look through a specific set of cards, it is for not more than one minute.
(27) Specials which affect Universe card bonuses only affect Basic Universe cards, Training cards and Teamwork cards, not Ally cards.
(28) If a Special indicates that it should be played with an action, then the Character who played the Special must play the card as an action.
(29) If a Special has the phrase "if successful", then the second aspect of the Special only takes place in the event that the initial attack is not defended. If the hit lands and is later negated, then the subsequent action is not negated if the result is no longer "on the table."
(30) If a Special has the phrase "if successful", then the second aspect of the Special does not necessarily need to occur. It may not be possible to perform the secondary action. The secondary action may be specified as optional. However, if it is required and possible to perform the second action, it must be done.
(31) When a Special refers to a teammate, it means another Character on your team (unless the text of the Special indicates otherwise) that is not the Character who played the Special. If the Special is referring to all of the Character's teammates, then it does include the Reserve Character. If it is referring to what can be done with a specific teammate, then it applies only to the Front Line Characters. It never means the Battlesite or the Home Base.
(32) If conditions are such that the card cannot be played this battle unless the opponent performs some action, then the card must be placed or discarded as unusable. If the player holds cards that can create the situation by which the card would be playable, then it can be kept in hand.
(33) Cards on the Permanent Record are returned to the opponent once the Character is K.O.'d. Cards in the Current Battle remain. Other Special cards may be played to remove these hits after the Character is K.O.'d (provided that they are still legally playable) but this does not alter the K.O.'d Character's status.
(34) Bonuses/penalties granted by Special cards are never counted towards damage or Venture Total unless specifically stated otherwise on the Special.
(35) Specials which grant bonuses/abilities to the playing Character (or the playing Character's team) that can be played offensively can be played along with an attack. The attack may not be made with a Universe card of any kind (although the Special and attack may be made as a follow-up to an Ally attack). In the event that the attack is defended, the bonus/ability would be defended as well and would not take place. The attack may be defended by defendeding the numeric attack or the Special granting the bonus/ability.
(36) Specials which penalize a Character for any actions may be played on their own as an attack or as a part of a numeric attack (not with a Universe card). In this case, the attack is considered one attack.
(37) Bonuses granted by Special cards do not affect any Character's power grids, but the value at which one determines the attack value/defense value of an action. The bonus/penalty only affects the value of cards with a number/icon in the upper left hand corner.
(38) Bonuses/abilities granted by Special cards affect Universe cards played on subsequent turns. A Universe card may not be played in conjunction with a Special card unless the Special card or Universe card explicitly say so.
(39) Attacks made on the Reserve Character can be defended as if the Character were on the Front Line (attacks may be shifted, "teammate may avoid" Specials may be played, etc.).
(40) Played defensively, negates cause Specials played by the opponent to be defended. Any actions described by the Special that should not be performed upon its success (discarding cards, being unable to attack, follow-up attacks, etc.) should not be performed.
(41) Played offensively, negates remove any effects still being produced by a Special played by the opponent.
(42) Cards which are "in play" are those cards which are: (a) on a Character's Permanent Record, (b) on a Character's Hits from Current Battle, (c) played by a Character to create some effect and has not yet been discarded.
(43) Unless a Special specifically states otherwise, no Special can be played in response to an opponent's defensive action.
(44) When a card specifies what cards may (or may not) be used to defend it, this includes ALL cards used in the defense.
(45) Special cards never fuse with MultiPower Power cards - even if the Special says that it "acts as a MultiPower Power card."
(46) When a Special bestows on one Character the Power Grid (or Skill Levels) of a target Character, the effect takes place immediately after the playing of the Special. The skill ratings are transferred for good or for ill.
(47) When a Special refers to a "Hit" (be it on Permanent Record or Hits from Current Battle) it is referring to a single card, not the sum total of the points of Cumulative damage.
(48) Whenever a Special allows you to draw during the course of the battle, you must discard all drawn cards which are unusable (you may continue to hold any unusables which were unusable prior to the draw).
(49) Whenever a Special allows you to draw during the course of a battle, if it does not indicate whether or not you can keep duplicates, then duplicates must be discarded.
(50) Whenever a Special gives an option depending on the number of cards held by the opponent, the choice is made by the player who played the Special, unless the Special specifies otherwise.
(51) Whenever a Special targets the opponent, the Reserve Character may be affected by the Special.
(52) Specials which alter how a Character (or the opponent) may attack cannot be played defensively unless there is a secondary effect from the Special which is being used defensively.
(53) Specials with lasting effects remain in play even if the Character who played the Special is K.O.'d.
(54) Specials which grant bonuses/abilities/grid changes may only be played defensively if it is necessary to do so in order to defend.
(55) When a Character's Skill Rating changes for whatever reason, any cards (such as Artifacts) which were in play prior to the Special being played continue to remain in play. Any cards which are Placed to the Character remain Placed but can only be played if the new skill ratings allow them to be played.
(56) If a Special acts as one type of attack but does damage as another type of attack, then for purposes of determining the Value added to the Venture Total, the amount applying to damage is used.
(57) A Character card which represents a group of Characters (Brood, Sentinels, Starjammers, etc.) are considered neuter gender (not male or female).
(58) Negates are considered a card being played defensively. If a Special indicates that it cannot be defended by a Special card, then a Negate cannot be used to defend the attack (although it may be used afterwards offensively to negate the effect). If a Special card indicates that it can only be defended by a specific type of card, then this excludes all other cards (including negates).
(59) Specials which affect a Character's ability to come up from reserve cannot be played to force the Character into reserve.
(60) When a Special affects the skills that a person can use, it affects their ability to use any cards that have a skill requirement. It does not affect their ability to play cards that do not have a skill requirement (such as Specials).
(61) Attacks that take place after an opponent concedes are limited to 1 attack to 1 Character. If a Special is played that grants follow-up attacks, the follow-up attacks are forfeited. Cards that requires a teammate's contribution (e.g., DoubleShot cards) can be used. Cards that require a teammates follow-up (teamworks, ally cards) cannot be used. Activator cards can be used.
(62) Attacks that take place after an opponent concedes may not be made with a card that requires a teammate's follow-up (e.g., Teamwork card, Ally card).
(63) Specials which affect a Character's ability to be K.O.'d or how they can perform after they have been K.O.'d cannot be played defensively unless another part of the Special grants a defensive bonus/ability.
(64) Specials which define someone's Hits to K.O. to be a certain amount (e.g., 'Increase to 30') actually give a bonus of the number of points that are granted to the Hits to K.O. (in the above example, an extra 10 points). Therefore if one had both an 'Increase to 30' Special in play and a 'Hits to K.O. are +2' in play, the hits to K.O. would be 32.
(65) Specials which grant a teammate a bonus for one attack must be played with that teammate's attack.
(66) Specials which alter how a Character may be attacked (that can normally be played defensively) can be played defensively against an attack that has been shifted onto them. However, once the Special is in play, it is ineffective against subsequent attacks which are shifted onto the Character.
(67) An 'avoid' Special can only be played when the target of the attack is the player of the Special.
(68) A 'teammate avoid' can only be played when the target of the attack is a teammate of the Character playing the Special, and not the Character itself. The targeted Character may be on either the front line or in reserve. The Battlesite is not considered a teammate.
(69) Specials which affect what happens after an opponent has conceded the battle cannot be played in response to a player conceding before the battle begins (an option both players have).
(70) Specials which prevent an opponent from conceding are played defensively in response to the player conceding. After the Special has been played, it is that players turn (just as it is after any other defensive actions). In other words, the sequence of events is (1) Player X concedes, (2) Player Y plays a Special preventing him from conceding, (3) Player Y then takes their normal turn (4) play proceeds as normal, except that Player X cannot concede as long as the Special preventing it is in play.
(71) When a Special allows a Character to select a card from the Dead Pile and the Special is Character specific (i.e., not an Any Hero/Character) and the Special does not indicate whether or not the card must be usable, then the card drawn from the Dead Pile must be usable by the Character playing the Special.
(72) If a Special grants a Character an ability, then the negation of that Special will remove that ability from the Character. However, any cards which were already positioned or put into play because of the negated Special remain as they are until they are removed through natural progression of the game.
(73) Specials which have a lasting duration remain in play and on the table. The Special card should be positioned next to the Character in a manner in which it is obvious that it is not Placed.
(74) If the player who attacks has a hit land on one of his Characters as a result of the attack, it is still the other player's turn after the turn has been resolved.
(75) When a Special affects what cards are counted towards Venture, this causes no change to how those same cards are counted towards K.O.
(76) To defend "in parts" - the player being attacked may select any of the cards being used in the attack and separate out which will be defended and which will not. The player being attacked then plays one defensive action that will block whatever the 'to be defended' set of cards was made up of.
(77) When a Special calls for cards to be discarded to a particular pile (e.g., Dead Pile, Power Pack, etc.) then the cards are discarded to that pile regardless as to whether or not they are normally discarded to that pile. For example, it would be possible to discard a Teamwork card into the Power Pack if the Special so indicated.
(78) If a Draw Pile runs out of cards during a battle in which more cards from the top of the Draw Pile are needed to perform an action, then the Power Pack is immediately shuffled and becomes the new Draw Pile. If there are no more Power cards remaining in the Power Pack, then the player must continue with as many cards as he/she has.
(79) When a Special indicates that it may "combine" with a universe card, it is referring only to Basic Universe cards and Training card (unless it states otherwise).
(80) When a Special indicates specifically that it may not be combined with a Universe card, this includes Universe cards such as Captain Universe (which normally can be used with Special cards).
(81) When a choice of icon is given, any single icon can be chosen (including the Any-Power icon). MultiPower is not an icon. When a choice of skills is given, only the four skills on a Character's grid may be selected. Any-Power and MultiPower are not skills.
(82) Specials that indicate that Hits on Permanent Record may be exchanged do not require either Character to actually have any hits on their record at the time. The exception being when the Special specifically mentions that two cards of a particular type may be exchanged, in which case, the Character(s) must have the appropriate type hit.
(83) When a Special allows a Character to use a Universe card that is placed to another Character, the Character playing the Special must meet the requirements of that Universe card in order to play it.
(84) Specials which indicate that they act as Power cards only act as Power cards in that they can sometimes be used to attack or defend (as specified on the Special). They do NOT take on any other properties of Power cards i.e., they count towards X-Babies K.O., they do NOT fuse with other MultiPower Power cards, they cannot be removed with an EE Special.
(85) The phrase "on the table" refers to any card which is (a) in play (b) placed to any Character (c) in a Character's Permanent Record or (d) in a Character's Hits From Current Battle.
(86) Power cards that are played as part of a Teamwork attack are still considered to be played as a part of the Teamwork attack (and all icons from the Teamwork card are considered to be a part of the attack). Special cards that are played after playing an Ally card are not considered as part of a Universe card attack. The icons do not join with the Special played.
(87) Missions that can be ventured during the course of a battle do not grant either player the ability to draw additional cards because of a venture going above 2 Mission cards.
(88) When a Special indicates that a Venture can be increased, it is still within the limits of what can be legally ventured. One cannot venture a card from the Completed Mission Pile unless there are cards in the Defeated Missions Pile.
(89) Specials which alter how a Character can be K.O.'d are not in effect if the Character has been K.O.'d by all possible means (spectrum and cumulative). Note that Inherent abilities are always in effect, no matter what conditions have been met.
(90) Specials which alter a Character's abilities/skills that have a lasting duration are discarded when the Character is K.O.'d. Should the Character be resurrected or brought back into play later in the game, the discarded Special would not be in effect. Specials with a lasting duration that do not alter a Character (but affect the opponent or a teammate(s), etc.) remain in play after the Character playing the Special has been K.O.'d.
(91) Specials which affect damage done to a Character do not affect Venture Total unless they specifically say so.
(92) If 2 cards are combined when used in an attack, then once it hits, the 2 cards are separate and distinct hits on the Character's record. Removing or negating one would have no effect on the other.
(93) Played defensively, negates defend any cards which are being used as an offensive action (and therefore defend against the rest of any attack being made).
(94) Specials which require a selection to be made for the next battle require that the selection be made immediately - at the time the Special is played. One may not hold off on a decision until the next battle.
(95) Specials which affect how things occur in the next battle prior to the Battle phase (e.g., before placing begins in the next battle) can be negated in the battle in which they are played. Once the next battle begins (and the effect has already taken place) the Special is no longer in play (it is discarded to the Dead Pile) and cannot be negated. Specials which last longer than the placing phase can still be negated.
(96) Characters resurrected via a Special are automatically K.O.'d after the end of the battle. Therefore, if such a resurrected Character is the last Character standing and that Character manages to K.O. the opposing team or complete the team's Mission then that player is the winner.
(97) If a Special that indicates it should be "played with" another card is negated, both the Special and the card it was played with are discarded. If a negate is played against a Special indicating that a card should be discarded or exchanged, then the negation takes place prior to the discarding.
(98) "All (Character) Special cards" refers only to Specials which belong to that Character. Any Hero/Character Specials and Specials played via Activators are not counted as belonging to the Character.
(99) If a Special allows you to search through a pile for aparticular type of card and upon searching, no cards that meet the criteria can be found, then the Special is discarded and the turn is over.
(100) Characters which are K.O.'d through the actions of their teammates (rather than an attack by the opponent) still grant the player any bonuses/penalties that are normally awarded due to Inherent Abilities, Specials cards, etc.
(101) A defending player cannot shift an attack to a Character if it would result in the shifted attack having no effect.
(102) Specials which grant the ability to play with certain Special cards do not alter which Special cards can be placed in your deck. The only Character-specific Special cards which can be placed in your deck are for the 4 Characters on your team. You may not put in Specials for non-team members in anticipation of making them playable via another Special.
(103) If a Special calls for some type of discard to occur (and no secondary effect), then the targeted Character must fulfill at least one of the conditions specified by the Special (e.g., "Remove 1 Hit" can only be played on a Character who has a hit; "Discard a placed card and remove 1 hit" can be played on someone who has a hit, or someone who has a placed card, or someone who has both). If the specification is not known or the Special has a secondary effect which would come into play (e.g., "Discard one {type} card from hand") then the Special may be played regardless.
(104) If a Character is K.O.'d but through a Special or an Event is permitted to continue to play during the battle, then the Character does not discard placed cards, or return hits from permanent record, etc. until after the battle is over (and the K.O. takes effect).
(105) A card from the Draw Pile is drawn to replace a played event even if the effect of the event does not take place.
(106) The definition of a card in a particular Mission card pile does not include any cards which have been ventured. In other words, if someone has 6 cards in the Completed Missions Pile and has ventured his last Mission from the Reserve Missions pile, then they do not have any cards left in the Reserve Missions Pile.
(107) Any Hero/Character Specials may not be Placed unless the text of the Special or a played Event specifically allows it. Once Placed, only the Character to whom the Special is Placed may play the Special.
(108) When a Special indicates a K.O.'d Character, it refers to any Character on the player's team which is K.O.'d at that moment. It does not include any Characters which are currently on the Front Line or in Reserve (even if that Character will definitely be K.O.'d at the end of the battle).
(109) When a Special affects how one can use a Tactic card it restricts a Characters ability to play an Artifact on to another Character, to use the ability granted to the Character by an Artifact, or to launch a DoubleShot card. It does not affect their ability to contribute a power card to another Character which is using the DoubleShot.
(110) A Special that indicates what can and cannot be played once it hits can still be defended by the type of card it restricts, provided no other restrictions are in play.
(111) All icons which appear on a card count as an icon, even if that aspect of the card is not being used.
(112) If the target of a Special does not exist on the players team and there is no way in which the target can be brought into existence by a player, then the Special must be discarded as unusable.
(113) If a Special can be attacked, then the card that hits that Special is discarded after the hit lands. The hit causes the Specials in play to be discarded as well. The Points of the attacker's card do not count towards Venture.
(114) A random card is determined by taking all qualified cards, shuffling them briefly, and laying them face down on the table. The opponent then selects the number of cards required for the action.
(115) Specials which allow for Universe cards to modify the grid cause an alteration in the actual grid number - quite different from the standard bonus that a universe normally provides. Any of the specified Universe type can be played with this Special, not necessarily those which the Character could normally play.
(116) Specials which target cards which are "in play" target all cards which are in play that meet the requirements of the card. This includes cards which are in play next to the Character or team, cards which are in play on other Characters, and cards which have landed as hits either on the current battle or in permanent record.
(117) Specials which allow a player to draw in response to their opponent drawing cards does not allow the player to draw cards when the opponent is drawing cards in response to the player drawing cards.
(118) When a card has a condition that depends on the specific Mission Set being played, then the use of any Mission Card from that set would qualify the set as being played.
(119) Characters which are brought back from a K.O.'d state come back without any of the cards that were Placed or in Play to them at the time that they were K.O.'d.
(120) If a Special refers to a hit but does not specify Permanent Record or Hits From Current Battle then either type of hit would apply.
(121) Specials that alter which Character can be targeted do not alter the players choice to attack the Battlesite or the opponent - only the decision of which Character can be targeted.
(122) If a Special has the phrase "if successful", and the secondary condition targets a Character, then the secondary condition only comes into effect if it is a Character which is targeted. If a Special or a Battlesite were targeted, then the secondary effect would not take place. If the secondary condition does not target a Character but affects the playing Character or the opponent, then the effect still comes into play.
(123) Specials which refer to a specific number of Characters refer to the number of Characters which are in the specified state at this moment. If the number was different at an early part of the game, either because of Specials or Events which came into play, that has no bearing on the number of Characters currently being counted.
(124) Specials which are already in play prior to an attack being launched can be utilized in the defense of that attack without being considered "being played defensively."
(125) Specials which allow a Character to follow-up a teamwork card only allow that Character to make either one of the follow-ups that are specified on the teamwork card. The follow-up cannot be in a skill that is not listed as a follow-up on the Teamwork card.
(126) When an opponent concedes, only one Special may be played in response to that concession - even if multiple cards are playable after an opponent concedes.
(127) When a Special requires you to count a specific number of cards, the Special having you do the counting is in play and would not count towards the number of cards being counted.
(128) Once a Character is K.O.'d, removing hits afterwards (either with negates, Master Mold (EE), or other legal methods) will not bring the Character back.
(129) When a Special refers to "all Characters" it is referring to all Characters on both teams unless it says otherwise.
(130) Specials which refer to cards that have "more than 1 icon" indicate cards which have more than one type of icon on the card. That is, a teamwork card would qualify as more than one icon but a Fighting Power card would not (even though the Fighting Power card has a Fighting icon in the upper left and one in the upper right corner).
(131) If, by playing a Special card, a player removes their own last front line Character from play (e.g., by moving them into reserve) then the battle is immediately over and that player loses the Venture.
(132) When a Special affects the usability/effectiveness of Universe cards, it can only be played with a Universe card if the Special specifically says so.
(133) Cards which affect the number of Mission cards that are Ventured take effect regardless as to who wins/loses Venture.
(134) If one Special sets up a condition and then a second Special comes along with text that directly contradicts the first Special, then the Special played later takes precedence. On the other hand, Events always override the text of Specials.
(135) No matter what a Special says (or neglects to say) an Any-Power icon does not count towards spectrum (unless a second Special comes along and changes it). In addition, Any-Power attacks do not need to be declared as MultiPower attacks do.
(136) The phrase "cards discarded this battle" includes - cards discarded during the discard phase, cards discarded because of events, and cards discarded because of a Special that was played. It does not include cards that were discarded prior to events being played, cards that were discarded from the draw pile, or cards that were discarded because a Character was K.O.'d.
(137) If a specific Character is required to make an attack because the opponent forces the Character to do so, then the attack made cannot be an attack which require a teammate's participation (e.g..., Ally cards, Teamwork cards, Tactic Cards, etc.).
(138) If a card is in hand and can possibly be used to attack (but could also be used for defense, like an Activator), then a player cannot pass with that card in their hand - it must be used to attack.
(139) If a Special requires that the playing Character make a choice of some kind, then that choice must be made prior to the opponent's defensive action.
(140) If a Special allows for a card to be drawn "blind" and it qualifies as something that can be used to attack, then it can only be used to attack if any required follow-ups can be made.
(141) Specials which prevent other Specials from being negated do not prevent themselves from being negated. A second Special may come along to make the first Special un-negatable.
(142) The phrase "during battle" refers to the time after the Venture Phase has been completed and before the time when the Venture winner is determined.
(143) Secondary effects to Specials which come into play if a hit is successful remain in play throughout the battle that the hit was scored, even if the hit was later moved on to permanent Record (mid-battle). Similarly, if a hit is brought up from Permanent Record to Current Battle, the secondary effect does not come into play since the hit was not scored this battle.
(144) When a Special has a requirement to use it based on the amount of hits on a Characters record, "Hits" refers to those hits which count towards the K.O. of the Character - cards which do not affect their K.O. status (due to Inherent Abilities or other Special cards) are not counted.
(145) Specials that do not indicate their duration by their game text should be considered Game lasting duration if they are One Per Deck and Battle lasting duration if they are non-OPD. Specials with instant effects are instant duration regardless.
(146) When a Special refers to what cannot affect it, it is referring to any cards which are in play already or cards which are playable by the defending player.
(147) The phrase "wounded" refers to whenever a Character has a hit on either Permanent Record or hits to Current Battle. It does not refer to an attack which is being made.
(148) Specials which block a teamwork attack (a) must be played against the initial attack - not against any of the follow up attacks and (b) can be played regardless of who the targetted character is (i.e., the Character playing the Special does not need to be the Character being attacked).
(149) Cards that affect Venture Total affect the number of points that are calculated at the end of the battle to determine the winner of the battle. They do not affect the number of Mission cards Ventured.
(150) Specials which target a Character must be played against a character - they may not be played against a Special or a Battlesite.
(151) Specials which have followup conditions that affect the playing Character (or playing Character's team) that are not negated still have their conditions come into play, even if avoided some other way.
(152) Specials which read "Target" (with no qualifier) or "Target Opponent" should read "Target Character". Specials which say "Opponent" without the word "Target" refer to the opponent (not a specific character).
(153) Specials which can make other cards (Specials, Power cards, etc.) usable allow you to keep those unusable cards in hand during the discard phase. The Special to make them usable must be available (e.g., Placed, in Hand, available through a specific draw - not through a random draw).
(154) Missions which are ventured from the Completed Missions Pile may only cause cards from the Defeated missions Pile to be moved. If a Special causes the final card in the Defeated Missions Pile to be moved to the Reserve Missions Pile any Mission cards ventured from the Completed Missions Pile do not cause any cards to be moved up at the end of the battle (if the player wins the Venture that battle).
(155) Cards which are placed to one Character cannot be used by another unless a Special explicitly says so. Being able to "use" any teammate's Special does not allow the Character to use a Special Placed to that teammate.
(156) When a Special allows for the selection of a card from ones own Dead Pile, one may not draw an Any Hero or an Activator out of the Dead Pile.
(157) If a Special indicates what to do if it is defended or otherwise not successful, then the second aspect of the Special only takes place in the event that the initial attack is defended. If the hit lands and is later negated, then the subsequent action does not come into effect.
(158) When a Special calls for a player to sort through a pile and select the first card(s) of a particulat type, then the player must take the top most card of the pile and turn it face up (if it isn't already) to see if it qualified as the type of card indicated by the Special. Repeat process as many times as necessary to fulfill conditions of the Special.
(159) A card has an attack value when it has an icon in the upper left hand corner of the card and the card has the ability to act as an attack. The value to be used is the amount of damage the card would cause on a target character.
(160) When a Special calls for an Activator card attack, it means that the attack is made with an Activator card itself. The Activator does not then retrieve a Special from the battlesite to be used as an attack.
(161) When an Activator card lands as a hit, it should be placed tucked under the card it hits to indicate the hit. When the card with the Activator hit is discarded, then the activators are discarded as well to the appropriate pile.
(162) If a card "cannot be defended" by a specific type of card then the opponent may not play any cards of that type during the defensive action of that attack (but cards which are already in play can be used). If a card "is not affected" by a specific type of card, then cards of that type may be used during the defensive action, but any cards already in play before the attack was made are considered not in play until the defensive action is resolved.
(163) Cards that allow Basic Universe cards to count towards damage only allow the points of the bonus to be applied towards the Cumulative K.O. of a character. It does not add anything to the Spectrum K.O.
(164) When a card says that a card "may" be drawn, it is an option for the player to take the card. If the card stipulates that the draw "must" take place, then no option is allowed.
(165) Aspect cards which modify an attack or a defensive action cannot be played with the attack/defense unless the card specifically says so.
(166) "Blocking an attack using a {type} card" means that the defending character must use the specified type of card as a part of the defense in order to get the benefit listed on the card.

Guide to Inherent Abilities

The Grid Attack Bonus Inherent
"Plus (x) to attack vs. Characters with (power type) Power Grid 7 or 8"

Activated: Whenever the character attacks.

Rules:

  • Gives the Character the indicated bonus whenever they attack someone with a Power Grid matching the required Power Grid specifics.
  • Bonus does not count for Damage or Venture Total.
  • For purposes of determining if a Character's Power Grid qualifies, look only at the printed Value on the Power Grid. Do not include any modifications to the Power Grid as a result of Specials cards, Artifact cards or Inherent Abilities.

Character Examples:

  • Havok (7-3-4-5) "+1 to all attacks vs. Characters with Energy Power Grid 7 or 8."
  • Hulk: Mr. Fix-It (2-6-6-6) "+1 to all attacks vs. Characters with Strength Power Grid 7 or 8."
  • Ka-Zar (1-7-5-5) "+1 to all attacks vs. Characters with Fighting Power Grid 7 or 8."
  • Rapture (5-7-2-3) "+1 to all attacks vs. Characters with Intellect Power Grid 7 or 8."

The Mission Attack Bonus Inherent
"Plus (x) to attack if opponent has (x) Mission cards in (pile name) Missions Pile."

Activated: Whenever the character attacks.

Rules:

  • Gives the Character the indicated bonus whenever they attack and the opponent's Mission Cards are as indicated.
  • Cards that have been ventured from a particular pile do not count as cards that are in that pile. For example, if the opponent has 3 missions in the Completed Pile and 2 being ventured from the Completed Pile, no bonus would be received.
  • Bonus does not count for Damage or Venture Total.

Character Examples:

  • Scorpion (5-5-7-2) "+1 to attack if opponent has 4, 5, or 6 Mission cards in Completed Pile."

The Damage Venture Bonus Inherent
"Plus (x) to Venture Total for each Hit in (character name) Hits to Current Battle."

Activated: When Venture is totaled.

Rules:

  • Gives the character a bonus to Venture Total based on the number of hits that are on the characters Hits to Current Battle.
  • Bonus applies to only those cards which are on his Hits to Current Battle at the end of the battle. Any hits which were removed during the battle do not obtain a bonus.
  • Inherent abilities that affect Venture require the character to be conscious and on the Front Line at the time that Venture Total is calculated.

Character Examples:

  • Iceman: The Ice-Man (7-5-3-3) "+1 to Venture Total for each Hit in Iceman: The Ice-Man's Hits to Current Battle."

The Attack Anti-Shift Inherent
"Attacks made with (power type) (card type) cards may not be moved or shifted from Target Character."

Activated: Whenever the character makes an attack of the specified type.

Rules:

  • No cards that are in play or that can be played defensively would allow an attack of the specified type to be shifted or otherwise moved off of the original target. This includes Inherent Abilities that allow for shifting.
  • An attack made "with" a particular card could be any type of attack, so long as the specified card is a part of that attack. For example, an attack made with an Energy Power card could be (a) just a power card attack (b) playing an Energy Power card as part of a teamwork follow-up (c) Contributing an Energy Power card to a Double Shot card, etc.

Character Examples:

  • Bastion (3-2-4-7) "May play any 'Sentinels' Special cards. Attacks made with Intellect Power cards may not be moved or shifted from Target Character."
  • Colossus: Age Of Apocalypse (2-5-7-3) "Attacks made with Strength Power cards may not be moved or shifted from Target Character."
  • Goblyn Queen (7-5-2-5) "Attacks made with Energy Power cards may not be moved or shifted from Target Character."
  • Typhoid Mary (5-7-3-2) "Attacks made with Fighting Power cards may not be moved or shifted from Target Character."

The Restricted Defense Inherent
"Attacks made with (card Type) cards may not be defended using (card type) cards."

Activated: Whenever the character makes an attack of the specified type.

Rules:

  • When an inherent prevents a particular kind of defense, it prevents cards from being played against the attack defensively. It does not prevent the attack from being affected by cards already in play, even if the card is of the specified type.
  • Note that an attack made "with" a particular card could be any type of attack, so long as the specified card is a part of that attack. For example, an attack made with an Energy Power card could be (a) just a power card attack (b) playing an Energy Power card as part of a teamwork follow-up (c) Contributing an Energy Power card to a Double Shot card, etc.

Character Examples:

  • Spider-Girl (4-6-5-3) "Attacks made with Power cards may not be defended using Activator cards."

The Additional Bonus Inherent
"(Character/Team) (Card type) Universe card bonuses are (plus/minus) (x) ."

Activated: Whenever the specified type of card is played.

Rules:

  • Unless the Inherent specifies otherwise, it only affects the character with the ability, not the entire team.
  • Bonus does not count for Damage or Venture Total.

Character Examples:

  • Banshee (7-5-3-5) "Teammates' Training card bonues are an additionl +1."
  • Forge (5-5-3-7) "Team Basic Universe card bonuses are an additional +1."
  • Hawkman (4-6-6-4) "Basic Universe card bonuses are an additional +2."
  • Martian Manhunter (4-4-7-5) "Teammates' Training card bonus' are an additional +1."
  • Ra's Al Ghul Sword Master (4-7-4-5) "Basic Universe cards are an additional +1 when used by Ra's Al Ghul."

Home Base Examples:

  • Concrete Jungle "The Concrete Jungle Team's Universe: Training cards are an additional +1 to attack, +2 to defense."
  • Department H "Department H Team's Universe: Teamwork card bonuses are an additional +1."
  • Fall's Edge Compound "All of Opponent's Universe: Teamwork Card attacks are -1"
  • Madripoor "All of Opponent's Universe: Teamwork Card Bonuses are +0."

The Special Access Inherent
"May Play any (character name) Special cards."

Activated: From the onset of the game.

Rules:

  • Inherent Abilities that grant the use of other cards always allow the character to both play them as well as place them.
  • The cards usable through an Inherent Ability may be put into the Draw Pile without having a character on the team who can use the card without an Inherent Ability or other modification.
  • Special cards which are usable through an Inherent Ability are not considered as that character's Specials. For example, if Storm: Neutralized were to play a CQ Special via an Activator, which would double all Storm Specials, any Morlock non-OPD Specials that Storm: Neutralized plays would not be doubled by the effect of the Special.

Character Examples:

  • Bastion (3-2-4-7) "May play any 'Sentinels' Special cards. Attacks made with Intellect Power cards may not be moved or shifted from Target Character."
  • Batman Detective (4-4-4-8) "Batman may play Comm. Gordon & G.C.P.D. 'Sting Operation' Special."
  • Beta Ray Bill (5-4-7-6) "May play any 'Thor' Special cards."
  • Beyonder (i-i-i-i) "May play any Special cards."
  • Black Canary (3-7-3-5) "May Place and play any Hero Intellect Ally cards."
  • Black King (3-3-6-7) "May play any Hellfire Club Special Cards."
  • Callisto (2-6-3-5) "May play any 'Morlocks' Special cards. May play 'Caliban' from Reserve."
  • Crystal (7-4-3-3) "May play any Inhumans Special Cards."
  • Daemonite Voodoo (3-6-7-2) "May play any Voodoo Specials"
  • Dark Beast (1-6-5-7) "May play any Beast Specials."
  • Dark Beast (1-6-5-7) "Dark Beast may play any Beast Specials."
  • Deathbird (3-7-3-3) "May play any 'Shi'ar' Special cards. May defend Front Line with Power cards from Reserve."
  • Donald Pierce (4-2-6-7) "May play any 'Reavers' Special cards."
  • Doppelganger (1-3-6-0) "Doppelganger may play any Spider-Man Specials."
  • Doppelganger (3-6-6-1) "May play any Spider-Man Specials."
  • Falcon (3-6-5-4) "May Place and play any Fighting Basic Universe card."
  • Future Backlash (6-4-3-7) "May play any Backlash Specials"
  • Golden Age Wolverine (3-7-4-5) "May play any Wolverine Special Cards."
  • Storm: Neutralized (1-6-4-5) "May play any 'Morlocks' non-One-Per-Deck Special cards."
  • Superpatriot (3-6-7-2) "May play any 'Captain America' Special cards."
  • Team X (5-7-6-5) "May play any Non-One-Per-Deck Wolverine, Sabretooth, or Maverick Special Cards."
  • X-Men: Original Team (7-2-4-5) "May play any 'Professor X' One-Per-Deck Special cards."

Exceptions:

  • The following characters should not be considered to have an Inherent Ability - they are clones, not variants: Future Backlash, Daemonite Voodoo, and Golden Age Wolverine.
  • The Power Card Bonus Inherent
    "(Character/Team) (Power type) Power cards are plus (x) when used for (offense/defense)."

    Activated: Whenever the specified type of card is played.

    Rules:

    • Gives the Character the indicated bonus whenever they use the specified card type with the specified action (or any action if none is specified).
    • Bonus does not count for Damage or Venture Total.

    Character Examples:

    • Batman Avenger (4-8-4-4) "Batman's MultiPower cards are +1 vs. any Character with a Villain code"
    • Black Cat (3-6-3-4) "Power cards are +1 when used for defense."
    • Booster Gold (6-4-5-3) "Intellect Power cards are +3 when used for defense."
    • Catwoman Whiplash (3-7-3-4) "Catwoman's Fighting Power cards are +1 vs. any Character with a Hero code."
    • Doctor Polaris (6-4-4-6) "Power cards are +1 when used for defense."
    • Domino (4-7-3-5) "Energy Power cards are +2 when used for defense."
    • Green Goblin (4-4-6-6) "Intellect Power cards are +1 when used to attack."
    • Henry Pym (3-4-3-7) "MultiPower Power cards are +2 when used for defense."
    • Hobgoblin (4-6-6-3) "Strength Power cards are +1 when used to attack."
    • Killrazor (3-7-5-4) "Strength Power cards are +2 when used for defense"
    • Mandarin (7-4-3-5) "Fighting Power cards are +2 when used for defense."
    • Mojo (6-3-1-6) "MultiPower Power cards are +1 when used to attack."
    • Mole Man (4-4-2-6) "Power cards are +2 for defense if 'Social Outcast' is in play."
    • Mystique (5-6-3-6) "Fighting Power cards are +1 when used to attack."
    • Shadowhawk (2-5-6-6) "Strength Power cards are +2 when attacking any Character with an Energy Power card Hit in their Permanent Record."
    • Spider-Woman (6-3-6-4) "Energy Power cards are +1 when used to attack."
    • Storm (7-5-3-4) "Intellect Power cards are +2 when used for defense."

    Home Base Examples:

    • Coda Island "Coda Island Team's Intellect Power cards are +1 to attack."
    • Four Freedoms Plaza "For each Value of 4 or less on Character's Power Grid, Character's Power cards are +1 to defense, & any attack made on FF Plaza character may be moved to any other character."
    • Hellicarrier "Helicarrier Team's Energy Power Cards are +1 to defense, +3 to defense against any attack from a Battlesite."
    • Krakoa "Krakoa Team's Energy Power cards are +1 to attack."
    • Landau, Luckman, & Lake "Landau, Luckman, & Lake Team's MultiPower Power cards are +1 to attack."
    • Princess Bar "Princess Bar Team's Energy Power cards are +2 to defense."
    • Sewer "The Sewer Team's Intellect Power cards +2 for defense."
    • Wakanda "Wakanda Team's MultiPower Power cards are -1 to attack."

    The Automatic Venture Inherent
    "(Team) is (plus/minus) (x) to Venture Total per battle."

    Activated: When Venture is totaled.

    Rules:

    • Inherent abilities that affect Venture require the character to be conscious and on the Front Line at the time that Venture Total is calculated.

    Character Examples:

    • Blue Beetle (4-6-4-5) "Team is +2 to Venture Total per battle."
    • Comm. James Gordon (5-6-4-5) "Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle."
    • Havok: Mutant X (7-3-4-5) "Team +3 to Venture Total when a teammate is K.O.'d."
    • Invisible Woman (6-4-3-6) "Team is +2 to Venture Total per battle."
    • Landslide (6-4-6-2) "Opponent is -3 to Venture Total when Landslide's teammate is K.O.'d."
    • Longshot (3-7-4-3) "Opponent's team is -2 to Venture Total per battle."

    Home Base Examples:

    • Age Of Apocalypse "Age of Apocalypse Team +2 to Venture Total per battle if using "Age of Apocalypse" Mission with at least 1 Event card."
    • Gamma Base "Gamma Base Team -2 to Venture Total per battle if opponent is using "Annihilation Affair" Mission."
    • Marvel Universe "Opponent's Team is -1 to Venture Total per Battle."
    • New York City "New York City Team is -3 to Venture Total per Battle."
    • Omniverse "Opponent's Team is -1 to Venture Total per Battle."

    The Deckbuilding Inherent
    "Counts as (x) points for Tournament Deckbuilding."

    Activated: From the onset of the game.

    Rules:

    • Once the game begins, even the removal of the Inherent Ability would not cause the character to be "kicked off".
    • Restrictions of what can and cannot be used for defense can be modified with the play of other cards (Specials, Artifacts, etc.).

    Character Examples:

    • Backlash (5-6-5-6) "Counts as 18-Points for Tournament Deckbuilding"
    • Hydra (5-6-5-5) "Counts as 17-Points for Tournament Deckbuilding."
    • Malebolgia (7-4-6-8) "Counts as 23 Points for Tournament Deckbuilding. May not use Intellect Power Cards for Defense."

    The Enhanced Avoid Inherent
    "(Character/Team) may use (card type) to avoid any (card type) attack."

    Activated: Whenever the character defends an attack with the specified type.

    Rules:

    • Allows for a particular card to be used as if it had the text "Avoid 1 attack" on it.
    • Depending on the Inherent, the type of attack may be restricted to particular types of attacks.

    Character Examples:

    • Crux (6-6-2-3) "Crux may avoid any attack with a level 1 Intellect Power card."
    • Taskmaster (3-7-4-5) "May use Intellect Power cards to avoid any Fighting attack."

    Home Base Examples:

    • Avengers Mansion "Avengers Mansion Team may use Tactic Doubleshot cards, with normal contribution, to avoid any attack."

    The K.O. Draw Inherent
    "Draw (x) card(s) when (Character Name) is K.O.'d."

    Activated: Whenever a K.O. takes place on the characters team.

    Rules:

    • Whenever a character is K.O.'d, this inherent comes into play, and, if the specified character has just been K.O.'d, a draw of card(s) may occur.
    • The draw takes place at the moment when the character is K.O.'d (even if the character can still participate in the battle).
    • If the Inherent does not specify, duplicates must be discarded. Unusables are always discarded.

    Character Examples:

    • New Warriors (6-6-5-5) "Draw 2 Cards from Draw Pile when K.O.'d. Keep Duplicates."
    • Xaos (7-4-4-1) "Draw 1 card when Xaos' teammate is K.O.'d."

    The Grid Defense Inherent
    "(Power Type) Power Grid Rating is (x) for defense."

    Activated: From the onset of the game.

    Rules:

    • Modifies what the character's power grid is for a particular skill when they are defending - making their "To Use" higher than normal.

    Character Examples:

    • Captain Mar-Vell (6-6-6-4) "Energy Power Grid Rating is 8 for defense."
    • Reyes (6-2-2-6) "Intellect Power Grid Rating is 8 for defense."
    • Tiffany (6-6-4-4) "Fighting Power Grid Rating is 8 for Defense"

    The Reserve Motion Inherent
    "If in Reserve, may move to Front Line during same battle teammate is K.O.'d."

    Activated: Whenever a K.O. takes place on the characters team.

    Rules:

    • This Inherent would allow the character to move up to the front line immediately after a character has been K.O.'d. Note that the character does not necessarily have to be removed from the battle - only K.O.'d.
    • This Inherent would not come into play if an opening appeared on the Front Line and there was no K.O. that caused the opening

    Character Examples:

    • Ripclaw (4-7-5-4) "If in Reserve, may move to Front Line during same battle teammate is K.O.'d."

    Home Base Examples:

    • Latveria "Latveria Team's Reserve Character may enter battle immediately upon K.O. of Front Line Character."

    The Attack Reserve Inherent
    "May attack the Reserve with (power type) Power Cards."

    Activated: Whenever the character makes an attack of the specified type.

    Rules:

    • Allows the character to make the specified attack against the Reserve character of the opponent's team.
    • If the specified type of card is placed to the character with the IA (or it is known through some other way that the specified card is available to the character), then it is legal for the reserve character of the opponent to keep defensive cards that could work towards the defense of that character against that type of an attack.

    Character Examples:

    • Curse (3-5-4-6) "May attack the Reserve with Strength Power cards"
    • Green Arrow (4-7-3-5) "May attack the Reserve with Energy Power cards."
    • Shadowcat: Age Of Apocalypse (6-6-3-3) "May attack the Reserve with Intellect or Strength Power cards."

    The Reserve Card Access Inherent
    "May play (card type/card name) from Reserve."

    Activated: From the onset of the game.

    Rules:

    • Allows the character to perform certain actions while in Reserve.
    • An attack made "with" a particular card could be any type of attack, so long as the specified card is a part of that attack. For example, an attack made with an Energy Power card could be (a) just a power card attack (b) playing an Energy Power card as part of a teamwork follow-up (c) Contributing an Energy Power card to a Double Shot card, etc.

    Character Examples:

    • Absorbing Man (5-5-7-1) "May play 'Molecular Mimic' from Reserve."
    • Captain Atom (7-6-4-3) "May play Fighting Teamork cards from Reserve."
    • Captain Marvel (5-4-7-2) "May play 'Speed of Mercury' from Reserve."
    • Cyclops (7-4-4-5) "May play 'Fearless Leader' from Reserve."
    • Deathbird (3-7-3-3) "May play any 'Shi'ar' Special cards. May defend Front Line with Power cards from Reserve."
    • Deathlok (4-5-5-6) "May play 'Luther Manning' from Reserve."
    • Flash (6-6-4-3) "May play 'Reap the Whirlind' from Reserve."
    • Hawkeye (4-7-4-2) "May play 'Dynamite Delivery' from Reserve."
    • Jean Grey (7-3-2-4) "May play 'Telepathic Unity' from Reserve."
    • Kingpin (2-4-5-6) "May play Teamwork cards from Reserve."
    • Maggot (4-6-4-4) "May play 'Slugfest' from Reserve."
    • Polaris (7-3-3-4) "May attack with Energy Power cards while in Reserve."
    • Psycho-Man (5-2-5-6) "May play 'Emotion Box' from Reserve."
    • Puppet Master (6-3-1-6) "May play 'Alicia Masters' from Reserve."
    • Serpent Society (3-6-6-3) "May play Tactic cards from Reserve."
    • Shang Chi: Master Of Kung Fu (2-7-5-5) "May play 'Elixir Vitae' from Reserve."
    • Silver Sable (4-6-2-6) "May play Fighting Teamwork cards from Reserve."
    • Strong Guy (3-4-7-3) "May play 'Pile It On' from Reserve."
    • Sunfire (7-5-4-4) "May play 'Solar Flare' from Reserve."
    • Two-Face Crimeboss (6-3-3-6) "Two-Face may play 'Flip of the Coin' from Reserve."
    • Velocity (6-5-2-3) "May attack with Power cards while in Reserve"
    • Vision (5-4-6-6) "May play 'Android Endurance' from Reserve."

    The Teamwork Power Type Inherent
    "May follow up any teammate's Teamwork card attack with a (x) (Power Type) Power card."

    Activated: Whenever a Teamwork attack is launched by a teammate.

    Rules:

    • Allows the character to make either of the 2 follow ups to a Teamwork card played by a teammate with a specific card. The specified card does not need to match the skill required by the teamwork bonuses and would receive the appropriate bonus.
    • Other Front Line teammate may make either of the follow ups (either before or after the character with the inherent) with normal contribution.

    Character Examples:

    • Overtkill (5-5-7-1) "May follow up any teammate's Teamwork card attack with a Level 1 Intellect Power card."

    The Card Duplication Inherent
    "May have duplicate (card name/card types) cards."

    Activated: During the discard phase.

    Rules:

    • This Inherent allows for a specified number of Cards to be exempt from duplication during the discard phase.
    • Exempt cards are still subject to being discarded because of usability.

    Character Examples:

    • Aquaman (2-5-6-6) "May have duplicate 'Allies From The Deep' Specials."
    • Brood (3-6-6-4) "May have duplicate 'Brood Spawn' Specials."
    • Gambit (6-6-4-4) "May have duplicate 'Charge Object' Specials."
    • Iceman (7-4-4-3) "May have duplicate 'Snow Blind' Specials."
    • Iron Man: Original Armor (4-3-5-7) "May have duplicate 'Radar Warning' Special cards."
    • Jubilee (6-4-2-4) "May have duplicate 'Blinding Flare' Specials."
    • Marrow (2-6-4-4) "May have 1 Duplicate 'Bone Snap' Special card."
    • Shadowcat (6-3-3-6) "May have duplicate 'Ghostly Phase' Specials."
    • She Hulk (1-4-7-5) "May have duplicate 'Public Defender' Specials."

    Home Base Examples:

    • Vault "The Vault's Team may keep duplicate Level 2 Power Cards of different Power Types."

    The Double Place Inherent
    "May have 2 (card type) cards Placed. May not be duplicates."

    Activated: During the Placing phase.

    Rules:

    • Allows for an extra slot on the character for purposes of placement (of a specified type). The Placed cards may never be duplicates, even if there is an event in play that allows for duplicates to be kept this battle.

    Character Examples:

    • Enforcers (3-6-4-3) "May have 2 Special cards Placed. May not be duplicates."
    • Fairchild (1-4-7-5) "May have 2 Universe cards Placed. May not be duplicates"
    • Starjammers (3-7-4-5) "May have 2 Power cards placed. May not be duplicates."

    The Teamwork Follow-Up Inherent
    "May make one or both follow up attacks to any Universe: Teamwork card."

    Activated: Whenever a Teamwork attack is launched.

    Rules:

    • Allows the character to make one or both of the follow ups to any Teamwork card played. The teamwork card can be played by a teammate or the Character with the Inherent.

    Character Examples:

    • Multiple Man (6-6-3-3) "May make one or both follow up attacks to any Universe: Teamwork card."

    The Location Exclusion Inherent
    "May not be attacked by (card type) from a Location."

    Activated: From the onset of the game.

    Rules:

    • Modifies what the opponent can use to target the character.
    • Inherents which discuss "Location" cards refer to Locations being used either as a Home Base (and prevent Aspect cards from being used against the character) or as a Battlesite (and prevent Specials played via Activators from being used against the character).

    Character Examples:

    • Post (1-6-4-6) "May not be attacked by any card from a Location."

    The Conditional K.O. Inherent
    "May only be/not be (K.O. type) K.O.'d with (card type) Cards."

    Activated: From the onset of the game.

    Rules:

    • Prevents the Character from being K.O.'d in specific ways. Note that if a Character is both Spectrum and Cumulative K.O.'d then they are K.O.'d, regardless of Inherent Abilities.
    • If a character does not have an Intellect skill on their character card, it would not count as having an Intellect skill of (x) or less.

    Character Examples:

    • Blob (4-5-6-1) "May not be Spectrum K.O.'d with Strength Power cards."
    • Colossus (1-5-7-4) "May not be Cumulative K.O.'d with Strength Power cards."
    • Deadpool (3-7-5-3) "May not be Spectrum K.O.'d with MultiPower Power cards."
    • Elektra (2-7-4-4) "May not be Spectrum K.O.'d with Fighting Power cards."
    • Ghost Rider (6-6-6-2) "May only be Spectrum K.O.'d by four Power Types."
    • Green Lantern (7-3-4-4) "May not be Spectrum K.O.'d with Energy Power cards."
    • Grifter (4-7-4-4) "May not be Spectrum or Cumulative K.O.'d with Universe: Teamwork cards"
    • Grunge (6-5-4-2) "Must have a MultiPower card Hit to be K.O.'d"
    • Human Torch (7-4-4-4) "May not be Cumulative K.O.'d with Energy Power cards."
    • Mister Miracle (3-5-3-7) "May only be Spectrum K.O.'d by four Power Types."
    • Morbius (5-3-6-5) "May only be Cumulative K.O.'d by 30 or more points."
    • Morph (4-5-3-6) "May not be Spectrum K.O.'d with Intellect Power cards."
    • Mysterio (6-3-4-6) "May not be Spectrum K.O.'d with Energy Power cards."
    • Punisher (3-7-4-4) "May not be Cumulative K.O.'d with Fighting Power cards."
    • Red Skull (3-5-4-7) "May not be Cumulative K.O.'d with Intellect Power cards."
    • Rogue (4-4-7-2) "May not be Spectrum K.O.'d with Special cards."
    • Rogue: Brotherhood Of Evil Mutants (6-5-3-2) "May not be Cumulative K.O.'d with Special cards."
    • X-Babies (5-5-4-1) "May not be Spectrum or Cumulative K.O.'d with Power cards"

    Home Base Examples:

    • Asteroid 'M' "For every Value of 2 or less on Character's Power Grid, that Character may not be Spectrum K.O.'d by that Power Type."
    • Ravencroft "Opponent's MultiPower Power cards do not count for Spectrum K.O. against Ravencroft Team."
    • Ship ""Ship" Team Hits to K.O. is 25 points, unless otherwise altered."
    • Stark Enterprises "For every Value of 3 or less on Character's Power Grid, that Character may not be Cumulative K.O.'d by that Power Type."

    The Reserve Defense Inherent
    "Reserve may defend (character name) with (card type) Cards."

    Activated: From the onset of the game.

    Rules:

    • Allows the Reserve character (not the character with the IA) to perform certain actions while in Reserve.
    • Note that "with" a particular card is any type of action, so long as the specified card is a part of that action. For example, an defense made with an Energy Power card could be (a) just a power card attack or (b) contributing an Energy Power card to a Double Shot card played by a different Character, etc.

    Character Examples:

    • Dazzler (7-3-3-3) "Reserve may defend Dazzler with Power Cards, without Universe."

    The Universe Venture Inherent
    "(Character) Basic Universe cards count toward damage and Venture Total."

    Activated: From the onset of the game.

    Rules:

    • This Inherent allows Basic Universe cards to count towards damage and Venture. Only the points of the bonus are applied towards the Cumulative K.O. of a character. They do not add anything to the Spectrum K.O.

    Character Examples:

    • Psylocke: Betsy Braddock (6-3-2-5) "Psylocke's Basic Universe cards count toward damage and Venture Total."

    The K.O. Venture Inherent
    "(Team) (plus/minus) (x) to Venture Total when K.O.'d."

    Activated: When Character is K.O.'d.

    Rules:

    • Grants the player a benefit when they are K.O.'d. The benefit may be a number of things - the drawing of cards or a bonus to venture (or a penalty to opponent's venture).
    • This Inherent is unusual in that it allows the Venture to be modified by a K.O.'d character. It does not modify the general rule that a conscious character must be on the front line to contribute to Venture.

    Character Examples:

    • Carnage (5-7-4-2) "Team +5 to Venture Total when K.O.'d."
    • Scarlet Witch (7-3-2-5) "Opponent's team -5 to Venture Total when K.O.'d."

    The Fight Duration Inherent
    "When K.O.'d, (character name) may continue to fight and is not discarded until (condition)."

    Activated: When Character is K.O.'d.

    Rules:

    • Allows the character to continue to play in the battle in which the Character is K.O.'d. It is like the character has an LG coded Special in play at the beginning of the game.
    • When they are K.O.'d, placed cards are not discarded, hits on Permanent Record are not returned, cards in play are not discarded, etc. The Character can continue to attack and be attacked.
    • Once a character is K.O.'d they will continue to be considered K.O.'d even if a hit is subsequently removed.

    Character Examples:

    • Phoenix (7-5-4-3) "When K.O.'d, Phoenix may continue to fight and is not discarded until end of battle."

    The Defensive Shifting Inherent
    "Any attack made on (Team) may be moved to any other character."

    Activated: When Character is attacked.

    Rules:

    • Attacks that are shifted must be defended by utilizing the character's power grids. Power cards, Universe cards, and Tactic cards can all be used by the team to defend the shifted attack. Special cards (including those played via activator) cannot be used.

    Home Base Examples:

    • Four Freedoms Plaza "For each Value of 4 or less on Character's Power Grid, Character's Power cards are +1 to defense, & any attack made on FF Plaza character may be moved to any other character."

    The Reserve Swap Inherent
    "(Team) may switch the Reserve Character with any Front line Character"

    Activated: After hands have been drawn, and Events played, before Discarding.

    Rules:

    • This Inherent would allow the Reserve character to move up to the front line in exchange for one of the front line characters.
    • If there is no Reserve character, the player may not move a front line character into Reserve.

    Home Base Examples:

    • Hell's Kitchen "Before every Discard Phase. Hell's Kitchen Team may switch the Reserve Character with any Front line Character."

    The Mission Card Setup Inherent
    "(Team) begins game with (x) Mission cards in Reserve Missions Pile and (y) Mission card in Defeated Missions Pile"

    Activated: From the onset of the game.

    Rules:

    • This Inherent causes the player to begin the game with one Mission card in the Defeated Missions Pile.

    Home Base Examples:

    • Big Apple "Big Apple Team begins game with 6 Mission cards in Reserve Missions Pile and 1 Mission card in Defeated Missions Pile."

    The Power Card Venture Inherent
    "(Team)'s (Power type) Power Cards are (plus/minus) (x) to (Team)'s Venture Total when they Hit"

    Activated: When Venture is totaled.

    Rules:

    • This Inherent causes certain cards to either add or subtract from the playing character's Venture Total.
    • The Venture value of the cards which have landed is still added in to the Venture Total of the player. The bonus/penalty is in addition to that number.
    • The bonus/penalty only applies to cards which exist in the Hits of Current Battle at the time of Venture. Hits which land during the battle but are removed prior to the calculation of Venture do not receive the bonus/penalty.

    Home Base Examples:

    • Blue Area Of The Moon "Blue Area Team's Energy Power Cards are -2 to Blue Area Team's Venture Total when they Hit."
    • Outback "The Outback Team's Intellect Power Cards are an additional +2 to Venture Total when they Hit."

    The Card Type Restriction Inherent
    "(Team) may not use (Card Type)."

    Activated: From the onset of the game.

    Rules:

    • This Inherent causes certain card types to be prohibited from the player's deck.

    Home Base Examples:

    • Daily Bugle "Daily Bugle Team may not play any MultiPower Power cards."
    • Morlock Tunnels "Morlock Tunnels Team may not use Universe: Training cards."
    • Sanctum Sanctorum "Sanctum Sanctorum Team may not have a Battlesite."

    The Card Replacement Inherent
    "During Discard phase, (condition for draw), (what to draw)."

    Activated: During the Discard Phase.

    Rules:

    • This Inherent allows the player to perform a draw based on what was discarded.
    • Draws can only occur once. If a drawn card meets the criteria of the cards set out in the Inherent, no additional redrawing is permitted.

    Home Base Examples:

    • Cape Citadel "During discard phase, after discarding 1 or more duplicate or unusable cards, sort through Power Pack and draw any 1 card. May not be duplicate."
    • Danger Room "During Discard phase, replace each unusable Power card with 1 card from Draw Pile. Discard Duplicate & Unusable cards."

    The Card/Hit Removal Inherent
    "During the Discard Phase, (Team) may (discard/remove) 1 (card type) card."

    Activated: During the Discard Phase.

    Rules:

    • This Inherent allows the specified player to remove either a placed card or a specific type of hit from one of their own front line characters. It does not give them the ability to have cards be removed from opponent's characters.
    • One card means only one card, it does not mean one card per character.
    • Once the player of the team has Placed their first card, the time to utilize this Inherent is over.

    Home Base Examples:

    • Avalon "During the Discard Phase, Opponent may remove 1 Hit from any Character."
    • Marvel Manhattan "During the Discard Phase, Marvel Manhatten Team may discard 1 Placed card."
    • Mojoworld "During Discard Phase, Mojoworld Team may remove 1 Special Card Hit from any Character."
    • Muir Island "During Discard Phase, Muir Island Team may remove 1 Power Card Hit, level 1-2, from any Character."

    The Hand Reduction Inherent
    "(Team) may only draw (x) cards during the Draw phase"

    Activated: During the Draw Phase.

    Rules:

    • This Inherent forces the player to draw 1 card less then the standard number of cards. If another card were to come into play that would affect the number of cards drawn, the team with this Inherent in play would need to draw 1 less than the amount that would be otherwise drawn.

    Home Base Examples:

    • Onslaught's Citadel "Onslaught's Citadel Team may only draw 7 cards during the Draw phase."

    The Attack After Concession Inherent
    "Opponent may make 1 attack after (Team) has conceded the battle. (Team) may defend."

    Activated: When a player concedes.

    Rules:

    • This Inherent allows the opponent to make one attack after the player concedes. This attack is subjected to the same rules as the attack made via a BE Special.

    Home Base Examples:

    • Savage Land "Opponent may make 1 attack after Savage Land Team has conceded the battle. Savage Land Team may defend."

    The Placement Restrictions Inherent
    "(Team) may not Place any (Card Type) cards"

    Activated: During the Placing Phase.

    Rules:

    • This Inherent creates an initial restriction to the number of type of cards that can be placed.
    • Other cards might be played onto individual characters that expand what they can place. These cards would override the Inherent.

    Home Base Examples:

    • Outer Space "Outer Space team may not Place any Universe cards."
    • Spawn's Alley "Spawns Alley Team Character's may only have up to three cards Placed to each Character."

    The Attack Modification Inherent
    "(Team)'s (Card Type) attacks are not affected by Special cards already in play"

    Activated: Whenever the character makes an attack of the specified type.

    Rules:

    • Any attack made of the specified type cannot be affected by cards of the specified type which were already in play prior to the attack.
    • Any cards, even ones of the specified type, may be played in reaction to the attack (provided it is legal to play it from all other circumstances)
    • If a card of the specified type prevents the character with this Inherent to make an attack in the first place, then this Inherent would not come into effect - first the attack must be makeable. Once makeable, then it will not be affected by cards in play.
    • A Power Card attack is an attack made with a power card only. It is not any attack made with a Power Card (such as a teamwork follow up).

    Home Base Examples:

    • X-World "X-World's Power card attacks are not affected by Special cards already in play."

    The Venture Limitation Inherent
    "(Team) may not Venture more than (x) Mission Cards per battle"

    Activated: During the Venture Phase.

    Rules:

    • This Inherent only restricts the number of cards that can be ventured during the Venture Phase. It does not restrict the number of cards that could be Ventured should the Mission cards be manipulated by other cards, such as CF Specials.

    Home Base Examples:

    • Wundagore Mountain "Wundagore Mountain Team may not Venture more than 2 Mission Cards per battle."

    The DoubleShot Power Type Inherent
    "(Team) may combine (Power type) Power Cards level 1-4 with any Doubleshot card. Does not affect Power Grids"

    Activated: Whenever a DoubleShot card is played.

    Rules:

    • Allows the characters to contribute either the regular power card type or a Strength power card (usable by the playing character) to a DoubleShot.
    • This Inherent allows for the card to be contributed for DoubleShots played either offensively or defensively.
    • This Inherent does not alter either of the "To Use" requirements of the DoubleShot - both must still be met before the power card can be contributed.

    Home Base Examples:

    • X-Mansion "X-Mansion Team may combine Strength Power Cards level 1-4 with any Doubleshot card. Does not affect Power Grids."

    Checklist

    OVERPOWER CHARACTER CARDS    (Energy-Fighting-Strength-Intellect)
    
     Character (H/V)      3-Rank (Sum) 4-Rank (Sum)  Inherent Ability
    
     ABSORBING MAN                     5-5-7-1 (18)  "Molecular Mimic" from Reserve
     THE ACOLYTES                      7-6-3-3 (19)
     ADAM WARLOCK         7-2-5 (14)   7-2-5-6 (20)
     ALPHA FLIGHT                      4-7-4-6 (21)
        ANGEL: THE FALLEN              6-7-4-3 (20)
        ANGEL: HORSEMAN OF APOCALYPSE  5-7-6-2 (20)
     APOCALYPSE           6-4-4 (14)   5-5-7-6 (23)
     AQUAMAN (H)                       2-5-6-6 (19)  May have dup "Allies Frm Deep"
     AZRAEL (H)                        5-8-3-3 (19)
     BACKLASH                          5-6-5-6 (22)  18 Points for Deckbuilding
        BACKLASH, FUTURE               6-4-3-7 (20)  May play any Backlash Specials
     BANE (V)                          1-6-6-6 (19)
     BANSHEE              7-4-3 (14)   7-5-3-5 (20)  Teammates' Trainings +1
     BARON MORDO                       7-3-2-6 (18)
     BASTION                           3-2-4-7 (16)  Sentinels Sp, IPc not shifted
     BATMAN (H)                        2-7-4-7 (20)
        BATMAN AVENGER (H)             4-8-4-4 (20)  M Power cards +1 vs. Villain
        BATMAN DETECTIVE (H)           4-4-4-8 (20)  Play Gordon "Sting Operation"
     BEAST                1-5-6 (12)   2-5-6-7 (20)
        BEAST: THE BRUTE               3-6-7-1 (17)
     BETA RAY BILL                     5-4-7-6 (22)  May play any Thor Specials
     BEYONDER                          i-i-i-i (28)  Play Teammate Specials, no OPD
     BISHOP               5-6-4 (15)   6-7-4-3 (20)
     BLACK CANARY (H)                  3-7-3-5 (18)  May Place/play any Hero I Ally
     BLACK CAT            3-7-3 (13)   3-6-3-4 (16)  Power cards +1 for defense
     BLACK KING                        3-3-6-7 (19)  Play Hellfire Club Specials
     BLACK PANTHER                     2-7-5-6 (20)
     BLACK WIDOW          2-7-2 (11)   4-7-3-6 (20)
     BLOB                 3-3-7 (13)   4-5-6-1 (16)  Not Spect KOd w/ S Power cards
     BLUE BEETLE (H)                   4-6-4-5 (19)  Team +2 to Venture Total
     BOOSTER GOLD (H)                  6-4-5-3 (18)  I Power cards +3 for defense
     BRAINIAC (V)                      8-1-4-7 (20)
     BRASS                             7-5-6-3 (21)
     BROOD                4-7-5 (16)   3-6-6-4 (19)  May have dup "Brood Spawn"
     BULLSEYE                          4-8-4-2 (18)
     CABLE                6-5-6 (17)   7-7-4-5 (23)
     CALLISTO                          2-6-3-5 (16)  Morlocks Sp, "Caliban" fr Rsrv
     CAPTAIN AMERICA      1-7-5 (13)   2-8-4-6 (20)
     CAPTAIN ATOM (H)                  7-6-4-3 (20)  F Teamworks from Reserve
     CAPTAIN BRITAIN                   4-4-7-6 (21)
     CAPTAIN MAR-VELL                  6-6-6-4 (22)  Energy Rating is 8 for defense
     CAPTAIN MARVEL (H)                5-4-7-2 (18)  "Speed of Mercury" from Reserv
     CARNAGE              3-7-5 (15)   5-7-4-2 (18)  Team +5 to Venture when KO'd
     CATWOMAN (V)                      3-6-2-6 (17)
        CATWOMAN WHIPLASH (V)          3-7-3-4 (17)  F Power cards +1 vs. Hero code
     CEREBRO                           6-3-3-8 (20)
     COLOSSUS             4-4-7 (15)   1-5-7-4 (17)  Not Cum KO'd w/ S Power cards
        COLOSSUS: AGE OF APOCALYPSE    2-5-7-3 (17)  Attacks w/ S Pc not shifted
     COMM. GORDON AND THE G.C.P.D. (H) 4-5-5-6 (20)
        COMM. JAMES GORDON (H)         5-6-4-5 (20)  +2 Venture Total each battle
     CRUX                              6-6-2-3 (17)  Avoid any attack w/ a 1I Pc
     CRYSTAL                           7-4-3-3 (17)  May play any Inhumans Specials
     CURSE                             3-5-4-6 (18)  May attack Reserve w/ S Power
     CYBORG (V)                        6-3-7-4 (20)
     CYCLOPS              7-4-3 (14)   7-4-4-5 (20)  "Fearless Leader" from Reserve
     DAREDEVIL            3-7-4 (14)   2-7-4-6 (19)
     DARK BEAST                        1-6-5-7 (19)  May play any Beast Specials
     THE DARKNESS                      7-7-4-3 (21)
     DARKSEID (V)                      6-3-8-6 (23)
     DAZZLER                           7-3-3-3 (16)  Reserve defend D w/Power Cards
     DEADPOOL             3-7-4 (14)   3-7-5-3 (18)  Not Spect KOd w/ M Power cards
     DEATHBIRD                         3-7-3-3 (16)  Shi'ar Sp, defend FL w/ Pc f R
     DEATHLOK                          4-5-5-6 (20)  "Luther Manning" from Reserve
     DOC SAMSON           1-2-7 (10)   2-2-7-6 (17)
     DOCTOR DOOM          7-6-6 (19)   5-3-4-8 (20)
        DOCTOR DOOM: 2099              5-3-6-7 (21)
     DR./DOCTOR OCTOPUS   3-6-5 (14)   2-5-6-7 (20)
     DOCTOR POLARIS (V)                6-4-4-6 (20)  Power cards +1 for defense
     DR. STRANGE          8-2-3 (13)   8-3-2-6 (19)
     DOMINO               3-8-3 (14)   4-7-3-5 (19)  E Power cards +2 for defense
     DONALD PIERCE                     4-2-6-7 (19)  May play any Reavers Specials
     DOOMSDAY (V)                      4-6-8-1 (19)
     DOPPELGANGER         1-3-6 (10)   3-6-6-1 (16)  May play Spider-Man Specials
     DRACULA                           3-5-6-8 (22)
     ELEKTRA              2-6-5 (13)   2-7-4-4 (17)  Not Spect KOd w/ F Power cards
     THE ENFORCERS                     3-6-4-3 (16)  2 Specials Placed, not dups
     ERADICATOR (H)                    7-2-7-3 (19)
     FAIRCHILD                         1-4-7-5 (17)  2 Universe Placed, not dups
     FALCON                            3-6-5-4 (18)  Place/play any F BasicUniverse
     THE FLASH (H)                     6-6-4-3 (19)  "Reap Whirlwind" from Reserve
     FORGE                             5-5-3-7 (20)  Team Basic Universes +1
     GALACTUS             8-8-8 (24)    
     GAMBIT               6-5-4 (15)   6-6-4-4 (20)  May have dup "Charge Object"
     GHOST RIDER          6-5-6 (17)   6-6-6-2 (20)  Only Spect KO by 4 Power Types
     GOBLYN QUEEN                      7-5-2-5 (19)  Attacks w/ E Pc not shifted
     GREEN ARROW (H)                   4-7-3-5 (19)  Attack Reserve w/ E Power crds
     GREEN GOBLIN                      4-4-6-6 (20)  I Power cards +1 to attack
     GREEN LANTERN (H)                 7-3-4-4 (18)  Not Spect KOd w/ E Power cards
     GREY KING                         6-3-5-7 (21)
     GRIFTER                           4-7-4-4 (19)  Not S/C KO'd w/ Teamwork cards
     GRUNGE                            6-5-4-2 (17)  Must have Multi Hit to be KO'd
     THE HAND                          2-8-3-6 (19)
     HAVOK                             7-3-4-5 (19)  +1 attacks vs. Energy 7 or 8
        HAVOK: MUTANT X                7-3-4-5 (19)  +3 VT when a teammate is KO'd
     HAWKEYE              1-7-4 (12)   4-7-4-2 (17)  "Dynamite Delivery" from Resrv
     HAWKMAN (H)                       4-6-6-4 (20)  Basic Universes additional +2
     HAZARD (V)                        7-2-5-5 (19)
     THE HELLFIRE CLUB                 6-4-4-7 (21)
     HENRY PYM                         3-4-3-7 (17)  M Power cards +2 for defense
     HEROES FOR HIRE                   2-7-8-4 (21)
     HOBGOBLIN            2-6-3 (11)   4-6-6-3 (19)  S Power cards +1 to attack
     HOLOCAUST                         7-2-6-2 (17)
     HULK                 2-4-8 (14)   1-3-8-6 (18)
        HULK: MR. FIX-IT               2-6-6-6 (20)  +1 attacks vs. Strength 7 or 8
     HUMAN TORCH          6-3-3 (12)   7-4-4-4 (19)  Not Cum KO'd w/ E Power cards
        HUMAN TORCH: INVADERS          7-6-4-3 (20)
     HUNTRESS (H)                      4-6-3-6 (19)
     HYDRA                             5-6-5-5 (21)  17-Points for Deckbuilding
     ICEMAN               7-3-4 (14)   7-4-4-3 (18)  May have dup "Snow Blind"
        ICEMAN: THE ICE-MAN            7-5-3-3 (18)  +1 VT each Hit Current Battle
     THE INHUMANS                      8-4-5-4 (21)
     INVISIBLE WOMAN      6-3-3 (12)   6-4-3-6 (19)  Team +2 to Venture Total
        INVISIBLE WOMAN: MALICE        7-6-4-2 (19)
     IRON MAN             7-6-6 (19)   5-3-7-7 (22)
        IRON MAN: ORIGINAL ARMOR       4-3-5-7 (19)  May have dup "Radar Warning"
     JEAN GREY            7-4-3 (14)   7-3-2-4 (16)  "Telepathic Unity" from Resrv
        JEAN GREY: DARK PHOENIX        8-4-6-3 (21)
     JOKER (V)                         4-5-2-7 (18)
     JUBILEE              6-3-1 (10)   6-4-2-4 (16)  May have dup "Blinding Flare"
     JUGGERNAUT           3-4-7 (14)   4-5-8-2 (19)
     KA-ZAR                            1-7-5-5 (18)  +1 attacks vs. Fighting 7 or 8
     KILLER CROC (V)                   4-5-6-1 (16)
     KILLRAZOR                         3-7-5-4 (19)  S Power cards +2 for defense
     KINGPIN                           2-4-5-6 (17)  Teamworks from Reserve
     KNOCKOUT (V)                      2-6-7-3 (18)
     THE KREE                          6-5-4-7 (22)
     LANDSLIDE                         6-4-6-2 (18)  Opp -3 VT when L's tmmate KO'd
     LEADER                            3-4-2-7 (16)  +2 defense "Twisted Mentality"
     LEX LUTHOR (V)                    3-4-3-8 (18)
     LONGSHOT             4-7-3 (14)   3-7-4-3 (17)  Opp team -2 to Venture Total
     MAGGOT                            4-6-4-4 (18)  Play "Slugfest" from Reserve
     MAGNETO              8-1-2 (11)   8-5-3-6 (22)
     MALEBOLGIA                        7-4-6-8 (25)  23 Points, not use I Defense
     MANDARIN             6-5-3 (14)   7-4-3-5 (19)  F Power cards +2 for defense
     THE MARAUDERS                     7-7-3-2 (19)
     MARROW                            2-6-4-4 (16)  May have 1 Dup "Bone Snap"
     MARTIAN MANHUNTER (H)             4-4-7-5 (20)  Teammates' Trainings +1
     MAVERICK                          5-8-3-3 (19)
     MERCURY                           6-7-5-4 (22)
     METALLO (V)                       6-2-7-2 (17)
     METROPOLIS S.C.U (H)              7-4-5-3 (19)
     MR. FANTASTIC        3-6-3 (12)   2-5-2-8 (17)
     MISTER MIRACLE (H)                3-5-3-7 (18)  Only Spect KO by 4 Power Types
     MR. SINISTER         6-6-5 (17)   4-5-4-8 (21)
     MOJO                 5-6-2 (13)   6-3-1-6 (16)  M Power cards +1 to attack
     MOLE MAN                          4-4-2-6 (16)  +2 defense if "Social Outcast"
     MORBIUS              1-3-7 (11)   5-3-6-5 (19)  Only Cum KO by 30 or more pnts
     THE MORLOCKS                      6-3-8-2 (19)
     MORPH                1-6-3 (10)   4-5-3-6 (18)  Not Spect KOd w/ I Power cards
     MULTIPLE MAN                      6-6-3-3 (18)  May make 1/both followup to TW
     MYSTERIO             6-3-4 (13)   6-3-4-6 (19)  Not Spect KOd w/ E Power cards
     MYSTIQUE             6-4-2 (12)   5-6-3-6 (20)  F Power cards +1 to attack
     NAMOR                1-4-8 (13)   2-7-7-4 (20)
        NAMOR: SUB-MARINER             3-5-8-4 (20)
     NERON (V)                         5-2-6-8 (21)
     NEW WARRIORS                      6-6-5-5 (22)  Draw 2 when KO'd. Keep Dups.
     NICK FURY                         3-7-4-6 (20)
     NIGHTCRAWLER         5-7-3 (15)   6-7-3-3 (19)
     NIGHTWING (H)                     2-6-4-6 (18)
     OMEGA RED            2-6-4 (12)   6-7-5-2 (20)
     ONSLAUGHT                         8-2-6-7 (23)
     ORION (H)                         4-7-7-2 (20)
     OVERTKILL                         5-5-7-1 (18)  Follow teammate's TW w/ 1I Pc
     PARALLAX (V)                      7-6-3-5 (21) (H)  -1 to attack P. 1st battle
     PARASITE (V)                      7-2-6-2 (17)
     PENGUIN (V)                       6-6-1-6 (19)
     PHOENIX                           7-5-4-3 (19)  When KOd not discarded til eob
     POISON IVY (V)                    4-5-2-6 (17)
     POLARIS                           7-3-3-4 (17)  Attack w/ EPc while in Reserve
     POST                              1-6-4-6 (17)  May not be attackd by Location
     PROFESSOR X          8-2-1 (11)   8-2-1-7 (18)
     PSYCHO-MAN                        5-2-5-6 (18)  "Emotion Box" from Reserve
     PSYLOCKE             5-6-4 (15)   7-6-3-4 (20)
        PSYLOCKE: BETSY BRADDOCK       6-3-2-5 (16)  P's Basic Univ count Damage/VT
     PUNISHER             4-7-4 (15)   3-7-4-4 (18)  Not Cum KO'd w/ F Power cards
     PUPPET MASTER                     6-3-1-6 (16)  "Alicia Masters" from Reserve
     QUICKSILVER          6-6-4 (16)   7-6-3-2 (18)
     RA'S AL GHUL (V)                  3-7-3-7 (20)
        RA'S AL GHUL SWORD MASTER (V)  4-7-4-5 (20)  Basic Universes additional +1
     RAPTURE                           5-7-2-3 (17)  +1 attack vs. Intellect 7 or 8
     THE RAY (H)                       8-4-4-2 (18)
     THE REAVERS                       5-7-6-3 (21)
     RED SKULL                         3-5-4-7 (19)  Not Cum KO'd w/ I Power cards
     REYES                             6-2-2-6 (16)  Intellect Rating 8 for defense
     RHINO                1-4-7 (12)   2-6-7-1 (16)
     RIDDLER (V)                       3-5-3-7 (18)
     RIPCLAW                           4-7-5-4 (20)  To Front battle teammate KO'd
     ROBIN (H)                         3-6-2-7 (18)
     ROGUE                5-3-7 (15)   4-4-7-2 (17)  Not Spect KO'd w/ Specials
        ROGUE: B/HOOD OF EVIL MUTANTS  6-5-3-2 (16)  Not Cum KO'd w/ Specials
     SABRA                             3-7-6-3 (19)
     SABRETOOTH           1-8-5 (14)   2-8-6-3 (19)
     SAVAGE DRAGON                     2-5-8-4 (19)
     SCARLET SPIDER       5-7-6 (18)   3-7-6-5 (21)
     SCARLET WITCH        6-4-4 (14)   7-3-2-5 (17)  Opp team -5 to V when KO'd
     SCORPION                          5-5-7-2 (19)  +1 attack if opp 4,5,6 Compltd
     SENTINELS            7-5-6 (18)   7-5-7-1 (20)
     THE SERPENT SOCIETY               3-6-6-3 (18)  May play Tactics from Reserve
     SHADOW KING                       7-1-1-7 (16)
     SHADOWCAT                         6-3-3-6 (18)  May have dup "Ghostly Phase"
        SHADOWCAT: AGE OF APOCALYPSE   6-6-3-3 (18)  Attack Reserve w/I or S Power
     SHADOWHAWK                        2-5-6-6 (19)  SPc +2 attack C w/ EPc in Perm
     SHANG CHI: MASTER OF KUNG FU      2-7-5-5 (19)  "Elixir Vitae" from Reserve
     SHE HULK             2-5-7 (14)   1-4-7-5 (17)  May have dup "Public Defender"
     THE SHI'AR                        5-4-3-8 (20)
     SILVER SABLE         2-6-5 (13)   4-6-2-6 (18)  F Teamworks from Reserve
     SILVER SURFER        7-4-5 (16)   7-3-6-5 (21)
     SPAWN                             8-7-3-3 (21)
     SPIDER-GIRL                       4-6-5-3 (18)  Attk w/Pc not defend Activator
     SPIDER-MAN           6-7-6 (19)   3-7-6-5 (21)
        SPIDER-MAN: SYMBIOTIC COSTUME  6-5-7-2 (20)
     SPIDER-WOMAN         4-2-6 (12)   6-3-6-4 (19)  E Power cards +1 to attack
     THE STARJAMMERS                   3-7-4-5 (19)  2 Power cards Placed, not dups
     STEEL (H)                         5-3-6-4 (18)
     STORM                7-4-3 (14)   7-5-3-4 (19)  I Power cards +2 for defense
        STORM: BLOODSTORM              7-6-5-3 (21)
        STORM: NEUTRALIZED             1-6-4-5 (16)  May play any Morlocks non-OPD
     STRONG GUY           4-4-6 (14)   3-4-7-3 (17)  "Pile It On" from Reserve
     STRYKER                           4-7-6-3 (20)
     SUNFIRE                           7-5-4-4 (20)  "Solar Flare" from Reserve
     SUPER SKRULL         5-3-7 (15)   6-4-7-4 (21)
     SUPERBOY (H)                      6-3-6-3 (18)
     SUPERGIRL (H)                     6-4-6-3 (19)
     SUPERMAN (H)                      7-4-7-3 (21)
     SUPERPATRIOT                      3-6-7-2 (18)  Play Captain America Specials
     TASKMASTER                        3-7-4-5 (19)  Use I Pc to avoid any F attack
     TEAM X                            5-7-6-5 (23)  nonOPD Wolv,Sabre,Mav Specials
     THING                1-4-8 (13)   1-5-8-3 (17)
     THOR                 4-3-6 (13)   7-5-7-4 (23)
     THORN (V)                         4-6-3-5 (18)
     THUNDERBIRD                       2-6-7-3 (18)
     THUNDERBOLTS                      7-5-4-6 (22)
     TIFFANY                           6-6-4-4 (20)  Fighting Rating 8 for Defense
     THE TRICKSTER                     6-5-1-7 (19)
     TWO-FACE (V)                      3-6-3-6 (18)
        TWO-FACE CRIMEBOSS (V)         6-3-3-6 (18)  "Flip of the Coin" from Reserv
     TYPHOID MARY                      5-7-3-2 (17)  Attacks w/ F Pc not shifted
     VELOCITY                          6-5-2-3 (16)  Attack w/Powercards in Reserve
     VENOM                6-6-7 (19)   5-6-7-2 (20)
     VIOLATOR                          4-6-7-2 (19)
     VISION               5-5-6 (16)   5-4-6-6 (21)  "Android Endurance" from Resrv
     VOODOO, DAEMONITE                 3-6-7-2 (18)  May play any Voodoo Specials
     WAR MACHINE          4-3-7 (14)   5-4-7-3 (19)
     WARLOCK                           7-6-4-6 (23)
     WHITE QUEEN                       7-2-2-6 (17)
     WITCHBLADE                        7-7-3-4 (21)
     WOLVERINE            2-8-4 (14)   2-8-5-4 (19)
        WOLVERINE: AGE OF APOCALYPSE   2-8-4-5 (19)
        WOLVERINE, GOLDEN AGE          3-7-4-5 (19)  May play Wolverine Specials
     WONDER WOMAN (H)                  1-8-6-5 (20)
     WYNONNA EARP                      2-7-3-6 (18)
     X-BABIES                          5-5-4-1 (15)  Not S/C KO'd with Power cards
     X-MAN                             8-3-3-3 (17)
     X-MEN: ORIGINAL TEAM              7-2-4-5 (18)  May play any Professor X OPD
     XAOS                              7-4-4-1 (16)  Draw 1 when X's teammate KO'd
     ZEALOT                            3-8-4-5 (20)
    _______________________________________________________________________________
    
    OVERPOWER CARD TOTALS
    
      228  Characters  ( 39 OverPower + 21 PowerSurge + 10 Mission Control +
                     12 Batman/Superman DC Hero + 18 B/S DC Villain + 8 IQ +
                     15 JLA DC Hero + 4 JLA DC Villain + 1 JLA DC Neutral +
                     16 Monumental + 24 Classic + 19 Image + 26 X-Men OP +
                      4 OnSlaught + 6 Marvel Vs. Wildstorm Chromium +
                      1 Hillshire Farm + 1 Kay-Bee Action Figure +
                      2 OverPower Legion + 1 Wizard Magazine )
      101  Clone Characters ( 70 OP / PS / MC Heroes with Intellect ratings +
                           3 DC Holographic Hero + 3 DC Holographic Villain +
                           3 Monumental modified promo reprint + 8 Classic +
                          12 X-Men OP + 2 Marvel Vs. Wildstorm )
     1440  Special Cards  ( 18 Any Hero/Any Character + 0 to 9 each Character )
       45  Location Cards ( 30 Monumental + 5 Classic + 4 Image + 5 X-Men OP +
                         1 MegaPower )
       23  Aspect Cards   (  1 Any Homebase + 1 each for some Locations )
       45  Power Cards    (  4 MultiPower w/o I + 5 MultiPower w/I + 4 Any-Power +
                         8 Energy + 8 Fighting + 8 Strength + 8 Intellect )
      131  Universe Cards ( 37 Basic + 12 Training + 36 Teamwork + 45 Ally +
                         1 Captain Universe )
       52  Tactic Cards   ( 16 Artifact + 36 Double Shot )
      133  Mission Cards  (  7 for each of 19 different Missions )
    + 112  Event Cards    (  3 Any Mission + 6 for each of 13 Marvel Missions +
     ----                    5 for each of 5 DC Missions + 6 for 1 Image Mission )
     2310  Functionally Different Playing Cards;
    
     ----
     2622  including "different" versions of Wizard's OP Hero Placards ( 39 ),
           PowerSurge's Power ( 28 ), Basic Universes ( 26 ), Trainings ( 6 ), &
           Teamworks ( 9 ), Mission Control's Any Hero Specials ( 8 ), Hillshire
           Farm reprinted OverPower Hero Cards on PowerSurge cardstock ( 5 ),
           DC's Power ( 36 ), Basic Universes ( 27 ), & Trainings ( 6 ),
           IQ's Any Hero Alien Symbiote Special Card, JLA's Any Character
           duplicates of Marvel Any Heroes ( 4 ), Monumental's new artwork
           reprinted promo Heroes ( 3 ), promo Specials ( 3 ), Power ( 36 ), Double
           Shots ( 7 ), & Teamworks ( 9 ), Classic's Any Character New Universe
           duplicate of Fortress of Solitude and Double Shots ( 7 ), and Image's
           Any Character duplicates ( 3 ), Power ( 36 ), Teamworks ( 4 ), & Ally 
           cards ( 8 )  [ 312 Reprints ]
    
     ----
     2636  including the Wolverine Level 6 Fighting Power Card Promo, the Scarlet
           Witch Error Card, the 2nd version of Longshot Roll With The Punches, the
           Age of Apocalypse and Infestation Incident Event Card Promos, the
           Hillshire Farm reprinted cards with new 1996 Copyright dates on back
           ( 4 PowerSurge Heroes & 1 Universe Card ), the Azrael Hero card without
           the Trademark/Copyright text line, The Hellfire Club Tessa Special
           miscoded with AA instead of JA & Sebastian Shaw Special without tiny TM
           after SHAW, and The Shi'ar Lillandra Special with misplaced apostrophe
           ("against The Sh'iar")  [ 14 Prototypes/Errors ]
    
           {Oddities not included: PowerSurge "Silver" Specials like Mr. Sinister
            Power Scheme, Namor Atlantis Attacks, Super Skrull Immitation;
            IQ "Pink" Specials like Beast Brilliant Deduction, Henry Pym
            Yellowjacket, Kingpin Crime Magnate, Magneto Magnetic Devastation,
            Spider-Man Science Whiz; Classic "Pink" cards like Superpatriot,
            Psycho-Man Fear, Thunderbolts Techno & "Yellow" cards like Bullseye
            Precision Shot, Black Panther Jungle Savvy, Kazar Jungle Savvy,
            ROM/Turbo Double Shot; Image starter deck "Moire-less" Grifter
            Bull's-Eye Shot, Zealot Warrior Soul; Correctly cut Spawn Finite Power}
    _______________________________________________________________________________
    
    CHARACTER AND SPECIAL CARDS
    
        ANY CHARACTER
         * ARKHAM ASYLUM (BC) (V) <DP> {X} [OPD]
            Play when opponent's Hero is KO'd. Reserve must skip a battle before
            entering.
         * BASTION (ZZ) <MN> {VR} [OPD]
            Negate the effect of any 1 Special card. This card may be Placed. If
            Placed, may only negate an "Any Hero/Character" Special.
         * THE BATCAVE (AJ) (H) <MI> {X} [OPD]
            You may look at top 3 cards in opponent's Draw Pile.
         * CONFUSION (DB) <JL> {R} [OPD]  Spellbinder
            Avoids all attacks from 1 Teamwork card, or Target Character must
            discard 1 Placed Teamwork card.
         * DEAL WITH THE DEVIL (BW) (V) <MI> {X} [OPD]
            Opponent must discard top 2 cards from Draw Pile into Dead Pile.
         * DEATH FROM ABOVE (AA) <JL> {R} [OPD]
            Parademons swoop in and make a level 4 Fighting attack! Any character
            may make 1 additional attack.
         * DEVOURER OF WORLDS (OD) <XM> {R} [OPD]
            Play during battle. Opponent cannot use Activator cards for remainder
            of game or until this Special has been attacked with 4 Activator
            card attacks. This Special may not be negated.
         * FLIGHT (AG) <IM> {R} [OPD]
            Avoid 1 attack. Counts as a duplicate of all "Any Hero/Character" AG
            Special Cards.
         * THE FORTRESS OF SOLITUDE (EN) (H) <DP> <OPL> {X} [OPD]
            Play on your turn to concede battle.  All Mission cards Ventured this
            battle return to piles they were Ventured from.  This card may be
            placed.
         * GUARDIAN ANGEL (AG) <JL> {VR} [OPD]
            The Guardian gives warning. Any character may avoid 1 attack.
         * JUSTICE LEAGUE OF AMERICA (AC) (H) <TP> {X} [OPD]
            Attack made on Front Line Character is now made on any other Front Line
            character.
         * MASSIVE MUSCLES (AR) <IM> {R} [OPD]
            Acts as a level 7 Strength attack. Counts as a duplicate of all "Any
            Hero/Character" AR Special Cards.
         * NEW UNIVERSE (EN) <CL> {VR} [OPD]
            Play to concede battle. All Mission cards Ventured this battle return
            to piles Ventured from. May be Placed. Counts as a duplicate of all
            "Any Hero/Character" EN Specials.
         * SUPER SPEED (AA) <IM> {R} [OPD]
            Acts as a level 4 Fighting attack. May make 1 additional attack. Counts
            as a duplicate of all "Any Hero/Character" AA Special Cards.
         * URBAN HUNTERS (BE) (H) <DCP> {X} [OPD]
            Any Front Line Character may make 1 attack after opponent has conceded
            the battle. Opponent may defend.
         * WIZARD IN TOP HAT & TAILS (BQ) <JL> {VR} [OPD]
            Exchange this card for any 1 card in Dead Pile. Counts as Duplicate of
            all "Any Hero/Character" BQ Specials.
          ____________________________________________________________________
    
        ANY HERO
         * ALIEN SYMBIOTE (AL) <HF> {C}  Symbiote
            Symbiotic bonding! Remove 1 hit from the Permanent Record of any hero.
         * ALIEN SYMBIOTE (AL) <IQ> {R}  She-Venom
            Symbiotic Bonding! Remove 1 hit from the Permanent Record of any hero.
         * CONFUSION (DB) <MI> {R} [OPD]  Wolverine
         * CONFUSION (DB) <MC> {R} [OPD]  Rogue
            Avoids all attacks from 1 Teamwork card, or target hero must discard 1
            placed Teamwork card.
         * DEATH FROM ABOVE (AA) <CP> {R} [OPD]
            Sauron swoops in and makes a level 4 Fighting attack! Any hero may make
            1 additional attack
         * DEATH FROM ABOVE (AA) <MC> {R} [OPD]
            Green Goblin swoops in and makes a level 4 Fighting attack!  Any hero
            may make 1 additional attack.
         * GAMMA TERROR (AR) <CP> {R} [OPD]
            Abomination rampages! Acts as a level 7 Strength attack
         * GAMMA TERROR (AR) <MC> {R} [OPD]
            Doc Samson rampages! Acts as a level 7 Strength attack.
         * GOD OF MISCHIEF (AF) <CP> {R} [OPD]
            Loki's Evil Magic! Opponent -3 to venture total for this battle
         * GOD OF MISCHIEF (AF) <MC> {R} [OPD]
            Mephisto's Evil Magic! Opponent -3 to venture total for this battle.
         * GUARDIAN ANGEL (AG) <CP> {R} [OPD]
            Archangel gives warning. Any hero may avoid 1 attack
         * GUARDIAN ANGEL (AG) <MC> {R} [OPD]
            Guardian gives warning. Any hero may avoid 1 attack.
         * POWER LEECH (BY) <IQ> {VR} [OPD]
            Opponent must immediately discard 4 cards of opponent's choice with
            icon of Leech's choice currently placed or in hand.
         * SAVAGE LAND (DF)=>(BL) <MI> {R} [OPD]  Sauron
         * SAVAGE LAND (DF)=>(BL) <MC> {R} [OPD]  Ka-Zar
            On your turn, play before opponent concedes. Opponent may not concede
            battle. This card may be placed.
         * UNLUCKY AT LOVE (AM) <CP> {R} [OPD]
            Spurned by the Black Cat! Any 1 of opponent's heroes is -2 to defense
            for remainder of battle
         * UNLUCKY AT LOVE (AM) <MC> {R} [OPD]
            Spurned by Typhoid Mary! Any 1 of opponent's heroes is -2 to defense
            for remainder of battle.
         * WEB-HEADED WIZARD (BQ) <MI> {R} [OPD]
            Immediately exchange this card for any 1 card in Dead Pile
         * WEB-HEADED WIZARD (BQ) <MC> {R} [OPD]  Captain Universe Spider-Man
            Exchange this card for any 1 card in Dead Pile.
          ____________________________________________________________________
    
       ABSORBING MAN <CL> {R}                    E: 5   F: 5   S: 7   I: 1   (18)
           ~ May play "Molecular Mimic" from Reserve. ~
         * ABSORB PROPERTIES (DY) <CL> {R} [OPD]
            This Special acts identical to any Hit in Absorbing Man's Hits from the
            Current Battle or Permanent Record.
         * CRUSHER CREEL (JH) <CL> {C}
            Acts as a level 5 Fighting attack. If successful, Target Character -2
            to defense for remainder of battle.
         * MOLECULAR MIMIC (KN) <CL> {U}
            Play with any Basic Universe card. Absorbing Man's Power Grid gets
            Bonus in that Power Type for remainder of game.
         * REBUILD FORM (JJ) <CL> {U} [OPD]
            Discard 1 Power card usable by Absorbing Man to remove all Hits with
            same icon from Absorbing Man's Permanent Record. May not discard a
            MultiPower card.
         * TITANIA (KH) <CL> {C}
            Opponent -3 to Venture Total for this battle. If opponent has "The
            Secret Wars" Mission, opponent -6 to Venture Total for this battle.
         * WRECKING BALL (JZ) <CL> {C}
            Acts as a level 5 Strength attack. May not be defended with a Special
            card.
          ____________________________________________________________________
    
       THE ACOLYTES <MN> {R}                     E: 7   F: 6   S: 3   I: 3   (19)
         * AMELIA VOGHT (HK) <XM> {C}
            Target Character must make as many attacks as possible. Acolytes' team
            may defend.
         * AMELIA VOGHT (KH) <CL> {U}
            Opponent -3 to Venture Total for this battle. If opponent has "Fatal
            Attractions" Mission, opponent -6 to Venture Total for this battle.
         * EXODUS (AE) <MN> {U}
            Acts as a level 4 Any-Power attack, may combine with 1 Energy, 
            Fighting, Strength, or Intellect Power card for a single attack.
         * FABIAN CORTEZ (HX) <MN> {VR} [OPD]
            Acolytes team is +1 to all numeric Special cards for remainder of
            battle. Bonus not applied to damage or Venture total. May be played
            from Reserve.
         * RUSTY COLLINS (LC) <MN> {U}
            Acts as a level 4 Energy attack against Target Character, or a level 8
            Any-Power attack against Target Battlesite.
         * SENYAKA (JF) <MN> {VR} [OPD]
            All Any-Power cards on Target Character's Permanent Record become
            Energy cards for remainder of game.
         * SKIDS (AD) <MN> {U}
            Avoid any attack made with a Power Card.
         * UNUSCIONE (LB) <MN> {U}
            Avoid 1 attack from a Battlesite. Acolytes may not be attacked from a
            Battlesite for remainder of battle.
          ____________________________________________________________________
    
       ADAM WARLOCK <AFP> {VR}                   E: 7   F: 2   S: 5          (14)
       ADAM WARLOCK <MN> {VR}                    E: 7   F: 2   S: 5   I: 6   (20)
         * COSMIC ALLIANCE (FE) <AFP> {VR}
         * COSMIC ALLIANCE (FE) <MN> {U}
            Acts as a level 3 Fighting attack. Each Front Line teammate may make 1
            additional attack.
         * ENERGY BARRAGE (AR) <AFP> {VR}
         * ENERGY BARRAGE (AR) <MN> {U}
            Acts as a level 7 Energy attack.
         * THE INFINITY WATCH (AD) <CL> {C}
            Avoid 1 Energy or Intellect attack.
         * SOUL GEM (FD) <AFP> {VR} [OPD]
            Only Adam Warlock and target opponent may attack or defend this battle.
         * SOUL GEM (FD) <MN> {VR} [OPD]
            Only Adam Warlock and Target Character may attack, be attacked, or
            defend this battle.
          ____________________________________________________________________
    
       ALPHA FLIGHT <MN> {R}                     E: 4   F: 7   S: 4   I: 6   (21)
         * AROURA (HF) <MN> {C}
            Acts as a level 4 Fighting or Energy attack.
         * GUARDIAN (AG)=>(AD) <MN> {U}
            Teammate may avoid 1 attack.
         * MURMUR (KD) <CL> {U} [OPD]
            All Energy Power Card Hits on Target Character are doubled when
            determining Cumulative K.O. for remainder of game. Does not count
            toward Venture Total.
         * PUCK (EJ) <MN> {U}
            Acts as a level 2 Strength attack. If successful, acts as a level 8
            Energy Power card.
         * SASQUATCH (HR) <MN> {VR} [OPD]
            Acts as a level 9 Strength or Intellect attack.
         * SHAMAN (CK) <MN> {VR} [OPD]
            Play in current battle to resurrect any KO'd teammate next battle.
            Teammate is discarded at end of next battle.
         * SNOWBIRD (FB) <MN> {U}
            Draw top card from Draw Pile. If drawn card is an attack. Alpha Flight
            may use it, if drawn card is not an attack, discard it to the Dead
            Pile.
         * VINDICATOR (MA) <XM> {C}
            Acts as a level 5 Strength or Intellect attack. May not be defended by
            a card from a Battlesite.
          ____________________________________________________________________
    
       ANGEL: THE FALLEN <XM> {U}                E: 6   F: 7   S: 4   I: 3   (20)
       ANGEL: HORSEMAN OF APOCALYPSE <CL> {C}    E: 5   F: 7   S: 6   I: 2   (20)
         * NEURO-TOXIN (HO) <XM> {C}
            Acts as a level 6 Energy attack. If successful, Opponent is -4 to
            Venture.
          ____________________________________________________________________
    
       APOCALYPSE <OP> {R}                       E: 6   F: 4   S: 4          (14)
       APOCALYPSE <OHP> {X}                      E: 6   F: 4   S: 4          (14)
       APOCALYPSE <IQ> {VR}                      E: 5   F: 5   S: 7   I: 6   (23)
         * AGELESS EVIL (AE) <IQ> {U}
            Acts as a level 4 Energy attack. May combine with 1 Intellect card for
            a single attack.
         * ENHANCE STRENGTH (AY) <OP> {U}
            Apocalypse's Strength skill increases to 8 for remainder of battle
         * GENETIC ENGINEERING (BD) <OP> {U} [OPD]
            Target opponent may not use skill type of Apocalypse's choice for
            remainder of battle
         * INSTANT EVOLUTION (CL) <PS> {U}
            Play in current battle. Apocalypse may play any KO'd teammate's
            Specials in next battle.
         * MEGAMORPH (AS) <OP> {R} [OPD]
            Acts as a level 9 Fighting attack
         * SHAPE SHIFT (AC) <OP> {C}
            Attack made on teammate is now made on Apocalypse, who may defend it
         * SURVIVAL OF THE FITTEST (AC) <OP> {U}
            Attack made on Apocalypse is now made on teammate of his choice, who 
            may defend it
         * TECHNO-VIRUS (HA) <IQ> {VR} [OPD]
            Target hero may not defend against level 1 or 2 Power cards for
            remainder of game. Level 1 or 2 Power card Hits do not count for
            Spectrum KO.
          ____________________________________________________________________
    
       AQUAMAN (H) <JL> {U}                      E: 2   F: 5   S: 6   I: 6   (19)
           ~ May have duplicate "Allies From The Deep" Specials. ~
         * ALLIES FROM THE DEEP (EB) <JL> {U}
            Play this card in front of Aquaman, Aquaman may not be attacked until
            this Special is attacked. Aquaman may not defend this card.
         * DOLPHIN (JC) <JL> {U}
            Acts as a level 5 Energy attack. Aquaman may play 1 additional Special
            card.
         * HOOK (AR) <JL> {R}
            Acts as a level 7 Fighting attack.
         * KING OF THE SEAS (AG) <JL> {U}
            Avoid 1 attack.
         * LINE (CH) <JL> {VR} [OPD]
            Target character must discard all Placed cards and may not attack for
            remainder of battle.
          ____________________________________________________________________
    
       AZRAEL (H) <BS> {VR}                      E: 5   F: 8   S: 3   I: 3   (19)
       AZRAEL  {VR} (ERROR: without Trademark & (c) text line next to H symbol)
         * AVENGING ANGEL (CS) <BS> {U}
            Choose 1 Universe card, excluding Teamwork or Training, from Draw Pile
            and place in hand. Reshuffle Draw Pile.
         * BATTLE ARMOR (AD) <BS> {C}
            Avoid 1 Fighting or Strength attack.
         * DIVINE INSPIRATION (AM) <BS> {R}
            Azrael gains a +2 to defense for remainder of battle.
         * FLAMING SWORD (AE) <BS> {R}
            Acts as a level 4 Energy attack. May combine with 1 Strength card for a
            single attack.
         * KNOW MY WRATH (AS) <JL> {R} [OPD]
            Acts as a level 10 Fighting attack.
         * THE SYSTEM (DU) <BS> {VR} [OPD]
            Azrael may make 2 Power card attacks at +2 each, or 1 Power card attack
            at +3. Bonus not applied to damage, or Venture Total.
          ____________________________________________________________________
    
       BACKLASH <IM> {C}                         E: 5   F: 6   S: 5   I: 6   (22)
           ~ Counts as 18 Points for Tournament Deckbuilding. ~
       BACKLASH, FUTURE <MW> {X}                 E: 6   F: 4   S: 3   I: 7   (20)
           ~ May play any Backlash Special Cards. ~
         * ALTERED PHYSIOLOGY (AG) <IM> {C}
            Avoid 1 attack.
         * COMBAT AGILITY (AE) <IM> {U}
            Acts as a level 4 Any-Power attack, may combine with 1 Energy,
            Fighting, Strength, or Intellect Power card for a single attack.
         * GOVERNMENT TROOPER (LT) <IM> {U}
            Acts as a level 3 Strength attack, +1 for each Mission card in
            Backlash's Defeated Missions Pile.
         * MIST BODY (MM) <IM> {R} [OPD]
            Play during battle. All Hits in Backlash's Hits from Current Battle do
            not count for Venture Total and are subtracted from Opponent's
            Venture Total.
         * PSI-WHIPS (LQ) <IM> {R} [OPD]
            Acts as a level 4 Intellect attack. If successful, may make 1
            additional Intellect attack against same Character. Additional
            attack may not be defended.
         * TEAM 7 (MA) <IM> {U}
            Acts as a level 5 Fighting or Strength attack. May not be defended by a
            card from a Battlesite.
          ____________________________________________________________________
     
       BANE (V) <BS> {VR}                        E: 1   F: 6   S: 6   I: 6   (19)
         * ENHANCED PHYSIQUE (AY) <BS> {R}
            Bane's Fighting skill increases to 8 for remainder of battle.
         * FERAL RAGE (DG) <BS> {U}
            Acts as a level 2 Strength attack. May make 2 additional attacks.
         * INTELLECTUAL SUPERIORITY (HR) <JL> {R} [OPD]
            Acts as a level 9 Energy or Intellect attack.
         * INTIMIDATION (CI) <BS> {U}
            Play with Intellect Power card attack. If attack succeeds, add +2 to
            damage.
         * VENGEANCE OF BANE (DD) <BS> {R}
            Bane is +2 to all attacks against target character and +2 to defense
            from attacks made by target character for remainder of battle.
         * VENOM INJECTION (DV) <BS> {VR} [OPD]
            Bane may make 1 attack at +4.  May not be combined with Universe cards.
          ____________________________________________________________________
    
       BANSHEE <PS> {VR}                         E: 7   F: 4   S: 3          (14)
       BANSHEE <IQ> {R}                          E: 7   F: 5   S: 3   I: 5   (20)
           ~ Teammates' Training card bonues (BONUSES) are an additionl
             (ADDITIONAL) +1. ~
         * CASSIDY KEEP (BR) <IQ> {U}
            Banshee may have 1 additional card Placed on him until Banshee is KO'd.
            May be played from Reserve. 
         * INTERPOL (JC) <MN> {U}
            Acts as a level 5 Intellect attack. Banshee may play 1 additional
            Special card.
         * INTERPOL TRAINING (AA) <PS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * LUCK O' THE IRISH (DS) <PS> {VR}
            Choose one Banshee Special from Draw Pile and place in hand. Cannot be
            a duplicate. Reshuffle Draw pile.
         * SHATTER SHRIEK (BY) <PS> {VR} [OPD]
            Opponent must immediately discard all cards with a Fighting icon
            currently held in hand.
         * SONIC GLIDE (AG) <PS> {VR}
            Avoid 1 attack.
         * SUPER SCREAM (AS) <PS> {VR} [OPD]
            Acts as a level 11 Energy attack. Banshee may not attack for remainder
            of battle.
         * VOCAL HYPNOSIS (AX) <PS> {VR}
            Banshee and target hero may not attack for remainder of battle.
          ____________________________________________________________________
    
       BARON MORDO <CL> {R}                      E: 7   F: 3   S: 2   I: 6   (18)
         * BARGAIN LIFEFORCE (JO) <CL> {U}
            Baron Mordo's Hits to K.O. is reduced by 7 points. Baron Mordo's Energy
            and Intellect Power Grid Ratings increase to 8 for the remainder of
            game.
         * DEMONIC SUMMONS (AQ) <CL> {R} [OPD]
            Acts as a level 8 Strength, Fighting, or Intellect attack.
         * ILLUSION CASTING (AG) <CL> {U}
            Avoid 1 attack.
         * JEALOUS DISCIPLE (LT) <CL> {C}
            Acts as a level 3 Intellect attack, +1 for each Mission card in Baron
            Mordo's Defeated Missions Pile.
         * MYSTICAL MENACE (DO) <CL> {C}
            Negates the effect of any 1 Special card played by opponent against
            Baron Mordo only.
         * SPELL OF SILENCE (JY) <CL> {C}
            Acts as a level 5 Energy attack. May not be affected by a card with the
            word "teammate" on it.
          ____________________________________________________________________
    
       BASTION <XM> {U}                          E: 3   F: 2   S: 4   I: 7   (16)
           ~ May play any "Sentinels" Special cards. Attacks made with Intellect
             Power cards may not be moved or shifted from Target Character. ~
          ____________________________________________________________________
    
       BATMAN (H) <BS> {R}                       E: 2   F: 7   S: 4   I: 7   (20)
       BATMAN AVENGER (H) <BH> {X}               E: 4   F: 8   S: 4   I: 4   (20)
           ~ Batman's MultiPower cards are +1 vs. any Character with a Villain
             code. ~
       BATMAN DETECTIVE (H) <BH> {X}             E: 4   F: 4   S: 4   I: 8   (20)
           ~ Batman may play Comm. Gordon & G.C.P.D. "Sting Operation" Special. ~
         * BATARANG (AB) <BS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional Fighting
            attack against a different opponent.
         * THE DARK KNIGHT (HL) <JL> {R}
            Opponent's team may not use Intellect Power cards level 6 through 8 to
            attack for remainder of battle.
         * MAGNESIUM FLARE (DM) <BS> {U}
            Batman's Energy Power cards are +2 for remainder of battle.
         * MARTIAL ARTS EXPERT (BA) <BS> {VR} [OPD]
            Acts as a level 3 Intellect attack. Can only be defended by a defensive
            Special card.
         * MASTER DETECTIVE (AJ) <BS> {R}
            Opponent must reveal any Special cards currently held in hand.
         * OLYMPIC LEVEL ATHLETE (AD) <BS> {R}
            Avoid any attack made with a Power card.
          ____________________________________________________________________
    
       BEAST <OP> {U}                            E: 1   F: 5   S: 6          (12)
       BEAST <OHP> {X}                           E: 1   F: 5   S: 6          (12)
       BEAST <IQ> {R}                            E: 2   F: 5   S: 6   I: 7   (20)
       BEAST: THE BRUTE <XM> {U}                 E: 3   F: 6   S: 7   I: 1   (17)
         * ACROBATICS (CD) <PS> {U}
            Only attacks made with Universe cards may be played against Beast for
            remainder of battle.
         * AMBIDEXTERITY (HC) <IQ> {U}
            Beast may combine multiple Basic Universe cards with each Power card
            attack for remainder of battle.
         * ANALYZE (AO) <OP> {C}
            Negates the effect of any 1 Special card played by opponent
         * ANIMAL DEXTERITY (AD) <OP> {C}
            Avoid 1 Fighting attack
         * BEASTIAL BRAWN (AA) <OP> {C}
            Acts as a level 4 Strength attack, may make 1 additional attack against
            a different opponent
         * BIOCHEMIST (AL) <OP> {U}
            Remove 1 hit from the permanent record of any 1 teammate
         * BRILLIANT DEDUCTION (HB) <IQ> {U}
            Sort through opponent's Power Pack and remove any 3 cards of Beast's
            choice. Discard chosen cards into Dead Pile.  Reshuffle Power Pack.
         * DROP KICK (AS) <OP> {U} [OPD]
            Acts as a level 9 Fighting attack
          ____________________________________________________________________
    
       BETA RAY BILL <CL> {C}                    E: 5   F: 4   S: 7   I: 6   (22)
           ~ May play any "Thor" Special cards. ~
          ____________________________________________________________________
    
       BEYONDER <OPL> {VR}                       E: i   F: i   S: i   I: i   (28)
           ~ May play any Special cards. ~     [iNFINITIES; match active teammates]
             (of active or KO'd Teammates, except any One Per Decks.)
          ____________________________________________________________________
    
       BISHOP <OP> {C}                           E: 5   F: 6   S: 4          (15)
       BISHOP <OHP> {X}                          E: 5   F: 6   S: 4          (15)
       BISHOP <IQ> {R}                           E: 6   F: 7   S: 4   I: 3   (20)
         * ABSORB ENERGY (AY) <OP> {C}
            Avoid 1 Energy attack - Bishop's Energy skill is increased to 8 for
            remainder of battle
         * BODY ARMOR (AG) <PS> {U}
            Avoid 1 attack.
         * DRAW ENEMY FIRE (AC) <OP> {C}
            Attack made on teammate is now made on Bishop, who may defend it
         * PARAMILITARY SKILL (AR) <IQ> {C}
            Acts as a level 4 Intellect attack.
         * PLASMA GUN (AS) <OP> {U} [OPD]
            Acts as level 9 Energy attack
         * SPECTRUM BLAST (AQ) <OP> {R} [OPD]
            Acts as level 8 Energy, Strength, or Fighting attack
         * TEMPORAL ANOMALY (HD) <IQ> {VR} [OPD]
            Sort through Defeated Heroes Pile and remove 1 Event card. Put Event
            card into Draw Pile. Reshuffle Draw Pile.
         * XSE TACTICS (AA) <OP> {C}
            Acts as level 4 Fighting attack, may make 1 additional attack
          ____________________________________________________________________
    
       BLACK CANARY (H) <JL> {U}                 E: 3   F: 7   S: 3   I: 5   (18)
           ~ May Place and play any Hero Intellect Ally cards. ~
         * BIRD OF PREY (AA) <JL> {C}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * OPENING FLOWER DISCIPLINE (JH) <JL> {U}
            Acts as a level 5 Strength attack. If successful, Target character -2
            to defense for remainder of battle.
         * THE ORACLE CONNECTION (JC) <JL> {U}
            Acts as a level 5 Intellect attack. Black Canary may play 1 additional
            Special card.
         * STREET SMARTS (AJ) <JL> {VR} [OPD]
            Black Canary may look at top 6 cards in opponent's Draw Pile.
         * WORKING CLOTHES (AD) <JL> {C}
            Avoid 1 attack made with a Universe card.
          ____________________________________________________________________
    
       BLACK CAT <PS> {R}                        E: 3   F: 7   S: 3          (13)
       BLACK CAT <HF> {X}                        E: 3   F: 7   S: 3          (13)
       BLACK CAT <IQ> {R}                        E: 3   F: 6   S: 3   I: 4   (16)
           ~ Power cards are +1 when used for defense. ~
         * BAD LUCK (AI) <PS> {VR}
            Opponent must discard 1 placed Special card of Black Cat's choice.
         * CAT BURGLAR (CB) <PS> {VR}
            Black Cat can combine 1 Power card with 1 of opponent's placed Universe
            cards, excluding Teamwork, to attack.
         * CAT FIGHT (AA) <PS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * FELINE FORTUNE (CM) <IQ> {C}
            Opponent's team is -2 to all attacks against Black Cat for remainder of
            battle.
         * FELINE FURY (CD) <IQ> {U}
            Only Fighting attacks may be played against Black Cat for remainder of
            battle.
         * FEMME FATALE (BY) <PS> {VR} [OPD]
            Opponent must immediately discard all cards with a Strength icon
            currently held in hand.
         * KISS OF DEATH (BA) <PS> {VR} [OPD]
            Acts as a level 3 Energy attack. Cannot be defended by a male hero.
         * NINE LIVES (AD) <PS> {U}
            Avoid 1 Fighting attack.
          ____________________________________________________________________
    
       BLACK KING <MW> {X}                       E: 3   F: 3   S: 6   I: 7   (19)
           ~ May play any Hellfire Club Special Cards. ~
          ____________________________________________________________________
    
       BLACK PANTHER <CL> {R}                    E: 2   F: 7   S: 5   I: 6   (20)
         * AFRICAN MONARCH (KM) <CL> {C}
            Play this Special card with any other Special card from Hand. Value of
               Special card is added to Black Panther's Venture Total for this
               battle.
         * AGILE WARRIOR (AG) <CL> {U}
            Avoid 1 attack.
         * BLACK PANTHER POWER (LR) <CL> {R} [OPD]
            Acts as a level 4 Energy or Strength attack. May combine with 1
            Intellect card for a single attack.
         * HEART SHAPED HERB (AL) <CL> {C}
            Remove 1 Hit from Black Panther's Permanent Record, and Black Panther's
            Fighting Rating increases to 8 for remainder of Battle.
         * JUNGLE SAVVY (JZ) <CL> {C}
            Acts as a level 5 Fighting attack. May not be defended with a Special
            card.
         * WAKANDAN TECHNOLOGY (DQ) <CL> {U}
            Black Panther's Battlesite's Hits to K.O. number is increased by 5
            points for remainder of game.
          ____________________________________________________________________
    
       BLACK WIDOW <MC> {U}                      E: 2   F: 7   S: 2          (11)
       BLACK WIDOW <IQ> {R}                      E: 4   F: 7   S: 3   I: 6   (20)
         * AVENGING AGENT (BA) <MC> {R} [OPD]
            Acts as a level 2 Energy, Strength, or Fighting attack. Can only be
            defended by a defensive Special card.
         * CHAMPION (CQ) <IQ> {U}
            All Black Widow Special cards are doubled when determining Venture
            total this battle.
         * COMBAT GYMNAST (EL) <MC> {R} [OPD]
            Acts as a level 7 Fighting attack. If successful, target hero may not
            use cards with Fighting icon for remainder of battle.
         * DEFENSE TACTICS (AD) <MC> {U}
            Teammate may avoid 1 Energy attack. May be played while Black Widow is
            in reserve.
         * ESPIONAGE (AF) <MC> {U}
            Add 3 to Black Widow's venture total, or opponent -3 to venture total
            for this battle.
         * KGB INTELLIGENCE (AN) <IQ> {U}
            Acts as a level 6 Intellect attack. May be used against opponent in
            Reserve, who may defend.
         * WIDOW'S BITE (AA) <MC> {C}
            Acts as a level 4 Energy attack. May make 1 additional attack.
         * WIDOW'S LINE (AG) <MC> {U}
            Avoid 1 attack.
          ____________________________________________________________________
    
       BLOB <PS> {VR}                            E: 3   F: 3   S: 7          (13)
       BLOB <IQ> {R}                             E: 4   F: 5   S: 6   I: 1   (16)
           ~ May not be Spectrum KO'd with Strength Power cards. ~
         * ABSORB IMPACT (CW) <PS> {U} [OPD]
            Avoid 1 attack. May not be attacked for remainder of battle.
         * AVALANCHE (AE) <MN> {U}
            Acts as a level 4 Energy attack. May combine with 1 Strength card for a
            single attack.
         * BLUBBER BLOCK (AD) <PS> {VR}
            Teammate may avoid 1 attack.
         * BOTTOMLESS BELLY (CE) <PS> {VR}
            Opponent must discard top card from Draw Pile into Dead Pile.
         * FLABBY FIGHTER (HE) <IQ> {VR} [OPD]
            Heroes on Opponent's Team with Fighting 7 or 8 may not use cards with a
            Fighting icon to attack for remainder of battle.
         * HEAVY HITTER (AR) <PS> {R}
            Acts as a level 6 Fighting attack.
         * IMMOVABLE OBJECT (AX) <PS> {U}
            Blob and target hero may not attack for remainder of battle.
         * SUMO SLAM (CU) <PS> {VR} [OPD]
            Acts as a level 7 Strength attack. If successful, target hero must
            immediately discard 1 placed card.
          ____________________________________________________________________
    
       BLUE BEETLE (H) <JL> {C}                  E: 4   F: 6   S: 4   I: 5   (19)
           ~ Team is +2 to Venture Total per battle. ~
         * AIRGUN (BA) <JL> {U}
            Acts as a level 3 Energy attack. Can only be defended by a card with a
            Strength icon.
         * THE BUG (HH) <JL> {U}
            Blue Beetle may have an unlimited number of Special cards placed on
            him until Blue Beetle is KO'd. Specials may not be duplicates.
         * BWAH-HA-HA-HA! (HO) <JL> {R}
            Acts as a level 6 Intellect attack. If successful, opponent -4 to
            Venture total.
         * FRICTIONLESS FOAM (JB)=>(IB) <JL> {U}
            Opponent must discard all placed Universe cards, and is -3 to Venture
            total.
         * QUICK WITS (AD) <JL> {U}
            Avoid any attack made with a Power card.
          ____________________________________________________________________
    
       BOOSTER GOLD (H) <JL> {C}                 E: 6   F: 4   S: 5   I: 3   (18)
           ~ Intellect Power cards are +3 when used for defense. ~
         * ENERGY ABSORPTION FIELD (AH) <JL> {VR} [OPD]
            Avoid 1 attack with an Energy icon. No Energy Power cards may be
            played against Booster Gold's team for remainder of battle.
         * GAUNTLET ENERGY BLAST (AA) <JL> {C}
            Acts as a level 4 Energy attack. May make 1 additional attack.
         * MIDAS MODE (JG) <JL> {U}
            Booster Gold may play any Energy or Strength Teamwork cards for
            remainder of game.
         * QUARTERBACK SNEAK (AN) <JL> {U}
            Acts as a level 6 Strength attack, may be used against character in
            Reserve, who may defend.
         * SKEETS (HT) <JL> {U} [OPD]
            Choose 1 Power card usable by Booster Gold from Power Pack and place in
            hand. May be duplicate. Reshuffle Power Pack.
          ____________________________________________________________________
    
       BRAINIAC (V) <BS> {VR}                    E: 8   F: 1   S: 4   I: 7   (20)
         * BRAIN DRAIN (CU) <JL> {R} [OPD]
            Acts as a level 8 Intellect attack. If successful Target must
            immediately discard 1 Placed card, of Brainiac's choice.
         * FORCE FIELD (AG) <BS> {R}
            Avoid 1 attack.
         * FORCE OF MIND (AI) <BS> {C}
            Target hero must discard 1 placed Universe card of Brainiac's choice.
         * LORD OF WARWORLD (CC) <BS> {R}
            Acts as a level 5 Strength Power card. May be used to attack or defend.
            May not be combined with Universe cards.
         * MENTAL CONTROL (AV) <BS> {VR} [OPD]
            Target character may not attack for remainder of battle.
         * MENTAL ILLUSIONS (DR) <BS> {U}
            Opponent must draw 1 card from Draw Pile. Drawn card and any duplicate
            of it, placed or in hand, must be discarded.
          ____________________________________________________________________
    
       BRASS <MW> {X}                            E: 7   F: 5   S: 6   I: 3   (21)
         * ARMORED POWERHOUSE (MB) <IM> {R} [OPD]
            Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Energy Power Card Hit, regardless of Inherent
            Abilities and other Special cards.
         * COMPUTER TRACKING (MI) <IM> {U}
            Play on Target Character as an attack. Attacks made on Target
            Character, including "Computer Tracking," may not be moved to any
            of Target's teammates for remainder of game.
         * WEAPONS ARRAY (MC) <IM> {R} [OPD]
            Acts as a level 11 Energy, Strength, or Fighting attack. Brass's Team
            may not attack for remainder of battle.
          ____________________________________________________________________
    
       BROOD <MC> {U}                            E: 4   F: 7   S: 5          (16)
       BROOD <IQ> {R}                            E: 3   F: 6   S: 6   I: 4   (19)
           ~ May have duplicate "Brood Spawn" Specials. ~
         * ALIEN HUNGER (BW) <MC> {R} [OPD]
            Opponent must discard top 5 cards from Power Pack into Dead Pile.
         * BONY EXOSKELETON (AD) <MC> {C}
            Avoid 1 Strength or Fighting attack.
         * BROOD SPAWN (EB) <MC> {U}
            Play this card in front of Brood. Brood may not be attacked until this
            Special is attacked. Brood may not defend this card.
         * INSECTOID INCURSION (CN) <MC> {C}
            No Fighting Power cards may be played against Brood for remainder of
            battle.
         * OVERWHELM (AR) <MC> {U}
            Acts as a level 6 Energy attack. If successful, Brood gains skill
            levels of target opponent for remainder of battle.
         * PESTILENT HORDE (BF) <MC> {R} [OPD]
            Brood hits to K.O. number is increased to 30.
         * PLAN OF CONQUEST (AA) <IQ> {C}
            Acts as a level 4 Intellect attack. May make 1 additional attack.
         * POWER HUNGRY MONSTERS (BY) <IQ> {VR} [OPD]
            Opponent must immediately discard all cards with an Energy icon
            currently held in hand.
          ____________________________________________________________________
    
       BULLSEYE <CL> {R}                         E: 4   F: 8   S: 4   I: 2   (18)
         * ASSASSIN FOR HIRE (DD) <CL> {U}
            Discard 1 Intellect Power card usable by Bullseye. Bullseye is +2 to
            all Power card attacks against Target Character for remainder of
            game.
         * CAREFREE KILLER (JH) <CL> {C}
            Acts as a level 5 Intellect attack. If successful, Target Character -2
            to defense for remainder of battle.
         * EVERYTHING'S A WEAPON! (JR) <CL> {R} [OPD]
            Bullseye may attack with any Special cards or Power cards in Hand for
            remainder of battle.
         * MURDERER (JX) <CL> {C}
            Acts as a level 4 Fighting attack. If Target Character is K.O.'d by
            this Hit, Bullseye may move 1 Mission card from the Defeated Pile
            to the Completed Pile.
         * PRECISION SHOT (AN) <CL> {C}
            Acts as a level 4 Energy, Fighting, Strength, or Intellect attack.
            May be used against Character in Reserve, who may defend.
         * RELENTLESS ASSAULT (KB) <CL> {U}
            Acts as a level 7 Fighting attack. If successful, acts as a level 3
            Strength Hit. Hit goes on Target Character's Permanent Record. Does
            not count toward Venture Total.
          ____________________________________________________________________
    
       CABLE <OP> {R}                            E: 6   F: 5   S: 6          (17)
       CABLE <OHP> {X}                           E: 6   F: 5   S: 6          (17)
       CABLE <IQ> {VR}                           E: 7   F: 7   S: 4   I: 5   (23)
         * ASKANI'SON (AW) <IQ> {VR} [OPD]
            Add 6 to Venture total for this battle.
         * BATTLE TACTICS (AT) <OP> {U} [OPD]
            Draw 1 card, do not discard if duplicate
         * BIONIC EYE (AN) <OP> {U}
            Acts as a level 6 Fighting attack, may be used against opponent in
            reserve, who may defend
         * BLAQUESMITH (EL) <MN> {VR} [OPD]
            Acts as a level 7 Intellect attack. If successful, Target Character may
            not use cards with an Intellect icon for remainder of battle.
         * BODYSLIDE (AG) <OP> {C}
            Avoid 1 attack
         * COVER FIRE (AG)=>(AD) <OP> {U}
            Teammate may avoid 1 attack of 9 or less
         * CUSTOM FIREARMS (AA) <OP> {U}
            Acts as a level 4 Fighting attack, may make 1 additional attack
         * REALLY BIG GUN (AS) <PS> {R} [OPD]
            Acts as a level 9 Strength attack.
          ____________________________________________________________________
    
       CALLISTO <XM> {C}                         E: 2   F: 6   S: 3   I: 5   (16)
           ~ May play any "Morlocks" Special cards. May play "Caliban" from
             Reserve. ~
          ____________________________________________________________________
    
       CAPTAIN AMERICA <OP> {R}                  E: 1   F: 7   S: 5          (13)
       CAPTAIN AMERICA <OHP> {X}                 E: 1   F: 7   S: 5          (13)
       CAPTAIN AMERICA <IQ> {R}                  E: 2   F: 8   S: 4   I: 6   (20)
         * AVENGER (AC) <OP> {U}
            Attack made on teammate is now made on Captain America, who may defend
            it
         * INSPIRATION (CQ) <PS> {U}
            All Captain America Special cards are doubled when determining Venture 
            total this battle.
         * MIGHTY SHIELD (AG)=>(AD) <OP> {U}
            Teammate may avoid 1 attack of 9 or less
         * RICOCHET SHIELD (AB) <OP> {U}
            Acts as a level 4 Fighting attack, may make 1 additional Fighting
            attack against a different opponent
         * SENTINEL OF LIBERTY (GB) <IQ> {VR} [OPD]
            Acts as a level 7 Intellect attack. If successful, Captain America may
            move 1 Mission Card from the Defeated Missions Pile to the Reserve
            Missions Pile.
         * SHARON CARTER (JC) <MN> {U}
            Acts as level 5 Energy attack. Captain America may play 1 additional
            Special card.
         * STARS & STRIPES (AG) <OP> {U}
            Avoid 1 attack
         * SUPER SOLDIER (BA) <OP> {U} [OPD]
            Acts as a level 3 Fighting attack, can only be defended by a defensive
            Special card
          ____________________________________________________________________
    
       CAPTAIN ATOM (H) <JL> {R}                 E: 7   F: 6   S: 4   I: 3   (20)
           ~ May play Fighting Teamwork cards from Reserve. ~
         * ANTI-GRAVITY FIELD (JD) <JL> {VR} [OPD]
            Captain Atom may not attack or be attacked with Basic Universe cards
            for remainder of game.
         * ATOMIC BOLT (HR) <JL> {VR} [OPD]
            Acts as a level 9 Energy or Fighting attack.
         * ATOMIC PUNCH (AA) <JL> {C}
            Acts as a level 4 Strength attack. May make 1 additional attack.
         * QUANTUM JUMP (JB) <JL> {VR} [OPD]
            Remove all Hits from Captain Atom's Permanent Record and Current
            Battle, and switch places with the Reserve.
         * SKIN ALLOY (AM) <JL> {U}
            Captain Atom gains a +2 to defense for remainder of battle.
          ____________________________________________________________________
    
       CAPTAIN BRITAIN <XM> {U}                  E: 4   F: 4   S: 7   I: 6   (21)
         * BATTLEWORTHY (KL) <XM> {U}
            Opponent must immediately discard all Special cards in play that affect
            the "remainder of the battle" or the "remainder of the game."
         * PHYSICS GENIUS (NP) <XM> {C}
            Captain Britain's team's Basic Universe cards used to attack count
            toward Damage and Venture Total for remainder of game.
         * PRODIGIOUS STRENGTH (NG) <XM> {U}
            Acts as a level 5 Fighting attack. If successful, Target Character
            loses Inherent Ability and is considered to have no Inherent
            Ability for remainder of battle.
         * SUPER ENDURANCE (FL) <XM> {R} [OPD]
            For remainder of game, cards on Captain Britain's Hits to Current
            Battle with Energy or Fighting icons do not count towards
            Opponent's Venture Total.
         * SUPERSONIC (HR) <XM> {R} [OPD]
            Acts as a level 9 Energy or Strength attack.
          ____________________________________________________________________
    
       CAPTAIN MAR-VELL <CL> {U}                 E: 6   F: 6   S: 6   I: 4   (22)
           ~ Energy Power Grid Rating is 8 for defense. ~
         * COSMIC AWARENESS (HF) <CL> {C}
            Acts as a level 4 Energy or Intellect attack.
         * KREE STRATAGEM (AF) <CL> {C}
            Add 3 to Captain Mar-Vell's Venture Total, or opponent -3 to Venture
            Total for this battle.
         * NEGA-BANDS (JH) <CL> {U}
            Acts as a level 5 Fighting attack. If successful, Target Character -2
            to defense for remainder of battle.
         * PROTECTOR OF THE UNIVERSE (AD) <CL> {C}
            Captain Mar-Vell or teammate may avoid 1 attack of 9 or less.
         * RICK JONES (JB) <CL> {R} [OPD]
            Remove all Hits from Captain Mar-Vell's Permanent Record and Current
            Battle, and switch places with the Reserve.
         * UNIVERSAL ALIGNMENT (KK) <CL> {R} [OPD]
            Play during battle. Both players move all Mission cards to Reserve
            Missions Pile. Mission cards Ventured this battle are now Ventured
            from Reserve Missions Pile.
          ____________________________________________________________________
    
       CAPTAIN MARVEL (H) <JL> {U}               E: 5   F: 4   S: 7   I: 2   (18)
           ~ May play "Speed of Mercury" from Reserve. ~
         * THE MARVEL FAMILY (JC) <JL> {R}
            Acts as a level 3 Energy, Fighting, Strength, or Intellect attack.
            Captain Marvel may play 1 additional Special card.
         * POWER OF ZEUS (DO) <JL> {U}
            Negates the effect of any 1 Special card played by opponent against
            Captain Marvel only.
         * SPEED OF MERCURY (AY) <JL> {VR} [OPD]
            Captain Marvel's Fighting Rating increases to 7 for remainder of game.
         * STAMINA OF ATLAS (JE) <JL> {VR} [OPD]
            Any cards with more than 1 icon on Captain Marvel's Permanent Record
            become Any-Power cards for the remainder of the game.
         * STRENGTH OF HERCULES (AP) <JL> {U}
            Acts as a level 6 Strength attack. Cannot be defended by a card with an
            Energy icon.
          ____________________________________________________________________
    
       CARNAGE <OP> {C}                          E: 3   F: 7   S: 5          (15)
       CARNAGE <OHP> {X}                         E: 3   F: 7   S: 5          (15)
       CARNAGE <IQ> {R}                          E: 5   F: 7   S: 4   I: 2   (18)
           ~ Team +5 to Venture Total when KO'd. ~
         * ALIEN HEALING (DJ) <PS> {R}
            Carnage may switch a hit from his "hits from current battle" with a hit
            from his "permanent record". Affects Venture total.
         * ANARCHY (HE) <IQ> {VR} [OPD]
            Heroes on opponent's team with Intellect 7 or 8 may not use cards with
            an Intellect icon to attack for remainder of battle.
         * BLADE HAND (AE) <OP> {C}
            Acts as a level 4 Fighting attack, may combine with 1 Energy card for a
            single attack
         * CLIMB (AD) <OP> {C}
            Avoid 1 Strength attack
         * COMBAT CHAOS (BT) <HF> {C}
            Opponent's Energy Power cards do not count in the Venture total for
            this battle.
         * DESTRUCTIVE MIND (CU) <IQ> {U}
            Acts as a level 3 Intellect attack. If successful, Target Hero must
            discard 1 Placed card of opponent's choice.
         * INSANE RAGE (AA) <OP> {C}
            Acts as a level 4 Energy attack, may make 1 additional attack
         * RUTHLESS (BE) <OP> {R} [OPD]
            Carnage may make 1 attack after opponent has conceded the battle,
            opponent may defend
         * SYMBIOTIC WEB (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
          ____________________________________________________________________
    
       CATWOMAN (V) <BS> {R}                     E: 3   F: 6   S: 2   I: 6   (17)
       CATWOMAN WHIPLASH (V) <BH> {X}            E: 3   F: 7   S: 3   I: 4   (17)
           ~ Catwoman's Fighting Power cards are +1 vs. any Character with a Hero
             code. ~
         * CAT-LIKE REFLEXES (CN) <BS> {U}
            No Universe cards may be played against Catwoman for remainder of
            battle.
         * CUNNING THIEF (BW) <BS> {VR} [OPD]
            Opponent must discard top 5 cards from Draw Pile into Dead Pile.
         * NINE LIVES (AD) <BS> {U}
            Avoid 1 Fighting attack.
         * PROWLING BY NIGHT (DB) <JL> {R}
            Avoids all attacks from 1 Teamwork card, or Target Character must
            discard 1 Placed Teamwork card.
         * RAZOR SHARP CLAWS (AP) <BS> {R}
            Acts as a level 5 Fighting attack. Cannot be defended by a card with a
            Fighting icon.
         * WHIP STRIKE (BU) <BS> {R}
            Catwoman may combine Strength power cards level 1 through 4 for a
            single attack. May be blocked as a whole or in parts.
          ____________________________________________________________________
    
       CEREBRO <XM> {R}                          E: 6   F: 3   S: 3   I: 8   (20)
         * CATALOGUE (NI) <XM> {U}
            Acts as a level 5 Fighting attack. If successful, Opponent must discard
            all Activator cards from Hand.
         * COMPUTER ORIGIN (BS) <XM> {R} [OPD]
            For remainder of battle, if Cerebro can block a Power card attack with
            an equal value Power card, Cerebro's Power card hits attacker.
         * THE FOUNDER (HU) <XM> {C}
            Cerebro may Place and play Professor X's "Cerebro," "Psychic Shield,"
            and "X-Men Founder" Special cards for remainder of game.
         * MUTANT SEEKER (NO) <XM> {C}
            Acts as a level 2 Intellect attack. If successful, attacks made on
            Target Character may not be moved to any of Target's teammates for
            remainder of game.
         * SENTINEL EVOLUTION (FM) <XM> {C}
            Opponent may not play any Aspect cards for remainder of battle.
          ____________________________________________________________________
    
       COLOSSUS <OP> {U}                         E: 4   F: 4   S: 7          (15)
       COLOSSUS <OHP> {X}                        E: 4   F: 4   S: 7          (15)
       COLOSSUS <IQ> {R}                         E: 1   F: 5   S: 7   I: 4   (17)
           ~ May not be Cumulative KO'd with Strength Power cards. ~
       COLOSSUS: AGE OF APOCALYPSE <XM> {U}      E: 2   F: 5   S: 7   I: 3   (17)
           ~ Attacks made with Strength Power cards may not be moved or shifted
             from Target Character. ~
         * FASTBALL SPECIAL (BI) <OP> {U} [OPD]
            Teammate may make 1 Strength or Fighting attack at +4
         * HAYMAKER (AR) <OP> {C}
            Acts as a level 7 Fighting attack
         * IRON CURTAIN (AX) <PS> {R}
            Colossus and target hero may not attack for remainder of battle.
         * METAL BARRIER (AC) <OP> {C}
            Attack made on Teammate is now made on Colossus, who may defend it
         * MIGHTY METAL (AA) <IQ> {C}
            Acts as a level 4 Strength attack. May make 1 additional attack.
         * ORGANIC STEEL (ET) <IQ> {U}
            Remove up to 2 Hits that each have more than one icon each from
            Colossus' Permanent Record.
         * SIBERIAN STRENGTH (OC) <MP> {X} [OPD]
            Opponent must discard 3 cards from Hand. Cards chosen by Opponent.
         * SKIN OF STEEL (AG) <OP> {U}
            Avoid 1 attack
         * SMASH OBJECT (AI) <OP> {C}
            Opponent must immediately discard 1 placed Universe card of Colossus'
            choice
          ____________________________________________________________________
    
       COMM. GORDON AND THE G.C.P.D. (H) <BS>{U}  E: 4   F: 5   S: 5   I: 6   (20)
       COMM. JAMES GORDON (H) <BH> {X}           E: 5   F: 6   S: 4   I: 5   (20)
           ~ Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle. ~
         * THE BAT SIGNAL (HI)=>(HU) <JL> {R}
            Comm. Gordon may Place and play Batman "Master Detective" and "The
            Dark Knight" Special cards for remainder of game.
         * REINFORCEMENTS (DE) <BS> <SD> {U}
            Play when teammate is wounded. Teammate gains +2 to all attacks for
            remainder of battle.
         * RIOT GEAR (AH) <BS> {R}
            No cards with an Energy icon may be played against Commissioner Gordon
               & G.C.P.D. for remainder of battle.
         * STING OPERATION (BY) <BS> {VR} [OPD]
            Opponent must immediately discard all cards with an Intellect icon
            currently held in hand.
         * SWAT TEAM (AQ) <BS> {VR} [OPD]
            Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
         * TEAR GAS GUNS (CM) <BS> {R}
            Opponent's characters are -1 to all actions for remainder of battle.
          ____________________________________________________________________
    
       CRUX <XM> {C}                             E: 6   F: 6   S: 2   I: 3   (17)
           ~ Crux may avoid any attack with a level 1 Intellect Power card. ~
         * COLDFORCE (GJ) <XM> {C}
            Acts as a level 4 Energy or Strength attack. May make 1 additional
            attack.
         * HEATFORCE (GJ) <XM> {C}
            Acts as a level 4 Fighting or Intellect attack. May make 1 additional
            attack.
         * PAYBACK (BL) <XM> {R} [OPD]
            Play when Opponent concedes battle. Opponent may not concede battle.
         * PRECISION AGILITY (NO) <XM> {C}
            Acts as a level 2 Energy attack. If successful, attacks made on Target
            Character may not be moved to any of Target's teammates for
            remainder of game.
         * THERMODYNAMICS (NU) <XM> {C}
            Acts as a level 0 Strength attack. May only be defended using a Power
            card with a Value of 5 or greater.
          ____________________________________________________________________
    
       CRYSTAL <MW> {X}                          E: 7   F: 4   S: 3   I: 3   (17)
           ~ May play any Inhumans Special Cards. ~
          ____________________________________________________________________
    
       CURSE <IM> {C}                            E: 3   F: 5   S: 4   I: 6   (18)
           ~ May attack the Reserve with Strength Power cards. ~
         * APPENDAGE OF DEATH (CZ) <IM> {R} [OPD]
            Acts as a level 4 Energy attack. If successful, Target Character must
            discard all Placed cards into Dead Pile.
         * BRUTAL DISSECTION (NF) <IM> {R} [OPD]
            Target Character must discard all Placed cards. Target Character may
            only have 1 card Placed to him at any time, for remainder of game.
         * EXOSKELETON (AG) <IM> {C}
            Avoid 1 attack.
         * RELIGIOUS ZEAL (LT) <IM> {U}
            Acts as a level 3 Strength attack +1 for each Mission card in
            Opponent's Completed Missions Pile.
         * TECHNO-LIFE (CM) <IM> {C}
            Opponent's Team is -2 to all attacks against Curse for remainder of
            battle.
         * WRIST ROCKETS (LZ) <IM> {C}
            Acts as a level 4 Fighting attack. May be used against Reserve, who may
            defend. If successful against Reserve, Curse may attack Reserve for
            remainder of game.
          ____________________________________________________________________
    
       CYBORG (V) <BS> {R}                       E: 6   F: 3   S: 7   I: 4   (20)
         * COLD-BLOODED KILLER (AE) <BS> {R}
            Acts as a level 4 Fighting attack. May combine with 1 Intellect card
            for a single attack.
         * DOOM FROM ABOVE (AM) <BS> {VR} [OPD]
            Cyborg gains a +2 to all actions for remainder of battle.
         * INTERSTELLAR MENACE (CH) <JL> {R} [OPD]
            Target character must discard all Placed cards and may not attack for
            remainder of battle.
         * LASER VISION (AR) <BS> {U}
            Acts as a level 4 Energy attack.
         * MECHANICAL METAMORPH (DF) <BS> {VR} [OPD]
            Reshuffle Power Pack into Draw Pile.
         * REGENERATION (AL) <BS> {R}
            Remove 1 hit from Cyborg's Permanent Record.
          ____________________________________________________________________
    
       CYCLOPS <OP> {C}                          E: 7   F: 4   S: 3          (14)
       CYCLOPS <OHP> {X}                         E: 7   F: 4   S: 3          (14)
       CYCLOPS <IQ> {R}                          E: 7   F: 4   S: 4   I: 5   (20)
           ~ May play "Fearless Leader" from Reserve. ~
         * BATTLE SAVVY (AG) <IQ> {U}
            Avoid 1 attack.
         * FEARLESS LEADER (AF) <OP> {C}
            Add 3 to venture total for this battle
         * GROUND BLAST (AU) <OP> {R} [OPD]
            Opponent must immediately discard all placed Universe cards
         * OPTIC OBLITERATION (AD) <OP> {C}
            Avoid 1 attack made with a Universe card
         * REMOVE VISOR (BO) <PS> {VR} [OPD]
            Acts as a level 6 Energy attack. May combine with 1 Energy card for a
            single attack.
         * VISUAL SWEEP (AA) <OP> {C}
            Acts as a level 4 Energy attack, may make 1 additional attack against a
            different opponent
         * WIDE BEAM (AR) <OP> {C}
            Acts as Level 7 Fighting attack
         * X-MEN STRATEGY (EN) <IQ> {U}
            Acts as a level 4 Intellect attack. If attack succeeds, add +2 to
            damage.
          ____________________________________________________________________
    
       DAREDEVIL <PS> {VR}                       E: 3   F: 7   S: 4          (14)
       DAREDEVIL <IQ> {R}                        E: 2   F: 7   S: 4   I: 6   (19)
         * AGILITY (AB) <PS> {VR}
            Acts as a level 4 Fighting attack. May make 1 additional Fighting
            attack.
         * ALERTNESS (AG) <PS> {U}
            Avoid 1 attack.
         * BILLY CLUB (AS) <PS> {VR} [OPD]
            Acts as a level 9 Strength attack.
         * BLIND JUSTICE (ET) <IQ> {U}
            Remove up to 2 hits with an Intellect icon from one teammate's
            Permanent Record.
         * BLIND MAN'S BLUFF (BK) <PS> {U} [OPD]
            Daredevil plays numerical attacks face down for remainder of battle.
            Opponent must guess defense.
         * HYPERSENSES (CN) <PS> {VR}
            No Universe cards may be played against Daredevil for remainder of
            battle.
         * MAN WITHOUT FEAR (DN) <PS> {VR}
            Daredevil gains +2 to all actions for remainder of battle if
            Daredevil's team is outnumbered.
         * RADAR COMBAT (HF) <IQ> {C}
            Acts as a level 4 Energy or Fighting attack.
          ____________________________________________________________________
    
       DARK BEAST <OS> {R}                       E: 1   F: 6   S: 5   I: 7   (19)
           ~ Dark Beast may play any Beast Specials. ~
       DARK BEAST <MN> {R}                       E: 1   F: 6   S: 5   I: 7   (19)
           ~ May play any Beast Specials. ~
          ____________________________________________________________________
    
       THE DARKNESS <IM> {R}                     E: 7   F: 7   S: 4   I: 3   (21)
         * DEMIGOD OF THE DARK (LW) <IM> {R} [OPD]
            Target Character's Special cards may not be Negated for remainder of
            game.
         * KILLING TOUCH (HY) <IM> {R}
            Acts as a level 6 Strength attack. If successful, Target Character must
            discard 2 cards of opponent's choice. Cards may be Placed or in
            Hand.
         * LIFELIKE EXOSKIN (AG) <IM> {U}
            Avoid 1 attack.
         * NIGHT FLIGHT (BK) <IM> {U}
            The Darkness may play Power card attacks face down for remainder of
            battle. Opponent must guess defense.
         * RESTORE HEALTH (MS) <IM> {C}
            Remove 1 Power card Hit from The Darkness' Permanent Record.
         * SHADOW MOTION (MT) <IM> {C}
            Acts as a level 4 Energy attack, may be played from Reserve. If
            successful, The Darkness may continue to attack while in Reserve. 
          ____________________________________________________________________
    
       DARKSEID (V) <JL> {R}                     E: 6   F: 3   S: 8   I: 6   (23)
         * DESAAD (JC) <JL> {U}
            Acts as a level 5 Intellect attack. Darkseid may play 1 additional
            Special card.
         * GRANNY GOODNESS (AK) <JL> {U}
            Play during battle. For remainder of battle, all Fighting bonuses from
            Teamwork cards are doubled.
         * KALIBAK (EB) <JL> {U}
            Play this card in front of Darkseid. Darkseid may not be attacked until
            this Special is attacked. Darkseid may not defend this card.
         * LORD OF APOKOLIPS (DU) <JL> {VR} [OPD]
            Darkseid may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2
            each, or 1 attack at +3. Bonus not applied to damage, or Venture
            Total.
         * OMEGA EFFECT (BM) <JL> {VR} [OPD]
            Acts as a level 7 Intellect attack. If successful, Target character may
            not attack for remainder of battle
          ____________________________________________________________________
    
       DAZZLER <CL> {U}                          E: 7   F: 3   S: 3   I: 3   (16)
           ~ Reserve may defend Dazzler with Power Cards, without Universe. ~
         * ABSORB SOUND (BY) <CL> {R} [OPD]
            Dazzler must discard all cards with an Energy icon currently in Hand.
            Opponent must discard all cards with an Energy icon currently
            Placed and in Hand.
         * DISCO DIVA (JH) <CL> {C}
            Acts as a level 5 Intellect attack. If successful, Target Character -2
            to defense for remainder of battle.
         * FOCUS ENERGY (FE) <CL> {R} [OPD]
            Acts as a level 6 Energy attack. Each Front Line teammate may make 1
            additional Energy attack.
         * LONGSHOT LOVE (HI) <CL> {U}
            Dazzler may Place and play any Longshot Special cards for remainder of
            game.
         * MOJOWORLD REBEL (LT) <CL> {C}
            Acts as a level 3 Fighting attack, +1 for each Mission card in
            opponent's Completed Missions Pile.
         * PINPOINT LASER (NJ) <XM> {C}
            Acts as a level 4 Strength or Energy attack. Attack is not affected by
            Special cards already in play.
         * ROLLER QUEEN (AD) <CL> {C}
            Dazzler may avoid any numerical attack.
          ____________________________________________________________________
    
       DEADPOOL <OP> {C}                         E: 3   F: 7   S: 4          (14)
       DEADPOOL <OHP> {X}                        E: 3   F: 7   S: 4          (14)
       DEADPOOL <IQ> {R}                         E: 3   F: 7   S: 5   I: 3   (18)
           ~ May not be Spectrum KO'd with MultiPower Power cards. ~
         * ASSASSIN (BA) <OP> {R} [OPD]
            Acts as a level 3 Fighting attack, can only be defended by a defensive
            Special card
         * BUSHWACK (AE) <PS> {U}
            Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
            single attack.
         * DISTRACTING CHATTER (AG) <IQ> {U}
            Avoid 1 attack.
         * DON'T LOSE YOUR HEAD! (AS) <IQ> {VR} [OPD]
            Acts as a level 10 Fighting attack.
         * HIGH THRESHOLD OF PAIN (BF) <OP> {R} [OPD]
            Deadpool's hits to K.O. number is increased to 30
         * KILLING MACHINE (AA) <OP> {C}
            Acts as a level 4 Fighting attack, may make 1 additional attack
         * REGENERATION (AL) <OP> {C}
            Remove 1 hit from Deadpool's permanent record
         * SUPER SPY (AJ) <OP> {C}
            Opponent must reveal two cards chosen at random from his hand
          ____________________________________________________________________
    
       DEATHBIRD <XM> {U}                        E: 3   F: 7   S: 3   I: 3   (16)
           ~ May play any "Shi'Ar" Special cards. May defend Front Line with Power
             cards from Reserve. ~
          ____________________________________________________________________
    
       DEATHLOK <CL> {U}                         E: 4   F: 5   S: 5   I: 6   (20)
           ~ May play "Luther Manning" from Reserve. ~
         * CYBERCORPSE (JW) <CL> {C}
            Acts as a level 3 Strength attack. May make 1 additional Power card
            attack. Neither attack may be defended with a Special card.
         * INTERNAL 'PUTER (KH) <CL> {C}
            Opponent -3 to Venture Total for this battle. If opponent has "Maximum
            Carnage" Mission, opponent -6 to Venture Total for this battle.
         * JOHN "SIEGE" KELLY (AY) <CL> {R} [OPD]
            Deathlok's Strength Rating increases to 7 for remainder of game.
         * LUTHER MANNING (AY) <CL> {R} [OPD]
            Deathlok's Fighting Rating increases to 7 for remainder of game.
         * MICHAEL COLLINS (AY) <CL> {R} [OPD]
            Deathlok's Intellect Rating increases to 7 for remainder of game.
         * REALLY STRONG LASER (KB) <CL> {C}
            Acts as a level 7 Energy attack. If successful, acts as a level 3
            Strength Hit. Hit goes on Target Character's Permanent Record.
            Does not count toward Venture Total.
          ____________________________________________________________________
    
       DOC SAMSON <MC> {U}                       E: 1   F: 2   S: 7          (10)
       DOC SAMSON <IQ> {R}                       E: 2   F: 2   S: 7   I: 6   (17)
         * ANALYTICAL ASSAULT (EC) <MC> {U}
            Opponent must discard any 1 Special card currently held in his hand,
            opponent's choice.
         * CAUTIOUS ADVISOR (AM) <IQ> {U}
            Doc Samson or teammate gains +2 to defense for remainder of battle.
         * GAMMA MUSCLE (AB) <MC> {C}
            Acts as a level 4 Strength attack. May make 1 additional Strength
            attack.
         * GREEN HAIRED HERO (DV) <MC> {R} [OPD]
            Doc Samson may make 1 attack at +4. May not be combined with Universe
            cards. 
         * HEAD SHRINKER (AR) <IQ> {U}
            Acts as a level 7 Intellect attack.
         * POWER PUNCH (AE) <MC> {U}
            Acts as a level 4 Strength attack. May combine with 1 Energy or
            Fighting Power card for a single attack.
         * PSYCHOANALYZE (BZ) <MC> {R} [OPD]
            Opponent must reveal hand and play open handed for remainder of battle.
         * THEORETICAL TREATMENT (AL) <MC> {U}
            Remove 1 hit from the Permanent Record of any 1 teammate.
          ____________________________________________________________________
    
       DOCTOR DOOM <OP> {C}                      E: 7   F: 6   S: 6          (19)
       DOCTOR DOOM <OHP> {X}                     E: 7   F: 6   S: 6          (19)
       DOCTOR DOOM <IQ> {VR}                     E: 5   F: 3   S: 4   I: 8   (20)
       DOCTOR DOOM: 2099 <CL> {R}                E: 5   F: 3   S: 6   I: 7   (21)
         * CONCUSSION BEAMS (AA) <OP> {C}
            Acts as a level 4 Energy attack, may make 1 additional attack
         * DIPLOMATIC IMMUNITY (HG) <IQ> {VR} [OPD]
            Doctor Doom may use Intellect Power cards level 6 through 8 to avoid
            any attack made against Doctor Doom or teammate for remainder of
            battle.
         * DOOMBOTS (DU) <IQ> {VR} [OPD]
            Doctor Doom may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2
            each, or 1 attack at +3. Bonus not applied to damage, or Venture
            total.
         * ENERGY DAMPENING FIELD (AH) <OP> {C}
            No Energy cards may be played against Doctor Doom for remainder
            of battle
         * EXPENDABLE ALLY (AC) <PS> {U}
            Attack made on Doctor Doom is now made on teammate of his choice, who
            may defend it.
         * SUPER GENIUS (AT) <OP> {R} [OPD]
            Draw 1 card, do not discard if duplicate
         * TIME MACHINE (AJ) <OP> {C}
            You may look at top 2 cards in opponent's Draw Pile
         * VILLAINOUS PLOT (AW) <OP> {R} [OPD]
            Opponent -6 to venture total for this battle
          ____________________________________________________________________
    
       DR. OCTOPUS <OP> {C}                      E: 3   F: 6   S: 5          (14)
       DR. OCTOPUS <OHP> {X}                     E: 3   F: 6   S: 5          (14)
       DR. OCTOPUS <HF> {X}                      E: 3   F: 6   S: 5          (14)
       DOCTOR OCTOPUS <IQ> {R}                   E: 2   F: 5   S: 6   I: 7   (20)
         * BIG PLANS (EJ) <IQ> {U}
            Acts as a level 2 Energy attack. If successful, acts as a level 8
            Intellect Power card.
         * CRIMINAL MASTERMIND (AF) <OP> {C}
            Opponent -3 to venture total for this battle
         * EVASIVE ACTION (AG) <OP> {U}
            Avoid 1 attack
         * GRASPING TENTACLES (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
         * KILLER CRUSH (AP) <HF> {C}
            Acts as a level 6 Strength attack. Cannot be defended by a card with an
            Energy icon.
         * MASTER INVENTOR (AT) <PS> {VR} [OPD]
            Draw 1 card. Do not discard if duplicate.
         * MULTI-ARMED MENACE (AB) <OP> {C}
            Acts as a level 4 Fighting attack, may make 1 additional Fighting
            attack
         * VILLAINOUS SHIELD (AC) <OP> {C}
            Attack made on Dr. Octopus is now made on teammate of his choice, who
            may defend it
          ____________________________________________________________________
    
       DOCTOR POLARIS (V) <JL> {C}               E: 6   F: 4   S: 4   I: 6   (20)
           ~ Power cards are +1 when used for defense. ~
         * BLACK HOLE FORCE BEAM (DQ) <JL> {VR} [OPD]
            Target character's Hits to KO number is decreased by 5 points for
            remainder of game.
         * FORCE OF NATURE (JI) <JL> {U}
            Play during battle. At end of battle, Opponent may not move any Mission
            cards from the Defeated Missions Pile.
         * MAGNETIC ENERGY BOLT (HF) <JL> {C}
            Acts as a level 4 Fighting or Strength attack.
         * MAGNETIC SPHERE (AG) <JL> {U}
            Avoid 1 attack.
         * MAKE THE BLOOD BOIL (GD) <JL> {VR} [OPD]
            Acts as a level 7 Any-Power attack. If successful, acts as a level 0
            Energy, Fighting, Strength or Intellect power card.
          ____________________________________________________________________
    
       DR. STRANGE <PS> {VR}                     E: 8   F: 2   S: 3          (13)
       DR. STRANGE <IQ> {R}                      E: 8   F: 3   S: 2   I: 6   (19)
         * CATASTROPHE MAGIC (CY) <IQ> {U}
            Acts as a level 4 Energy attack. Dr. Strange may make 1 additional
            Fighting and/or 1 additional Intellect Power card attack.
         * CRIMSON BANDS OF CYTORAK (AV) <PS> {VR} [OPD]
            Target hero may not attack for remainder of battle.
         * DEFENDER (HG) <IQ> {VR} [OPD]
            Dr. Strange may use Energy Power cards level 6 through 8 to avoid any
            attack made against Dr. Strange or teammate for remainder of
            battle.
         * ELDRITCH BLASTS (DG) <PS> {U}
            Acts as a level 2 Energy attack. May make 2 additional attacks.
         * EYE OF AGAMOTTO (AA)=>(AJ) <PS> {VR}
            Opponent must reveal any Special cards currently held in hand.
         * MISTS OF MORPHEUS (DA) <PS> {R}
            Target hero may not defend with power type of Doctor Strange's choice
            for remainder of battle.
         * NECROMANCY (CK) <PS> {VR} [OPD]
            Play in current battle to resurrect any KO'd teammate next battle.
            Teammate is discarded at end next of battle.
         * SORCERER SUPREME (AF) <PS> {VR}
            Add 3 to Venture total for this battle.
          ____________________________________________________________________
    
       DOMINO <PS> {VR}                          E: 3   F: 8   S: 3          (14)
       DOMINO <IQ> {R}                           E: 4   F: 7   S: 3   I: 5   (19)
           ~ Energy Power cards are +2 when used for defense. ~
         * BATTLE MEDIC (ET) <IQ> {U}
            Remove up to 2 hits with a Fighting icon from one teammate's Permanent
            Record.
         * DOUBLE DOWN (AB) <PS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional Fighting
            attack.
         * DUMB LUCK (AP) <IQ> {U}
            Acts as a level 6 Energy attack. Cannot be defended by a card with an
            Intellect icon.
         * FALL INTO PLACE (AM) <PS> {R}
            Domino gains a +2 to all actions for remainder of battle.
         * LADY LUCK (AG) <PS> {VR}
            Avoid 1 attack.
         * SHRAPNEL BOMB (BV) <PS> {VR} [OPD]
            Domino may make as many Power card attacks as possible. Opponent may
            defend.
         * SIX PACK ATTACK (CS) <PS> {U}
            Choose 1 Universe card, excluding Teamwork or Training, from Draw Pile
            and place in hand. Reshuffle Draw Pile.
         * TRIPWIRE (BS) <PS> {VR} [OPD]
            For remainder of battle, if Domino can block a Power card attack with
            an equal value Power card, Domino's Power card hits attacker.
          ____________________________________________________________________
    
       DONALD PIERCE <XM> {C}                    E: 4   F: 2   S: 6   I: 7   (19)
           ~ May play any "Reavers" Special cards. ~
          ____________________________________________________________________
    
       DOOMSDAY (V) <BS> {VR}                    E: 4   F: 6   S: 8   I: 1   (19)
         * BONY PROTRUSIONS (AP) <BS> {R}
            Acts as a level 6 Fighting attack. Cannot be defended by a card with a
            Strength icon.
         * ENGINE OF DESTRUCTION (GL) <JL> {R} [OPD]
            Sort through opponent's Draw Pile. Choose any 1 card and remove it from
            the game. Reshuffle Draw Pile.
         * IRRESISTIBLE FORCE (DO) <BS> {R}
            Negates the effect of any 1 Special card played by opponent against
            Doomsday only.
         * OUT FOR BLOOD (DK) <BS> {U}
            Play when Doomsday is wounded. Doomsday gains a +2 to all attacks for
            remainder of battle.
         * TOUGH HIDE (AD) <BS> {C}
            Avoid 1 Strength or Energy attack.
         * UNEARTHLY STRENGTH (BV) <BS> {VR} [OPD]
            Doomsday may make as many Strength Power card attacks as possible.
            Opponent may defend.
          ____________________________________________________________________
    
       DOPPELGANGER <HF> {C}                     E: 1   F: 3   S: 6          (10)
           ~ Doppelganger may play any Spider-Man Specials. ~
       DOPPELGANGER <MN> {VR}                    E: 3   F: 6   S: 6   I: 1   (16)
           ~ May play any Spider-Man Specials. ~
          ____________________________________________________________________
    
       DRACULA <CL> {R}                          E: 3   F: 5   S: 6   I: 8   (22)
         * CHILDREN OF THE NIGHT (KT) <CL> {C}
            Target Character may not attack for remainder of battle until Target or
            teammate attacks this Special. Attack does not count toward Venture
            Total.
         * DENY VICTORY (LT) <CL> {C}
            Acts as a level 3 Energy attack, +1 for each Mission card in opponent's
            Completed Missions Pile.
         * LIFEBLOOD (KO) <CL> {U}
            Play with any Fighting Power Card attack. If attack is successful,
            remove all Hits of equal or lesser value from Dracula's Permanent
            Record.
         * LORD OF THE VAMPIRES (IC) <CL> {R} [OPD]
            Dracula's "Mesmerize" and "Lifeblood" become Any Character Specials for
            remainder of game.
         * MESMERIZE (JH) <CL> {C}
            Acts as a level 5 Energy attack. If successful, Target Character -2 to
            defense for remainder of battle.
         * SUMMON THUNDER (KB) <CL> {U}
            Acts as a level 7 Strength attack. If successful, acts as a level 3
            Strength Hit. Hit goes on Target Character's Permanent Record. Does
            not count toward Venture Total.
          ____________________________________________________________________
    
       ELEKTRA <OP> {R}                          E: 2   F: 6   S: 5          (13)
       ELEKTRA <OHP> {X}                         E: 2   F: 6   S: 5          (13)
       ELEKTRA <IQ> {R}                          E: 2   F: 7   S: 4   I: 4   (17)
           ~ May not be Spectrum KO'd with Fighting Power cards. ~
         * ANTICIPATE (AG) <OP> {U}
            Avoid 1 attack
         * INFILTRATION (DB) <IQ> {U}
            Avoids all attacks from 1 Teamwork card, or target hero must discard 1
            Placed Teamwork card.
         * MARTIAL ARTIST (BP) <OP> {R} [OPD]
            Acts as a level 6 Fighting attack, may be made while Elektra is in
            reserve
         * NINJA MASTER (AB) <OP> {U}
            Acts as a level 4 Fighting attack, may make 1 additional Fighting
            attack against a different opponent
         * NINJA TRAP (BS) <IQ> {VR} [OPD]
            For remainder of battle, if Elektra can block a Power card attack with
            an equal value Power card, Elektra's Power card hits attacker.
         * RESURRECTION (AL) <OP> {U}
            Remove 1 hit from Elektra's Permanent Record
         * SAI (AE) <OP> {U}
            Acts as a level 4 Fighting attack, may combine with 1 Strength card for
            single attack
         * SHURIKEN (AP) <PS> {U}
            Acts as a level 6 Fighting attack. Cannot be defended by a card with a
            Fighting icon.
          ____________________________________________________________________
    
       THE ENFORCERS <MN> {R}                    E: 3   F: 6   S: 4   I: 3   (16)
           ~ May have 2 Special cards Placed. May not be duplicates. ~
         * THE EEL (KD) <CL> {U} [OPD]
            All MultiPower Power card Hits on Target Character are doubled when
            determining Cumulative K.O. for remainder of game. Does not count
            toward Venture Total.
         * FANCY DAN (GD) <MN> {U}
            Acts a level 5 Fighting attack. If successful, acts as a level 1
            Strength or Intellect Power Card.
         * HAMMER HARRISON (AB) <MN> {C}
            Acts as a level 4 Fighting attack. May make 1 additional Fighting
            attack.
         * MR. BIG (AW) <MN> {VR} [OPD]
            Play in the current battle. Enforcers are +6 to Venture total for next
            battle.
         * MONTANA (AX) <MN> {U}
            Enforcers and Target Character may not attack for remainder of battle.
         * OX (AP) <MN> {U}
            Acts as a level 6 Strength attack. Cannot be defended by a card with an
            Intellect icon.
         * SNAKE MARSTON (CD) <MN> {U}
            Only attacks made with Universe cards may be played against Enforcers
            for remainder of battle.
          ____________________________________________________________________
    
       ERADICATOR (H) <BS> {U}                   E: 7   F: 2   S: 7   I: 3   (19)
         * AIRBORNE ASSAULT (AA) <BS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * ENERGY BLAST (EM) <BS> {R}
            Acts as a level 4 Energy attack. If successful, opponent must discard 1
            card of opponent's choice from hand.
         * A LASTING IMPRESSION (CL) <JL> {R}
            Play in current battle. The Eradicator may play any KO'd teammate's
            Specials in next battle.
         * POWER PUNCH (AQ) <BS> {VR} [OPD]
            Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
         * SELF HEALING (DQ) <BS> {R}
            Eradicator hits to K.O. number is increased by 2 points for remainder
            of game.
         * VENGEFUL PROTECTOR (AC) <BS> {C}
            Attack made on teammate is now made on Eradicator, who may defend.
          ____________________________________________________________________
    
       FAIRCHILD <IM> {R}                        E: 1   F: 4   S: 7   I: 5   (17)
           ~ May have 2 Universe cards Placed. May not be duplicates. ~
         * FIST FULL OF DANGER (JC) <IM> {U}
            Acts as a level 3 Intellect attack. Fairchild may make 1 additional
            attack with a Teammate's Special card.
         * GEN-ACTIVE (MQ) <IM> {C}
            Play during battle. Fairchild may defend any Front Line teammate that
            also has a "Gen-Active" Special in play for remainder of game.
         * IMPENETRABLE (CW) <IM> {R} [OPD]
            Avoid 1 attack. May not be attacked for remainder of battle.
         * LEVEL-HEADED LEADER (DB) <IM> {U}
            Avoids all attacks from 1 Teamwork card, or Target character must
            discard 1 Placed Teamwork card.
         * PURE MUSCLE (MR) <IM> {U}
            Play during battle. For remainder of game, any Strength attack made by
            Fairchild may not be moved from Target Character.
         * SUPER SMARTS (MB) <IM> {R} [OPD]
            Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Intellect Power Card Hit, regardless of
            Inherent Abilities and other Special cards.
          ____________________________________________________________________
    
       FALCON <CL> {U}                           E: 3   F: 6   S: 5   I: 4   (18)
           ~ May Place and play any Fighting Basic Universe card. ~
         * AERIAL MANEUVERS (KL) <CL> {C}
            Opponent must immediately discard all Special cards in play that affect
            the "remainder of the battle" or the "remainder of the game."
         * FLYBY (AN) <CL> {C}
            Acts as a level 6 Energy attack. May be used against Character in
            Reserve, who may defend.
         * MECHANICAL WINGS (AD) <CL> {U}
            Avoid 1 Strength or Fighting attack.
         * POWER DIVE (HT) <CL> {VR} [OPD]
            Discard any number of cards from Hand to appropriate Discard Piles.
               Sort through Power Pack and draw an equal number of cards. May not
               be duplicates.
         * REDWING (LQ) <CL> {R} [OPD]
            Acts as a level 4 Fighting attack. If successful, may make 1 additional
            Fighting attack against same Character. Additional attack may not
            be defended.
         * SNAP WILSON (JS) <CL> {C}
            Falcon may combine MultiPower or Fighting Power cards with Fighting
            Basic Universe cards usable by Falcon to avoid any attack, for
            remainder of game.
          ____________________________________________________________________
    
       THE FLASH (H) <JL> {C}                    E: 6   F: 6   S: 4   I: 3   (19)
           ~ May play "Reap the Whirlwind" from Reserve. ~
         * 1-2 (THOUSAND) PUNCH (DG) <JL> {C}
            Acts as a level 2 Strength attack. May make 2 additional attacks.
         * THE FASTEST MAN ALIVE (AG) <JL> {U}
            Avoid 1 attack.
         * REAP THE WHIRLWIND (AI) <JL> {U}
            Opponent must discard 1 Placed card of The Flash's choice.
         * SPEED-LENDING (AR) <JL> {U}
            Acts as a level 7 Strength attack.
         * TAPPING THE SPEED FORCE (JA) <JL> {VR} [OPD]
            Discard one Energy Power card usable by The Flash to draw 4 cards from
            top of the Draw Pile. May keep duplicates.
          ____________________________________________________________________
    
       FORGE <IQ> {R}                            E: 5   F: 5   S: 3   I: 7   (20)
           ~ Team Basic Universe card bonuses are an additional +1. ~
         * CHEROKEE MAGIC (HE) <IQ> {VR} [OPD]
            Heroes on Opponent's Team with Strength 7 or 8 may not use cards with a
            Strength icon to attack for remainder of battle.
         * CYBERNETIC LIMBS (BR) <IQ> {C}
            Forge may have 1 additional card Placed on him until Forge is KO'd. May
            be played from Reserve.
         * FOOTSOLDIER TRAINING (HF) <IQ> {C}
            Acts as a level 4 Fighting or Intellect attack.
         * THE MAKER (IF) <IQ> {C}
            Play when opponent concedes battle. Forge's team may discard any number
            of cards to top of Draw Pile.
         * NAZE (JI) <MN> {U}
            Play during battle. At end of battle, Opponent may not move any Mission
            cards from the Defeated Missions Pile.
         * THE NEUTRALIZER (GA) <IQ> {C}
            Target character may not play Specials for remainder of battle.
         * SPIRITUAL PURGING (KA) <CL> {R} [OPD]
            Acts as a level 5 Energy, Fighting, Strength, or Intellect attack, +1
            for each Character K.O.'d this game.
          ____________________________________________________________________
    
       GALACTUS <OPL> {VR}                       E: 8   F: 8   S: 8          (24)
           (Galactus has no Special Cards)
          ____________________________________________________________________
    
       GAMBIT <OP> {C}                           E: 6   F: 5   S: 4          (15)
       GAMBIT <OHP> {X}                          E: 6   F: 5   S: 4          (15)
       GAMBIT <IQ> {R}                           E: 6   F: 6   S: 4   I: 4   (20)
           ~ May have duplicate "Charge Object" Specials. ~
         * ACE IN THE HOLE (AT) <PS> {R} [OPD]
            Draw 1 card. Do not discard if duplicate.
         * CHARGE OBJECT (AK) <OP> {C}
            Play with 1 action involving a Universe card, Universe card bonus is 
            doubled
         * CHARM (BJ) <OP> {R} [OPD]
            Gambit may not be attacked for remainder of battle
         * 52 CARD PICKUP (AA) <OP> {C}
            Acts as a level 4 Energy attack, may make 1 additional attack against a
            different opponent
         * FULL HOUSE (HN) <MP> {X}
            Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
         * INTERCEPT OBJECT (AD) <OP> {C}
            Avoid 1 attack made with a Universe card
         * KINETIC DETONATION (EJ) <IQ> {U}
            Acts as a level 2 Energy attack. If successful, acts as a level 8
            Fighting Power card.
         * SINISTER CONNECTION (CF) <IQ> {U}
            Gambit may increase either his team's or opponent's ventured Mission
            cards by 1.
         * STAFF ATTACK (AE) <OP> {U}
            Acts as a level 4 Fighting attack, may combine with 1 Strength card for
            a single attack
          ____________________________________________________________________
    
       GHOST RIDER <PS> {R}                      E: 6   F: 5   S: 6          (17)
       GHOST RIDER <IQ> {R}                      E: 6   F: 6   S: 6   I: 2   (20)
           ~ May only be Spectrum KO'd by four Power Types. ~
         * BAT OUT OF HELL (AI) <PS> {VR}
            Opponent must discard 1 placed card of Ghost Rider's choice.
         * DEMON CHAIN (AA) <PS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * FIRE AND BRIMSTONE (AD) <PS> {U}
            Avoid 1 Fighting or Energy attack.
         * HELL ON WHEELS (AQ) <PS> {VR} [OPD]
            Acts as a level 8 Energy, Strength, or Fighting attack.
         * PENANCE STARE (CH) <PS> {VR} [OPD]
            Target hero must discard all placed cards and may not attack for
            remainder of battle.
         * SKELETAL SUMMONING (DS) <IQ> {U}
            Choose one Ghost Rider Special from Draw Pile and place in hand.
            Cannot be a duplicate. Reshuffle Draw Pile.
         * SPIRIT OF VENGEANCE (AR) <PS> {VR}
            Acts as a level 6 Energy attack.
         * SPIRITUAL DUALITY (FC) <IQ> {C}
            Play with any Energy, Fighting, or Strength Power card attack. Power
            card must be blocked twice.
          ____________________________________________________________________
    
       GOBLYN QUEEN <XM> {U}                     E: 7   F: 5   S: 2   I: 5   (19)
           ~ Attacks made with Energy Power cards may not be moved or shifted from
             Target Character. ~
         * CLONAL ORIGIN (HU) <XM> {C}
            Goblyn Queen may Place and play Jean Grey's "Phoenix Effect," "Mental
            Deflection," and "Mind Over Matter" Special cards for remainder of
            game.
         * DARK MAGIC (NG) <XM> {U}
            Acts as a level 5 Energy attack. If successful, Target Character loses
            Inherent Ability and is considered to have no Inherent Ability for
            remainder of battle.
         * GOBLYN ARMADA (NS) <XM> {C}
            Opponent may not play any Special cards that affect "the remainder of
            the battle" or the "remainder of the game" for the remainder of the
            battle.
         * INFERNO (MB) <XM> {R} [OPD]
            Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Energy Power card Hit, regardless of Inherent
            Abilities and other Special cards.
         * PHOENIX LIFEFORCE (NY) <XM> {R} [OPD]
            Play during battle. On your turn, after Goblyn Queen is KO'd, discard
            this Special to move Goblyn Queen from Defeated Characters Pile to
            Reserve. Play as normal.
          ____________________________________________________________________
    
       GREEN ARROW (H) <JL> {U}                  E: 4   F: 7   S: 3   I: 5   (19)
           ~ May attack the Reserve with Energy Power cards. ~
         * AIKIDO STRIKE (HF) <JL> {C}
            Acts as a level 4 Intellect or Strength attack.
         * EDDIE FYERS (JC) <JL> {U}
            Acts as a level 5 Fighting attack. Green Arrow may play 1 additional
            Special card.
         * THE EMERALD ARCHER (IE) <JL> {VR} [OPD]
            Play during battle. At end of battle, opponent may only move 1 Mission
            card. Other Mission cards return to piles Ventured from.
         * KYUDO DISCIPLINE (AV) <JL> {VR} [OPD]
            Target opponent may not attack for remainder of battle.
         * THE LONGBOW HUNTER (EI) <JL> {U}
            Acts as a level 2 Strength attack. May be made after opponent has
            conceded the battle, opponent may defend.
          ____________________________________________________________________
    
       GREEN GOBLIN <IQ> {U}                     E: 4   F: 4   S: 6   I: 6   (20)
           ~ Intellect Power cards are +1 when used to attack. ~
         * EXPLOSIVE PUMPKINS (AR) <IQ> {U}
            Acts as a level 7 Strength attack.
         * FLYING PLATFORM (AG) <IQ> {C}
            Avoid 1 attack.
         * GAUNTLET BLASTERS (ID) <IQ> {C}
            Acts as a level 1 Energy attack. May make 2 additional attacks at +1,
            or 1 additional attack at +2. Bonus not applied to damage, or
            Venture Total.
         * GOBLIN LEGACY (IC) <IQ> {VR} [OPD]
            Green Goblin's "Explosive Pumpkins" and "Gauntlet Blasters" become Any
            Hero Specials for remainder of game
         * HARRY OSBORNE (LI) <MN> {VR} [OPD]
            Discard all cards Placed to Green Goblin and remove all Hits in Green
            Goblin's Permanent Record.
         * MURDEROUS PLOY (IB) <IQ> {U}
            Opponent must discard all placed Ally cards, and is -3 to Venture
            total.
         * REVELATIONS (BZ) <CL> {U}
            Target Character must reveal any cards in Hand playable by Target
            Character, and play those cards open-handed for remainder of
            battle.
          ____________________________________________________________________
    
       GREEN LANTERN (H) <JL> {U}                E: 7   F: 3   S: 4   I: 4   (18)
           ~ May not be Spectrum KO'd with Energy Power cards. ~
         * GOIN' BALLISTIC (AD) <JL> {C}
            Avoid 1 attack that contains a Strength icon.
         * GOTCHA! (AX) <JL> {U}
            Green Lantern and Target character may not attack for remainder of
            battle.
         * LET'S GET MEDIEVAL! (JF) <JL> {VR} [OPD]
            All Any-Power cards on target character's Permanent Record become
            Strength cards for remainder of game.
         * POWER OF IMAGINGATION (HR) <JL> {VR} [OPD]
            Acts as a level 9 Energy or Intellect attack.
         * ...THIS IS A GUN (HN) <JL> {U}
            Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
          ____________________________________________________________________
    
       GREY KING <XM> {U}                        E: 6   F: 3   S: 5   I: 7   (21)
         * ANALYTICAL GENIUS (NL) <XM> {C}
            Play in current battle. Next battle, neither player may Venture more
            than 2 Mission cards.
         * CARRIER WAVE (AG) <XM> {C}
            Avoid 1 attack.
         * LEADER (BK)=>(CF) <XM> {C}
            Grey King may increase either his team's or Opponent's Ventured Mission
            cards by 1.
         * PSYCHIC NEUTRALIZER (NG) <XM> {U}
            Acts as a level 5 Intellect attack. If successful, Target Character
            loses Inherent Ability and is considered to have no Inherent
            Ability for remainder of battle. 
         * TK BEAM (AS) <XM> {R} [OPD]
            Acts as a level 8 Intellect attack, +1 for each Hit on Grey King's
            Permanent Record.
          ____________________________________________________________________
    
       GRIFTER <IM> {R}                          E: 4   F: 7   S: 4   I: 4   (19)
           ~ May not be Spectrum or Cumulative KO'd with Universe: Teamwork cards.~
         * BULL'S-EYE SHOT (MB) <IM> {R} [OPD]
            Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Fighting Power Card Hit, regardless of
            Inherent Abilities and other Special cards.
         * CODA TRAINING (AA) <IM> {U}
            Acts as a level 4 Intellect attack. May make 1 additional attack.
         * NERVES OF STEEL (MN) <IM> {R} [OPD]
            Acts as a level 12 Intellect attack. May only be played if Grifter has
            Hits totaling 15 or more in his Permanent Record.
         * SMART-ASS (EX) <IM> {U}
            Target Character may not use cards with an Intellect icon for remainder
            of battle.
         * TEAM 7 (MA) <IM> {U}
            Acts as a level 5 Energy or Intellect attack. May not be defended by a
            card from a Battlesite.
         * WILDC.A.T. (AD) <IM> {C}
            Teammate may avoid 1 attack.
          ____________________________________________________________________
    
       GRUNGE <IM> {U}                           E: 6   F: 5   S: 4   I: 2   (17)
           ~ Must have a MultiPower card Hit to be KO'd. ~
         * DANGER SEEKER (KC) <IM> {R} [OPD]
            All attacks by Opponent's team must be made against Grunge, at -2,
            until Grunge is KO'd or cannot be attacked. 
         * DENSE (LO) <IM> {U}
            Avoid 1 attack with an Intellect icon. Grunge may draw 1 card from the
            top of the Draw Pile. Discard duplicates.
         * GEN-ACTIVE (MQ) <IM> {U}
            Play during battle. Grunge may defend any Front Line teammate that also
            has a "Gen-Active" Special in play for remainder of game.
         * LOVER BOY (MD) <IM> {C}
            Add 3 to Venture Total for this battle. Grunge may play with Intellect
            or MultiPower Power card usable by Grunge. Value of Power Card is
            also added to Venture Total for this battle.
         * MARTIAL ARTS TRAINING (JC) <IM> {C}
            Acts as a level 3 Strength attack. Grunge may make 1 additional attack
            with a Teammate's Special card.
         * MOLECULAR ASSIMILATION (DY) <IM> {R} [OPD]
            This Special acts identical to any Hit in Grunge's Hits from the
            Current Battle or Permanent Record.
          ____________________________________________________________________
    
       THE HAND <MN> {VR}                        E: 2   F: 8   S: 3   I: 6   (19)
         * DISSOLVING CORPSES (JJ) <MN> {VR} [OPD]
            Discard 1 Power card usable by The Hand to remove all Hits from The
            Hand's Permanent Record of equal or lesser value.
         * ERYNYS (LT) <CL> {C}
            Acts as a level 3 Energy attack, +1 for each Mission card in The Hand's
            Defeated Missions Pile.
         * KIRIGI (LG) <MN> {U}
            Play during battle. In the battle that The Hand is KO'd The Hand may
            continue to fight and are not discarded until the end of the
            battle.
         * LORD DAITO (DM) <MN> {U}
            The Hand's Intellect Power cards are +2 for remainder of battle.
         * NINJA (CC) <MN> {U}
            Acts as a level 6 Any-Power card. May be used to attack or defend. May
            not be combined with Universe cards.
         * SHINOBI SHAW (JF) <MN> {VR} [OPD]
            All Any-Power cards on Target Character's Permanent Record become
            Intellect cards for remainder of game.
         * SNAKEROOT (HN) <MN> {U}
            Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
          ____________________________________________________________________
    
       HAVOK <CL> {U}                            E: 7   F: 3   S: 4   I: 5   (19)
           ~ +1 to all attacks vs. Characters with Energy Power Grid 7 or 8. ~
       HAVOK: MUTANT X <XM> {U}                  E: 7   F: 3   S: 4   I: 5   (19)
           ~ Team +3 to Venture Total when a teammate is KO'd. ~
         * ANNIHILATE (AS)=>(HR) <CL> {R} [OPD]
            Acts as a level 9 Energy or Strength attack.
         * THE BROTHERHOOD (HE) <CL> {R} [OPD]
            Opponent's Team with Power Grid of 7 or 8 in Power Type of Havok's
            choice may not use Power cards of that Power Type to attack for
            remainder of battle.
         * COSMIC BATTERY (JS) <CL> {C}
            Havok may combine MultiPower or Energy Power cards with Energy Basic
            Universe cards usable by Havok to avoid any attack, for remainder
            of game.
         * GEO-KNOWLEDGE (KQ) <CL> {U}
            Remove 1 Hit from Havok's Battlesite.
         * MUTANT X (FI) <XM> {C}
            Acts as a level 3 Intellect attack. If successful, Havok may
            immediately draw 2 cards from top of Draw Pile. Discard if
            duplicate.
         * PLASMA FLARE (AA) <CL> {C}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * SIBLING RIVALRY (LT) <CL> {C}
            Acts as a level 3 Intellect attack, +1 for each Mission card in
            opponent's Completed Missions Pile.
          ____________________________________________________________________
    
       HAWKEYE <MC> {U}                          E: 1   F: 7   S: 4          (12)
       HAWKEYE <IQ> {R}                          E: 4   F: 7   S: 4   I: 2   (17)
           ~ May play "Dynamite Delivery" from Reserve. ~
         * ARROW ASSAULT (AA)=>(GJ) <MC> {U}
            Acts as a level 4 Energy, Strength, or Fighting attack. May make 1
            additional attack.
         * AVENGING ARCHER (BP) <MC> {R} [OPD]
            Acts as a level 6 Energy attack. May be made while Hawkeye is in
            reserve.
         * COMBAT READY (EF) <MC> {R} [OPD]
            Discard all cards not usable by Hawkeye from hand. Replace with same
            number of cards from Draw Pile. May keep duplicates.
         * DYNAMITE DELIVERY (EJ) <MC> {U}
            Acts as a level 2 Fighting attack. If successful, acts as a level 8
            Strength Power card.
         * FIELD DRESSING (AL) <IQ> {U}
            Remove 1 Hit from Hawkeye's Hits From the Current Battle. Affects
            Venture Total.
         * PINPOINT ACCURACY (AD) <MC> {C}
            Avoid 1 attack that contains a Fighting icon.
         * QUIVER OF ARROWS (HH) <IQ> {U}
            Hawkeye may have an unlimited number of Special cards Placed on him
            until Hawkeye is KO'd. Specials may not be duplicates
         * TRIPLE SHOT (DH) <MC> {C}
            Acts as a level 2 Fighting attack. May make up to 2 additional Fighting
            attacks.
          ____________________________________________________________________
    
       HAWKMAN (H) <JL> {U}                      E: 4   F: 6   S: 6   I: 4   (20)
           ~ Basic Universe card bonuses are an additional +2. ~
         * CESTUS GLOVE (JF) <JL> {VR} [OPD]
            All Any-Power cards on target character's Permanent Record become
            Fighting cards for remainder of game.
         * KATAR BLADE (EZ) <JL> {VR} [OPD]
            Play in the current battle. Hawkman's Energy and Fighting ratings are
            increased to 7 in the next battle.
         * MACE (AP) <JL> {U}
            Acts as a level 6 Strength attack. Cannot be defended by a card with a
            Fighting icon.
         * THANAGARIAN BLASTER (HF) <JL> {C}
            Acts as a level 4 Fighting or Energy attack.
         * THE WINGED WARRIOR (FD) <JL> {VR} [OPD]
            Only Hawkman and Target character may attack, be attacked or defend
            this battle.
          ____________________________________________________________________
    
       HAZARD (V) <BS> {U}                       E: 7   F: 2   S: 5   I: 5   (19)
         * CUTTING LASER (EN) <BS> {R}
            Acts as a level 4 Energy attack. If attack succeeds, add +2 to damage.
         * CYBER-JACKED (HQ) <JL> {U} =>[OPD]
            Draw 3 cards. Discard duplicates.
         * CYBERNETIC STRENGTH (AY) <BS> {R}
            Hazard's Strength skill increases to 8 for remainder of battle.
         * FLIGHT PACK (AD) <BS> {C}
            Avoid 1 attack made with a Universe card.
         * SPLIT (DI) <BS> {U}
            Opponent's team may not use Universe cards to attack or defend against
            Hazard for remainder of battle.
         * TELEKINETIC FIST (EO) <BS> {VR} [OPD]
            Acts as a level 7 Energy attack. If successful, Hazard and target
            character may not attack for remainder of battle.
          ____________________________________________________________________
    
       THE HELLFIRE CLUB <MN> {R}                E: 6   F: 4   S: 4   I: 7   (21)
         * EMMA FROST (KH) <CL> {C}
            Opponent -3 to Venture Total for this battle. If opponent has "The Dark
            Phoenix Saga" Mission, opponent -6 to Venture Total for this
            battle.
         * HELLFIRE SOLDIERS (AA) <MN> {C}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * MADELYNE PRYOR (HI) <MN> {VR} [OPD]
            The Hellfire Club may Place and play any Jean Grey Special cards for
            remainder of game.
         * SEBASTIAN SHAW (LO) <MN> {U}
         * SEBASTIAN SHAW (LO) <MN> <SD> {U} (ERROR: no tiny TM after SHAW)
            Avoid 1 attack with a Strength icon. Sebastian Shaw may draw 1 card
            from the top of the Draw Pile. Discard duplicates.
         * SELENE (EL) <MN> {VR} [OPD]
            Acts as a level 7 Energy attack. If successful Target Character may not
            use cards with an Energy icon for remainder of battle.
         * TESSA (JA) <MN> {VR} [OPD]
         * TESSA (AA) <MN> <SD> {VR} [OPD] (ERROR: miscoded AA bottom left corner)
            Discard one MultiPower Power card usable by The Hellfire Club to draw 4
            cards from top of the Draw Pile. Keep duplicates.
         * TREVOR FITZROY (IB) <MN> {U}
            Opponent must discard all Placed Tactic cards, and is -3 to Venture
            total.
         * VON ROEHM (MB) <XM> {R} [OPD]
            Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Strength Power card Hit, regardless of
            Inherent Abilities and other Special cards.
          ____________________________________________________________________
    
       HENRY PYM <IQ> {R}                        E: 3   F: 4   S: 3   I: 7   (17)
           ~ MultiPower Power cards are +2 when used for defense. ~
         * ANT-MAN (AD) <IQ> {C}
            Henry Pym may avoid any numerical attack
         * FOUNDING AVENGER (JZ) <CL> {C}
            Acts as a level 5 Intellect attack. May not be defended with a Special
            card.
         * GIANT-MAN (AY) <IQ> {C} [OPD]
            Henry Pym's Strength Rating increases to 7 for remainder of game.
         * GOLIATH (EQ) <IQ> {C}
            For remainder of battle, Henry Pym's Strength and Fighting actions are
            +3, Intellect actions are -2.
         * MEDICAL KNOWLEDGE (ET) <IQ> {U}
            Remove up to 2 hits with a Strength icon from one teammate's Permanent
            Record.
         * ULTRON 1 (JC) <MN> {U}
            Acts as a level 1 Energy, Fighting, Strength, or Intellect attack.
            Henry Pym may play 1 additional Special card.
         * YELLOWJACKET (AA) <IQ> {C}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
          ____________________________________________________________________
    
       HEROES FOR HIRE <CL> {R}                   E: 2   F: 7   S: 8   I:4   (21)
         * THE BLACK KNIGHT (JW) <CL> {C}
            Acts as a level 3 Fighting attack. May make 1 additional Power card
            attack. Neither attack may be defended with a Special card.
         * HERCULES (JP) <CL> {C}
            Heroes For Hire's Hits to K.O. is increased by 4 and Heroes For Hire is
            -1 to all actions for remainder of game.
         * THE HULK (JC) <CL> {U}
            Acts as a level 5 Strength attack. Heroes For Hire may play 1
            additional Special card.
         * IRON FIST (AS) <CL> {R} [OPD]
            Acts as a level 11 Fighting attack. Heroes For Hire may not attack for
            remainder of battle.
         * POWER MAN (AD) <CL> {U}
            Avoid 1 Strength or Energy attack.
         * WHITE TIGER (HY) <CL> {C}
            Acts as a level 6 Fighting attack. If successful, Target Character must
            discard 2 cards of opponent's choice. Cards may be Placed or in
            Hand.
          ____________________________________________________________________
    
       HOBGOBLIN <OP> {C}                        E: 2   F: 6   S: 3          (11)
       HOBGOBLIN <OHP> {X}                       E: 2   F: 6   S: 3          (11)
       HOBGOBLIN <HF> {X}                        E: 2   F: 6   S: 3          (11)
       HOBGOBLIN <IQ> {U}                        E: 4   F: 6   S: 6   I: 3   (19)
           ~ Strength Power cards are +1 when used to attack. ~
         * CONCUSSION GRENADE (AI) <OP> {C}
            Opponent must immediately discard 1 placed Power card of Hobgoblin's
            choice
         * CYBERNETIC UPGRADE (ET) <IQ> {U}
            Remove up to 2 hits with a Fighting icon from Hobgoblin's Permanent
            Record.
         * FRIGHTENING VISAGE (AI) <HF> {C}
            Target hero must discard 1 placed Universe card of Hobgoblin's choice.
         * GOBLIN CACHE (HI) <IQ> {U}
            Hobgoblin may Place and play any Green Goblin Special cards for
            remainder of game.
         * GOBLIN GLIDER (AG) <OP> {U}
            Avoid 1 attack
         * PUMPKIN BOMB (AR) <OP> {C}
            Acts as a level 7 Energy attack
         * RAZOR BATS (AA) <OP> {C}
            Acts as a level 4 Fighting attack, may make 1 additional attack against
            a different opponent
         * SECRET POUCHES (AT) <PS> {VR} [OPD]
            Draw 1 card. Do not discard if duplicate.
         * STUN GAS (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
          ____________________________________________________________________
    
       HOLOCAUST <OS> {R}                        E: 7   F: 2   S: 6   I: 2   (17)
       HOLOCAUST <MN> {R}                        E: 7   F: 2   S: 6   I: 2   (17)
         * APOCALYPTIC MINION (GF) <OS> {VR}
            Move all hits from Holocaust's Hits from Current Battle into Permanent
            Record. Affects Venture Total.
         * CONSUME LIFEFORCE (AL) <OS> {VR}
            Acts as a level 5 Energy attack. If successful, remove 1 hit from
            Holocaust's Permanent Record.
         * DEATH CANNON (AQ) <OS> {VR} [OPD]
            Acts as a level 8 Energy, Strength, Fighting, or Intellect attack.
         * DEVASTATE (GG) <OS> {VR} [OPD]
            All cards currently in opponent's Dead Pile are removed from game.
         * HORRIFYING IMAGE (AR) <IQ> {C}
            Acts as a level 4 Intellect attack.
         * IMPERVIOUS CRYSTAL (AG) <OS> {VR}
            Avoid 1 attack.
         * NEMESIS (KH) <CL> {C}
            Opponent -3 to Venture Total for this battle. If opponent has "The Age
            of Apocalypse" Mission, opponent -6 to Venture Total for this
            battle.
         * OTHERWORLDLY EVIL (AO) <OS> {VR}
            Negate the effect of any 1 Special card played by opponent.
          ____________________________________________________________________
    
       HULK <OP> {U}                             E: 2   F: 4   S: 8          (14)
       HULK <OHP> {X}                            E: 2   F: 4   S: 8          (14)
       HULK <IQ> {R}                             E: 1   F: 3   S: 8   I: 6   (18)
       HULK: MR. FIX-IT <CL> {R}                 E: 2   F: 6   S: 6   I: 6   (20)
           ~ +1 to all attacks vs. Characters with Strength Power Grid 7 or 8. ~
         * BETTY BANNER (CN) <MN> {C}
            No Intellect Power cards may be played against Hulk for remainder of
            battle.
         * ENRAGED (AS) <OP> {R} [OPD]
            Acts as a level 8 Strength attack +1 for each hit on Hulk's permanent
            record
         * GAMMA TRANSFUSION (HJ) <IQ> {VR} [OPD]
            Hulk may switch any two cards with an Intellect icon on the Permanent
            Record of any two Front Line heroes on his team.
         * GREEN GOLIATH (AE) <OP> {U}
            Acts as a level 4 Strength attack, may combine with 1 Fighting card for
            a single attack
         * HULK SMASH (AI) <OP> {C}
            Opponent must immediately discard 1 placed Universe card of Hulk's
            choice
         * INTIMIDATE (BC) <OP> {R} [OPD]
            Play when opponent brings in reserve, reserve may not enter until next
            battle
         * POWER LEAP (AS) <PS> {R} [OPD]
            Acts as a level 9 Fighting attack.
         * SHRUG OFF (AD) <OP> {C}
            Avoid 1 Fighting attack
          ____________________________________________________________________
    
       HUMAN TORCH <OP> {R}                      E: 6   F: 3   S: 3          (12)
       HUMAN TORCH <OHP> {X}                     E: 6   F: 3   S: 3          (12)
       HUMAN TORCH <IQ> {R}                      E: 7   F: 4   S: 4   I: 4   (19)
           ~ May not be Cumulative KO'd with Energy Power cards. ~
       HUMAN TORCH: INVADERS <CL> {U}            E: 7   F: 6   S: 4   I: 3   (20)
         * FIRE CAGE (AX) <IQ> {U}
            Human Torch and target Hero may not attack for remainder of battle.
         * FIRE SHIELD (AM) <OP> {U}
            Human Torch gains +2 to defense for remainder of battle
         * FIRE STORM (AB) <OP> {C}
            Acts as a level 4 Energy attack, may make 1 additional Energy attack
            against a different opponent
         * FLAME ON (AG) <PS> {R}
            Avoid 1 attack.
         * HOT HEAD (EI) <IQ> {U}
            Acts as a level 2 Energy attack. May be made after opponent has
            conceded the battle. Opponent may defend.
         * INFERNO (AE) <OP> {U}
            Acts as a level 4 Energy attack, may combine with 1 Fighting card for a
            single attack
         * NOVA BURST (AS) <OP> {R} [OPD]
            Acts as a level 11 Energy attack, Human Torch may not attack for 
            remainder of battle
         * SEARING HEAT (AI) <OP> {U}
            Opponent must immediately discard 1 placed Universe card of Human
            Torch's choice
          ____________________________________________________________________
    
       HUNTRESS (H) <BS> {R}                     E: 4   F: 6   S: 3   I: 6   (19)
         * CROSSBOW (CI) <BS> {U}
            Play with Energy Power card attack. If attack succeeds, add +2 to
            damage.
         * EXPERT TRACKER (EP) <BS> {R}
            Huntress may cut opponent's Draw Pile. Discard to the Dead Pile the
            card cut to.
         * SNEAK ATTACK (BP) <BS> {VR} [OPD]
            Acts as a level 6 Strength attack. May be played while Huntress is in
            Reserve.
         * THRILL OF THE HUNT (GL) <JL> {R} [OPD]
            Sort through opponent's Draw Pile. Choose any 1 card and remove it from
            the game. Reshuffle the Draw Pile.
         * THROWING KNIVES (DG) <BS> {U}
            Acts as a level 2 Fighting attack. May make 2 additional attacks.
         * TRAINED GYMNAST (CD) <BS> {R}
            Only attacks made with Universe cards may be played against Huntress
            for remainder of battle.
          ____________________________________________________________________
    
       HYDRA <MN> {R}                            E: 5   F: 6   S: 5   I: 5   (21)
           ~ Counts as 17-Points for Tournament Deckbuilding. ~
         * A.I.M. (AT) <MN> {VR} [OPD]
            Draw 1 card, do not discard if duplicate.
         * BARON VON STRUCKER (AY) <MN> {VR} [OPD]
            Hydra's Fighting and Intellect Ratings increase to 7 for remainder of
            game.
         * FENRIS (LC) <MN> {U}
            Acts as a level 4 Energy attack against Target Character, or a level 8
            Any-Power attack against Target Battlesite.
         * FORTUNATO (DQ) <CL> {R} [OPD]
            Target Character's Hits to K.O. number is decreased by 5 points for
            remainder of game.
         * HYDRA AGENTS (LF) <MN> {C}
            Target Character must discard 1 Placed Tactic card.
         * MADAME HYDRA (IE) <MN> {VR} [OPD]
            Play during battle. At end of battle, opponent may only move 1 Mission
            card. Other Mission cards return to pile Ventured from.
         * M.O.D.O.K. (AA) <MN> {C}
            Acts as a level 4 Intellect attack. May make 1 additional attack.
          ____________________________________________________________________
    
       ICEMAN <PS> {VR}                          E: 7   F: 3   S: 4          (14)
       ICEMAN <IQ> {R}                           E: 7   F: 4   S: 4   I: 3   (18)
           ~ May have duplicate "Snow Blind" Specials. ~
       ICEMAN: THE ICE-MAN <XM> {U}              E: 7   F: 5   S: 3   I: 3   (18)
           ~ +1 to Venture Total for each Hit in Iceman: The Ice-Man's Hits to
             Current Battle. ~
         * BLOOD CHILL (AS) <PS> {VR} [OPD]
            Acts as a level 10 Energy attack.
         * FROSTBITE (AE) <PS> {R}
            Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
            single attack.
         * HAIL STORM (AD) <PS> {U}
            Teammate may avoid any numerical attack.
         * ICE ARMOR (AG) <PS> {VR}
            Avoid 1 attack.
         * ICE TACTICS (AI) <IQ> {C}
            Target hero must discard 1 Placed card of Iceman's choice.
         * OPAL TANAKA (AF) <MN> {U}
            Add 3 to Venture total for this battle.
         * SNOW BLIND (CM) <PS> {R}
            Opponent's heroes are -1 to all actions for remainder of battle.
         * SUB-ZERO (AR) <PS> {VR}
            Acts as a level 6 Strength attack.
          ____________________________________________________________________
    
       THE INHUMANS <MN> {R}                     E: 8   F: 4   S: 5   I: 4   (21)
         * BLACK BOLT (AQ) <MN> {VR} [OPD]
            Acts as a level 8 Energy, Strength, Fighting, or Intellect attack.
         * GORGON (CZ) <MN> {VR} [OPD]
            Acts as a level 4 Strength attack. If successful, Target Character must
            discard all Placed cards into Dead Pile.
         * KARNAK (LC) <MN> {U}
            Acts as a level 4 Fighting attack against Target Character, or a level
            8 Any-Power attack against Target Battlesite.
         * LOCKJAW (DS) <MN> {U}
            Choose one Inhumans Special from Draw Pile and place in hand. Cannot be
            a duplicate. Reshuffle Draw Pile.
         * MAXIMUS THE MAD (AS) <CL> {C} [OPD]
            Acts as a level 9 Intellect attack.
         * MEDUSA (AV) <MN> {VR} [OPD]
            Target Character may not attack for remainder of battle.
         * TRITON (LE) <MN> {U}
            Target Character may not use Tactic cards for the remainder of battle.
          ____________________________________________________________________
    
       INVISIBLE WOMAN <OP> {R}                  E: 6   F: 3   S: 3          (12)
       INVISIBLE WOMAN <OHP> {X}                 E: 6   F: 3   S: 3          (12)
       INVISIBLE WOMAN <IQ> {R}                  E: 6   F: 4   S: 3   I: 6   (19)
           ~ Team is +2 to Venture Total per battle. ~
       INVISIBLE WOMAN: MALICE <CL> {U}          E: 7   F: 6   S: 4   I: 2   (19)
         * BUBBLE SHIELD (BH) <OP> {U} [OPD]
            Team gains +2 to defense for remainder of battle
         * FORCE FIELD (AG) <OP> {U}
            Avoid 1 attack
         * INVISIBILITY (AM) <OP> {U}
            Invisible Woman gains +2 to defense for remainder of battle
         * INVISIBLE RAM (AS) <OP> {R} [OPD]
            Acts as a level 9 Strength attack
         * INVISIBLE SABOTEUR (CO) <PS> {U}
            Opponent may not play any Universe cards from his hand this battle.
         * PROTECTIVE WALL (AD) <IQ> {U}
            Invisible Woman or teammate may avoid 1 attack of 9 or less.
         * TEAM COORDINATION (FE) <IQ> {U}
            Acts as a level 3 Intellect attack. Each Front Line teammate may make
            1 additional attack.
         * UNSEEN ASSAILANT (AB) <OP> {U}
            Acts as a level 4 Fighting attack, may make 1 additional Fighting
            attack
          ____________________________________________________________________
    
       IRON MAN <OP> {R}                         E: 7   F: 6   S: 6          (19)
       IRON MAN <OHP> {X}                        E: 7   F: 6   S: 6          (19)
       IRON MAN <IQ> {VR}                        E: 5   F: 3   S: 7   I: 7   (22)
       IRON MAN: ORIGINAL ARMOR <CL> {C}         E: 4   F: 3   S: 5   I: 7   (19)
           ~ May have duplicate "Radar Warning" Special cards. ~
         * CONCEALED ARSENAL (AA) <OP> {U}
            Acts as a level 4 Energy attack, may make 1 additional attack
         * HEAT SEEKING MISSILE (AQ) <OP> {R} [OPD]
            Acts as a level 8 Energy, Strength, or Fighting attack
         * INDUSTRIAL WASTE (BW) <PS> {R} [OPD]
            Opponent must discard top 5 cards from Draw Pile into Dead Pile.
         * IN THE LINE OF FIRE (AC) <OP> {U}
            Attack on Teammate is now made on Iron Man, who may defend it
         * RADAR WARNING (AG) <OP> {U}
            Avoid 1 attack
         * STEALTH ARMOR (AI) <IQ> {C}
            Target Hero must discard 1 Placed card of Iron Man's choice.
         * TACTICAL COMPUTER (AT) <OP> {R} [OPD]
            Draw 1 card, do not discard if duplicate
         * WEAPONS INVENTOR (AE) <IQ> {U}
            Acts as a level 4 Intellect attack. May combine with 1 Energy card for
            a single attack.
          ____________________________________________________________________
    
       JEAN GREY <OP> {C}                        E: 7   F: 4   S: 3          (14)
       JEAN GREY <OHP> {X}                       E: 7   F: 4   S: 3          (14)
       JEAN GREY <IQ> {R}                        E: 7   F: 3   S: 2   I: 4   (16)
           ~ May play "Telepathic Unity" from Reserve. ~
       JEAN GREY: DARK PHOENIX <XM> {R}          E: 8   F: 4   S: 6   I: 3   (21)
         * MENTAL DEFLECTION (AG) <OP> {C}
            Avoid 1 attack
         * MIND OVER MATTER (AX) <OP> {U}
            Jean Grey and target opponent may not attack for remainder of battle
         * MIND SCAN (AJ) <OP> {C}
            Opponent must reveal 2 cards chosen at random from his hand
         * MUTANT MOTIVATION (CF) <PS> {U}
            Jean Grey may increase either her team's or opponent's ventured Mission
            cards by 1.
         * PHOENIX EFFECT (AE) <IQ> {U}
            Acts as a level 4 Any-Power attack. May combine with 1 Energy,
            Fighting, Strength or Intellect Power card for a single attack.
         * PSYCHIC SOOTHING (ET) <IQ> {U}
            Remove up to 2 Hits with an Energy icon from one teammate's Permanent
            Record.
         * TELEKINESIS (AS) <OP> {C} [OPD]
            Acts as a level 9 Strength attack
         * TELEPATHIC UNITY (BH) <OP> {R} [OPD]
            Team gains +2 to defense for remainder of battle
          ____________________________________________________________________
    
       JOKER (V) <BS> {R}                        E: 4   F: 5   S: 2   I: 7   (18)
         * ACID SPRAY FLOWER (CU) <BS> {R}
            Acts as a level 3 Energy attack. If successful, target character must
            discard 1 placed card of opponent's choice.
         * DOUBLE CROSS (AC) <BS> {U}
            Attack made on Joker is now made on teammate of his choice, who may
            defend.
         * HIGH VOLTAGE JOY BUZZER (CY) <BS> {R}
            Acts as a level 4 Energy attack. Joker may make 1 additional Fighting
            and/or 1 additional Intellect Power card attack.
         * JOKER VENOM (BM) <BS> {VR} [OPD]
            Acts as a level 7 Energy attack. If successful, target character may
            not attack for remainder of battle.
         * KEYS TO THE KINGDOM (AD) <JL> {R}
            The Joker may avoid any numerical attack.
         * MANIACAL GENIUS (CS) <BS> {C}
            Choose 1 Universe card, excluding Teamwork and Training, from Draw Pile
            and place in hand. Reshuffle Draw Pile.
          ____________________________________________________________________
    
       JUBILEE <OP> {C}                          E: 6   F: 3   S: 1          (10)
       JUBILEE <OHP> {X}                         E: 6   F: 3   S: 1          (10)
       JUBILEE <IQ> {R}                          E: 6   F: 4   S: 2   I: 4   (16)
           ~ May have duplicate "Blinding Flare" Specials. ~
         * BLINDING FLARE (AG) <OP> {C}
            Avoid 1 attack
         * DISTRACTING BURST (AG)=>(AD) <OP> {C}
            Teammate may avoid 1 attack
         * FIREWORKS (AB) <OP> {C}
            Acts as a level 4 Energy attack, may make 1 additional Energy attack
         * PLASMOID FLASH (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
         * PRISMATIC FLARE (AQ) <PS> {VR} [OPD]
            Acts as a level 7 Energy, Strength, or Fighting attack.
         * SPECTRUM TEASE (AC) <OP> {C}
            Attack made on teammate is now made on Jubilee, who may defend it
         * TROUBLEMAKER (DB) <IQ> {U}
            Avoids all attacks from 1 Teamwork card, or target hero must discard 1
            Placed Teamwork card.
         * WISECRACK (HK) <IQ> {U}
            Target hero must make as many attacks as possible. Jubilee's team may
            defend.
          ____________________________________________________________________
    
       JUGGERNAUT <PS> {VR}                      E: 3   F: 4   S: 7          (14)
       JUGGERNAUT <IQ> {R}                       E: 4   F: 5   S: 8   I: 2   (19)
         * BATTERING RAM (CU) <PS> {VR} [OPD]
            Act as a level 8 Strength attack. If successful target must immediately
            discard 1 placed card.
         * FOXFIRE (JC) <MN> {U}
            Acts as a level 5 Energy attack. Juggernaut may play 1 additional
            Special card.
         * HEAD BUTT (AR) <PS> {U}
            Acts as a level 7 Fighting attack.
         * IGNORE BLOW (AD) <PS> {R}
            Avoid 1 Strength attack.
         * MAGIC HELM (CM) <IQ> {C}
            Opponent's team is -3 to all Intellect attacks against Juggernaut for
            remainder of battle.
         * RAZE (AU) <PS> {U} [OPD]
            Opponent must discard all Universe cards held in hand or all placed
            Universe cards, whichever is a greater number.
         * SMASH INCOMING OBJECT (AD) <PS> {VR}
            Avoid 1 attack made with a Universe card.
         * UNSTOPPABLE FORCE (DQ) <PS> {VR}
            Juggernaut's hits to K.O. number is increased by 2 points for remainder
            of game.
          ____________________________________________________________________
    
       KA-ZAR <CL> {U}                           E: 1   F: 7   S: 5   I: 5   (18)
           ~ +1 to all attacks vs. Characters with Fighting Power Grid 7 or 8. ~
         * JUNGLE SAVVY (JH) <CL> {C}
            Acts as a level 5 Intellect attack. If successful, Target Character -2
            to defense for remainder of battle.
         * KING OF THE SAVAGE LAND (EN) <CL> {R}
            Play on your turn to Concede battle. Ka-Zar's Mission cards Ventured
            this battle return to pile Ventured from. Opponent's Mission cards
            advance as normal.
         * LORD KEVIN PLUNDER (KG) <CL> {U}
            Ka-Zar may not be attacked by a card with a Value of 7 or greater for
            remainder of battle.
         * PRIMITIVE ARSENAL (AQ) <CL> {R} [OPD]
            Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
         * SHANNA THE SHE-DEVIL (KS) <CL> {C}
            Remove a Power card Hit from Ka-Zar's or Teammate's Permanent Record.
         * ZABU (JC) <CL> {C}
            Acts as a level 5 Fighting attack. Ka-Zar may play 1 additional Special
            card.
          ____________________________________________________________________
    
       KILLER CROC (V) <BS> {U}                  E: 4   F: 5   S: 6   I: 1   (16)
         * BRUTE FORCE (AE) <BS> {R}
            Acts as a level 4 Strength attack. May combine with 1 Fighting card for
            a single attack.
         * DUMB LUCK (AP) <JL> {R}
            Acts as a level 6 intellect attack. Cannot be defended by a card with
            an Intellect icon.
         * RAMPAGE (AY) <BS> {U}
            Killer Croc's Energy skill increases to 8 for remainder of battle.
         * SCALY SKIN (AM) <BS> {U}
            Killer Croc gains a +2 to defense for remainder of battle.
         * SLIPPERY ESCAPE (AG) <BS> {R}
            Avoid 1 attack.
         * WRESTLING HOLD (BM) <BS> {VR} [OPD]
            Acts as a level 7 Strength attack. If successful, target character may
            not attack for remainder of battle.
          ____________________________________________________________________
    
       KILLRAZOR <IM> {C}                        E: 3   F: 7   S: 5   I: 4   (19)
           ~ Strength Power cards are +2 when used for defense. ~
         * BIOMORPHIC BLADES (AR) <IM> {U}
            Acts as a level 7 Energy attack.
         * DEADLY MUTATION (AB) <IM> {C}
            Acts as a level 5 Fighting attack. May make 1 additional Fighting
            attack.
         * INNER PEACE (MK) <IM> {R} [OPD]
            Avoid 1 Intellect attack. Remove all Hits with an Intellect icon from
            Permanent Record of Killrazor and Killrazor's team.
         * OUTER FURY (JU) <IM> {R} [OPD]
            Killrazor may make 1 or 2 follow up attacks after Killrazor plays a
            Universe: Teamwork card for remainder of game.
         * STRYKEFORCE (MR) <IM> {C}
            Play during battle. For remainder of game, any Fighting attack made by
            Killrazor may not be moved from Target Character.
         * WILL POWER (MS) <IM> {C}
            Remove 1 Special card Hit from Killrazor's Permanent Record.
          ____________________________________________________________________
    
       KINGPIN <IQ> {R}                          E: 2   F: 4   S: 5   I: 6   (17)
           ~ May play Teamwork cards from Reserve. ~
         * ASIAN CONNECTIONS (HE) <CL> {R} [OPD]
            Opponent's Team with Power Grid of 7 or 8 in Power Type of Kingpin's
            choice may not use Power cards of that Power Type to attack for
            remainder of battle.
         * BUSINESS SAVVY (HQ) <IQ> {U} =>[OPD]
            Draw 3 cards. Discard duplicates.
         * CRIME MAGNATE (HX) <IQ> {VR} [OPD]
            Kingpin's team is +1 to all numeric Special cards for remainder of
            battle. Bonus not applied to damage of (=>OR) Venture total. May be
            played from Reserve
         * THE ROSE (JC) <MN> {U}
            Acts as a level 5 Fighting attack. Kingpin may play 1 additional
            Special card.
         * SUMO KNOWLEDGE (AS)=>(HR) <IQ> {VR} [OPD]
            Acts as a level 9 Strength or Intellect attack
         * UNDERWORLD HENCHMEN (HL) <IQ> {C}
            Opponent's team may not use Fighting Power cards level 6 through 8 to
            attack for remainder of battle.
         * WALKING STICK (HF) <IQ> {C}
            Acts as a level 4 Energy or Strength attack.
          ____________________________________________________________________
    
       KNOCKOUT (V) <BS> {U}                     E: 2   F: 6   S: 7   I: 3   (18)
         * ...8...9...10! YOU'RE OUT! (CR) <JL> {R} [OPD]
            Knockout may switch any two Power cards of equal value, on the
            Permanent Record of any of two of opponent's Characters.
         * FEMALE FURY (AA) <BS> {U}
            Acts as a level 4 Energy attack. May make 1 additional attack.
         * HOT TEMPERED (EQ) <BS> {R}
            For remainder of battle, Knockout's Strength and Energy actions are +2.
            Fighting and Intellect actions are -2.
         * KILLER PHYSIQUE (AH) <BS> {U}
            No Fighting Power cards may be played against Knockout for remainder of
            battle.
         * MIGHTY BLOW (AN) <BS> {R}
            Acts as a level 6 Strength attack. May be used against opponent in
            reserve, who may defend.
         * PICKING A FIGHT (BL) <BS> {VR} [OPD]
            Play when opponent concedes battle. Opponent may not concede battle.
          ____________________________________________________________________
    
       THE KREE <MN> {R}                         E: 6   F: 5   S: 4   I: 7   (22)
         * COLONEL YON-ROGG (GF) <MN> {VR} [OPD]
            Move all Hits from Current Battle into the Permanent Records of all
            Characters. Affects Venture total.
         * DR. MINERVA (JV) <CL> {U}
            Acts as a level 3 Energy attack. If successful, opponent must reveal
            Hand and play open-handed for remainder of battle.
         * INTERSTELLAR EMPIRE (AR) <MN> {U}
            Acts as a level 7 Fighting attack.
         * PRIME MINISTER ZAREK (LP) <MN> {U}
            Play in the current battle. Negates the effect of all Event cards in
            the next battle. Both players may still redraw for played Event
            cards
         * RONAN THE ACCUSER (EL) <MN> {VR} [OPD]
            Acts as a level 7 Strength attack. If successful, Target Character may
            not use cards with a Strength icon for remainder of battle.
         * SENTRY (DT) <MN> {VR} [OPD]
            Kree may not be attacked by a Power card with the same value as any
            Power cards on Kree's Permanent Record for remainder of game.
         * SUPREME INTELLIGENCE (IF) <MN> {U}
            Play when opponent concedes battle. Kree's team may discard any number
            of cards to top of Draw Pile.
          ____________________________________________________________________
    
       LANDSLIDE <XM> {C}                        E: 6   F: 4   S: 6   I: 2   (18)
           ~ Opponent is -3 to Venture Total when Landslide's teammate is KO'd. ~
         * APPETITE FOR DESTRUCTION (NN) <XM> {C}
            Play during battle. For remainder of battle, any Special card played
            must be a Special card that acts as an attack. Other Special cards
            may not be played.
         * BIG BULLY (NV) <XM> {U}
            Acts as a level 5 Fighting attack. If successful, Target Character may
            not play Activator cards for remainder of battle.
         * MASSIVE SPEED (MA) <XM> {C}
            Acts as a level 5 Energy or Strength attack. May not be defended by a
            card from a Battlesite.
         * SHORT FUSE (BV) <XM> {R} [OPD]
            Landslide may make as many Power card attacks as possible. Opponent may
            defend.
         * WALLOP (NU) <XM> {C}
            Acts as a level 0 Intellect attack. May only be defended using a Power
            card with a Value of 5 or greater.
          ____________________________________________________________________
    
       LEADER <CL> {U}                           E: 3   F: 4   S: 2   I: 7   (16)
           ~ Power cards are +2 for defense if "Twisted Mentality" is in play. ~
         * FREEHOLD (BR) <CL> {C}
            Leader may have 1 additional card Placed on him until Leader is K.O.'d.
            May be played from Reserve.
         * GREEN 'N MEAN (KH) <CL> {C}
            Opponent -3 to Venture Total for this battle. If opponent has
            "Annihilation Affair" Mission, opponent -6 to Venture Total for
            this battle.
         * OMNIBUS (BY) <CL> {R} [OPD]
            Leader must discard all cards with an Intellect icon currently in Hand.
            Opponent must discard all cards with an Intellect icon currently
            Placed and in Hand.
         * THE REGENERATION CRYSTAL (KF) <CL> {R} [OPD]
            For every Hit in Leader's Permanent Record, move 1 Mission card from
            the Defeated Missions Pile to the Reserve Missions Pile.
         * TECHNO-ARSENAL (JH) <CL> {U}
            Acts as a level 5 Energy attack. If successful, Target Character -2 to
            defense for remainder of battle.
         * TWISTED MENTALITY (KC) <CL> {C}
            All attacks by opponent's team must be made against Leader until Leader
            is K.O.'d or cannot be attacked.
          ____________________________________________________________________
    
       LEX LUTHOR (V) <BS> {U}                   E: 3   F: 4   S: 3   I: 8   (18)
         * ART OF THE DEAL (IG) <JL> {R} [OPD]
            Remove any cards from Lex Luthor's Draw Pile and discard into Dead
            Pile. Reshuffle Draw Pile.
         * GLOBAL RESOURCES (BR) <BS> {R}
            Lex Luthor may have 1 additional Power, Universe or Special card placed
            on him until Lex Luthor is KO'd.
         * POWER HUNGRY (ER) <BS> {C}
            Choose 1 power card usable by Lex Luthor, excluding Intellect, from
            Draw Pile and place in hand. Reshuffle Draw Pile.
         * PROTOTYPE BLASTER (AP) <BS> {R}
            Acts as a level 6 Energy attack. Cannot be defended by a card with a
            Strength icon.
         * RUTHLESS ADVERSARY (AW) <BS> {VR} [OPD]
            Opponent -6 to Venture total for this battle.
         * SKILLED MARTIAL ARTIST (DG) <BS> {U}
            Acts as a level 2 Strength attack. May make 2 additional attacks.
          ____________________________________________________________________
    
       LONGSHOT <PS> {VR}                        E: 4   F: 7   S: 3          (14)
       LONGSHOT <IQ> {R}                         E: 3   F: 7   S: 4   I: 3   (17)
           ~ Opponent's team is -2 to Venture Total per battle. ~
         * FORTUNATE ACCIDENT (HL) <IQ> {U}
            Opponent's team may not use Energy Power cards level 6 through 8 to
            attack for remainder of battle.
         * FOUR-FINGERED FURY (BU) <PS> {VR}
            Longshot may combine Fighting Power cards level 1 thru 4 for a single 
            attack. May be blocked as a whole or in parts.
         * FREEDOM FIGHTER (AC) <PS> {U}
            Attack made on teammate is now made on Longshot, who may defend it.
         * HOLLOW BONES (AG) <PS> {VR}
            Avoid 1 attack.
         * LUCKY BOUNCE (CJ) <PS> {VR} [OPD]
            Play when Longshot makes a Power card attack. If defended, Longshot's
            Power card is returned to top of Draw Pile.
         * ONE IN A MILLION (AV)=>(CV) <PS> {VR} [OPD]
            Acts as a level 3 Fighting attack. Can only be defended by a level 3
            Power card. If defended, Power card hits Longshot.
         * PURITY OF THOUGHT (HM) <IQ> {VR} [OPD]
            Draw one card for each card discarded this battle, including duplicate
            and unusable cards. Do not discard if duplicate.
         * ROLL WITH THE PUNCHES (DO) <PS> {R} Ver 1: "1" at end of 1st text line
         * ROLL WITH THE PUNCHES (DO) <PS> {R} Ver 2: "1" at start of 2nd text line
            Negates the effect of any 1 Special card played by opponent against
            Longshot only.
          ____________________________________________________________________
    
       MAGGOT <CL> {R}                           E: 4   F: 6   S: 4   I: 4   (18)
           ~ May play "Slugfest" from Reserve. ~
         * AWESOME AUSSIE (DO) <CL> {C}
            Negates the effect of any 1 Special card played by opponent against
            Maggot only.
         * INTESTINAL FORTITUDE (OA) <XM> {R} [OPD]
            Acts as a level 7 Strength attack. If successful, Opponent must sort
            through Draw Pile and discard first 3 Special cards into Dead Pile.
            Reshuffle Draw Pile.
         * SLUGFEST (AY) <CL> {R} [OPD]
            Maggot's Strength Rating increases to 7 for remainder of game.
         * TUNNEL WORMS (HY) <CL> {U}
            Acts as a level 6 Energy attack. If successful, Target Character must
            discard 2 cards of opponent's choice. Cards may be Placed or in
            Hand.
          ____________________________________________________________________
    
       MAGNETO <OP> {R}                          E: 8   F: 1   S: 2          (11)
       MAGNETO <OHP> {X}                         E: 8   F: 1   S: 2          (11)
       MAGNETO <IQ> {R}                          E: 8   F: 5   S: 3   I: 6   (22)
         * EVIL GENIUS (AF) <OP> {U}
            Opponent -3 to venture total for this battle
         * GRAVITY ALTERATION (AI) <OP> {U}
            Opponent must immediately discard 1 placed Universe card of Magneto's
            choice
         * MAGNETIC DEVASTATION (GJ) <IQ> {C}
            Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
            make 1 additional attack.
         * MAGNETIC SHIELD (AM) <OP> {U}
            Magneto gains +2 to defense for remainder of battle
         * MASTER OF MAGNETISM (HN) <IQ> {VR} [OPD]
            Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
         * PARALYZE OPPONENT (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
         * POWER FLUX (AR) <PS> {R}
            Acts as a level 6 Energy attack.
         * REPEL OBJECT (AD) <OP> {U}
            Avoid 1 attack made with a Universe card
          ____________________________________________________________________
    
       MALEBOLGIA <IM> {VR}                      E: 7   F: 4   S: 6   I: 8   (25)
           ~ Counts as 23 Points for Tournament Deckbuilding. May not use Intellect
             Power Cards for Defense. ~
         * DEMONIC MAGICK (DZ) <IM> {C}
            Target Character may not attack or be attacked for remainder of battle.
         * HELLBENT (AR) <IM> {U}
            Acts as a level 4 Fighting attack.
         * INFERNAL PACT (ME) <IM> {U}
            Play during battle on Teammate, before Teammate is KO'd. When Target
            Teammate is KO'd, Malebolgia is +5 to Venture Total.
         * MASTER OF THE DARKLANDS (EK) <IM> {R} [OPD]
            Malebolgia cannot be Cumulative KO'd for remainder of game.
         * REIGN OF FIRE (MD) <IM> {U}
            Play with Energy Power card usable by Malebolgia. Value of Power Card
            is added to Venture Total for this battle.
         * SIGNED IN BLOOD (LV) <IM> {R}
            Choose one Tactic: Artifact card from Dead pile and place in hand.
            Cannot be a duplicate. 
          ____________________________________________________________________
    
       MANDARIN <PS> {VR}                        E: 6   F: 5   S: 3          (14)
       MANDARIN <IQ> {R}                         E: 7   F: 4   S: 3   I: 5   (19)
           ~ Fighting Power cards are +2 when used for defense. ~
         * ARCH VILLAIN (AF) <PS> {VR}
            Opponent -3 to Venture total for this battle.
         * DISINTEGRATE (AI) <PS> {VR}
            Opponent must discard 1 placed card of Mandarin's choice.
         * ELECTROMAGNETIC SHIELD (AD) <PS> {U}
            Teammate may avoid 1 attack of 9 or less.
         * ENERGY VOID (HE) <IQ> {VR} [OPD]
            Heroes on Opponent's Team with Energy 7 or 8 may not use cards with an
            Energy icon to attack for remainder of battle.
         * MASTERMIND (AT) <PS> {VR} [OPD]
            Draw 1 card. Do not discard if duplicate.
         * MASTER TACTICIAN (AE) <IQ> {U}
            Acts as a level 4 Fighting attack. May be combined with 1 Intellect
            card for a single attack.
         * MIND CONTROL (CT) <PS> {VR} [OPD]
            All attacks made on Mandarin are made on target teammate until teammate
            is KO'd. Teammate may defend.
         * VORTEX BEAM (AR) <PS> {R}
            Acts as a level 6 Strength attack.
          ____________________________________________________________________
    
       THE MARAUDERS <MN> {R}                    E: 7   F: 7   S: 3   I: 2   (19)
         * ARC LIGHT (LM) <MN> {U}
            Acts as a level 7 Any-Power attack. +3 when used to attack a
            Battlesite. Bonus counts toward damage.
         * BLOCKBUSTER (AR) <MN> {U}
            Acts as a level 7 Strength attack.
         * HARPOON (EG) <MN> {VR} [OPD]
            Acts as a level 5 Energy attack. If successful, opponent must discard
            all Special cards from hand.
         * MALICE (BQ) <MN> {VR} [OPD]
            Play during battle. Marauders may exchange this card for any 1 Special
            card in Dead Pile not playable by Marauders and play it
            immediately.
         * PRISM (KB) <XM> {C}
            Acts as a level 7 Strength attack. If successful, acts as a level 3
            Energy Hit. Hit goes on Permanent Record. Does not count towards
            Venture Total.
         * RIPTIDE (DQ) <CL> {U} [OPD]
            Opponent's team's Hits to K.O. number is decreased by 3 points for
            remainder of battle.
         * SCALPHUNTER (LK) <MN> {U}
            Marauders may attack the Reserve Character for the remainder of battle.
            Reserve may defend.
         * VERTIGO (LN) <MN> {U}
            Any attack made on Marauders or teammate may be made on Front Line
            Character of Marauders' choice for remainder of battle. Character
            may defend.
          ____________________________________________________________________
    
       MARROW <CL> {R}                           E: 2   F: 6   S: 4   I: 4   (16)
           ~ May have 1 Duplicate "Bone Snap" Special card. ~
         * BATTLEBONES (NK) <XM> {C}
            Acts as a level 3 Strength attack. If attack is defended, Marrow may
            draw 1 card from top of Draw Pile. Discard duplicates.
         * BONE SNAP (CC) <CL> {C}
            Acts as a level 5 Energy Power card. May be used to attack or defend.
            May not be combined with Universe cards.
         * DOUBLEHEART (CG) <CL> {U} [OPD]
            Marrow cannot be Spectrum K.O.'d for remainder of game.
         * MORLOCK HISTORY (KD) <CL> {R} [OPD]
            All Intellect Power Card Hits on Target Character are doubled when
            determining Cumulative K.O. for remainder of game. Does not count
            toward Venture Total.
         * SKELETAL PLATES (LO) <MP> {X}
            Marrow or teammate may avoid 1 attack of 4 or less. Marrow may draw 1
            card from the top of the Draw Pile. Discard duplicates.
          ____________________________________________________________________
    
       MARTIAN MANHUNTER (H) <JL> {U}            E: 4   F: 4   S: 7   I: 5   (20)
           ~ Teammates(') Training card bonus' (BONUSES) are an additional +1. ~
         * ALIEN PHYSIQUE (CW) <JL> {VR} [OPD]
            Avoid 1 attack. May not be attacked for remainder of battle.
         * MALLEABLE FORM (AZ) <JL> {U}
            Target opponent may not attack Martian Manhunter for remainder of
            battle unless he attacks him first.
         * MARTIAN STRENGTH (AE) <JL> {R}
            Acts as a level 4 Any-Power attack, may combine with 1 Energy,
            Fighting, Strength, or Intellect Power card for a single attack.
         * MARTIAN VISION (JF) <JL> {VR} [OPD]
            All Any-Power cards on target character's Permanent Record become
            Energy cards for remainder of game.
         * TELEPATHIC PROBE (BM) <JL> {U}
            Acts as a level 5 Energy attack. If successful, Target character may
            not attack Martian Manhunter for remainder of battle.
          ____________________________________________________________________
    
       MAVERICK <XM> {R}                         E: 5   F: 8   S: 3   I: 3   (19)
         * COMBAT ARMOR (MA) <XM> {C}
            Acts as a level 5 Fighting or Intellect attack. May not be defended by
            a card from a Battlesite.
         * FREELANCE SPY (BG) <XM> {R} [OPD]
            Team gains +2 to all actions.
         * KINETIC ABSORPTION (LO) <XM> {C}
            Avoid 1 attack made with a Power card. Maverick may draw 1 card from
            the top of the Draw Pile. Discard duplicates.
         * LEGACY REGRESSION (GI) <XM> {C}
            Maverick is not affected by Event cards for remainder of game.
         * POWER CHANNEL (NZ) <XM> {U}
            Remove 1 Hit from Maverick's Hits to Current Battle. Maverick may make
            1 attack with any card, usable by Maverick and in Hand, of equal or
            less Value than removed Hit.
          ____________________________________________________________________
    
       MERCURY <XM> {U}                          E: 6   F: 7   S: 5   I: 4   (22)
         * COMBAT EXPERIENCE (KL) <XM> {U}
            Opponent must immediately discard all Special cards in play that affect
            the "remainder of the battle" or the "remainder of the game".
         * MERCENARY CODE (NT) <XM> {C}
            Acts as a level 6 Intellect attack. If successful, Opponent must
            discard from Hand until both players have an equal number of cards
            in Hand. Opponent's choice.
         * MERCURIC BLADES (AB) <XM> {C}
            Acts as a level 5 Fighting attack. May make 1 additional Fighting
            attack.
         * METALLIC CONTROL (AD) <XM> {C}
            Avoid 1 attack made with an Aspect card.
         * SOLDIER-OF-FORTUNE (NM) <XM> {R} [OPD]
            Sort through Draw Pile card by card. Remove first card with an attack
            Value. Add Value to Mercury's Venture Total for current battle.
            Reshuffle Draw Pile.
          ____________________________________________________________________
    
       METALLO (V) <BS> {U}                      E: 6   F: 2   S: 7   I: 2   (17)
         * DAMAGE CONTROL (AL) <BS> {R}
            Remove 1 hit from Metallo's Permanent Record.
         * EYE BEAMS (ES) <BS> {VR} [OPD]
            Metallo may combine Energy Power cards with Fighting Power cards to
            attack for remainder of battle. May not be combined with Universe
            cards.
         * I'LL BE BACK! (JB) <JL> {R} [OPD]
            Remove all Hits from Metallo's Permanent Record and Current Battle, and
            switch places with the Reserve.
         * MECHANICAL JUGGERNAUT (BW) <BS> {VR} [OPD]
            Opponent must discard top 5 cards from Draw Pile into Dead Pile.
         * SERVO-ASSISTED STRENGTH (AI) <BS> {C}
            Target character must discard 1 placed Universe card of Metallo's
            choice.
         * WALKING ARSENAL (AB) <BS> {U}
            Acts as a level 4 Energy attack. May make 1 additional Energy attack.
          ____________________________________________________________________
    
       METROPOLIS S.C.U. (H) <BS> {U}            E: 7   F: 4   S: 5   I: 3   (19)
         * BATTLESUIT BRIGADE (CY) <BS> {R}
            Acts as a level 4 Energy attack. Metropolis S.C.U. may make 1
            additional Strength and/or 1 additional Fighting Power card attack.
         * COURAGE UNDER FIRE (AG) <JL> {R}
            Avoid 1 attack.
         * HEAVY ARTILLERY (AS) <BS> {VR} [OPD]
            Acts as a level 11 Energy attack. Metropolis S.C.U. may not attack for
            remainder of battle.
         * PARAMILITARY TRAINING (AM) <BS> {C}
            Metropolis S.C.U. gains +1 to all actions for remainder of battle.
         * SNIPER FIRE (AN) <BS> {R}
            Acts as a level 6 Fighting attack. May be used against character in
            reserve, who may defend.
         * STUN GUNS (AB) <BS> {U}
            Acts as a level 4 Energy attack. May make 1 additional Energy attack.
          ____________________________________________________________________
    
       MR. FANTASTIC <OP> {R}                    E: 3   F: 6   S: 3          (12)
       MR. FANTASTIC <OHP> {X}                   E: 3   F: 6   S: 3          (12)
       MR. FANTASTIC <IQ> {VR}                   E: 2   F: 5   S: 2   I: 8   (17)
         * FANTASTIC MIND (AR) <IQ> {U}
            Acts as a level 7 Intellect attack.
         * INGENUITY (AK) <OP> {C}
            Play with 1 action involving a Universe card, Universe card bonus is
            doubled
         * INVENTIVE GENIUS (HQ) <IQ> {U} =>[OPD]
            Draw 3 cards. Discard duplicates.
         * OBJECT BOUNCE (DI) <PS> {U}
            Opponent's team may not use Universe cards to attack or defend against
            Mr. Fantastic.
         * PROTECT TEAMMATE (AG)=>(AD) <OP> {U}
            Teammate may avoid 1 attack of 9 or less
         * PYTHON HOLD (AV) <OP> {U} [OPD]
            Target opponent may not attack for remainder of battle
         * STRETCH ATTACK (AB) <OP> {U}
            Acts as a level 4 Fighting attack, may make 1 additional Fighting
            attack against a different opponent
         * TEAM LEADER (AF) <OP> {U}
            Add 3 to venture total for this battle
          ____________________________________________________________________
    
       MISTER MIRACLE (H) <JL> {U}               E: 3   F: 5   S: 3   I: 7   (18)
           ~ May only be Spectrum KO'd by four Power Types. ~
         * AERO DISKS (BS) <JL> {VR} [OPD]
            For remainder of battle, If Mister Miracle can block a Power card
            attack with an equal value Power card, Mister Miracle's Power card
            hits attacker.
         * BIG BARDA (JC) <JL> {U}
            Acts as a level 5 Strength attack. Mister Miracle may play 1 additional
            Special card.
         * MOTHER BOX (JJ) <JL> {VR} [OPD]
            Discard 1 Power card usable by Mister Miracle to remove all Hits from
            Mister Miracle's Permanent Record of equal or lesser value.
         * OBERON (FA) <JL> {U}
            Mister Miracle may not attack or be attacked for remainder of battle.
         * SUPER-ESCAPE ARTIST (AH) <JL> {C}
            No Special cards may be played against Mister Miracle for remainder of
            battle.
          ____________________________________________________________________
    
       MR. SINISTER <PS> {VR}                    E: 6   F: 6   S: 5          (17)
       MR. SINISTER <IQ> {VR}                    E: 4   F: 5   S: 4   I: 8   (21)
         * BACKSTAB (AR) <PS> {R}
            Acts as a level 6 Strength attack.
         * CLONING PROCESS (HS) <IQ> {VR} [OPD]
            Play in current battle. Do not discard duplicates in next battle.
         * HIDDEN AGENDA (DL) <PS> {VR}
            Target hero is -2 to attacks/+2 to defense for remainder of battle.
         * INSIDE INFORMATION (BZ) <PS> {R} [OPD]
            Opponent must reveal hand and play open handed for remainder of battle.
         * MALEABLE MANEUVER (AG) <PS> {VR}
            Avoid 1 attack.
         * MARAUDER (HR) <IQ> {VR} [OPD]
            Acts as a level 9 Energy or Intellect attack.
         * MERCILESS MUTANT (DH) <PS> {U}
            Acts as a level 2 Fighting attack. May make up to 2 additional Fighting
            attacks against the same hero.
         * POWER SCHEME (BT) <PS> {R}
            Opponent's Energy Power cards do not count in the Venture total for
            this Battle.
          ____________________________________________________________________
    
       MOJO <PS> {VR}                            E: 5   F: 6   S: 2          (13)
       MOJO <IQ> {U}                             E: 6   F: 3   S: 1   I: 6   (16)
           ~ MultiPower Power cards are +1 when used to attack. ~
         * BODYGUARD (CC) <PS> {VR}
            Acts as a level 5 Strength Power card. May be used to attack or defend.
            May not be combined with Universe Cards.
         * CAUGHT ON FILM (HO) <IQ> {U}
            Acts as a level 6 Intellect attack. If successful, opponent -4 to
            Venture total.
         * DIRECTOR'S CUT (AO) <IQ> {U}
            Negates the effect of any 1 Special card played by opponent.
         * IT'S A RAP (CI) <PS> {U}
            Play with an Energy Power card attack. If attack succeeds, add +2 to
            damage.
         * PRIME TIME (CX) <PS> {VR} [OPD]
            Acts as a level 5 Fighting attack. May combine with any 1 Power card
            for a single attack.
         * REWRITE SCRIPT (CP) <PS> {VR} [OPD]
            May exchange remaining cards in hand with equal number of cards from
            top of Draw Pile. May keep duplicates.
         * SPINELESS PLOT (AJ) <PS> {VR}
            Opponent must reveal any Power cards currently held in hand.
         * SUPREME EDITS (AG) <PS> {R}
            Avoid 1 attack.
          ____________________________________________________________________
    
       MOLE MAN <CL> {U}                         E: 4   F: 4   S: 2   I: 6   (16)
           ~ Power cards are +2 for defense if "Social Outcast" is in play. ~
         * ENERGY STAFF (JZ) <CL> {U}
            Acts as a level 5 Energy attack. May not be defended with a Special
            card.
         * THE MOLE MEN (JU) <CL> {C}
            Mole Man may make 1 follow-up attack after Mole Man plays a Universe:
            Teamwork card for remainder of game.
         * MONSTER ISLAND (FD) <CL> {VR} [OPD]
            Only Mole Man and Target Character may attack, be attacked, or defend
            this battle.
         * SOCIAL OUTCAST (KC) <CL> {C}
            All attacks by opponent's team must be made against Mole Man until
            Mole Man is K.O.'d or cannot be attacked.
         * STRATEGIC TUNNELING (AO) <CL> {C}
            Negates the effect of any 1 Special card played by opponent.
         * UPROOT EARTH (LC) <CL> {R} [OPD]
            Acts as a level 1 MultiPower attack against Target Character, or a
            level 11 Any Power attack against Target Battlesite.
          ____________________________________________________________________
    
       MORBIUS <MC> {U}                          E: 1   F: 3   S: 7          (11)
       MORBIUS <IQ> {R}                          E: 5   F: 3   S: 6   I: 5   (19)
           ~ May only be Cumulative KO'd by 30 or more points. ~
         * BLOOD HUNGER (EG) <MC> {R} [OPD]
            Acts as a level 5 Fighting attack. If successful, opponent must discard
            all cards with an Energy icon from hand.
         * DREAD CHAMPION (DU) <MC> {R} [OPD]
            Morbius may make 2 Power card attacks at +2 each, or 1 Power card
            attack at +3. Bonus not applied to damage, or Venture Total.
         * INDUCE PANIC (HL) <IQ> {U}
            Opponent's team may not use Intellect Power cards level 6 through 8 to
            attack for remainder of battle.
         * LIVING VAMPIRE (AL) <MC> {U}
            Acts as a level 5 Energy attack. If successful, remove 1 hit from
            Morbius's Permanent Record.
         * SAVAGE COMBAT (AR) <MC> {U}
            Acts as a level 7 Fighting attack.
         * SHADOWY ESCAPE (AD) <IQ> {C}
            Morbius may avoid any numerical attack.
         * SUPERNATURAL STRENGTH (AL) <MC> {U}
            Remove 1 hit from Morbius's Permanent Record.
         * UNDEAD STAMINA (ED) <MC> {C}
            Negates the effects of any 1 Special card. May not be used to avoid a
            numerical attack, or remove a numerical hit.
          ____________________________________________________________________
    
       THE MORLOCKS <MN> {VR}                    E: 6   F: 3   S: 8   I: 2   (19)
         * CALIBAN (LJ) <MN> {VR}
            Choose one Activator card from Draw Pile and place in hand. Cannot be a
            duplicate. Reshuffle Draw Pile.
         * CALLISTO (BA) <MN> {U}
            Acts as a level 3 Strength attack. Can only be defended by a card with
            an Energy icon.
         * ERG (AN) <MN> {U}
            Acts as a level 6 Energy attack. May be used against Character in
            Reserve, who may defend.
         * LEECH (JT) <CL> {C} [OPD]
            Morlocks may discard up to 4 cards from Hand. Opponent must discard an
            equal number of cards from Hand, and 1 Placed card of opponent's
            choice.
         * MASQUE (DQ) <MN> {VR} [OPD]
            Target Character's hits to K.O. number is decreased by 5 points for
            remainder of game.
         * RUN FROM SLAUGHTER (AL) <XM> {C}
            Remove 1 Hit from Morlocks' or teammate's Permanent Record or Hits from
            Current Battle.
         * SUNDER (AA) <MN> {C}
            Acts as a level 5 Any-Power attack. May make 1 additional attack.
         * TAR BABY (EX) <MN> {U}
            Target Character may not use cards with a Strength icon for remainder
            of battle.
          ____________________________________________________________________
    
       MORPH <MC> {U}                            E: 1   F: 6   S: 3          (10)
       MORPH <IQ> {R}                            E: 4   F: 5   S: 3   I: 6   (18)
           ~ May not be Spectrum KO'd with Intellect Power cards. ~
         * AMAZING X-MAN (DG) <MC> {C}
            Acts as a level 2 Fighting attack. May make 2 additional attacks.
         * CHANGELING (DX) <MC> {U}
            Morph gains the Power Grid of any active hero for remainder of battle.
         * COPY TEAMMATE (CL) <MC> {U}
            Play in current battle. Morph may play any 1 KO'd teammate's Specials
            in next battle.
         * MAXIMUM MORPH (DW) <MC> {R} [OPD]
            Morph may combine 1 Fighting Power card with 1 Strength or Energy
            Power card for a single attack, for remainder of battle.
         * ONE BIG FIST (AR) <MC> {U}
            Acts as a level 6 Strength attack.
         * POWER MIMIC (DY) <MC> {R} [OPD]
            This Special acts identical to any Special currently on the table.
         * RIDICULOUS BEHAVIOR (AD) <IQ> {C}
            Avoid 1 attack that contains an Intellect icon.
         * SUBSTITUTE DEATH (HP) <IQ> {VR} [OPD]
            Play in current battle, after one teammate is KO'd. Immediately
            exchange KO'd teammate and Morph. Discard all Placed cards. All
            Hits remain.
          ____________________________________________________________________
    
       MULTIPLE MAN <XM> {C}                     E: 6   F: 6   S: 3   I: 3   (18)
           ~ May make one or both follow up attacks to any Universe: Teamwork
             card. ~
         * DUPLICATE SELF (EB) <XM> {C}
            Play during battle. For remainder of battle, any attack made on
            Multiple Man may be moved to Duplicate Self. Multiple Man's team
            may not defend. Duplicate Self is KO'd with 1 Hit.
         * LEGACY SURVIVOR (JB) <XM> {R} [OPD]
            Remove all Hits from Multiple Man's Permanent Record and Current
            Battle, and switch places with Reserve.
         * MULTIPLY AND CONQUER (NR) <XM> {R} [OPD]
            Discard 1 Strength Power card usable by Multiple Man. Show Opponent up
            to 5 cards usable by Multiple Man from Hand. Draw equal number from
            Draw Pile. Discard duplicates.
         * OUTNUMBER (NH) <XM> {C}
            Acts as a level 3 Fighting attack. If successful, Target Character may
            not make any follow up attacks from Teamwork or Special cards for
            remainder of battle.
         * TEAM MADROX (BV) <XM> {C}
            Play with any Power card attack. Multiple Man may make as many
            additional Fighting or Strength Power card attacks as possible.
            Opponent may defend.
          ____________________________________________________________________
    
       MYSTERIO <PS> {VR}                        E: 6   F: 3   S: 4          (13)
       MYSTERIO <HF> {X}                         E: 6   F: 3   S: 4          (13)
       MYSTERIO <IQ> {U}                         E: 6   F: 3   S: 4   I: 6   (19)
           ~ May not be Spectrum KO'd with Energy Power cards. ~
         * ALTER PERCEPTION (BK) <PS> {VR} [OPD]
            Mysterio plays numerical attacks face down for remainder of battle.
            Opponent must guess defense.
         * HOLLYWOOD HORROR (AV) <PS> {VR} [OPD]
            Target hero may not attack for remainder of battle.
         * HOLOGRAPHIC DECOY (AD) <IQ> {C}
            Mysterio may avoid any numerical attack.
         * MISDIRECTION (AD) <HF> {C}
            Avoid 1 Energy attack.
         * MIST AND MIRRORS (AM) <PS> {U}
            Mysterio gains +1 to all actions for remainder of battle.
         * MYSTERYVISION (AP) <IQ> {U}
            Acts as a level 6 Intellect attack. Cannot be defended by a card with
            an Intellect icon.
         * NOW YOU SEE IT... (AU) <PS> {VR} [OPD]
            Target hero must immediately discard all placed cards.
         * POISON PROPS (AE) <PS> {VR}
            Acts as a level 4 Energy attack. May combine with 1 Strength card for a
            single attack.
         * STUNTMAN (CC) <PS> {VR}
            Acts as a level 5 Fighting Power card. May be used to attack or defend.
            May not be combined with Universe cards.
          ____________________________________________________________________
    
       MYSTIQUE <OP> {R}                         E: 6   F: 4   S: 2          (12)
       MYSTIQUE <OHP> {X}                        E: 6   F: 4   S: 2          (12)
       MYSTIQUE <IQ> {U}                         E: 5   F: 6   S: 3   I: 6   (20)
           ~ Fighting Power cards are +1 when used to attack. ~
         * COMMANDO RAID (AN) <OP> {U}
            Acts as a level 6 Energy attack, may be used against opponent in
            reserve, who may defend
         * COOL UNDER FIRE (AG) <OP> {U}
            Avoid 1 attack
         * FATAL MARKSMAN (EI) <IQ> {U}
            Acts as a level 2 Fighting Attack. May be made after opponent has
            conceded the battle, opponent may defend.
         * GOVERNMENT AGENT (GD) <IQ> {U}
            Acts as a level 5 Intellect attack. If successful, acts as a level 1
            Energy or Strength Power card.
         * ILLUSION OF ALLY (AZ) <OP> {U}
            Target opponent may not attack Mystique for remainder of battle unless
            she attacks him first
         * INFILTRATION (AJ) <OP> {C}
            Opponent must reveal 2 cards chosen at random from his hand
         * MISTAKEN IDENTITY (CA) <PS> {R}
            Mystique may switch entire permanent record with any front line
            teammate.
         * SURPRISE ATTACK (AT) <OP> {R} [OPD]
            Draw 1 card, do not discard if duplicate
          ____________________________________________________________________
    
       NAMOR <PS> {R}                            E: 1   F: 4   S: 8          (13)
       NAMOR <IQ> {R}                            E: 2   F: 7   S: 7   I: 4   (20)
       NAMOR: SUB-MARINER <XM> {R}               E: 3   F: 5   S: 8   I: 4   (20)
         * ATLANTIS ATTACKS (AA) <PS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * BOUNTY OF THE SEA (BR) <PS> {VR}
            Namor may have one additional Power, Universe, or Special card placed
            on him until Namor is KO'd.
         * IMPERIOUS REX (AQ) <PS> {VR} [OPD]
            Acts as a level 7 Energy, Strength, or Fighting attack.
         * LAND, SEA, AND AIR (CY) <PS> {VR}
            Acts as a level 4 Energy attack. Namor may make 1 additional Strength
            and/or 1 additional Fighting Power card attack.
         * NEPTUNE'S ARMOR (CD) <IQ> {U}
            Only Energy attacks may be played against Namor for remainder of
            battle.
         * SUB-MARINER (HG) <IQ> {VR} [OPD]
            Namor may use Strength Power cards level 6 through 8 to avoid any
            attack made against Namor or teammate for remainder of battle.
         * WATERY GRAVE (CR) <PS> {VR} [OPD]
            Hero (=>NAMOR) may switch any two Power cards of equal value on any two
            of opponent's heroes.
         * WINGED FEET (AD) <PS> {U}
            Avoid 1 Energy attack.
          ____________________________________________________________________
    
       NERON (V) <JL> {R}                        E: 5   F: 2   S: 6   I: 8   (21)
         * LORD OF THE UNDERWORLD (CT) <JL> {VR} [OPD]
            All attacks made on Neron are made on Target teammate until teammate is
            KO'd. Teammate may defend.
         * NECROMANTIC BLAST (EJ) <JL> {U}
            Acts as a level 2 Energy attack. If successful, acts as a level 8
            Fighting Power card.
         * SEDUCTION OF THE INNOCENT (IB) <JL> {U}
            Opponent must discard all Placed Ally cards, and is -3 to Venture
            total.
         * YOUR HEART'S DESIRE (HT) <JL> {VR} [OPD]
            Choose 1 Special card not usable by Neron from Draw Pile and place in
            hand. May not be a "One Per Deck". May be duplicate. Reshuffle Draw
            Pile.
         * YOUR SOUL IS MINE! (HY) <JL> {U}
            Acts as a level 6 Intellect attack. If successful, Target character
            must discard 2 cards of opponent's choice. Cards may be placed or
            in hand.
          ____________________________________________________________________
    
       NEW WARRIORS <MN> {R}                     E: 6   F: 6   S: 5   I: 5   (22)
           ~ Draw 2 Cards from Draw Pile when KO'd. Keep Duplicates. ~
         * FIRESTAR (LQ) <MN> {VR} [OPD]
            Acts as a level 4 Energy attack. If successful, may make 1 additional
            Energy attack against same Character. Additional attack may not
            be defended.
         * JUSTICE (AG) <MN> {U}
            Avoid 1 attack
         * KYMAERA (AA) <MN> {C}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * NIGHT THRASHER (HF) <MN> {C}
            Acts as a level 4 Intellect or Strength attack.
         * NOVA (LA) <MN> {VR} [OPD]
            Target Battlesite must discard 1 Placed card chosen at random.
         * SPEEDBALL (LC) <MN> {U}
            Acts as a level 4 Strength attack against Target Character, or a level
            8 Any-Power attack against Target Battlesite.
         * TURBO (JW) <CL> {C}
            Acts as a level 3 Energy attack. May make 1 additional Power card
            attack. Neither attack may be defended with a Special card.
          ____________________________________________________________________
    
       NICK FURY <IQ> {R}                        E: 3   F: 7   S: 4   I: 6   (20)
         * AGENT OF S.H.I.E.L.D. (CM) <IQ> {C}
            Opponent's Team is -2 to all attacks against Nick Fury for remainder of
            battle.
         * BATTLE STRATEGY (IE) <IQ> {VR} [OPD]
            Play during battle. At end of battle, opponent may only move 1 Mission
            card. Other Mission cards return to pile Ventured from.
         * DUM DUM DUGAN (LO) <MN> {U}
            Avoid 1 attack with an Energy icon. Nick Fury may draw 1 card from the
            top of the Draw Pile. Discard duplicates.
         * HOWLING COMMANDO (HN) <IQ> {U}
            Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
         * INFINITY FORMULA (ET) <IQ> {U}
            Remove up to 2 Hits with an Energy icon from Nick Fury's Permanent
            Record.
         * LMD (EB) <CL> {U} [OPD]
            Play during battle. For remainder of game, any attack made on Nick Fury
            may be moved to LMD. Nick Fury's team may not defend. LMD K.O.'d
            with 1 Hit.
         * WAR HERO (AA) <IQ> {C}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
          ____________________________________________________________________
    
       NIGHTCRAWLER <MC> {U}                     E: 5   F: 7   S: 3          (15)
       NIGHTCRAWLER <IQ> {R}                     E: 6   F: 7   S: 3   I: 3   (19)
         * ACROBATIC PRECISION (HF) <IQ> {C}
            Acts as a level 4 Intellect or Strength attack.
         * BAMF! (AG)=>(AD) <MC> {U}
            Nightcrawler or teammate may avoid 1 attack of 6 or less.
         * BLINDSIDE (DG) <MP> {X} [OPD]
            Acts as a level 3 Strength attack. May make 2 additional attacks at +2.
            Bonus not applied to damage, or Venture Total.
         * DISAPPEARING ACT (CC) <MC> {R} [OPD]
            Acts as a level 5 MultiPower card. May be used to attack or defend.
         * POWER 'PORT (HT) <IQ> {VR} [OPD]
            Choose 1 Power card not usable by Nightcrawler from Draw Pile and place
            in hand. May be duplicate. Reshuffle Draw Pile.
         * PREHENSILE TAIL (BR) <MC> {C}
            Nightcrawler may have 1 additional Universe card placed on him until
            Nightcrawler is KO'd.
         * SWASHBUCKLER (AA) <MC> {C}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * TRICK TRANSPORT (DZ) <MC> {U}
            Target hero may not attack or be attacked for remainder of battle.
         * VICIOUS TELEPORT (AS) <MC> {R} [OPD]
            Acts as a level 9 Energy attack.
          ____________________________________________________________________
    
       NIGHTWING (H) <BS> {R}                    E: 2   F: 6   S: 4   I: 6   (18)
         * CIRCUS ACROBAT (AH) <BS> {R}
            No cards with a Strength icon may be played against Nightwing for
            remainder of battle.
         * ESCRIMA STICKS (AB) <BS> {U}
            Acts as a level 4 Strength attack. May make 1 additional Strength
            attack.
         * EXPERT SLEUTH (AJ) <BS> {U}
            Opponent must reveal any Power cards currently held in hand.
         * GLIDER WINGS (AD) <BS> {C}
            Avoid 1 Strength attack.
         * TIES THAT BIND (HU) <JL> {R}
            Nightwing may Place and play Robin "Loyal Partner" and Batman "The
            Dark Knight" Special cards for remainder of game.
         * TITANS FOUNDER (AF) <BS> {R}
            Add 3 to Venture total for this battle.
          ____________________________________________________________________
    
       OMEGA RED <OP> {U}                        E: 2   F: 6   S: 4          (12)
       OMEGA RED <OHP> {X}                       E: 2   F: 6   S: 4          (12)
       OMEGA RED <IQ> {R}                        E: 6   F: 7   S: 5   I: 2   (20)
         * CARBONADIUM COILS (AR) <OP> {C}
            Acts as a level 7 Strength attack
         * CARBONADIUM SYNTHESIZER (EZ) <IQ> {VR} [OPD]
            Play in the current battle. Omega Red's Energy and Strength ratings are
            increased to 7 in the next battle.
         * DRAIN LIFEFORCE (AL) <OP> {C}
            Acts as a level 5 Energy attack, if successful remove 1 hit from Omega
            Red's permanent record
         * KGB TRAINING (AB) <OP> {C}
            Acts as a level 4 Fighting attack, may make 1 additional Fighting
            attack
         * SACRIFICIAL LAMB (AC) <OP> {C}
            Attack made on Omega Red is now made on teammate of his choice, who may
            defend it
         * SECRETE PHEROMONES (DP) <PS> {VR} [OPD]
            Target hero may not use cards with icon of Omega Red's choice for
            remainder of battle.
         * TENDRIL TACTICS (AU) <OP> {R} [OPD]
            Opponent must immediately discard 2 placed Universe cards of Omega 
            Red's choice
         * TWIN TENTACLES (FC) <IQ> {C}
            Play with any Strength or Energy Power card attack. Power card must
            be blocked twice.
          ____________________________________________________________________
    
       ONSLAUGHT <OS> {R}                        E: 8   F: 2   S: 6   I: 7   (23)
       ONSLAUGHT <MN> {R}                        E: 8   F: 2   S: 6   I: 7   (23)
         * BAPTISM BY FIRE (GC) <OS> {VR} [OPD]
            Remove 1 hit from the Permanent Record of Onslaught or teammate for
            every card in the Defeated Missions Pile.
         * CANNON FODDER (CT) <IQ> {VR} [OPD]
            All attacks made on Onslaught are made on target teammate until
            teammate is KO'd. Teammate may defend.
         * DARK ENIGMA (GB) <OS> {VR} [OPD]
            Acts as a level 7 Intellect attack. If successful, opponent must move
            1 Mission card from the Completed Missions Pile to the Reserve
            Missions Pile.
         * DARK THOUGHTS (EI) <CL> {C}
            Acts as a level 2 Intellect attack. May be made after opponent has
            conceded the battle. Opponent may defend.
         * MERCILESS CONQUEROR (GE) <OS> {VR}
            KO any one of Onslaught's teammates. All of teammates' (=>TEAMMATE'S)
            Hits from Current Battle are discarded and do not get added to
            Venture Total for this battle.
         * MUTANT GESTALT (GD) <OS> {VR}
            Acts as a level 5 Fighting attack. If successful, acts as a level 1
            Energy and (=>OR) Strength Hit.
         * PSYCHIC ABSORPTION (GA) <OS> {VR}
            Target opponent may not play Specials for remainder of battle.
         * RAW POWER (AR) <OS> {VR}
            Acts as a level 7 Fighting attack.
          ____________________________________________________________________
    
       ORION (H) <JL> {R}                        E: 4   F: 7   S: 7   I: 2   (20)
         * ASTRO-GLIDER (CC) <JL> {U}
            Acts as a level 6 Any-Power card. May be used to attack or defend. May
            not be combined with Universe cards.
         * BOOM TUBE (IF) <JL> {U}
            Play as Orion concedes battle. Orion's team may discard 3 cards to top
            of Draw Pile.
         * CONSULT THE SOURCE (JF) <JL> {VR} [OPD]
            All Any-Power cards on Target character's Permanent Record become
            Intellect cards for remainder of game.
         * MOTHER BOX (JJ) <JL> {VR} [OPD]
            Discard 1 Power card usable by Orion to remove all Hits from Orion's
            Permanent Record of equal or lesser value.
         * SOURCE OF THE BEAST (GJ) <JL> {C}
            Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
            make 1 additional attack.
          ____________________________________________________________________
    
       OVERTKILL <IM> {U}                        E: 5   F: 5   S: 7   I: 1   (18)
           ~ May follow up any teammate's Teamwork card attack with a Level 1
             Intellect Power card. ~
         * ARMOR (AD) <IM> {U}
            Overtkill may avoid any numerical attack.
         * CONTRACT HIT (MB) <IM> {R} [OPD]
            Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Strength Power Card Hit, regardless of
            Inherent Abilities and other Special cards.
         * CYBORG (EA) <IM> {U}
            Remove all hits with a Fighting icon from Overtkill's Permanent Record.
         * HIGH CALIBER (HF) <IM> {U}
            Acts as a level 6 Energy or Fighting attack.
         * MOB CONNECTIONS (AJ) <IM> {C}
            Opponent must immediately reveal any Special cards currently held in
            his hand.
         * ONE-MAN ARMY (JU) <IM> {R}
            Overtkill may make 1 follow up attack after Overtkill plays a Universe:
            Teamwork card for remainder of game.
          ____________________________________________________________________
    
       PARALLAX (V) <JL> {R}                     E: 7   F: 6   S: 3   I: 5   (21)
           ~ Characters with Hero code -1 to attack Parallax in 1st battle. ~
         * BEWARE MY POWER (BA) <JL> {VR} [OPD]
            Acts as a level 2 Energy, Fighting, Strength or Intellect attack. Can
            only be defended by a defensive Special card.
         * HEROIC REDEMPTION (JK) <JL> {U}
            All Hits with only Energy icons in the Permanent Record of all Front
            Line teammates are moved to the Permanent Record of Parallax.
         * IN BLACKEST NIGHT (AM) <JL> {U}
            Parallax gains +2 to defense for remainder of battle.
         * IN BRIGHTEST DAY (AA) <JL> {C}
            Acts as a level 4 Energy attack. May make 1 additional attack.
         * ZERO HOUR (JL) <JL> {VR} [OPD]
            Play during battle. At the end of the battle, all Hits from The Current
            Battle for all characters are discarded and not added to the
            Permanent Record.
          ____________________________________________________________________
    
       PARASITE (V) <BS> {U}                     E: 7   F: 2   S: 6   I: 2   (17)
         * CELLULAR RECONSTRUCTION (ET) <BS> {VR} [OPD]
            Remove up to 2 hits from Parasite's Permanent Record.
         * DOC PARASITE (GC) <JL> {R} [OPD]
            Remove 1 hit from the permanent record of The Parasite or teammate for
            every card in the Defeated Missions Pile.
         * KINETIC ABSORPTION (AH) <BS> {U}
            No Fighting Power cards may be played against Parasite for remainder of
            battle.
         * POWER THEFT (AR) <BS> {R}
            Acts as a level 6 Energy attack. If successful, Parasite gains skill
            levels of target opponent for remainder of battle.
         * SUCKING THE CITY DRY (AY) <BS> {U}
            Avoid 1 Energy attack. Parasite's Energy skill is increased to 8 for
            remainder of battle.
         * VITALITY DRAIN (AL) <BS> {R}
            Acts as a level 5 Fighting attack. If successful, remove 1 hit from
            Parasite's Permanent Record.
          ____________________________________________________________________
    
       PENGUIN (V) <BS> {R}                      E: 6   F: 6   S: 1   I: 6   (19)
         * BIRDS OF PREY (DG) <BS> {U}
            Acts as a level 2 Fighting attack. May make 2 additional attacks.
         * FEATHERY DISTRACTION (CW) <BS> {VR} [OPD]
            Avoid 1 attack. Penguin may not be attacked for remainder of battle.
         * FLAME THROWER UMBRELLA (AR) <BS> {U}
            Acts as a level 4 Energy attack.
         * GOTHAM'S EMPEROR PENGUIN (AS) <JL> {R} [OPD]
            Acts as a level 11 Intellect attack, The Penguin may not attack for
            remainder of battle.
         * MASTER PLANNER (AF) <BS> {R}
            Opponent -3 to Venture total for this battle.
         * SMOKE UMBRELLA (AM) <BS> {R}
            Penguin gains a +2 to defense for remainder of battle.
          ____________________________________________________________________
    
       PHOENIX <XM> {U}                          E: 7   F: 5   S: 4   I: 3   (19)
           ~ When KO'd, Phoenix may continue to fight and is not discarded until
             end of battle. ~
         * ASKANI FOUNDER (CW) <XM> {R} [OPD]
            Avoid 1 attack. May not be attacked for remainder of battle.
         * CHILD OF THE FUTURE (BZ) <XM> {R} [OPD]
            Opponent must reveal Hand and play open handed for remainder of battle.
         * MANIFEST PHOENIX (MC) <XM> {R} [OPD]
            Acts as a level 11 Energy, Strength, or Intellect attack. Phoenix's
            team may not attack for remainder of battle.
         * MUTANT HOUND (MI) <XM> {C}
            Play on Target Character as an attack. Attacks made on Target
            Character, including "Mutant Hound," may not be moved to any of
            Target's teammates for remainder of game.
         * TELEPATHIC POWER (AR) <XM> {C}
            Acts as a level 7 Fighting attack.
          ____________________________________________________________________
    
       POISON IVY (V) <BS> {R}                   E: 4   F: 5   S: 2   I: 6   (17)
         * BLOWING YOU A KISS (BJ) <JL> {R} [OPD]
            Poison Ivy may not be attacked for remainder of battle.
         * MASTER MANIPULATOR (AZ) <BS> {R}
            Target character may not attack Poison Ivy for remainder of battle
            unless she attacks him/her first.
         * POISON KISS (DP) <BS> {VR} [OPD]
            Target character may not use cards with icon of Poison Ivy's choice for
            remainder of battle.
         * SEDUCTRESS (DI) <BS> {C}
            Opponent's team may not use Universe cards to attack or defend against
            Poison Ivy, for remainder of battle.
         * STRANGLE VINES (EU) <BS> {VR} [OPD]
            Poison Ivy may combine Strength Power cards with Energy Power cards to
            attack for remainder of battle. May not be combined with Universe
            cards.
         * VENUS FLYTRAP (AR) <BS> {U}
            Acts as a level 4 Strength attack.
          ____________________________________________________________________
    
       POLARIS <XM> {U}                          E: 7   F: 3   S: 3   I: 4   (17)
           ~ May attack with Energy Power cards while in Reserve. ~
         * ENERGY WARP (GF) <XM> {C}
            Acts as a level 4 Energy attack. If successful, move all Hits from
            Polaris's Hits from Current Battle into Permanent Record. Affects
            Venture Total.
         * ENSNARE (FN) <XM> {U} [OPD]
            Target Character may not attack or play Special cards for remainder of
            battle.
         * MAGNETIC FIELD (JW)=>(JZ) <XM> {C}
            Acts as a level 5 Fighting attack. Attack may not be defended with a
            Special card.
         * MANIPULATE MAGNETISM (DB) <XM> {C}
            Avoids all attacks from 1 Teamwork card, or Target Character must
            discard 1 Placed Teamwork card.
         * REVERSE POLARITY (KB) <XM> {C}
            Acts as a level 2 Energy attack. If successful, acts as a level 8
            Fighting Hit. Hit goes on Target Character's Permanent Record. Does
            not count for Venture Total.
          ____________________________________________________________________
    
       POST <OS> {R}                             E: 1   F: 6   S: 4   I: 6   (17)
       POST <MN> {R}                             E: 1   F: 6   S: 4   I: 6   (17)
           ~ May not be attacked by any card from a Location. ~
         * COVERT MANIPULATIONS (AF) <IQ> {U}
            Opponent -2 to Venture total for this battle. May be played from
            Reserve.
         * GATHER INFO (GK) <OS> {VR}
            Move all of target opponent's Hits from Permanent Record into Hits from
            Current Battle. Affects Venture total.
         * HERALD OF ONSLAUGHT (GJ) <OS> {VR}
            Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
            make 1 additional attack.
         * LETHAL TESTER (GH) <OS> {VR}
            Post may attack any Front Line teammate using 1 of opponent's Placed
            cards. Teammate may defend.
         * MYSTERIOUS PAST (KB) <CL> {C}
            Acts as a level 7 Intellect attack. If successful, acts as a level 3
            Strength Hit. Hit goes on Target Character's Permanent Record. Does
            not count toward Venture Total.
         * OBFUSCATE (GI) <OS> {VR}
            Post is not affected by Event cards for remainder of game.
         * PROTECTIVE PLATES (CW) <OS> {VR} [OPD]
            Avoid 1 attack. Post may not be attacked for remainder of battle.
         * STRATEGIC ASSAULT (GL) <OS> {VR} [OPD]
            Sort through opponent's Draw Pile. Choose any 1 card and remove it from
            game. Reshuffle Draw Pile.
          ____________________________________________________________________
    
       PROFESSOR X <OP> {C}                      E: 8   F: 2   S: 1          (11)
       PROFESSOR X <OHP> {X}                     E: 8   F: 2   S: 1          (11)
       PROFESSOR X <IQ> {R}                      E: 8   F: 2   S: 1   I: 7   (18)
         * CEREBRO (AB) <OP> {C}
            Acts as a level 4 Energy attack, may make 1 additional Energy attack
         * MINDWIPE (AQ) <IQ> {VR} [OPD]
            Acts as a level 8 Energy, Strength, Fighting or Intellect attack.
         * PSIONIC HOLD (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
         * PSYCHIC SCAN (AJ) <OP> {C}
            Opponent must reveal 2 cards chosen at random from hand
         * PSYCHIC SHIELD (AH) <IQ> {U}
            No Special cards may be played against Professor X for remainder of
            battle.
         * READ MIND (AG) <PS> {R}
            Avoid 1 attack.
         * SHI'AR BATTLE ARMOR (EQ) <MP> {X}
            For remainder of battle, Professor X's Fighting and Strength actions
            are +2. Energy actions are -2.
         * TELEPATHIC COORDINATION (BG) <OP> {R} [OPD]
            Team gains +2 to all actions for remainder of battle
         * X-MEN FOUNDER (AF) <OP> {C}
            Add 3 to Venture total for this battle
          ____________________________________________________________________
    
       PSYCHO-MAN <CL> {U}                       E: 5   F: 2   S: 5   I: 6   (18)
           ~ May play "Emotion Box" from Reserve. ~
         * DOUBT (BD) <CL> {R} [OPD]
            Target opponent may not use Power Type of Psycho-Man's choice for
            remainder of battle.
         * EMOTION BOX (HH) <CL> {C}
            Psycho-Man may have an unlimited number of Special cards Placed on him
            until Psycho-Man is K.O.'d. Specials may not be duplicates.
         * FEAR (CM) <CL> {U}
            Opponent's team is -2 to all attacks against Psycho-Man for remainder 
            of battle.
         * HATE (KI) <CL> {C}
            Opponent's team may not play any cards with the word "teammate" for
            remainder of battle. Affected cards do not have to be discarded.
         * MALICE (HI) <CL> {R}
            Psycho-Man may Place and play any Invisible Woman Special cards for
            remainder of game.
         * MICROVERSE MENACE (JS) <CL> {C}
            Psycho-Man may combine MultiPower or Intellect Power cards with
            Intellect Basic Universe cards usable by Psycho-Man to avoid any
            attack for remainder of game.
          ____________________________________________________________________
    
       PSYLOCKE <OP> {R}                         E: 5   F: 6   S: 4          (15)
       PSYLOCKE <OHP> {X}                        E: 5   F: 6   S: 4          (15)
       PSYLOCKE <IQ> {R}                         E: 7   F: 6   S: 3   I: 4   (20)
       PSYLOCKE: BETSY BRADDOCK <XM> {C}         E: 6   F: 3   S: 2   I: 5   (16)
           ~ Psylocke's Basic Universe cards count toward Damage and Venture
             Total. ~
         * COMBAT PROWESS (AB) <OP> {U}
            Acts as a level 4 Fighting attack, may make 1 additional Fighting
            attack against a different opponent
         * CRIMSON DAWN (EV) <IQ> {VR} [OPD]
            Psylocke may remove all hits with icon of Psylocke's choice from her
            Permanent Record.
         * ILLUSION (AG) <PS> {U}
            Avoid 1 attack.
         * LADY MANDARIN (HF) <IQ> {C}
            Acts as a level 4 Intellect or Strength attack.
         * MENTAL HOLD (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
         * PSI-FIGHTING (AE) <OP> {U}
            Acts as a level 4 Energy attack, may combine with 1 Strength card for a
            single attack
         * PSYCHIC KNIFE (BM) <OP> {R} [OPD]
            Acts as a level 7 Energy attack, if successful target opponent may not
            attack for remainder of battle
         * THOUGHT PROBE (AJ) <OP> {U}
            Opponent must reveal 2 cards chosen at random from his hand
          ____________________________________________________________________
    
       PUNISHER <OP> {U}                         E: 4   F: 7   S: 4          (15)
       PUNISHER <OHP> {X}                        E: 4   F: 7   S: 4          (15)
       PUNISHER <IQ> {R}                         E: 3   F: 7   S: 4   I: 4   (18)
           ~ May not be Cumulative KO'd with Fighting Power cards. ~
         * DODGE (AD) <IQ> {U}
            Avoid any attack made with a Power card
         * FLAME THROWER (AE) <PS> {R}
            Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
            single attack.
         * FULL AUTO (AB) <OP> {C}
            Acts as a level 4 Fighting attack, may make 1 additional Fighting
            attack
         * OUTWIT (ET) <IQ> {U}
            Remove up to 2 Hits with an Intellect icon from Punisher's Permanent
            Record.
         * SECRET WEAPON (AT) <OP> {R} [OPD]
            Draw 1 card, do not discard if duplicate
         * SMOKE SCREEN (AD) <OP> {C}
            Teammate may avoid 1 Energy attack
         * SNIPER (AN) <OP> {C}
            Acts as a level 6 Fighting attack. May be used against an opponent in
            reserve, who may defend
         * VENDETTA (BB) <OP> {R} [OPD]
            Play after Punisher takes a hit. Punisher is +2 for remainder of battle
            vs. opponent who just hit him
          ____________________________________________________________________
    
       PUPPET MASTER <CL> {U}                    E: 6   F: 3   S: 1   I: 6   (16)
           ~ May play "Alicia Masters" from Reserve. ~
         * ALICIA MASTERS (JQ) <CL> {C}
            Puppet Master +3 to Venture Total for this battle. If opponent has "The
            Coming of Galactus" Mission, Puppet Master +6 to Venture Total for
            this battle.
         * AUTOMATONS (AR) <CL> {U}
            Acts as a level 7 Strength attack.
         * CRIMINAL MASTERMIND (HB) <CL> {C}
            Sort through opponent's Power Pack and remove any 3 cards of Puppet
            Master's choice. Discard chosen cards into Dead Pile. Reshuffle
            Power Pack.
         * LIDDLEVILLE (LS) <CL> {R} [OPD]
            Play during battle. Next Battle, opponent may not play any Activator
            cards.
         * MENTAL DOMINATION (BQ) <CL> {R} [OPD]
            Play during battle. Puppet Master may exchange this card for any 1
            Special card in Dead Pile not playable by Puppet Master and play it
            immediately.
         * MYSTIC CLAY (KL) <CL> {C}
            Opponent must immediately discard all Special cards in play that affect
            the "remainder of the Battle" or the "remainder of the game."
          ____________________________________________________________________
    
       QUICKSILVER <MC> {U}                      E: 6   F: 6   S: 4          (16)
       QUICKSILVER <IQ> {R}                      E: 7   F: 6   S: 3   I: 2   (18)
         * AGILE AVENGER (CN) <MC> {C}
            No Energy Power cards may be played against Quicksilver for remainder
            of battle.
         * FAST AND FURIOUS (BV)=>(BX) <MC> {R} [OPD]
            Acts as a level 5 MultiPower attack. May be combined with a Universe
            card, excluding Teamwork. Universe not added to damage or venture
            total.
         * HIGH SPEED IMPACT (AS) <IQ> {VR} [OPD]
            Acts as a level 11 Strength attack. Quicksilver may not attack for
            remainder of battle.
         * HIT AND RUN (EH) <MC> {U}
            Acts as a level 4 Fighting attack. If successful, Quicksilver may not
            attack or be attacked for remainder of battle.
         * MUTANT MOMENTUM (AG) <MC> {U}
            Avoid 1 attack.
         * RAPID-FIRE PUNCHES (DG)=>(ID) <IQ> {C}
            Acts as a level 1 Fighting attack. May make 2 additional attacks at +1,
            or 1 additional attack at +2. Bonus not applied to damage, or
            Venture total.
         * RAPID RIP OFF (AU) <MC> {R} [OPD]
            Opponent must immediately discard all placed Universe cards.
         * SUPERSPEED (EI) <MC> {U}
            Acts as a level 2 Strength Attack. May be made after opponent has
            conceded the battle. Opponent may defend.
          ____________________________________________________________________
    
       RA'S AL GHUL (V) <BS> {R}                 E: 3   F: 7   S: 3   I: 7   (20)
       RA'S AL GHUL SWORD MASTER (V) <BH> {X}    E: 4   F: 7   S: 4   I: 5   (20)
           ~ Basic Universe cards are an additional +1 when used by Ra's Al Ghul. ~
         * THE CLENCH (DQ) <JL> {R} [OPD]
            Opponent's team's Hits to K.O. number is decreased by 3 points for
            remainder of battle.
         * DEMON'S HEAD (AM) <BS> {U}
            Ra's Al Ghul gains a +1 to all actions for remainder of battle.
         * LAZARUS PIT (EV) <BS> {VR} [OPD]
            Ra's Al Ghul may remove all hits with icon of Ra's Al Ghul's choice
            from his Permanent Record.
         * MASTER SWORDSMAN (AA) <BS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * MEGALOMANIAC (BT) <BS> {R}
            Opponent's Intellect Power cards do not count in the Venture total for
            this battle.
         * TALIA (CC) <BS> {R}
            Acts as a level 5 Intellect Power card. May be used to attack or
            defend. May not be combined with Universe cards.
          ____________________________________________________________________
    
       RAPTURE <XM> {U}                          E: 5   F: 7   S: 2   I: 3   (17)
           ~ +1 to all attacks vs. Characters with Intellect Power Grid 7 or 8. ~
         * AVIAN MUTATION (BR) <XM> {C}
            Rapture may have 1 additional Special card Placed on her until KO'd.
            May not be duplicate.
         * FLIGHTPATH (LO) <XM> {C}
            Avoid 1 attack made with a Power card. Rapture may draw 1 card from the
            top of the Draw Pile. Discard duplicates.
         * MERCY KILLING (NW) <XM> {R} [OPD]
            Acts as a level 5 Strength attack. If successful and Target has Hits
            totaling 15 or more, then Target is KO'd regardless of Inherent
            Abilities and other Special cards.
         * PSYCHIC SWORD (BA) <XM> {C}
            Acts as a level 0 Fighting or Strength attack. May only be defended by
            a Special card.
         * RELEASE SOUL (KB) <XM> {C}
            Acts as a level 2 Fighting attack. If successful, acts as a level 8
            Intellect Hit. Hit goes on Target Character's Permanent Record.
            Does not count for Venture Total.
          ____________________________________________________________________
    
       THE RAY (H) <JL> {R}                      E: 8   F: 4   S: 4   I: 2   (18)
         * BLINDED BY THE LIGHT (BK) <JL> {VR} [OPD]
            The Ray plays numerical attacks face down for remainder of battle.
            Opponent must guess defense.
         * ENERGY SHIELD (AH) <JL> {U}
            Avoid 1 attack with an Energy icon. No Energy Power cards may be played
            against The Ray for remainder of battle.
         * IN A BLAZE OF POWER (AS)=>(HR) <JL> {VR} [OPD]
            Acts as a level 9 Energy or Fighting attack.
         * LIGHT CONSTRUCTS (HQ) <JL> {U} =>[OPD]
            Draw 3 cards. Discard duplicates.
         * SPEED OF LIGHT (AD) <JL> {C}
            The Ray may avoid any numerical attack.
          ____________________________________________________________________
    
       THE REAVERS <MN> {R}                      E: 5   F: 7   S: 6   I: 3   (21)
         * BONE BREAKER (AR) <MN> {U}
            Acts as a level 7 Energy attack.
         * CYBERNETIC REBIRTH (LG) <XM> {U}
            Play during battle. In the battle that Reavers are KO'd, Reavers may
            continue to fight and are not discarded until the end of the
            battle.
         * CYBORGS (AA) <MN> {C}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * DEATHSTRIKE (GL) <MN> {VR} [OPD]
            Sort through opponent's Draw Pile. Choose any 1 card and remove it from
            game. Reshuffle Draw Pile.
         * DONALD PIERCE (AO) <MN> {U}
            Negates the effect of any 1 Special card played by opponent.
         * GATEWAY (LI) <CL> {R} [OPD]
            Discard all cards Placed on 1 Front Line teammate and remove all Hits
            on teammate's Permanent Record.
         * PRETTY BOY (BJ) <MN> {VR} [OPD]
            Reavers may not be attacked for remainder of battle.
         * SKULL BUSTER (BA) <MN> {VR} [OPD]
            Acts as a level 2 Energy, Strength, or Fighting attack. Can only be
            defended by a defensive Special card.
          ____________________________________________________________________
    
       RED SKULL <IQ> {R}                        E: 3   F: 5   S: 4   I: 7   (19)
           ~ May not be Cumulative KO'd with Intellect Power cards. ~
         * COSMIC CUBE (FD) <IQ> {VR} [OPD]
            Only Red Skull and target hero may attack, be attacked or defend this
            battle.
         * CROSSBONES (JC) <MN> {U}
            Acts as a level 5 Strength attack. Red Skull may play 1 additional
            Special card.
         * DEPRAVED EVIL (HZ) <IQ> {U}
            Sort through opponent's Dead Pile. Choose any 2 cards and put them into
            opponent's Draw Pile. Reshuffle Draw Pile.
         * DUST OF DEATH (HY) <IQ> {U}
            Acts as a level 6 Energy attack. If successful, target hero must
            discard 2 cards of opponent's choice. Cards may be Placed or in
            hand.
         * EVIL SUPER SOLDIER (BA) <IQ> {VR} [OPD]
            Acts as a level 3 Strength attack. Can only be defended by a defensive
            Special card.
         * MASTER RACIST (AG) <IQ> {U}
            Avoid 1 attack.
         * THE SCOURGE (KD) <CL> {C} [OPD]
            All Strength Power Card Hits on Target Character are doubled when
            determining Cumulative K.O. for remainder of game. Does not count
            toward Venture Total.
          ____________________________________________________________________
    
       REYES <CL> {R}                            E: 6   F: 2   S: 2   I: 6   (16)
           ~ Intellect Power Grid Rating is 8 for defense. ~
         * FORCE PROJECTION (BJ) <CL> {R} [OPD]
            Reyes may not be attacked for remainder of battle.
         * MEDICAL BACKGROUND (KR) <CL> {C}
            Remove 1 Hit of 5 or less from the Permanent Record or Hits From
            Current Battle of Reyes or teammate. May affect Venture Total.
         * RELUCTANT HERO (AL)=>(AI) <CL> {U}
            Target Character must discard 1 Placed card of Reyes' choice.
         * TRIAGE (EE) <XM> {C}
            Avoid 1 attack made with a Power card or remove 1 Power card Hit from
            Reyes or teammate.
          ____________________________________________________________________
    
       RHINO <OP> {C}                            E: 1   F: 4   S: 7          (12)
       RHINO <OHP> {X}                           E: 1   F: 4   S: 7          (12)
       RHINO <HF> {X}                            E: 1   F: 4   S: 7          (12)
       RHINO <IQ> {R}                            E: 2   F: 6   S: 7   I: 1   (16)
         * ANIMAL STAMINA (DQ) <IQ> {C}
            Rhino's hits to KO number is increased by 2 points for remainder of
            game.
         * BOWL OVER (AI) <OP> {C}
            Opponent must immediately discard 1 placed Universe card of Rhino's
            choice
         * PINBALL BLOW (AB) <OP> {C}
            Acts as a level 4 Strength attack, may make 1 additional Strength
            attack against a different opponent
         * RHINO CHARGE (AP) <OP> {C}
            Acts as a level 6 Strength attack, cannot be defended by an Energy card
         * RHINO HIDE (AG) <OP> {U}
            Avoid 1 attack
         * ROMP N' STOMP (AE) <OP> {C}
            Acts as a level 4 Strength attack, may combine with 1 Fighting card for
            a single attack
         * SCARE TACTICS (BC) <PS> {R} [OPD]
            Play when opponent's hero is KO'd. Reserve must skip a battle before
            entering.
         * STAMPEDE (BU) <HF> {C}
            Rhino may combine Strength Power cards level 1 thru 4 for a single
            attack. May be blocked as a whole or in parts.
          ____________________________________________________________________
    
       RIDDLER (V) <BS> {R}                      E: 3   F: 5   S: 3   I: 7   (18)
         * COLT REVOLVER (DG) <BS> {U}
            Acts as a level 2 Energy attack. May make 2 additional attacks.
         * DEATH TRAP (BA) <BS> {R} [OPD]
            Acts as a level 3 Strength attack. Can only be defended by a Power card
            with a Universe card.
         * DIRTY CHEAT (CF) <BS> {U}
            Riddler may increase either his team's or opponent's ventured Mission
            cards by 1.
         * MASTER OF MISDIRECTION (BK) <BS> {VR} [OPD]
            Riddler plays numerical attacks face down for remainder of battle.
            Opponent must guess defense.
         * PRINCE OF PUZZLES (CP) <JL> {R} [OPD]
            The Riddler may exchange remaining cards in hand with equal number of
            cards from the top of the Draw Pile. May keep Duplicates.
         * QUERY AND ECHO (CC) <BS> {R}
            May be used as a level 5 Fighting Power card to attack, or a level 5
            Intellect Power card to defend. May not be combined with a Universe
            card.
          ____________________________________________________________________
    
       RIPCLAW <IM> {R}                          E: 4   F: 7   S: 5   I: 4   (20)
           ~ If in Reserve, may move to Front Line during same battle teammate is
             KO'd. ~
         * ANIMAL RAGE (LG) <IM> {C}
            Play during battle. In the battle that Ripclaw is KO'd, Ripclaw may
            continue to fight and is not discarded until Ripclaw has taken 1
            additional Hit, or until the end of the battle.
         * CYBERFORCE (MW) <IM> {C}
            Target Character gains +1 to defense for remainder of game.
         * MECHANICAL MUTANT (MU) <IM> {U}
            Acts as a level 4 Strength attack. May be used against Reserve, who may
            defend. If successful against Reserve, Reserve must skip a battle
            before moving to Front Line. 
         * NATIVE MAGIC (GB) <IM> {R} [OPD]
            Acts as a level 7 Energy attack. If successful, Opponent must move 1
            Mission Card from the Completed Missions Pile, to the Reserve
            Missions Pile.
         * PACIFIST HEART (MV) <IM> {R} [OPD]
            Play to Concede battle. Remove all Hits from Ripclaw's or teammate's
            Permanent Record and Hits from Current Battle. 
         * RIP AND TEAR (CU) <IM> {U}
            Acts as a level 3 Strength attack. If successful, Target Character must
            discard 1 Placed card of Opponent's choice.
          ____________________________________________________________________
    
       ROBIN (H) <BS> {U}                        E: 3   F: 6   S: 2   I: 7   (18)
         * BO STAFF (AE) <BS> {R}
            Acts as a level 4 Fighting attack. May combine with 1 Energy card for a
            single attack.
         * EXPERT TRAINING (AM) <BS> {C}
            Robin gains a +1 to all actions for remainder of battle.
         * INSIGNIA DART (BA) <BS> {R}
            Acts as a level 3 Fighting attack. Can only be defended by a card with
            an Intellect icon.
         * LOYAL PARTNER (EW) <BS> {U}
            Teammate may make 1 attack at +2.
         * QUICK THINKING (AT) <BS> {VR} [OPD]
            Draw 1 card. Do not discard if duplicate.
         * SURFING THE NET (JA) <JL> {R} [OPD]
            Discard one Intellect Power card usable by Robin to draw 4 cards from
            top of the Draw Pile. May keep duplicates.
          ____________________________________________________________________
    
       ROGUE <OP> {C}                            E: 5   F: 3   S: 7          (15)
       ROGUE <OHP> {X}                           E: 5   F: 3   S: 7          (15)
       ROGUE <IQ> {R}                            E: 4   F: 4   S: 7   I: 2   (17)
           ~ May not be Spectrum KO'd with Special cards. ~
       ROGUE: BROTHERHOOD OF EVIL MUTANTS <XM>{C} E: 6   F: 5   S: 3   I: 2   (16)
           ~ May not be Cumulative KO'd with Special cards. ~
         * COMBINATION PUNCH (AE) <IQ> {C}
            Acts as a level 4 Any-Power attack. May combine with 1 Energy,
            Fighting, Strength or Intellect Power card for a single attack.
         * INTERCEPT ATTACK (AC) <OP> {C}
            Attack made on teammate is now made on Rogue, who may defend it
         * MUTAGENIC DRAIN (BD) <OP> {R} [OPD]
            Target opponent may not use 1 skill type of Rogue's choice for
            remainder of battle
         * MUTANT MISSILE (AS) <PS> {R} [OPD]
            Acts as a level 9 Fighting attack.
         * NIGH INVULNERABLE (FL) <MP> {X} [OPD]
            For remainder of game, cards on Rogue's Hits to Current Battle with
            Fighting or Strength icons do not count towards Opponent's Venture
            Total.
         * POWER TRANSFER (AR) <OP> {C}
            Acts as level 6 Strength attack. If successful, Rogue gains skill
            levels of target opponent for remainder of battle
         * SKY SOAR (AG) <OP> {C}
            Avoid 1 attack
         * SOUTHERN BELLE (AZ) <IQ> {C}
            Target opponent may not attack Rogue for remainder of battle unless she
            attacks him first.
         * SUPER STRENGTH (AI) <OP> {U}
            Opponent must immediately discard 1 placed Universe card of Rogue's
            choice
          ____________________________________________________________________
    
       SABRA <XM> {U}                            E: 3   F: 7   S: 6   I: 3   (19)
         * BLADEFIRE (HR) <XM> {R} [OPD]
            Acts as a level 9 Energy or Fighting attack.
         * HIGH DURABILITY (EK) <XM> {R} [OPD]
            Sabra may not be Cumulative KO'd for remainder of game.
         * LETHAL AGENT (NW) <XM> {R} [OPD]
            Acts as a level 5 Energy attack. If successful and Target has Hits
            totaling 15 or more, then Target is KO'd regardless of Inherent
            Abilities and other Special cards.
         * MOSSAD (NV) <XM> {U}
            Acts as a level 5 Intellect attack. If successful, Target Character may
            not play Activator cards for remainder of battle.
         * MUTANT MUSCULATURE (AB) <XM> {C}
            Acts as a level 5 Strength attack. May make 1 additional Strength
            attack.
          ____________________________________________________________________
    
       SABRETOOTH <OP> {C}                       E: 1   F: 8   S: 5          (14)
       SABRETOOTH <OHP> {X}                      E: 1   F: 8   S: 5          (14)
       SABRETOOTH <IQ> {R}                       E: 2   F: 8   S: 6   I: 3   (19)
         * BLOOD HUNT (BE) <OP> {R} [OPD]
            Sabretooth may make 1 attack after opponent has conceded the battle,
            opponent may defend
         * BLOODLUST (AA) <OP> {C}
            Acts as a level 4 Fighting attack, may make 1 additional attack
         * DANGER SCENT (AD) <OP> {C}
            Avoid 1 Fighting attack
         * DANGEROUS MIND (EJ) <IQ> {C}
            Acts as a level 2 Fighting attack. If successful, acts as a level 8
            Intellect Power card.
         * GOVERNMENT OPERATIVE (AD) <IQ> {U}
            Teammate may avoid 1 Fighting attack. May be played while Sabretooth
            is in Reserve.
         * HEALING FACTOR (AL) <OP> {C}
            Remove 1 hit from Sabretooth's permanent record
         * RABID BEAST (DK) <PS> {U}
            Play when Sabretooth is wounded. Sabretooth gains +2 to all attacks for
            remainder of battle.
         * WILDCAT ATTACK (AR) <OP> {C}
            Acts as a Level 7 Strength attack
          ____________________________________________________________________
    
       SAVAGE DRAGON <IM> {R}                    E: 2   F: 5   S: 8   I: 4   (19)
         * AMAZING RECOVERY (EA) <IM> {U}
            Remove all hits with an Energy icon from Savage Dragon's Permanent
            Record.
         * BULLETPROOF (LU) <IM> {C}
            Target Character's Tactic: Artifact cards may not be removed from play
            for remainder of game.
         * CHICAGO PD (ND) <IM> {C}
            Savage Dragon and Savage Dragon's team are +2 all actions against
            Opponent's Battlesite, for remainder of Battle.
         * DRAGON BRAWL (JY) <IM> {U}
            Acts as a level 5 Fighting attack. May not be affected by a card with
            the word "teammate" on it.
         * FREAK FORCE (FE) <IM> {C}
            Acts as a level 3 Strength attack. Each Front Line teammate may make 1
            additional attack.
         * SAVAGE STRENGTH (MB) <IM> {R} [OPD]
            Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 MultiPower Power Card Hit, regardless of 
            Inherent Abilities and other Special cards.
          ____________________________________________________________________
    
       SCARLET SPIDER <PS> {VR}                  E: 5   F: 7   S: 6          (18)
       SCARLET SPIDER <HF> {X}                   E: 5   F: 7   S: 6          (18)
       SCARLET SPIDER <IQ> {R}                   E: 3   F: 7   S: 6   I: 5   (21)
         * ARACHNID GIZMOS (BQ) <PS> {R} [OPD]
            On his turn, Scarlet Spider may exchange this card for any 1 card in
            Dead Pile and play it immediately.
         * CLONAL CONFUSION (HU) <IQ> {C}
            Scarlet Spider may Place and play Spider-Man "Wall Crawl" and
            "Spider-Sense" Special cards for remainder of game.
         * HIDDEN POUCHES (BR) <PS> {VR}
            Scarlet Spider may have 1 additional Power, Universe, or Special card
            placed on him until Scarlet Spider is KO'd.
         * IMPACT WEBBING (BV) <PS> {VR} [OPD]
            Scarlet Spider may make as many Power card attacks as possible.
            Opponent may defend.
         * NEW WARRIOR (AB) <PS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional Fighting
            attack.
         * SCARLET SAVIOR (AD) <HF> {C}
            Teammate may avoid 1 attack.
         * SPIDER WEB (AV) <PS> {VR} [OPD]
            Target hero may not attack for remainder of battle.
         * STICKY FINGERS (CB) <PS> {VR}
            Scarlet Spider can combine 1 Power card with 1 of opponent's placed
            Universe cards, excluding Teamwork, to attack.
          ____________________________________________________________________
    
       SCARLET WITCH <PS> {VR}                   E: 6   F: 4   S: 4          (14)
       SCARLET WITCH <IQ> {R}                    E: 7   F: 3   S: 2   I: 5   (17)
           ~ Opponent's team -5 to Venture Total when KO'd. ~
         * CHANGE OUTCOME (AO) <PS> {VR}
            Negates the effect of any 1 Special card played by opponent.
         * HEX POWER (AQ) <PS> {VR} [OPD]
            Acts as a level 8 Energy, Strength or Fighting attack.
         * IMPROBABILITY HEX (HL) <IQ> {U}
            Opponent's team may not use Strength Power cards level 6 through 8 to
            attack for remainder of battle.
         * MUTANT MAGIC (BT) <PS> {R}
            Opponent's Strength Power cards do not count in the Venture total for
            this battle.
         * SORCERESS SLAM (AR) <PS> {R}
         * SORCERESS SLAM (AR) <PS> {R} (ERROR: 6 Fighting icon in top left corner)
            Acts as a level 6 Strength attack.
         * SPELL OF DESTRUCTION (DR) <PS> {U}
            Opponent must draw one card from Draw pile. Drawn card and any
            duplicate of it, placed or in hand, must be discarded.
         * SPONTANEOUS COMBUSTION (AI) <PS> {VR}
            Opponent must discard 1 placed card of Scarlet Witch's choice.
         * WITCHCRAFT (AD) <IQ> {C}
            Scarlet Witch may avoid any numerical attack.
          ____________________________________________________________________
    
       SCORPION <CL> {U}                         E: 5   F: 5   S: 7   I: 2   (19)
           ~ +1 to attack if opponent has 4, 5, or 6 Mission cards in Completed
             Pile. ~
         * ACID SPRAY (JH) <CL> {C}
            Acts as a level 5 Energy attack. If successful, Target Character -2 to
            defense for remainder of battle.
         * ARACHNID STRENGTH (JS) <CL> {C}
            Scorpion may combine MultiPower or Strength Power cards with Strength
            Basic Universe cards usable by Scorpion to avoid any attack for
            remainder of game.
         * THE JAMESON CONNECTION (HE) <CL> {R} [OPD]
            Opponent's Team with Power Grid of 7 or 8 in Power Type of Scorpion's
            choice may not use Power cards of that Power Type to attack for
            remainder of battle.
         * MAC GARGAN: PRIVATE EYE (BY) <CL> {R} [OPD]
            Scorpion must discard all cards with a Strength icon currently in Hand.
            Opponent must discard all cards with a Strength icon currently
            Placed and in Hand.
         * SAVAGE INSANITY (LT) <CL> {C}
            Acts as a level 3 Intellect attack, +1 for each Mission card in
            Scorpion's Defeated Missions Pile.
         * SCORPION STING (AR) <CL> {U}
            Acts as a level 7 Fighting attack.
          ____________________________________________________________________
    
       SENTINELS <MC> {U}                        E: 7   F: 5   S: 6          (18)
       SENTINELS <IQ> {R}                        E: 7   F: 5   S: 7   I: 1   (20)
         * HUNTER/KILLER (AB) <MC> {C}
            Acts as a level 4 Energy attack. May make 1 additional Energy attack.
         * LEARNING CIRCUITS (DT) <MC> {R} [OPD]
            Sentinels may not be attacked by a Power card with the same value as
            any Power cards on Sentinels Permanent Record for remainder of
            game.
         * MASTER MOLD (EE) <MC> {U}
            Avoid 1 attack made with a Power card or remove 1 Power card hit from
            Sentinels or teammate.
         * MUTANT COUNTERMEASURES (GA) <IQ> {C}
            Target character may not play Specials for remainder of battle.
         * NIMROD (CZ) <MC> {R} [OPD]
            Acts as a level 4 Fighting attack. If successful, target must discard
            all placed cards into Dead Pile.
         * OVERHAUL (EA) <MC> {U}
            Remove all hits with a Strength icon from Sentinels Permanent Record.
         * REACTION PROGRAM (CN) <MC> {R} [OPD]
            Play with any Power card usable by Sentinels. No cards of that Power
            type may be played against Sentinels for remainder of battle.
         * ROBOT MENTALITY (AR) <IQ> {C}
            Acts as a level 7 Intellect attack.
          ____________________________________________________________________
    
       THE SERPENT SOCIETY <MN> {R}              E: 3   F: 6   S: 6   I: 3   (18)
           ~ May play Tactic cards from Reserve. ~
         * ANACONDA (JF) <MN> {VR} [OPD]
            All Any-Power cards on Target Character's Permanent Record become
            Strength cards for remainder of game.
         * ASP (BM) <MN> {VR} [OPD]
            Acts as a level 7 Strength attack. If successful, Target Character may
            not attack for remainder of battle.
         * COBRA (AO) <MN> {U}
            Negates the effect of any 1 Special card played by opponment.
         * DEATH ADDER (EJ) <MN> {U}
            Acts as a level 2 Strength attack. If successful, acts as a level 8
            Energy Power card.
         * DIAMOND BACK (AA) <MN> {C}
            Acts as a level 5 Any-Power attack. May make 1 additional attack.
         * FER-DE-LANCE (EI) <CL> {C}
            Acts as a level 2 Energy Attack. May be made after opponent has
            conceded the battle. Opponent may defend.
         * SIDEWINDER (AG)=>(AD) <MN> {U}
            Teammate may avoid 1 attack.
          ____________________________________________________________________
    
       SHADOW KING <XM> {U}                      E: 7   F: 1   S: 1   I: 7   (16)
         * ASTRAL LIFEFORM (HY) <XM> {C}
            Acts as a level 6 Intellect attack. If successful, Target Character
            must discard 2 cards of Opponent's choice. Cards may be Placed or
            in Hand.
         * POSSESS OTHERS (MF) <XM> {R} [OPD]
            Target teammate may play any Shadow King Special cards for remainder of
            game.
         * PSI-SCREEN (LO) <XM> {C}
            Avoid 1 attack made with a Special card. Shadow King may draw 1 card
            from the top of the Draw Pile. Discard duplicates.
         * TELEPATHIC MANIPULATOR (NU) <XM> {C}
            Acts as a level 0 Fighting attack. May only be defended using a Power
            card with a Value of 5 or greater.
         * TWIST DESIRE (KK) <XM> {R} [OPD]
            Play during Battle. Both players move all Mission cards to Reserve
            Missions Pile. Mission cards Ventured this battle are now
            Ventured from Reserve Missions Pile.
          ____________________________________________________________________
    
       SHADOWCAT <IQ> {U}                        E: 6   F: 3   S: 3   I: 6   (18)
           ~ May have duplicate "Ghostly Phase" Specials. ~
       SHADOWCAT: AGE OF APOCALYPSE <CL> {VR}    E: 6   F: 6   S: 3   I: 3   (18)
           ~  May attack the Reserve with Intellect or Strength Power cards. ~
         * CAT CLAWS (HO) <CL> {C}
            Acts as a level 5 Fighting attack. If opponent has "The Age of
            Apocalypse" Mission, opponent also -3 to Venture Total for this
            battle.
         * COMPUTER GENIUS (HQ) <IQ> {C} =>[OPD]
            Draw 3 cards. Discard duplicates.
         * DOUG RAMSEY (BZ) <MN> {VR} [OPD]
            Opponent must reveal hand and play open handed for remainder of battle.
         * ELECTRONIC SCRAMBLE (AD) <IQ> {U}
            Teammate may avoid 1 Intellect attack. May be played while Shadowcat
            is in Reserve.
         * GHOSTLY PHASE (AG) <IQ> {U}
            Avoid 1 attack.
         * NINJA ADEPT (CC) <MP> {X}
            Acts as a level 6 Any-Power card. May be used to attack or defend. May
            not be combined with Universe cards.
         * PRYDE AND WISDOM (AE) <IQ> {C}
            Acts as a level 4 Energy attack. May combine with 1 Intellect card for
            a single attack.
         * SOULSWORD (EJ) <IQ> {C}
            Acts as a level 2 Energy attack. If successful acts as a level 10
            Any-Power card.
          ____________________________________________________________________
    
       SHADOWHAWK <IM> {U}                       E: 2   F: 5   S: 6   I: 6   (19)
           ~ Strength Power cards are +2 when attacking any Character with an 
             Energy Power card Hit in their Permanent Record. ~
         * BACK SNAP (ML) <IM> {R} [OPD]
            Acts as a level 4 Any-Power attack. If successful, Target Character may
            be KO'd using normal KO rules, regardless of Inherent Abilities or
            other Special cards, for remainder of battle.
         * BATTLE ARMOR (AD) <IM> {C}
            ShadowHawk may avoid any numerical attack.
         * BRUTAL REVENGE (EG) <IM> {R} [OPD]
            Acts as a level 5 Intellect attack. If successful, Opponent must
            discard all cards with a Strength icon from hand.
         * HOSPITALIZE (HF) <IM> {C}
            Acts as a level 6 Energy or Strength attack.
         * NIGHT PROWLER (CU) <IM> {U}
            Acts as a level 3 Fighting attack. If successful, Target Character must
            discard 1 Placed card of Opponent's choice.
         * URBAN PREDATOR (MI) <IM> {U}
            Play on Target Character as an attack. Attacks made on Target
            Character, including "Urban Predator," may not be moved to any of
            Target's teammates for remainder of game.
          ____________________________________________________________________
    
       SHANG CHI: MASTER OF KUNG FU <CL> {U}     E: 2   F: 7   S: 5   I: 5   (19)
           ~ May play "Elixir Vitae" from Reserve. ~
         * THE ELIXIR VITAE (KJ) <CL> {U} [OPD]
            Play during battle. After being K.O.'d, Shang-Chi is resurrected at
            beginning of next battle, remains in play until end of battle, and
            is discarded at end of battle.
         * FU MANCHU (HE) <CL> {R} [OPD]
            Opponent's Team with Power Grid of 7 or 8 in Power Type of Shang-Chi's
            choice may not use Power cards of that Power Type to attack for
            remainder of battle.
         * KUNG FU SECRETS (DG) <CL> {C}
            Acts as a level 2 Intellect attack. May make 2 additional attacks.
         * MEDITATIVE FOCUS (BY) <CL> {R} [OPD]
            Shang-Chi must discard all cards with a Fighting icon currently in
            Hand. Opponent must discard all cards with a Fighting icon
            currently Placed and in Hand.
         * MI-6 (LT) <CL> {C}
            Acts as a level 3 Energy attack, +1 for each Mission card in opponent's
            Completed Missions Pile.
         * SUDDEN STRIKE (AR) <CL> {C}
            Acts as a level 6 Strength attack.
          ____________________________________________________________________
    
       SHE HULK <PS> {R}                         E: 2   F: 5   S: 7          (14)
       SHE HULK <IQ> {R}                         E: 1   F: 4   S: 7   I: 5   (17)
           ~ May have duplicate "Public Defender" Specials. ~
         * BRAINS & BRAWN (CC) <IQ> {C}
            Acts as a level 5 Intellect Power card. May be used to attack or
            defend. May not be combined with Universe cards.
         * ELBOW GREASE (CD) <PS> {VR}
            Only attacks made with Universe cards may be played against She Hulk
            for remainder of battle.
         * EMERALD ALLURE (AC) <PS> {U}
            Attack made on teammate is now made on She Hulk, who may defend it.
         * GAMMA GIRL (AQ) <PS> {R} [OPD]
            Acts as a level 8 Energy, Strength, or Fighting attack.
         * POWER PROXY (AI) <PS> {U}
            Target hero must discard 1 placed Power card of She Hulk's choice.
         * PUBLIC DEFENDER (AD) <IQ> {C}
            Teammate may avoid 1 Intellect attack. May be played while She Hulk is
            in Reserve.
         * SHE-HULK SMASH (BX) <PS> {VR}
            Acts as a level 4 Strength attack. May combine with a Universe card.
            Universe bonus added to Venture total for this battle.
         * VITAMIN "G" (AL) <PS> {R}
            Remove 1 hit from She Hulk's permanent record.
          ____________________________________________________________________
    
       THE SHI'AR <MN> {R}                       E: 5   F: 4   S: 3   I: 8   (20)
         * DEATHBIRD (AA) <MN> {C}
            Acts as a level 5 Any-Power attack. May make 1 additional attack.
         * D'KEN (AF) <MN> {U}
            Add 3 to Shi'ar Venture total, or opponent -3 to Venture total for this
            battle.
         * FANG (JW)=>(JZ) <XM> {C}
            Acts as a level 5 Strength attack. Attack may not be defended with a
            Special card.
         * GLADIATOR (CC) <MN> {VR} [OPD]
            Acts as a level 8 Strength Power card. May be used to attack or defend.
            May not be combined with Universe cards.
         * LILLANDRA (AH) <MN> <SD> {U}
            No cards with an Intellect icon may be played against The Shi'ar for
            remainder of battle.
         * LILLANDRA (AH) <MN> {U} (ERROR: apostrophe misplaced in text's Shi'ar)
            No cards with an Intellect icon may be played against The Sh'iar for
            remainder of battle.
         * M'KRANN CRYSTAL (AJ) <MN> {VR} [OPD]
            Shi'ar may look at top 6 cards in opponent's Draw Pile.
         * NIGHTSIDE (LT) <CL> {C}
            Acts as a level 3 Fighting attack, +1 for each Mission card in Shi'ar's
            Defeated Missions Pile.
         * WARSTAR (JF) <MN> {VR} [OPD]
            All Any-Power cards on Target Character's Permanent Record become
            Fighting cards for remainder of game.
    
          ____________________________________________________________________
    
       SILVER SABLE <PS> {VR}                    E: 2   F: 6   S: 5          (13)
       SILVER SABLE <HF> {X}                     E: 2   F: 6   S: 5          (13)
       SILVER SABLE <IQ> {U}                     E: 4   F: 6   S: 2   I: 6   (18)
           ~ May play Fighting Teamwork cards from Reserve. ~
         * BATTLE PLANS (HV) <IQ> {C}
            Silver Sable may have an unlimited number of Teamwork cards placed on
            her until Silver Sable is KO'd. Teamwork cards may not be
            duplicates.
         * CHIA (AP) <PS> {U}
            Acts as a level 6 Fighting attack. Cannot be defended by a card with a
            Strength icon.
         * HIDDEN WEAPON (AT) <PS> {VR} [OPD]
            Draw 1 card. Do not discard if duplicate.
         * KATANA (AA) <PS> {R}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * KEVLAR (AG) <PS> {VR}
            Avoid 1 attack.
         * LEADERSHIP (CQ) <PS> {U}
            All Silver Sable Special cards are doubled when determining Venture
            total for this battle.
         * ONE WITH THE SWORD (AA) <PS> {R}
            Acts as a level 5 Energy attack. May make 1 additional attack.
         * SANDMAN (EB) <IQ> {C}
            Play this card in front of Silver Sable. Silver Sable may not be
            attacked until this Special is attacked. Silver Sable may not
            defend this card.
          ____________________________________________________________________
    
       SILVER SURFER <OP> {U}                    E: 7   F: 4   S: 5          (16)
       SILVER SURFER <OHP> {X}                   E: 7   F: 4   S: 5          (16)
       SILVER SURFER <IQ> {R}                    E: 7   F: 3   S: 6   I: 5   (21)
         * COSMIC AWARENESS (HF) <IQ> {C}
            Acts as a level 4 Energy or Intellect attack.
         * COSMIC HEALING (AL) <OP> {C}
            Remove 1 hit from the permanent record of any 1 teammate
         * DOUBLE POWER BLAST (AE) <PS> {R}
            Acts as a level 4 Energy attack. May combine with 1 Energy card for a
            single attack.
         * ENERGY PROTECTION (AG)=>(AD) <OP> {C}
            Teammate may avoid 1 attack of 9 or less
         * FORCE SHIELD (AG) <OP> {C}
            Avoid 1 attack
         * POWER COSMIC (AQ) <OP> {R} [OPD]
            Acts as a level 8 Energy, Strength or Fighting attack
         * REARRANGE MATTER (AI) <OP> {C}
            Opponent must immediately discard 1 placed Universe card of Silver
            Surfer's choice
         * SHALLA BAL (AL) <MN> {U}
            Remove 1 hit from Silver Surfer's Permanent Record.
          ____________________________________________________________________
    
       SPAWN <IM> {R}                            E: 8   F: 7   S: 3   I: 3   (21)
         * CIA TRAINING (LZ) <IM> {C}
            Acts as a level 4 Intellect attack. May be used against Reserve, who
            may defend. If successful against Reserve, Spawn may attack Reserve
            for remainder of game.
         * FINITE POWER (ZY) <CG> {X} [OPD]
            Play on Target Character as an attack. For remainder of battle, Target
            Character may not attack unless Opponent also discards 2 cards per
            attack. Cards may be Placed or in Hand.
         * HEAVY WEAPONS (AR) <IM> {C}
            Acts as a level 7 Strength attack.
         * LIVING COSTUME (MF) <IM> {R} [OPD]
            Target Teammate may play any Spawn Special cards for remainder of game.
         * MAGICKAL CHAINS (LV) <IM> {C}
            Choose one Tactic: Artifact card from Draw pile and place in hand.
            Cannot be a duplicate. Reshuffle Draw pile.
         * PRETERNATURAL POWERS (GJ) <IM> {U}
            Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
            make 1 additional attack.
         * PROTECTOR OF THE INNOCENT (AD) <IM> {U}
            Spawn or teammate may avoid 1 attack of 9 or less.
          ____________________________________________________________________
    
       SPIDER-GIRL <XM> {C}                      E: 4   F: 6   S: 5   I: 3   (18)
           ~ Attacks made with Power cards may not be defended using Activator
             cards. ~
         * CLEVER FIGHTER (LY) <XM> {C}
            Play with any Power card usable by Spider-Girl. For remainder of game,
            Spider-Girl does not have to discard duplicates of chosen Power
            card's Power Type and Value.
         * MAYDAY (FL) <XM> {R} [OPD]
            For remainder of game, cards on Spider-Girl's Hits to Current Battle
            with Strength or Intellect icons do not count towards Opponent's
            Venture Total.
         * SPIDER MOBILITY (AD) <XM> {C}
            Spider-Girl or teammate may avoid 1 attack of 9 or less.
         * WALL WALKER (BJ) <XM> {R} [OPD]
            Teammate may not be attacked for remainder of battle.
         * WEB ACTION (NG) <XM> {U}
            Acts as a level 5 Strength attack. If successful, Target Character
            loses Inherent Ability and is considered to have no Inherent
            Ability for remainder of battle.
          ____________________________________________________________________
    
       SPIDER-MAN <OP> {R}                       E: 6   F: 7   S: 6          (19)
       SPIDER-MAN <OHP> {X}                      E: 6   F: 7   S: 6          (19)
       SPIDER-MAN <HF> {X}                       E: 6   F: 7   S: 6          (19)
       SPIDER-MAN <IQ> {VR}                      E: 3   F: 7   S: 6   I: 5   (21)
       SPIDER-MAN: SYMBIOTIC COSTUME <CL> {R}    E: 6   F: 5   S: 7   I: 2   (20)
         * ARACHNID AGILITY (AA) <OP> {U}
            Acts as a level 4 Fighting attack, may make 1 additional attack
         * CLONAL CONFUSION (HU) <IQ> {C}
            Spider-Man may Place and play Scarlet Spider "Sticky Fingers" and
            "Scarlet Savior" Special cards for remainder of game.
         * OVER THE EDGE (AE) <HF> {C}
            Acts as a level 4 Fighting attack. May combine with 1 Strength card
            for a single attack.
         * SCIENCE WHIZ (DM) <IQ> {C}
            Spider-Man's Intellect Power cards are +2 for remainder of battle.
         * SPIDER SENSE (AJ) <OP> {U}
            Opponent must immediately reveal any Special cards currently held in
            his hand
         * TAUNT (BL) <PS> {R} [OPD]
            Play when opponent concedes battle. Opponent may not concede battle.
         * WALL CRAWL (AG) <OP> {C}
            Avoid 1 attack
         * WEB (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
         * WEB SHIELD (AD) <OP> {U}
            Avoid 1 attack made with a Universe card
          ____________________________________________________________________
    
       SPIDER-WOMAN <OP> {C}                     E: 4   F: 2   S: 6          (12)
       SPIDER-WOMAN <OHP> {X}                    E: 4   F: 2   S: 6          (12)
       SPIDER-WOMAN <IQ> {U}                     E: 6   F: 3   S: 6   I: 4   (19)
           ~ Energy Power cards are +1 when used to attack. ~
         * ARACHNOPHOBIA (AI) <OP> {C}
            Opponent must immediately discard 1 placed Power card of Spider-Woman's
            choice
         * FORCE WORKS (AF) <IQ> {C}
            Add 3 to Venture total for this battle.
         * PSIONIC ATTACK (AQ) <PS> {R} [OPD]
            Acts as a level 7 Energy, Strength, or Fighting attack.
         * PSI-WEB (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
         * RESCUE OPERATION (AD) <IQ> {C}
            Teammate may avoid 1 attack of 9 or less. May be played while
            Spider-Woman is in Reserve.
         * SPIDER ATTACK (AE) <OP> {C}
            Acts as a level 4 Strength attack, may combine with 1 Strength card for
            a single attack
         * SPIDER STRENGTH (AA) <OP> {C}
            Acts as a level 4 Strength attack, may make 1 additional attack
         * WEB LINES (AG) <OP> {C}
            Avoid 1 attack
          ____________________________________________________________________
    
       THE STARJAMMERS <MN> {R}                  E: 3   F: 7   S: 4   I: 5   (19)
           ~ May have 2 Power cards placed. May not be duplicates. ~
         * BINARY (HN) <MN> {VR} [OPD]
            Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
         * CH'OD (AE) <MN> {U}
            Acts as a level 4 Strength attack. Teammate may combine with 1 Energy
            card for a single attack.
         * CORSAIR (AE) <MN> {U}
            Acts as a level 4 Energy attack. May combine with 1 Intellect card for
            a single attack.
         * HEPZIBAH (AD) <MN> {C}
            Starjammers may avoid any numerical attack.
         * KEEYAH (HQ) <MN> {U} [OPD]
            Draw 3 cards. Discard duplicates.
         * MAJESTRIX LILANDRA (KB) <XM> {C}
            Acts as a level 2 Intellect attack. If successful, acts as a level 8
            Intellect Hit. Hit goes on Target Character's Permanent Record.
            Does not count for Venture Total.
         * PROFESSOR X (HN) <CL> {R}
            Acts as a level 8 Any-Power attack. Does not count toward Spectrum K.O.
         * RAZA (CH) <MN> {VR} [OPD]
            Target Character must discard all Placed cards and may not attack for
            remainder of battle.
          ____________________________________________________________________
    
       STEEL (H) <BS> {R}                        E: 5   F: 3   S: 6   I: 4   (18)
         * BOOT JETS (CD) <BS> {R}
            Only attacks made with Universe cards may be played against Steel for
            remainder of battle.
         * EXO-SKELETON (AR) <BS> {U}
            Acts as a level 4 Strength attack.
         * HAMMER (AQ) <BS> {VR} [OPD]
            Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.
         * HUMAN SHIELD (AC) <BS> {U}
            Attack made on teammate is now made on Steel, who may defend.
         * NIGHT VISION GOGGLES (HQ) <JL> {R} =>[OPD]
            Draw 3 cards. Discard duplicates.
         * RIVET GUN (EX) <BS> {R}
            Target character may not use cards with a Fighting icon for remainder
            of battle.
          ____________________________________________________________________
    
       STORM <OP> {C}                            E: 7   F: 4   S: 3          (14)
       STORM <OHP> {X}                           E: 7   F: 4   S: 3          (14)
       STORM <IQ> {R}                            E: 7   F: 5   S: 3   I: 4   (19)
           ~ Intellect Power cards are +2 when used for defense. ~
       STORM: BLOODSTORM <XM> {U}                E: 7   F: 6   S: 5   I: 3   (21)
       STORM: NEUTRALIZED <XM> {C}               E: 1   F: 6   S: 4   I: 5   (16)
           ~ May play any "Morlocks" non-One-Per-Deck Special cards. ~
         * CHAIN LIGHTNING (AA) <OP> {C}
            Acts as a level 4 Energy attack, may make 1 additional attack against a
            different opponent
         * EMOTIONAL OUTBURST (AQ) <OP> {R} [OPD]
            Acts as a level 8 Energy, Strength, or Fighting attack
         * FLIGHT (AD) <OP> {C}
            Avoid 1 Strength attack
         * GATHERING WINDS (OE) <MP> {X} [OPD]
            Sort through Power Pack card by card. Put the first 3 cards with Energy
            icons in Hand. May keep duplicates. Reshuffle Power Pack.
         * HURRICANE WINDS (AH) <OP> {C}
            No Universe cards may be played against Storm for remainder of battle
         * MORLOCK COMBAT (CD) <IQ> {C}
            Only Strength attacks may be played against Storm for remainder of
            battle.
         * SUMMON ELEMENTAL POWER (AT) <OP> {R} [OPD]
            Draw 1 card, do not discard if duplicate
         * WEATHER MANIPULATION (CF) <PS> {R}
            Storm may increase either her team's or opponent's ventured Mission
            cards by 1.
         * X-MEN LEADER (HF) <IQ> {C}
            Acts as a level 4 Intellect or Strength attack.
          ____________________________________________________________________
    
       STRONG GUY <PS> {VR}                      E: 4   F: 4   S: 6          (14)
       STRONG GUY <IQ> {R}                       E: 3   F: 4   S: 7   I: 3   (17)
           ~ May play "Pile It On" from Reserve. ~
         * BODYGUARD (AD) <IQ> {C}
            Teammate may avoid 1 Strength attack. May be played while Strong Guy is
            in Reserve.
         * FIT OF LAUGHTER (AV) <PS> {R} [OPD]
            Target hero may not attack for remainder of battle.
         * KINETIC ABSORPTION (CN) <PS> {U}
            No Strength cards may be played against Strong Guy for remainder of
            battle.
         * KNUCKLE SANDWICH (AA) <PS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * MIGHTY MUTANT (DM) <PS> {VR}
            Strong Guy's Energy Power cards are +2 for remainder of battle.
         * PILE IT ON (CG) <PS> {VR} [OPD]
            Strong Guy cannot be Spectrum KO'd for remainder of game.
         * ROCK & ROLL (BS) <PS> {VR} [OPD]
            For remainder of battle, if Strong Guy can block a Power card attack
             with an equal value Power card, Strong Guy's Power card hits attacker.
         * SIMPLE STRATEGY (AE) <IQ> {C}
            Acts as a level 4 Strength attack. May combine with 1 Intellect card
            for a single attack.
          ____________________________________________________________________
    
       STRYKER <IM> {C}                          E: 4   F: 7   S: 6   I: 3   (20)
         * ARMED AND DANGEROUS (JA) <IM> {R} [OPD]
            Discard 1 Strength Power card usable by Stryker to draw 4 cards from
            top of the Draw Pile. May keep duplicates.
         * CYBERFORCE LEADER (MD) <IM> {C}
            Play with Fighting Power card usable by Stryker. Value of Power card is
            added to Venture Total for this battle.
         * DIGITAL IMAGING (MY) <IM> {U}
            Play during current battle. Next battle, opponent must reveal any
            Activator cards in hand and play Activator cards open handed for
            remainder of battle.
         * MUTANT CYBORG (AE) <IM> {U}
            Acts as a level 3 Intellect attack. May combine with 1 MultiPower Power
            card for a single attack.
         * SERIOUS ARSENAL (BO) <IM> {R} [OPD]
            Acts as a level 6 Fighting attack. May combine with 1 Fighting card for
            a single attack.
         * TOUGH AS NAILS (MX) <IM> {U}
            Stryker is +3 to defense against any attack made with a Power card with
            the same Power Type as any Power cards on Stryker's Permanent
            Record for remainder of game.
          ____________________________________________________________________
    
       SUNFIRE <XM> {U}                          E: 7   F: 5   S: 4   I: 4   (20)
           ~ May play "Solar Flare" from Reserve. ~
         * ATOMIC FLAME (FJ) <XM> {R} [OPD]
            Acts as a level 9 Energy, Fighting, Strength, or Intellect attack.
            Sunfire may not attack for remainder of battle.
         * IONIZE MATTER (NJ) <XM> {C}
            Acts as a level 4 Energy or Fighting attack. Attack not affected by
            Special cards already in play.
         * NATIONALIST ZEAL (AM) <XM> {C}
            Sunfire is +2 to defense for remainder of battle.
         * RADIATE HEAT (FO) <XM> {R} [OPD]
            Target Character must discard 1 Placed card. If successful, Opponent
            must discard 1 card from Hand for each Hit on Sunfire's Permanent
            Record.
         * SOLAR FLARE (FG) <XM> {C}
            Acts as a level 3 Fighting attack. If not successful, Opponent is -1 to
            Venture.
          ____________________________________________________________________
    
       SUPER SKRULL <PS> {VR}                    E: 5   F: 3   S: 7          (15)
       SUPER SKRULL <IQ> {R}                     E: 6   F: 4   S: 7   I: 4   (21)
         * ALIEN FIRE (BW) <PS> {R} [OPD]
            Opponent must discard top 5 cards from Draw Pile into Dead Pile.
         * ALIEN METHODS (HW) <IQ> {C}
            Sort through opponent's Dead Pile. Choose any two cards and put them
            into opponent's Draw Pile. Reshuffle Draw Pile.
         * FANTASTIC ENEMY (HN) <IQ> {C}
            Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
         * FISTS OF STONE (BU) <PS> {VR}
            Super Skrull may combine Strength Power cards level 1 thru 4 for a
            single attack. May be blocked as a whole or in parts.
         * FLEXIBLE FORM (AG) <PS> {VR}
            Avoid 1 Attack.
         * IMMITATION (CA) <PS> {VR}
            Super Skrull may switch his entire permanent record with any front line
            teammate.
         * INVISIBLE INVASION (CZ) <PS> {R} [OPD]
            Acts as a level 4 Fighting attack. If successful, target must discard
            all placed cards into Dead Pile.
         * SKRULL AND CROSSBONES (AT) <PS> {VR} [OPD]
            Draw 1 card. Do not discard if duplicate.
          ____________________________________________________________________
    
       SUPERBOY (H) <BS> {R}                     E: 6   F: 3   S: 6   I: 3   (18)
         * COOL SHADES (AE) <BS> {R}
            Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
            single attack.
         * DUBBILEX (EY) <BS> {VR} [OPD]
            Opponent's team may not use cards with an Intellect icon for remainder
            of battle.
         * KID OF STEEL (AH) <BS> {U}
            No cards with a Fighting icon may be played against Superboy for 
            remainder of battle.
         * THE RAVERS (FE) <JL> {R}
            Acts as a level 3 Fighting attack, each Front Line teammate may make
            one additional attack.
         * TACTILE TELEKINESIS (AI) <BS> {R}
            Target character must discard 1 placed card of Superboy's choice.
         * UP, UP, AND AWAY (AD) <BS> {U}
            Avoid 1 Energy or Strength attack.
          ____________________________________________________________________
    
       SUPERGIRL (H) <BS> {R}                    E: 6   F: 4   S: 6   I: 3   (19)
         * CLOAKING SHIELD (FA) <BS> {R}
            Supergirl may not attack or be attacked for remainder of battle.
         * GIRL OF STEEL (HR) <JL> {R} [OPD]
            Acts as a level 9 Fighting or Strength attack.
         * LEVITATION (CN) <BS> {U}
            No Universe cards may be played against Supergirl for remainder of
            battle.
         * PSYCHOKINETIC BOLT (AR) <BS> {U}
            Acts as a level 4 Energy attack.
         * SHAPESHIFT (EZ) <BS> {VR} [OPD]
            Play in the current battle. Supergirl's Energy and Fighting skills are
            increased to 7 in the next battle.
         * TELEKINETIC SHIELD (AG)=>(AD) <BS> {R}
            Supergirl or teammate may avoid 1 attack of 4 or less.
          ____________________________________________________________________
    
       SUPERMAN (H) <BS> {R}                     E: 7   F: 4   S: 7   I: 3   (21)
         * DEFYING EARTH'S GRAVITY (AD) <BS> {U}
            Avoid 1 Energy or Fighting attack.
         * EARTH'S GREATEST HERO (CQ) <BS> {R}
            All Superman Special cards are doubled when determining venture total
            in this battle.
         * HEAT VISION (AR) <BS> {U}
            Acts as a level 4 Energy attack.
         * LAST SON OF KRYPTON (BM) <BS> {VR} [OPD]
            Acts as a level 7 Strength attack. If successful, target character may
            not attack for remainder of battle.
         * THE MAN BEYOND TOMORROW (HN) <JL> {R} [OPD]
            Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
         * MAN OF STEEL (DM) <BS> {R}
            Superman's Strength Power cards are +2 for remainder of battle.
          ____________________________________________________________________
    
       SUPERPATRIOT <CL> {U}                     E: 3   F: 6   S: 7   I: 2   (18)
           ~ May play any "Captain America" Special cards. ~
          ____________________________________________________________________
    
       TASKMASTER <XM> {U}                       E: 3   F: 7   S: 4   I: 5   (19)
           ~ May use Intellect Power cards to avoid any Fighting attack. ~
         * PHOTOGRAPHIC REFLEXES (BQ) <XM> {R} [OPD]
            Play during battle. Taskmaster may exchange this card for any 1 Special
            card in Dead Pile not playable by Taskmaster and play it
            immediately.
         * REPLICA SHIELD (HU) <XM> {C}
            Taskmaster may Place and play Captain America's "Ricochet Shield,"
            "Stars & Stripes," and "Mighty Shield" Special cards for remainder
            of game.
         * SPY CAMERA (FK) <XM> {R} [OPD]
            Look at top 8 cards of Draw Pile and choose any 4 cards. Reshuffle Draw
            Pile. Put four chosen cards on top of Draw Pile.
         * TRAINED LACKEYS (EB) <XM> {C}
            Play during battle. For remainder of battle, any attack made on
            Taskmaster may be moved to Trained Lackeys. Taskmaster's team may
            not defend. Trained Lackeys are KO'd with 1 hit.
         * WEAPONS MASTER (NJ) <XM> {C}
            Acts as a level 4 Fighting or Intellect attack. Attack not affected by
            Special cards already in play.
          ____________________________________________________________________
    
       TEAM X <MW> {X}                           E: 5   F: 7   S: 6   I: 5   (23)
           ~ May play any Non-One-Per-Deck Wolverine, Sabretooth, or Maverick
             Special Cards. ~
          ____________________________________________________________________
    
       THING <OP> {C}                            E: 1   F: 4   S: 8          (13)
       THING <OHP> {X}                           E: 1   F: 4   S: 8          (13)
       THING <IQ> {R}                            E: 1   F: 5   S: 8   I: 3   (17)
         * AUNT PETUNIA (FA) <MN> {U}
            Thing may not attack or be attacked for remainder of battle.
         * BEAR HUG (AI) <OP> {C}
            Opponent must immediately discard 1 placed Universe card of Thing's
            choice
         * BRUTE FORCE (BX) <PS> {U}
            Acts as a level 4 Strength attack. May combine with a Universe card.
            Universe bonus added to Venture total for this battle.
         * BUCKET O' SHAME (DL) <IQ> {U}
            Thing is -2 to attacks/+2 to defense for remainder of battle.
         * CLOBBERIN' TIME (AS) <OP> {R} [OPD]
            Acts as a level 10 Strength attack
         * REVOLTIN' DEVELOPMENT (BB) <OP> {R} [OPD]
            Play after Thing takes a hit. Thing is +2 for remainder of battle vs.
            opponent who just hit him
         * ROCK SKIN (AG) <OP> {C}
            Avoid 1 attack
         * TEMPER TANTRUM (AA) <OP> {C}
            Acts as a level 4 Strength attack, may make 1 additional attack
          ____________________________________________________________________
    
       THOR <OP> {C}                             E: 4   F: 3   S: 6          (13)
       THOR <OHP> {X}                            E: 4   F: 3   S: 6          (13)
       THOR <IQ> {VR}                            E: 7   F: 5   S: 7   I: 4   (23)
         * AIRBORNE AVENGER (AG) <PS> {U}
            Avoid 1 attack.
         * GIFT OF THE GODS (DS) <IQ> {C}
            Choose one Thor Special from Draw Pile and place in hand. Cannot be a
            duplicate. Reshuffle Draw Pile.
         * GOD OF THUNDER (AY) <OP> {C}
            Thor's Energy skill increases to 8 for remainder of Battle
         * MJOLNIR SPEAKS (AE) <OP> {U}
            Acts as a level 4 Strength attack, may combine with 1 Energy card for a
            single attack
         * MYSTIC URU METAL (AA) <OP> {C}
            Acts as a level 4 Strength attack, may make 1 additional attack
         * POWER OF ASGARD (AQ) <OP> {R} [OPD]
            Acts as a level 8 Energy, Strength, or Fighting attack
         * PROTECT TEAMMATE (AC) <OP> {C}
            Attack made on teammate is now made on Thor, who may defend it
         * VIKING PYRE (IG) <IQ> {VR} [OPD]
            Remove any cards from Thor's Draw Pile and discard into Dead Pile.
            Reshuffle Draw Pile.
          ____________________________________________________________________
    
       THORN (V) <BS> {U}                        E: 4   F: 6   S: 3   I: 5   (18)
         * BARBED LASH (CE) <BS> {R}
            Opponent must discard top card from Draw Pile into Dead Pile.
         * BATTLE INSTINCT (BX) <BS> {R}
            Acts as a level 4 Intellect attack. May combine with a Universe card.
            Universe bonus added to Venture total for this battle.
         * COMBAT DAGGERS (AB) <BS> {U}
            Acts as a level 4 Fighting attack. May make 1 additional Fighting
            attack.
         * EXPLOSIVE CHARGE (AU) <BS> {VR} [OPD]
            Target character must discard all placed cards.
         * STREET FIGHTER (CI) <BS> {C}
            Play with Fighting Power card attack. If attack succeeds, add +2 to
            damage.
         * TELL ME WHAT YOU KNOW (BZ) (H) <JL> {R} [OPD]
            Opponent must reveal hand and play open handed for remainder of battle.
          ____________________________________________________________________
    
       THUNDERBIRD <XM> {U}                      E: 2   F: 6   S: 7   I: 3   (18)
         * APACHE WARRIOR (NK) <XM> {C}
            Acts as a level 3 Fighting attack. If attack is defended, Thunderbird
            may draw 1 card from top of Draw Pile. Discard duplicates.
         * CELLULAR DENSITY (FH) <XM> {C}
            Acts as a level 2 Strength attack. If successful, remove all Strength
            Power card Hits from Thunderbird and teammate's Permanent Record
            and Hits from Current Battle.
         * KEEN SENSES (LO) <XM> {C}
            Avoid 1 attack with a Fighting icon. Thunderbird may draw 1 card from
            the top of the Draw Pile. Discard duplicates.
         * POWERHOUSE (JW)=>(JZ) <XM> {C}
            Acts as a level 5 Energy attack. Attack may not be defended with a
            Special card.
         * ULTIMATE SACRIFICE (NQ) <XM> {R} [OPD]
            Move any 1 Hit from Teammate to Thunderbird. Repeat until Thunderbird
            is KO'd or all Hits are on Thunderbird. Does not affect Venture
            Total. May be played from Reserve.
          ____________________________________________________________________
    
       THUNDERBOLTS <C> {U}                      E: 7   F: 5   S: 4   I: 6   (22)
         * ATLAS (KT) <CL> {C}
            Target Character may not attack for remainder of battle until Target or
            teammate attacks this Special. Attack does not count toward Venture
            Total.
         * CITIZEN V (KD) <CL> {R} [OPD]
            All Fighting Power card Hits on Target Character are doubled when
            determining Cumulative K.O. for remainder of game. Does not count
            toward Venture Total.
         * M.A.C.H.1 (JH) <CL> {C}
            Acts as a level 5 Fighting attack. If successful, Target Character -2
            to defense for remainder of battle.
         * METEORITE (KE) <CL> {R} [OPD]
            Draw 2 cards from top of Thunderbolts' Draw Pile. Put 1 card on bottom
            of Draw Pile. Put 1 card in Hand. May be duplicate.
         * SONGBIRD (KP) <CL> {C}
            Play with any Power card usable by Thunderbolts. Thunderbolts may not
            be attacked by a Power card of equal or lesser value for remainder
            of battle.
         * TECHNO (AE) <CL> {C}
            Acts as a level 4 Intellect attack. May combine with 1 Fighting card
            for a single attack.
          ____________________________________________________________________
    
       TIFFANY <IM> {R}                          E: 6   F: 6   S: 4   I: 4   (20)
           ~ Fighting Power Grid Rating is 8 for Defense. ~
         * COSTUME RIBBONS (MG) <IM> {C}
            Tiffany may play Power cards usable by Tiffany that have been Placed to
            any Front Line Teammate for remainder of game.
         * CRUSADE (BP) <IM> {R} [OPD]
            Acts as a level 6 Intellect attack. May be played while Tiffany is in
            Reserve.
         * HEAVENLY AGENT (LX) <IM> {R} [OPD]
            For remainder of game, if Opponent draws cards during battle, Tiffany
            may draw an equal number from Draw Pile. Tiffany must show drawn
            cards. May not keep duplicates.
         * HOLY ORDER (HH) <IM> {U}
            Tiffany may have an unlimited number of Special cards placed on her
            until Tiffany is KO'd. Specials may not be duplicates.
         * LANCE (BA) <IM> {U}
            Acts as a level 3 Fighting attack. Can only be defended by a card with
            an Energy icon.
         * MAGICKAL HUNTER (LZ) <IM> {C}
            Acts as a level 4 Energy attack. May be used against Reserve, who may
            defend. If successful against Reserve, Tiffany may attack Reserve
            for remainder of game.
          ____________________________________________________________________
    
       THE TRICKSTER <JL> {R}                    E: 6   F: 5   S: 1   I: 7   (19)
         * BAIT AND SWITCH (JK) <JL> {U}
            All Hits with only Intellect icons in the Permanent Record of all Front
            Line characters are moved to the Permanent Record of one of The
            Trickster's teammates.
         * CLEAN GETAWAY (AG) <JL> {U}
            Avoid 1 attack.
         * DON'T MIND ME... (AA) <JL> {C}
            Acts as a level 4 Intellect attack. May make 1 additional attack.
         * THE SHELL GAME (FB) <JL> {VR} [OPD]
            Target character must choose 1 card from The Trickster's hand. If card
            is an attack, Target is Hit. If not, chosen card is discarded to
            the Power Pack.
         * SMOOTH TALKER (JM) <JL> {VR} [OPD]
            The Trickster may move 1 Mission Card from the Defeated Missions Pile
            to the Reserve Missions Pile.
          ____________________________________________________________________
    
       TWO-FACE (V) <BS> {R}                     E: 3   F: 6   S: 3   I: 6   (18)
       TWO-FACE CRIMEBOSS (V) <BH> {X}           E: 6   F: 3   S: 3   I: 6   (18)
           ~ Two-Face may play "Flip of the Coin" from Reserve. ~
         * CRIMINAL MASTERMIND (BT) <BS> {R}
            Opponent's Fighting Power cards do not count in the venture total for
            this battle.
         * DOUBLE TROUBLE (FC) <BS> {U}
            Play with any Strength or Energy Power card attack. Power card must be
            blocked twice.
         * .45 AUTOMATIC (AP) <BS> {R}
            Acts as a level 6 Energy attack. Cannot be defended by a card with an
            Intellect icon.
         * FLIP OF THE COIN (FB) <BS> {U}
            Draw top card from Draw Pile. If drawn card is an attack, Two-Face may
            use it. If drawn card is not an attack, discard it to the Dead
            Pile.
         * LAW AND DISORDER (BQ) <JL> {VR} [OPD]
            On his turn, Two-Face may exchange this card for any 1 card in Dead
            Pile and play it immediately.
         * TOMMY GUN (BV) <BS> {VR} [OPD]
            Two-Face may make as many Fighting Power card attacks as possible.
            Opponent may defend.
          ____________________________________________________________________
    
       TYPHOID MARY <XM> {U}                     E: 5   F: 7   S: 3   I: 2   (17)
           ~ Attacks made with Fighting Power cards may not be moved or shifted
             from Target Character. ~
         * ASSASSINATE (NO) <XM> {C}
            Acts as a level 2 Fighting attack. If successful, attacks made on
            Target Character may not be moved to any of Target's teammates for
            remainder of game. 
         * BLOODY MARY (BL) <XM> {R} [OPD]
            Play when Opponent concedes battle. Opponent may not concede battle.
         * DRESSED TO KILL (HR) <XM> {R} [OPD]
            Acts as a level 9 Fighting or Intellect attack.
         * FRACTURED PERSONALITY (JW)=>(JZ) <XM> {C}
            Acts as a level 5 Intellect attack. Attack may not be defended with a
            Special card.
         * SOCIOPATH (NU) <XM> {C}
            Acts as a level 0 Intellect attack. May only be defended using a Power
            card with a Value of 5 or greater.
          ____________________________________________________________________
    
       VELOCITY <IM> {U}                         E: 6   F: 5   S: 2   I: 3   (16)
           ~ May attack with Power cards while in Reserve. ~
         * CYBERFORCE (MW) <IM> {C}
            Target Character gains +1 to defense for remainder of game.
         * HIGH-SPEED REFLEXES (AA) <IM> {C}
            Acts as a level 4 Fighting attack. May make 1 additional attack.
         * INTERNAL HARDWARE (NA) <IM> {R}
            Play during battle. During Discard Phase of next battle, Velocity may
            remove all Hits with a Value of 4 or less from Velocity's Permanent
            Record.
         * PROTECTIVE SKIN (MX) <IM> {U}
            Velocity is +3 to defense against any attack made with a Power card
            with the same Power Type as any Power cards on Velocity's Permanent
            Record for remainder of game.
         * QUICK THINKING (EG) <IM> {R} [OPD]
            Acts as a level 5 Intellect attack. If successful, opponent must
            discard all Special cards from hand.
         * SPEEDTHROUGH (MZ) <IM> {R}
            Opponent must discard 1 Placed card of Velocity's choice. May be played
            from Reserve.
          ____________________________________________________________________
    
       VENOM <OP> {R}                            E: 6   F: 6   S: 7          (19)
       VENOM <OHP> {X}                           E: 6   F: 6   S: 7          (19)
       VENOM <HF> {X}                            E: 6   F: 6   S: 7          (19)
       VENOM <IQ> {R}                            E: 5   F: 6   S: 7   I: 2   (20)
         * ALIEN SYMBIOTE (AE) <PS> {R}
            Acts as a level 4 Strength attack. May combine with 1 Energy card for a
            for a single attack.
         * ALIEN WEBBING (AI) <OP> {C}
            Opponent must immediately discard 1 placed Universe card of Venom's
            choice
         * CREEPY CRAWLER (AG) <OP> {U}
            Avoid 1 attack
         * EDDIE BROCK: REPORTER (EM) <IQ> {C}
            Acts as a level 4 Intellect attack. If successful, opponent must
            discard 1 card of opponent's choice from hand.
         * HEALING BOND (ET) <IQ> {U}
            Remove up to 2 Hits with a Strength icon from Venom's Permanent Record.
         * LETHAL PROTECTOR (AC) <HF> {C}
            Attack made on teammate is now made on Venom, who may defend it.
         * PANIC ATTACK (BC) <OP> {R} [OPD]
            Play when opponent's hero is KO'd - Reserve must skip a battle before
            entering
         * RAMPAGE (AA) <OP> {U}
            Acts as level 4 Strength attack, may make 1 additional attack
         * SYMBIOTIC SNARE (AV) <OP> {R} [OPD]
            Target opponent may not attack for remainder of battle
          ____________________________________________________________________
    
       VIOLATOR <IM> {R}                         E: 4   F: 6   S: 7   I: 2   (19)
         * CLOWN MORPH (AZ) <IM> {U}
            Target opponent may not attack Violator for remainder of battle unless
            Violator attacks him first.
         * CONNIVE (MJ) <IM> {C}
            Violator may Place Artifact cards face down for remainder of game.
         * DARKLANDS ARMY (MC) <IM> {VR} [OPD]
            Acts as a level 11 Energy, Fighting, or Intellect attack. Violator's
            Team may not attack for remainder of battle.
         * DEMONIC POWERS (AR) <IM> {C}
            Acts as a level 4 Fighting attack.
         * DEVIL'S ADVOCATE (LF) <IM> {C}
            Target Character must discard 1 Placed Tactic card.
         * HEART ATTACK (AS) <IM> {R} [OPD]
            Acts as a level 9 Energy attack.
          ____________________________________________________________________
    
       VISION <MC> {U}                           E: 5   F: 5   S: 6          (16)
       VISION <IQ> {R}                           E: 5   F: 4   S: 6   I: 6   (21)
           ~ May play "Android Endurance" from Reserve. ~
         * ANALYTICAL EXPERT (AK) <MC> {U}
            Play with 1 action involving a Universe card. Universe card bonus is
            doubled.
         * ANDROID AVENGER (AE) <IQ> {C}
            Acts as a level 4 Any-Power attack. May combine with 1 Energy,
            Fighting, Strength or Intellect Power card for a single attack.
         * ANDROID ENDURANCE (EK) <MC> {U} [OPD]
            Vision cannot be Cumulative KO'd for remainder of game.
         * CALCULATED ATTACK (AA) <IQ> {C}
            Acts as a level 4 Intellect attack. May make 1 additional attack.
         * DOUBLE DENSITY (AH) <MC> {U}
            Avoid 1 attack with a Strength icon. No Strength Power cards may be
            played against Vision for remainder of battle.
         * INTANGIBLE STRIKE (BM) <MC> {R} [OPD]
            Acts as a level 7 Fighting attack. If successful, target hero may not
            attack for remainder of battle.
         * OPTIC ENERGY (CN) <MC> {C}
            No Universe cards may be played against Vision for remainder of battle.
         * PHASE FORM (AG) <MC> {U}
            Avoid 1 attack.
          ____________________________________________________________________
    
       VOODOO, DAEMONITE <MW> {X}                E: 3   F: 6   S: 7   I: 2   (18)
           ~ May play any Voodoo Special Cards. ~
         * DANGEROUS DANCER (JM) <IM> {R} [OPD]
            Opponent must move 1 Mission Card from his Completed Missions Pile to
            his Reserve Missions Pile.
         * TRUE VISION (CZ) <IM> {R} [OPD]
            Acts as a level 4 Intellect attack. If successful, Target Character
            must discard all Placed cards into Dead Pile.
         * WILDC.A.T. (NE) <IM> {U}
            Target Character may follow up a Universe: Teamwork card with any Power
            card, regardless of Power Type.
          ____________________________________________________________________
    
       WAR MACHINE <OP> {C}                      E: 4   F: 3   S: 7          (14)
       WAR MACHINE <OHP> {X}                     E: 4   F: 3   S: 7          (14)
       WAR MACHINE <IQ> {R}                      E: 5   F: 4   S: 7   I: 3   (19)
         * BATTLE COMPUTER (AT) <OP> {R} [OPD]
            Draw 1 card, do not discard if duplicate
         * ENERGY SHIELD (AM) <OP> {C}
            War Machine gains a +2 to defense for remainder of battle
         * GUIDED MISSILE (AE) <OP> {C}
            Acts as a level 4 Energy attack, may combine with 1 Fighting card for a
            single attack
         * HIDDEN WEAPON (AA) <OP> {C}
            Acts as a level 4 Strength attack, may make 1 additional attack
         * PEPPER POTTS (JM) <MN> {VR} [OPD]
            War Machine may move 1 Mission Card from the Defeated Missions Pile to
            the Reserve Missions Pile.
         * SHIELD TEAMMATE (AD) <PS> {U}
            Teammate may avoid 1 Energy attack of 9 or less.
         * UNLEASH ARSENAL (AQ) <OP> {U} [OPD]
            Acts as a level 8 Energy, Strength, or Fighting attack
         * WAR DRONE (BR) <IQ> {U}
            War Machine may have 1 additional card Placed on him until War Machine
            is KO'd. May be played from Reserve.
          ____________________________________________________________________
    
       WARLOCK <MI> {R}                          E: 7   F: 6   S: 4   I: 6   (23)
           (Warlock has no Special Cards)
          ____________________________________________________________________
    
       WHITE QUEEN <IQ> {R}                      E: 7   F: 2   S: 2   I: 6   (17)
         * COLD-HEARTED ENEMY (GG) <IQ> {C} [OPD]
            All cards currently in opponent's Dead Pile are removed from game.
         * CORPORATE CUTTHROAT (JW) <CL> {C}
            Acts as a level 3 Intellect attack. May make 1 additional Power Card
            attack. Neither attack may be defended with a Special Card.
         * HELLFIRE LEADER (AN) <IQ> {C}
            Acts as a level 6 Intellect attack. May be used against opponent in
            Reserve, who may defend.
         * THE HELLIONS (LA) <MN> {VR} [OPD]
            Target Battlesite must discard 1 Placed card chosen at random.
         * MENTAL OVERRIDE (AA) <IQ> {C}
            Acts as a level 4 Energy attack. May make 1 additional attack.
         * MUTANT HEADMISTRESS (FA) <IQ> {C}
            White Queen may not attack or be attacked for remainder of battle.
         * TELEPATHIC MANIPULATOR (IA) <IQ> {VR} [OPD]
             Target Hero must discard all Placed cards and move into Reserve for
             remainder of battle.
          ____________________________________________________________________
    
       WITCHBLADE <IM> {R}                       E: 7   F: 7   S: 3   I: 4   (21)
         * BIOMECH TENDRILS (LZ) <IM> {U}
            Acts as a level 4 Strength attack. May be used against Reserve, who may
            defend. If successful against Reserve, Witchblade may attack
            Reserve for remainder of game.
         * THE CHOSEN (NB) <IM> {VR} [OPD]
            Acts as a level 11 Fighting attack. Witchblade's teammates may not
            attack for remainder of battle.
         * ENERGY WRATH (AS) <IM> {R} [OPD]
            Acts as a level 8 Energy attack +1 for each Hit on Witchblade's
            Permanent Record.
         * FORENSIC SCIENCE (NC) <IM> {U}
            If Witchblade's team won Venture Total last battle, add 2 to Venture
            Total this battle. If Witchblade's team lost Venture Total last
            battle, add 4 to Venture Total this battle.
         * NYPD INSTINCT (AE) <IM> {C}
            Acts as a level 3 Fighting attack. May combine with 1 MultiPower Power
            card for a single attack.
         * PROTECTIVE DRIVE (LU) <IM> {C}
            Target Character's Tactic: Artifact cards may not be removed from play
            for remainder of game.
          ____________________________________________________________________
    
       WOLVERINE <OP> {R}                        E: 2   F: 8   S: 4          (14)
       WOLVERINE <OHP> {X}                       E: 2   F: 8   S: 4          (14)
       WOLVERINE <IQ> {R}                        E: 2   F: 8   S: 5   I: 4   (19)
       WOLVERINE: AGE OF APOCALYPSE <XM> {R}     E: 2   F: 8   S: 4   I: 5   (19)
       WOLVERINE, GOLDEN AGE <MW> {X}            E: 3   F: 7   S: 4   I: 5   (19)
           ~ May play any Wolverine Special Cards. ~
         * BERSERK ATTACK (AA) <OP> {U}
            Acts as a level 4 Fighting attack, may make 1 additional attack
         * CANUCKLEHEAD (HG) <IQ> {VR} [OPD]
            Wolverine may use Fighting Power cards level 6 through 8 to avoid any
            attack made against Wolverine or teammate for remainder of battle.
         * FIGHTING INSTINCT (AG) <OP> {C}
            Avoid 1 attack
         * HEAL (AL) <OP> {U}
            Remove 1 hit from Wolverine's permanent record
         * RAGE (BE) <PS> {U}
            Wolverine may make 1 attack after opponent has conceded the battle.
            Opponent may defend.
         * SAVAGE REGRESSION (EQ) <IQ> {U}
            For remainder of battle, Wolverine's Strength and Energy actions are
            +2. Intellect actions are -2.
         * SNIKT (AC) <OP> {U}
            Attack made on teammate is now made on Wolverine, who may defend it
         * TRACKING SENSES (OB) <MP> {X}
            Acts as a level 5 Intellect attack. If successful, Wolverine may sort
            through Draw Pile, select any Aspect card and play it immediately.
            Reshuffle Draw Pile.
         * WOUNDED ANIMAL (AS) <OP> {R} [OPD]
            Acts as a level 8 Fighting attack +1 for each hit on Wolverine's
            permanent record
          ____________________________________________________________________
    
       WONDER WOMAN (H) <JL> {R}                  E: 1   F: 8   S: 6   I: 5   (20)
         * AMAZON MIGHT (JN) <JL> {VR} [OPD]
            Acts as a level 1 Strength attack, +1 for each card in Wonder Woman's
            hand. If successful, acts as a level 5 Energy or Intellect Power
            card.
         * BLESSED BY THE GODS (BG)=>(BQ) <JL> {VR} [OPD]
            On her turn, Wonder Woman may exchange this card for any 1 card in Dead
            Pile and play it immediately.
         * BULLETS & BRACELETS (AD) <JL> {C}
            Wonder Woman may avoid any numerical attack.
         * GIFT OF FLIGHT (AG)=>(AD) <JL> {U}
            Teammate may avoid 1 attack of 9 or less.
         * LASSO OF TRUTH (BZ) <JL> {VR} [OPD]
            Opponent must reveal hand and play open handed for remainder of battle.
          ____________________________________________________________________
    
       WYNONNA EARP <MW> {X}                     E: 2   F: 7   S: 3   I: 6   (18)
         * FAMOUS LINEAGE (AA) <IM> {U}
            Acts as a level 5 Any-Power attack. May make 1 additional attack.
         * SHOOTOUT (FD) <IM> {R} [OPD]
            Only Wynonna Earp and Target Character may attack, be attacked, or
            defend this battle.
         * SMOKING GUNS (LX) <IM> {R} [OPD]
            For remainder of game, if Opponent draws cards during battle, Wynonna
            Earp may draw an equal number from Draw Pile. Wynonna Earp must
            show drawn cards. May not keep duplicates.
          ____________________________________________________________________
    
       X-BABIES <MN> {R}                         E: 5   F: 5   S: 4   I: 1   (15)
           ~ May not be Spectrum or Cumulative KO'd with Power cards ~
         * LI'L COLOSSUS (HO) <MN> {U}
            Acts as a level 6 Strength attack. If successful opponent -4 to Venture
            total.
         * LI'L CYCLOPS (LH) <MN> {VR} [OPD]
            Play during battle. Next battle X-Babies may Venture up to 4 Mission
            cards with no penalty. May not Venture more than 4 Mission cards.
         * LI'L DAZZLER (AG) <MN> {U}
            Avoid 1 attack.
         * LI'L ICEMAN (KL) <CL> {C}
            Opponent must immediately discard all Special cards in play that affect
            "the remainder of the battle" or "the remainder of the Game."
         * LI'L LONGSHOT (AO) <MN> {U}
            Negates the effect of any 1 Special card played by opponent.
         * LI'L PHOENIX (CC) <XM> {C}
            Acts as a level 7 Any-Power card. May be used to attack or defend. May
            not be combined with Universe cards.
         * LI'L ROGUE (LD) <MN> {VR} [OPD]
            Opponent may not attack or defend with cards from Battlesite for
            remainder of battle.
         * LI'L WOLVIE (LC) <MN> {U}
            Acts as a level 4 Fighting attack against Target Character, or level 8
            Any-Power attack against Target Battlesite.
          ____________________________________________________________________
    
       X-MAN <XM> {R}                            E: 8   F: 3   S: 3   I: 3   (17)
         * APOCALYPTIC SURVIVAL (GJ) <XM> {C}
            Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May
            make 1 additional attack.
         * ILLUSORY REALITY (CW) <XM> {R} [OPD]
            Avoid 1 attack. May not be attacked for remainder of battle.
         * SINISTER CREATION (FF) <XM> {C}
            X-Man's Hits to KO is reduced by 5 points and Energy Power cards are +3
            for remainder of battle.
         * STREET PROPHET (EE) <XM> {U}
            Avoid 1 attack made with a Power card or remove 1 Power card Hit from
            X-Man or teammate.
         * ULTIMATE POTENTIAL (MC) <XM> {R} [OPD]
            Acts as a level 11 Energy, Fighting, or Strength attack. X-Man's team
            may not attack for remainder of battle.
          ____________________________________________________________________
    
       X-MEN: ORIGINAL TEAM <XM> {U}             E: 7   F: 2   S: 4   I: 5   (18)
           ~ May play any "Professor X" One-Per-Deck Special cards. ~
         * ANGEL (AD) <XM> {C}
            Teammate may avoid 1 attack.
         * BEAST (NV) <XM> {U}
            Acts as a level 5 Strength attack. If successful, Target Character may
            not play Activator cards for remainder of battle.
         * CYCLOPS (MA) <XM> {C}
            Acts as a level 5 Energy or Fighting attack. May not be defended by a
            card from a Battlesite.
         * ICEMAN (FG) <XM> {C}
            Acts as a level 3 Strength attack. If not successful, Opponent is -1 to
            Venture.
         * MARVEL GIRL (EN) <XM> {R} [OPD]
            Play on your turn to concede battle. X-Men: Original Team's Mission
            cards return to pile Ventured from. Opponent's Mission cards
            advance as normal.
          ____________________________________________________________________
    
       XAOS <XM> {U}                             E: 7   F: 4   S: 4   I: 1   (16)
           ~ Draw 1 card when Xaos' teammate is KO'd. ~
         * AUTISTIC WITHDRAWAL (HK) <XM> {C}
            Target Character must make as many attacks as possible. Xaos' team may
            defend.
         * CHAOS BURST (NI) <XM> {U}
            Acts as a level 5 Strength attack. If successful, Opponent must discard
            all Activator cards from Hand.
         * THE EVIL EYE (AN) <XM> {C}
            Acts as a level 4 Energy, Fighting, or Strength attack. May be used
            against Character in Reserve, who may defend.
         * FRACTAL PLASMA (AB) <XM> {C}
            Acts as a level 5 Energy attack. May make 1 additional Energy attack.
         * PROTECTIVE INSTINCT (AD) <XM> {C}
            Xaos or teammate may avoid 1 attack of 9 or less.
          ____________________________________________________________________
    
       ZEALOT <IM> {R}                           E: 3   F: 8   S: 4   I: 5   (20)
         * CLEF BLADE (EM) <IM> {U}
            Acts as a level 4 Strength attack. If successful, Opponent must discard
            1 card of Opponent's choice from Hand.
         * CODA DISCIPLINE (MO) <IM> {C}
            Acts as a level 3 Fighting attack, +1 for each Teammate with a Fighting
            Rating of 6 or greater.
         * KHERUBIM (MP) <IM> {R} [OPD]
            Play during battle. For remainder of game, any Special played by Zealot
            or Zealot's teammates may not be Negated until "Kherubim" is
            Negated.
         * SISTER'S SUPPORT (LY) <IM> {U}
            Play with any Power Card usable by Zealot. For remainder of game,
            Zealot does not have to discard duplicates of chosen Power Card's
            Power Type and Value.
         * WARRIOR SOUL (MC) <IM> {VR} [OPD]
            Acts as a level 11 Strength, Fighting, or Intellect attack. Zealot's
            Team may not attack for remainder of battle.
         * WILDC.A.T. (AD) <IM> {U}
            Teammate may avoid 1 attack.
    _______________________________________________________________________________
    
    LOCATION AND ASPECT CARDS
    
        ANY HOMEBASE
         * A-NEXT (C2) <XM> {R} [OPD]
            Acts as a level 4 Strength attack. Any Front Line Character may make 1
            additional attack.
    
       AGE OF APOCALYPSE <CL> {R}
         MORPH, SHADOWCAT, HOLOCAUST, DARK BEAST, BLINK, X-MAN
           ~ Age of Apocalypse Team +2 to Venture Total per battle if using "Age of
             Apocalypse" Mission with at least 1 Event card. ~
         * HISTORICAL TWIST (B4) <XM> {R} [OPD]
            Age of Apocalypse's team may rearrange all Hits in the Permanent
            Records of all Front Line Characters.
    
       ASTEROID "M" <MN> {U}
         MAGNETO, QUICKSILVER, SCARLET WITCH, MYSTIQUE, BLOB, ROGUE
           ~ For every Value of 2 or less on Character's Power Grid, that Character
             may not be Spectrum KO'd by that Power Type. ~
         * ORBITAL HIDEOUT (C1) <XM> {U} [OPD]
            For remainder of game, Asteroid "M"'s team may draw 1 card from top of
            Draw Pile immediately after blocking an attack using a Fighting
            Power card. Discard if duplicate.
    
       AVALON <MN> {VR}
         MAGNETO, BISHOP, COLOSSUS, PROFESSOR X, CABLE, ACOLYTES
           ~ During the Discard Phase, Opponent may remove 1 Hit from any
             Character. ~
         * MUTANT REFUGE (B6) <XM> {R} [OPD]
            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 duplicates.
    
       AVENGERS MANSION <MN> {U}
         CAPTAIN AMERICA, HENRY PYM, HULK, BLACK WIDOW, THOR, VISION
           ~ Avengers Mansion Team may use Tactic Doubleshot cards, with normal 
             contribution, to avoid any attack. ~
    
       THE BIG APPLE <CL> {C}
         HEROES FOR HIRE, FALCON, THUNDERBOLTS, DAREDEVIL, SPIDER-MAN, MORBIUS
           ~ Big Apple Team begins game with 6 Mission cards in Reserve Missions
             Pile and 1 Mission card in Defeated Missions Pile. ~
    
       BLUE AREA OF THE MOON <MN> {U}
         INHUMANS, KREE, SHI'AR, JEAN GREY, QUICKSILVER, CRYSTAL
           ~ Blue Area Team's Energy Power Cards are -2 to Blue Area Team's Venture
             Total when they Hit. ~
    
       CAPE CITADEL <XM> {U}
         CRUX, GREY KING, LANDSLIDE, MERCURY, RAPTURE, XAOS
           ~ During discard phase, after discarding 1 or more duplicate or
             unusable cards, sort through Power Pack and draw any 1 card.
             May not be duplicate. ~
         * THE BENASSI ROCKET (A6) <XM> {R} [OPD]
            Acts as a level 7 Any-Power attack. If successful, Opponent must 
            discard all Special cards and Activator cards in Hand.
    
       CODA ISLAND <IM> {U}
         ZEALOT, GRIFTER, VOODOO, FAIRCHILD, GRUNGE, SPARTAN
           ~ Coda Island Team's Intellect Power cards are +1 to attack. ~
    
       THE CONCRETE JUNGLE <MN> {U}
         DAREDEVIL, NEW WARRIORS, PUNISHER, KINGPIN, SERPENT SOCIETY, SILVER SABLE
           ~ The Concrete Jungle Team's Universe: Training cards are an additional
             +1 to attack, +2 to defense. ~
    
       THE DAILY BUGLE <MN> {R}
         BLACK CAT, SCARLET SPIDER, SPIDER-MAN, VENOM, GREEN GOBLIN, SCORPION
           ~ Daily Bugle Team may not play any MultiPower Power cards. ~
    
       THE DANGER ROOM <MN> {U}
         BISHOP, GAMBIT, ROGUE, BEAST, ICEMAN, ANGEL
           ~ During Discard phase, replace each unusable Power card with 1 card
             from Draw Pile. Discard Duplicate & Unusable cards. ~
         * HOLOGRAPHIC ATTACKERS (A3) <XM> {R} [OPD]
            For remainder of game, The Danger Room team's attacks made with Power
            cards may not be defended by Opponent's team's Special cards
            already in play.
    
       DEPARTMENT H <MN> {U}
         WOLVERINE, SABRETOOTH, DEADPOOL, ALPHA FLIGHT, OMEGA RED, MAVERICK
           ~ Department H Team's Universe: Teamwork card bonuses are an additional
             +1. ~
         * SECRET DIRECTIVE (A2) <XM> {U} [OPD]
            Department H's team's successful Hits made with Power cards are +1 to
            Venture total for remainder of game.
    
       FALL'S EDGE COMPOUND <MN> {R}
         FORGE, MYSTIQUE, SABRETOOTH, STRONG GUY, HAVOK, POLARIS
           ~ All of Opponent's Universe: Teamwork Card attacks are -1 ~
         * QUARANTINE (A9) <XM> {C}
            Acts as a level 6 Energy attack. If successful, Target Character must
            discard all Placed cards and move into Reserve for remainder of
            battle.
    
       FOUR FREEDOMS PLAZA <MN> {C}
         HUMAN TORCH, INVISIBLE WOMAN, MR. FANTASTIC, NAMOR, SHE-HULK, THING
           ~ For each Value of 4 or less on Character's Power Grid, Character's
             Power cards are +1 to defense, & any attack made on FF Plaza
             character may be moved to any other character. ~
    
       GAMMA BASE <CL> {C}
         HULK, SHE-HULK, DOC SAMSON, LEADER, ABOMINATION, THUNDERBOLTS
           ~ Gamma Base Team -2 to Venture Total per battle if opponent is using
             "Annihilation Affair" Mission. ~
    
       THE HELLICARRIER <MN> {U}
         BLACK WIDOW, DOC SAMSON, NICK FURY, RED SKULL, CAPTAIN AMERICA, HYDRA
           ~ Helicarrier Team's Energy Power Cards are +1 to defense, +3 to defense
             against any attack from a Battlesite. ~
    
       HELL'S KITCHEN <MN> {C}
         DAREDEVIL, ENFORCERS, KINGPIN, THE HAND, ELEKTRA, GHOST RIDER
           ~ Before every Discard Phase. Hell's Kitchen Team may switch the Reserve
             Character with any Front line Character. ~
    
       KRAKOA <XM> {C}
         SUNFIRE, THUNDERBIRD, ANGEL, POLARIS, COLOSSUS, WOLVERINE
           ~ Krakoa Team's Energy Power cards are +1 to attack. ~
         * THE LIVING ISLAND (B9) <XM> {C}
            Attack made on any of Krakoa's Front Line Characters is now made on
            Krakoa. Krakoa may not defend or be KO'd. Hit counts toward Venture
            Total.
    
       LANDAU, LUCKMAN, & LAKE <XM> {C}
         WOLVERINE, DEADPOOL, VENOM, EXPEDITER, PSYLOCKE, CAPTAIN AMERICA 
           ~ Landau, Luckman, & Lake Team's MultiPower Power cards are +1 to
             attack. ~
         * WARP CHAMBER (B1) <XM> {R} [OPD]
            Remove all Hits from any of Landau, Luckman, & Lake's Front Line
            Character's Permanent Record and Current Battle, and switch places
            with the Landau, Luckman, & Lake's Reserve.
    
       LATVERIA <MN> {U}
         DOCTOR DOOM, SILVER SURFER, MR. FANTASTIC, INVISIBLE WOMAN, HUMAN TORCH,
             THING
           ~ Latveria Team's Reserve Character may enter battle immediately upon KO
             of Front Line Character. ~
    
       MADRIPOOR <MN> {U}
         WOLVERINE, PSYLOCKE, ELEKTRA, OMEGA RED, MANDARIN, THE HAND
           ~ All of Opponent's Universe: Teamwork Card Bonuses are +0. ~
         * UNDERWORLD CENTER (B3) <XM> {C}
            Play during battle on any of Madripoor's Front Line Characters. At end
            of battle, no Hits are added to Character's Permanent Record.
            Discard at end of battle. Does not affect Venture total.
    
       MARVEL MANHATTEN <MN> <SD> {C}
         ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.
           ~ During the Discard Phase, Marvel Manhatten Team may discard 1 Placed
             card. ~
         * EXCELSIOR! (A1) <XM> {C}
            Each player is -3 to Venture Total for each Special card in play at the
            end of battle.
    
       MARVEL UNIVERSE <MN> <SD> {C}
         ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.
           ~ Opponent's Team is -1 to Venture Total per Battle. ~
         * EXCELSIOR! (A1) <XM> {C}
            Each player is -3 to Venture Total for each Special card in play at the
            end of battle.
    
       MOJOWORLD <MN> {C}
         LONGSHOT, MOJO, PSYLOCKE, X-BABIES, DAZZLER, SHATTERSTAR
           ~ During Discard Phase, Mojoworld Team may remove 1 Special Card Hit
             from any Character. ~
         * TV DIMENSION (B2) <XM> {U} [OPD]
            For remainder of game, Mojoworld's team may draw 1 card from top of
            Draw Pile immediately after playing any Basic Universe card.
            Discard if duplicate.
    
       MORLOCK TUNNELS <MN> {R}
         MR. SINISTER, STORM, SABRETOOTH, THE MARAUDERS, MORLOCKS, DARK BEAST
           ~ Morlock Tunnels Team may not use Universe: Training cards. ~
         * HIDDEN WORLD (B5) <XM> {U} [OPD]
            Morlock Tunnels' team may play numerical attacks face down for
            remainder of battle. Opponent must guess defense.
    
       MUIR ISLAND <MN> {C}
         COLOSSUS, NIGHTCRAWLER, SHADOWCAT, PROFESSOR X, BANSHEE, CAPTAIN BRITAIN
           ~ During Discard Phase, Muir Island Team may remove 1 Power Card Hit,
             level 1-2, from any Character. ~
         * GENETIC RESEARCH (C1) <XM> {U} [OPD]
            For remainder of game, Muir Island's team may draw 1 card from top of
            Draw Pile immediately after blocking an attack using an Intellect
            Power card. Discard if duplicate.
    
       NEW YORK CITY <IM> {C}
         THE DARKNESS, WITCHBLADE, STRYKER, RIPCLAW, VELOCITY, BALLISTIC
           ~ New York City Team is -3 to Venture Total per Battle. ~
    
       OMNIVERSE <IM> {U}
         ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.
           ~ Opponent's Team is -1 to Venture Total per Battle. ~
    
       ONSLAUGHT'S CITADEL <MN> {R}
         SENTINELS, POST, HOLOCAUST, ONSLAUGHT, DARK BEAST, X-MAN
           ~ Onslaught's Citadel Team may only draw 7 cards during the Draw
             phase. ~
         * ELECTROMAGNETIC PULSE (A7) <XM> {C}
            Add 4 to Onslaught's Citadel's team's Venture Total, or Opponent is -4
            to Venture Total for this battle.
    
       THE OUTBACK <MN> {U}
         REAVERS, WOLVERINE, JUBILEE, SENTINELS, LONGSHOT, DAZZLER
           ~ The Outback Team's Intellect Power Cards are an additional +2 to
             Venture Total when they Hit. ~
         * PIRATE TECHNOLOGY (A5) <XM> {U} [OPD]
            The Outback's team's Basic Universe cards used to attack count toward
            Damage and Venture Total for remainder of game.
    
       OUTER SPACE <MN> {R}
         BROOD, SILVER SURFER, SUPER SKRULL, ADAM WARLOCK, SHI'AR, STARJAMMERS
           ~ Outer Space team may not Place any Universe cards. ~
    
       PRINCESS BAR <XM> {C}
         WOLVERINE, SHADOWCAT, SABRETOOTH, THE HAND, SILVER SAMURAI, VIPER
           ~ Princess Bar Team's Energy Power cards are +2 to defense. ~
         * IDENTITY SWAP (B7) <XM> {C}
            Switch entire Permanent Record of any of The Princess Bar's Front Line
            Characters with Permanent Record of any Front Line teammate.
    
       RAVENCROFT <MN> {U}
         RHINO, DR. OCTOPUS, HOBGOBLIN, CARNAGE, MYSTERIO, GREEN GOBLIN
           ~ Opponent's MultiPower Power cards do not count for Spectrum KO against
             Ravencroft Team. ~
    
       SANCTUM SANCTORUM <MN> {R}
         DR. STRANGE, ADAM WARLOCK, SILVER SURFER, GHOST RIDER, MEPHISTO, BARON
             MORDO         
           ~ Sanctum Sanctorum Team may not have a Battlesite. ~
    
       THE SAVAGE LAND <MN> {R}
         NICK FURY, MAGNETO, ROGUE, WOLVERINE, SAURON, KA-ZAR
           ~ Opponent may make 1 attack after Savage Land Team has conceded the
             battle. Savage Land Team may defend. ~
    
       THE SEWER <CL> {C}
         ABOMINATION, MORLOCKS, VENOM, THE MOLE MAN, LIZARD, ANGEL
           ~ The Sewer Team's Intellect Power cards +2 for defense. ~
    
       "SHIP" <MN> {U}
         APOCALYPSE, CYCLOPS, JEAN GREY, ANGEL, BEAST, ICEMAN
           ~ "Ship" Team Hits to KO is 25 points, unless otherwise altered. ~
         * CELESTIAL ORIGIN (A4) <XM> {U} [OPD]
            For remainder of game, "Ship"'s team may use Intellect Power cards to
            remove 1 Hit from the Permanent Record of any Front Line
            Character.
    
       SPAWN'S ALLEY <IM> {U}
         SPAWN, VIOLATOR, TIFFANY, OVERTKILL, CURSE, CY-GOR
           ~ Spawn's Alley Team Characters may only have up to three cards Placed
             to each Character. ~
    
       STARK ENTERPRISES <MN> {U}
         HAWKEYE, IRON MAN, SCARLET WITCH, SPIDER-WOMAN, WAR MACHINE, CAPTAIN
             AMERICA
           ~ For every Value of 3 or less on Character's Power Grid, that Character
             may not be Cumulative KO'd by that Power Type. ~
    
       TEAM OVERPOWER <MP> {X}
         ANY TOURNAMENT LEGAL TEAM USING NORMAL DECK-BUILDING RULES.
           ~ Team OverPower may Place Any-Character Specials and Aspects to
             HomeBase, using normal Placing rules. Only one of each card may be
             Placed. Any-Character Specials may be played by Any Character on
             team. ~
    
       THE VAULT <MN> {U}
         JUGGERNAUT, SERPENT SOCIETY, RHINO, VENOM, THE MARAUDERS, HOBGOBLIN
           ~ The Vault's Team may keep duplicate Level 2 Power Cards of different
             Power Types. ~
    
       WAKANDA <CL> {R}
         BLACK PANTHER, DR. DOOM, VISION, HAWKEYE, STORM, KLAW
           ~ Wakanda Team's MultiPower Power cards are -1 to attack. ~
    
       WUNDAGORE MOUNTAIN <MN> {U}
         DOCTOR DOOM, OMEGA RED, QUICKSILVER, SCARLET WITCH, NIGHTCRAWLER, COLOSSUS
           ~ Wundagore Mountain Team may not Venture more than 2 Mission Cards per
             battle. ~
         * THE KNIGHTS OF WUNDAGORE (A8) <XM> {C}
            Acts as a level 7 Any-Power card. May be used to attack or defend. May
            not be combined with Universe cards.
    
       X-MANSION <MN> {U}
         WHITE QUEEN, CYCLOPS, PROFESSOR X, JEAN GREY, CABLE, DOMINO
           ~ X-Mansion Team may combine Strength Power Cards level 1-4 with any
             Doubleshot card. Does not affect Power Grids. ~
         * MUTANT SCHOOLING (B2) <XM> {U} [OPD]
            For remainder of game, X-Mansion's team may draw 1 card from top of
            Draw Pile immediately after playing any Tactic: Doubleshot cards.
            Discard if duplicate.
    
       X-WORLD <XM> {U}
         HAVOK, GOBLYN QUEEN, ICEMAN, BEAST, ANGEL, STORM
           ~ X-World's Power card attacks are not affected by Special cards already
             in play. ~
         * PARALLEL DIMENSION (B8) <XM> {U} [OPD]
            Play during battle to exchange any of X-World's Front Line Characters
            with KO'd teammate. Discard all Hits to Permanent Record and Placed
            cards.
    _______________________________________________________________________________
    
    POWER CARDS
    
     MULTIPOWER
    
     <OP>     <-E/F/S->      <PS>
       1M {C}  Century         * 1M {C}  Century
       2M {C}  Iron Man        * 2M {U}  Iron Man
       3M {C}  Nightcrawler    * 3M {R}  Nightcrawler
       4M {C}  Super Skrull    * 4M {VR} Super Skrull
    
     <BS>   <--E/F/S/I-->    <IQ>                     <MN>
       1M {U}  Joker           * 1M {C}  Chamber         * 1M {C} Man-Thing
       2M {R}  Lex Luthor      * 2M {C}  Havok           * 2M {C} Howard the Duck
       3M {VR} Batman          * 3M {U}  X-Man           * 3M {U} ROM
       4M {VR} Superman        * 4M {R}  Black Bolt      * 4M {R} Mimic
    
     <IM>
       1M {C}         Valaria & Janus
       2M {C}         Threshold
       3M {C}         Witchblade
       4M {C}         Spartan
       5M {VR} [OPD]  Tiffany
    
     ANY-POWER
       5A <MI> {R}  [OPD]  Black Cat
       6A <JL> {R}  [OPD]  Justice League of America
       7A <CL> {U} =>[OPD] Dormammu
       8A <IM> {VR} [OPD]  Union 
    
     ENERGY
    
     <OP>                              <PS>
       1E {C}  Nebula                   * 1E {C}  Nebula
       2E {C}  Black Cat                * 2E {C}  Black Cat
       3E {C}  Sauron                   * 3E {C}  Sauron
       4E {C}  Electro                  * 4E {C}  Electro
       5E {C}  Century                  * 5E {C}  Century
       6E {C}  Storm                    * 6E {C}  Storm
       7E {C}  Cyclops                  * 7E {U}  Cyclops
       8E {C}  Professor X              * 8E {U}  Professor X
    
     <BS>                              <MN>
       1E {C}  Bane                     * 1E {C}  Vulture
       2E {C}  Nightwing                * 2E {C}  Puma
       3E {C}  Catwoman                 * 3E {C}  Pyro
       4E {C}  Poison Ivy               * 4E {C}  Ghost Rider
       5E {U}  Metallo                  * 5E {C}  Psylocke
       6E {U}  Cyborg                   * 6E {U}  Iceman
       7E {R}  Superman                 * 7E {U}  Sunfire
       8E {VR} Brainiac                 * 8E {R}  Dark Phoenix
    
     <IM>
       1E {C}  Houdini
       2E {C}  Jamie
       3E {C}  Nottingham
       4E {C}  Rainmaker
       5E {C}  Backlash
       6E {C}  Fahrenheit
       7E {C}  Misery
       8E {C}  Redeemer
    
     FIGHTING
    
     <OP>                              <PS>
       1F {C}  Bloody Mary              * 1F {C}  Bloody Mary
       2F {C}  Black Widow              * 2F {C}  Black Widow
       3F {C}  Longshot                 * 3F {C}  Longshot
       4F {C}  Nightcrawler             * 4F {C}  Nightcrawler
       5F {C}  Venom                    * 5F {C}  Venom           <MI> <OPL>
       6F {C}  Wolverine                * 6F {C}  Wolverine        * 6F PROTOTYPE
       7F {C}  Domino                   * 7F {U}  Domino             {R} Wolverine
       8F {C}  Cyber                    * 8F {U}  Cyber              
    
     <BS>                              <MN>
       1F {C}  Parasite                 * 1F {C}  Wasp
       2F {C}  Eradicator               * 2F {C}  Absorbing Man
       3F {C}  Steel                    * 3F {C}  Storm
       4F {C}  Riddler                  * 4F {C}  Ka-Zar
       5F {U}  Metropolis S.C.U.        * 5F {C}  Iron Fist
       6F {U}  Thorn                    * 6F {U}  Black Panther
       7F {R}  Batman                   * 7F {U}  Bullseye
       8F {VR} Azrael                   * 8F {R}  Weapon X
    
     <IM>
       1F {C}  Clown
       2F {C}  Curse
       3F {C}  ShadowHawk
       4F {C}  Spawn
       5F {C}  She-Dragon
       6F {C}  Black Anvil
       7F {C}  Majestic
       8F {C}  Zealot
    
     STRENGTH
    
     <OP>                              <PS>
       1S {C}  Archangel                * 1S {C}  Archangel
       2S {C}  Spider-Man               * 2S {C}  Spider-Man
       3S {C}  War Machine              * 3S {C}  War Machine
       4S {C}  Loki                     * 4S {C}  Loki
       5S {C}  Cyber                    * 5S {C}  Cyber
       6S {C}  Super Skrull             * 6S {C}  Super Skrull
       7S {C}  Thing                    * 7S {U}  Thing
       8S {C}  Abomination              * 8S {U}  Abomination
    
     <BS>                              <MN>
       1S {C}  Penguin                  * 1S {C}  Mole Man
       2S {C}  Robin                    * 2S {C}  Rogue
       3S {C}  Huntress                 * 3S {C}  Falcon
       4S {C}  Supergirl                * 4S {C}  Moon Knight
       5S {U}  Comm. Gordon/G.C.P.D.    * 5S {C}  Spider-Man
       6S {U}  Superboy                 * 6S {U}  Thunderbird
       7S {R}  Superman                 * 7S {U}  Hercules
       8S {VR} Doomsday                 * 8S {R}  Hulk
    
     <IM>
       1S {C}  Twitch
       2S {C}  Rapture
       3S {C}  Freefall
       4S {C}  Tremor
       5S {C}  Ripclaw
       6S {C}  Stryker
       7S {C}  Overtkill
       8S {C}  Cy-Gor
    
     INTELLECT
    
     <IQ>                              <BS>
       1I {C}  Lizard                   * 1I {C}  Killer Croc
       2I {C}  Lady Deathstrike         * 2I {C}  Knockout
       3I {C}  Kraven                   * 3I {C}  Hazard
       4I {C}  Modok                    * 4I {C}  Ra's Al Ghul
       5I {C}  Sebastian Shaw           * 5I {U}  Two Face
       6I {C}  Ultron                   * 6I {U}  Joker
       7I {U}  Leader                   * 7I {R}  Batman
       8I {R}  Doom 2099                * 8I {VR} Lex Luthor
    
     <MN>                              <IM>
       1I {C}  Drax the Destroyer       * 1I {C}  Grunge
       2I {C}  Abomination              * 2I {C}  Violator
       3I {C}  Puppet Master            * 3I {C}  Killrazor
       4I {C}  Captain Mar-Vell         * 4I {C}  Grifter
       5I {C}  Loki                     * 5I {C}  Fairchild
       6I {U}  Iron Man                 * 6I {C}  Tyson Stone
       7I {U}  Beast                    * 7I {C}  Jason Wynn
       8I {R}  Dracula                  * 8I {C}  Malebolgia
    _______________________________________________________________________________
    
    UNIVERSE CARDS
    
    BASIC
    
     ANY-POWER 
    
       6A +2 <IM> {VR}  Power Blast (Spawn)
    
     ENERGY  
    
     <OP>                              <HF>   <PS>
       6E +1 {C} Generator (Electro)    *{X}    * {C} Generator (Electro)
       6E +2 {C} Power Lines (Bishop)           * {U} Power Lines (Bishop)
       6E +3 {U} Energy Enhancer (Gambit)       * {U} Energy Enhancer (Gambit)
       7E +1 {C} Energy Booster (Storm)         * {C} Energy Booster (Storm)
       7E +2 {C} Energy Maximizer (Cyclops)     * {U} Energy Maximizer (Cyclops)
       7E +3 {C} Power Cosmic (Silver Surfer)   * {U} Power Cosmic (Silver Surfer)
       8E +1 {C} Divine Intervention (Loki)     * {C} Divine Intervention (Loki)
       8E +2 {C} Alien Technology (Prof. X)     * {U} Alien Technology (Prof. X)
       8E +3 {U} EM Force Lines (Magneto)       * {R} EM Force Lines (Magneto)
    
     <BS>
       6E +1 {C} Laser (Penguin)
       6E +2 {C} Magnetic (Penguin)
       6E +3 {U} Nuclear (Penguin)
       7E +1 {C} Photon (Eradicator)
       7E +2 {C} Microwave (Eradicator)
       7E +3 {U} Quantum (Eradicator)
       8E +1 {C} Mental (Brainiac)
       8E +2 {C} Kryptonite (Brainiac)
       8E +3 {U} Temporal (Brainiac)
    
     FIGHTING
    
     <OP>                                      <PS>
       6F +1 {C} Throwing Blades (Longshot)     * {C} Throwing Blades (Longshot)
       6F +2 {C} Hand Grenade (Black Widow)     * {U} Hand Grenade (Black Widow)
       6F +3 {U} Laser Pistol (Nebula)          * {R} Laser Pistol (Nebula)
       7F +1 {C} Rocket Launcher (Punisher)     * {C} Rocket Launcher (Punisher)
       7F +2 {C} Sword (Bloody Mary)            * {U} Sword (Bloody Mary)
       7F +3 {C} Machine Gun (Domino)           * {R} Machine Gun (Domino)
       8F +1 {C} Booster Shot (Cyber)           * {C} Booster Shot (Cyber)
       8F +2 {C} Chain (Sabretooth)             * {U} Chain (Sabretooth)
       8F +3 {U} Crossbow (Wolverine)                 (NO REPRINT CROSSBOW)
    
     <BS>
       6F +1 {C} Dodge (Catwoman)
       6F +2 {C} Spinning Kick (Catwoman)
       6F +3 {U} Dive for Cover (Catwoman)
       7F +1 {C} Sweep (Batman)
       7F +2 {C} Flying Kick (Batman)
       7F +3 {U} Throw (Batman)
       8F +1 {C} Lunge (Azrael)
       8F +2 {C} Leap Aside (Azrael)
       8F +3 {U} Back Flip (Azrael)
    
     STRENGTH
    
     <OP>                                      <PS>
       6S +1 {C} Hot Dog Cart (Venom)           * {C} Hot Dog Cart (Venom)
       6S +2 {C} Manhole Cover (Spider-Woman)   * {U} Manhole Cover (Spider-Woman)
       6S +3 {U} Dumpster (Iron Man)            * {C} Dumpster (Iron Man)
       7S +1 {C} Hunk of Asphalt (Rhino)        * {C} Hunk of Asphalt (Rhino)
       7S +2 {C} Tree (Rogue)                   * {U} Tree (Rogue)
       7S +3 {C} Taxi Cab (Colossus)            * {R} Taxi Cab (Colossus)
       8S +1 {C} Girder (Abomination)           * {C} Girder (Abomination)
       8S +2 {C} Lamp Post (Thing)              * {U} Lamp Post (Thing)
       8S +3 {U} City Bus (Hulk)                * {R} City Bus (Hulk)
    
     <BS>
       6S +1 {C} Uppercut (Bane)
       6S +2 {C} Knife Hand (Bane)
       6S +3 {U} Combination Maneuver (Bane)
       7S +1 {C} Haymaker (Superman)
       7S +2 {C} Choke Hold (Superman)
       7S +3 {U} Nerve Pinch (Superman)
       8S +1 {C} Takedown (Doomsday)
       8S +2 {C} Body Slam (Doomsday)
       8S +3 {U} Crippling Blow (Doomsday)
    
     INTELLECT
    
     <BS>
       6I +1 {C} Blindside (Robin)
       6I +2 {C} Diversion (Robin)
       6I +3 {U} Blackout (Robin)
       7I +1 {C} Advance Warning (Joker)
       7I +2 {C} Sabotage (Joker)
       7I +3 {U} Bluff (Joker)
       8I +1 {C} Clever Escape (Lex Luthor)
       8I +2 {C} Ambush (Lex Luthor)
       8I +3 {U} Home Turf (Lex Luthor)
    
    TRAINING
    
       5EF +3 <OP> {C}  Black Cat          * 5EF +3 <PS> {U}  Black Cat
       5EF +3 <BS> {C}  Steel
       5ES +3 <OP> {C}  Century            * 5ES +3 <PS> {U}  Century
       5ES +3 <BS> {C}  Batman
       5EI +3 <BS> {C}  Doomsday
       5FS +3 <OP> {C}  Human Torch        * 5FS +3 <PS> {U}  Human Torch
       5FS +3 <BS> {C}  Riddler
       5FI +3 <BS> {C}  Superman
       5SI +3 <BS> {C}  Azrael
    
       5EF +4 <OP> {C}  Sauron             * 5EF +4 <PS> {R}  Sauron
       5EF +4 <BS> {U}  Joker
       5ES +4 <OP> {C}  Archangel          * 5ES +4 <PS> {R}  Archangel
       5ES +4 <BS> {U}  Batman
       5EI +4 <BS> {U}  Killer Croc
       5FS +4 <OP> {C}  Jubilee            * 5FS +4 <PS> {R}  Jubilee
       5FS +4 <BS> {U}  Brainiac
       5FI +4 <BS> {U}  Superman
       5SI +4 <BS> {U}  Thorn
    
    TEAMWORK
    
     ENERGY
       6E FS +1+2 <OP> {C}  Magneto, Juggernaut and Sabretooth (green background)
       6E FS +1+2 <PS> {R}  Iceman, Colossus and Bishop
       6E FI +1+2 <BS> {U}  Steel, Superboy & Eradicator
       6E FI +1+2 <MN> {C}  Firestar, Nova & Namorita
       6E SI +1+2 <MN> {C}  Black Bolt, Gorgon & Medusa
       6E SI +1+2 <IM> {C}  Spawn  (+1I TO 2ND TEAMMATE=>+2I)
       7E FS +2+2 <OP> {R}  Magneto, Juggernaut and Sabretooth (pink background)
       7E FS +2+2 <PS> {R}  Dr. Strange, Ghost Rider, Daredevil
       7E FI +2+2 <IQ> {C}  Cyclops, Jean Grey & Cable
       7E SI +2+2 <BS> {R}  Superman, Supergirl & Metropolis S.C.U.
       7E SI +2+2 <MN> {C}  Li'l Dazzler, Li'l Colossus & Li'l Cyclops
       8E FS +1+3 <OP> {R}  Magneto, Juggernaut and Sabretooth (blue background)
       8E FS +1+3 <PS> {R}  Magneto, Sabretooth and Juggernaut (green background)
       8E FS +2+3 <BS> {U}  Lex Luthor, Brainiac & Hazard
       8E FI +2+3 <IQ> {C}  Professor X, White Queen & Banshee
       8E SI +2+3 <IQ> {C}  Magneto, Quicksilver & Scarlet Witch
    
     FIGHTING
       6F ES +1+2 <OP> {C}  Wolverine, Cyclops and Beast (green background)
       6F ES +1+2 <PS> {R}  Psylocke, Rogue and Storm
       6F ES +1+2 <IM> {C}  CyberForce
       6F EI +1+2 <BS> {U}  Catwoman, Joker & Poison Ivy
       6F EI +1+2 <MN> {C}  Serpent Society
       6F SI +1+2 <IQ> {C}  Mystique, Forge & Strong Guy
       7F ES +2+2 <OP> {R}  Wolverine, Cyclops and Beast (pink background)
       7F ES +2+2 <PS> {R}  Black Cat, Spider-Man and Scarlet Spider
       7F EI +2+2 <MN> {C}  The Hand
       7F SI +2+2 <BS> {R}  Batman, Robin & Comm. Gordon
       7F SI +2+2 <MN> {C}  Starjammers
       8F ES +1+3 <OP> {R}  Wolverine, Cyclops and Beast (blue background)
       8F ES +1+3 <PS> {R}  Wolverine, Cyclops and Beast (green background)
       8F ES +2+3 <BS> {U}  Nightwing, Azrael & Thorn
       8F EI +2+3 <IQ> {C}  Captain America, Iron Man & Thor
       8F SI +2+3 <IQ> {C}  Maverick, Wolverine & Sabretooth
    
     STRENGTH
       6S EF +1+2 <OP> {C}  Thing, Mr. Fantastic and Human Torch (green backgrnd)
       6S EF +1+2 <PS> {U}  Rhino, Doctor Octopus and Mysterio
       6S EI +1+2 <MN> {C}  Doppelganger, Shriek, Demogoblin
       6S FI +1+2 <BS> {U}  Nightwing, Robin, Supergirl
       6S FI +1+2 <MN> {C}  Blockbuster, Harpoon & Mr. Sinister
       6S FI +1+2 <IM> {C}  Gen 13
       7S EF +2+2 <OP> {R}  Thing, Mr. Fantastic and Human Torch (pink backgrnd)
       7S EF +2+2 <PS> {R}  Namor, Capt. America and Human Torch
       7S EI +2+2 <BS> {R}  Batman & Superman
       7S EI +2+2 <MN> {C}  Sunder, Erg & Masque
       7S FI +2+2 <IQ> {C}  War Machine, Hawkeye & Spider-Woman
       8S EF +1+3 <OP> {R}  Thing, Mr. Fantastic and Human Torch (blue backgrnd)
       8S EF +1+3 <PS> {R}  Thing, Mr. Fantastic and Human Torch (green backgrnd)
       8S EF +2+3 <BS> {U}  Parasite, Metallo, Cyborg
       8S EI +2+3 <IQ> {C}  Galactus, Silver Surfer & Adam Warlock
       8S FI +2+3 <MN> {C}  Juggernaut, Deadpool & Black Tom
    
     INTELLECT
       6I EF +1+2 <MN> {C}  Adam Warlock, Gamorra & Pip
       6I EF +1+2 <IM> {C}  Freak Force
       6I ES +1+2 <IQ> {C}  Shadowcat, Nightcrawler & Colossus
       6I FS +1+2 <BS> {U}  Penguin, Riddler & Two-Face
       6I FS +1+2 <MN> {C}  Guardian, Puck & Sasquatch
       7I EF +2+2 <BS> {R}  Robin, Huntress, Batman
       7I EF +2+2 <MN> {C}  Sebastian Shaw, Trevor Fitzroy & Selene
       7I ES +2+2 <MN> {C}  Supreme Intelligence, Ronan & Kree
       7I FS +2+2 <IQ> {C}  Henry Pym, Vision & Black Widow
       8I EF +2+3 <MN> {C}  Lilandra, Gladiator & Deathbird
       8I ES +2+3 <BS> {U}  Lex Luthor, Ra's Al Ghul & Bane
       8I ES +2+3 <MN> {C}  Docotor Doom, Namor & Magneto
       8I FS +2+3 <IQ> {C}  Mr. Sinister, Apocalypse & Dark Beast
    
    ALLY
    
     ANY-POWER
       6A 1E     <XM> {C}  Lila Cheney
       6A 1F     <XM> {C}  Amos "Fred" Duncan
       6A 1S     <XM> {C}  Chief Authier
       6A 1I     <XM> {C}  Trish Tilby
    
     ENERGY
       5E 3E     <MN> {R}  Franklin Richards (Mr. Fantastic)
       5E 3E (H) <JL> {C}  Fire (Blue Beetle)
       5E 3E (V) <BS> {C}  Scarecrow (Joker)
       5E 3E     <IM> {C}  T.I.M.M.I.E.
       6E 1E     <MN> {C}  Lockheed (Shadowcat)
       6E 1E (H) <JL> {C}  Zauriel (Martian Manhunter)
       6E 1E (V) <BS> {C}  Silver Banshee (Lex Luthor)
       6E 1E     <IM> {C}  Cog
       7E 2E     <MN> {C}  Toro (Human Torch)
       7E 2E (V) <BS> {C}  Mr. Mxyzptlk (Lex Luthor)
       8E 3E     <IQ> {C}  Moira MacTaggart (Professor X)
       8E 3E (H) <JL> {C}  Firestorm (The Ray)
       8E 3E (V) <JL> {C}  Dr. Destiny (Brainiac)
    
     FIGHTING
       5F 3F     <MN> {R}  Wong (Dr. Strange)
       5F 3F (H) <BS> {U}  Shadowdragon (Superman)
       5F 3F (V) <JL> {C}  Shadow-Thief (Lex Luthor)
       5F 3F     <IM> {C}  Link
       6F 1F     <IQ> {U}  Edwin Jarvis (Black Widow)
       6F 1F (V) <JL> {C}  Gorilla Grodd (Catwoman)
       6F 1F     <IM> {C}  Sam Burke
       7F 2F     <MN> {C}  Yukio (Wolverine)
       7F 2F (H) <JL> {C}  Guy Gardner (Green Arrow)
       7F 2F (V) <BS> {C}  Lady Shiva (Joker)
       8F 3F     <IQ> {C}  Bucky Barnes (Captain America)
       8F 3F (H) <JL> {C}  Requiem (Wonder Woman)
       8F 3F (V) <JL> {C}  Cheetah (Deathstroke)
    
     STRENGTH
       5S 3S     <MN> {R}  Stick (Elektra)
       5S 3S (H) <BS> {U}  Gangbuster (Superman)
       5S 3S (V) <JL> {C}  Ocean Master (Doctor Polaris)
       5S 3S     <IM> {C}  Qeelocke
       6S 1S     <IQ> {U}  Mary Jane Watson-Parker (Spider-Man)
       6S 1S (H) <JL> {C}  Nuklon & Obsidian (Hawkman)
       6S 1S (V) <JL> {C}  Know Man (Neron)
       6S 1S     <IM> {C}  Rita Medermade
       7S 2S     <MN> {C}  Wyatt Wingfoot (She-Hulk)
       7S 2S (H) <JL> {C}  Metamorpho (Martian Manhunter)
       7S 2S (V) <BS> {C}  Black Mask (Joker)
       8S 3S     <IQ> {C}  Rick Jones (Hulk)
       8S 3S (V) <JL> {C}  Black Adam (Darkseid)
    
     INTELLECT
       5I 3I     <MN> {R}  J. Jonah Jameson (Spider-Man)
       5I 3I (H) <BS> {U}  Lois Lane (Superman)
       5I 3I (V) <JL> {C}  Dr. Sivana (Parasite)
       5I 3I     <IM> {C}  Christina Reid (ShadowHawk)
       6I 1I     <MN> {C}  Franklin "Foggy" Nelson (Daredevil)
       6I 1I (H) <BS> {C}  Alfred Pennyworth (Batman & Robin)
       6I 1I     <IM> {C}  Chip
       7I 2I     <MN> {C}  Valerie Cooper (Forge)
       7I 2I (H) <BS> {C}  Oracle (Batman)
       8I 3I     <IQ> {C}  Kristoff Vernard (Doctor Doom)
    
    SPECIAL
    
       CAPTAIN UNIVERSE <MI> {C}
         +1 to any Special card that contains an icon. May not be combined with a
         "One Per Deck" Special. Bonus counts toward damage and venture total.
    _______________________________________________________________________________
    
    TACTIC CARDS
    
    ARTIFACT
    
     ENERGY
       6E 5A  IMAGE INDUCER <XM> {C}
         Teammate may discard 2 cards from top of Draw Pile to Dead Pile to move
         any attack made on any Front Line Character onto Character with Image
         Inducer. Character may defend.
       6E 6A  MYRLU SYMBIOTE <IM> {VR} [OPD]
         Teammate may play any Power card currently usable by Front Line for
         defense.
       6E 5E  THE INFINITY GAUNTLET <CL> {VR} [OPD]
         Teammate may discard 5 cards from top of Draw Pile to Dead Pile after
         Draw Phase, before Events are played, each battle to resurrect any 1
         K.O.'d teammate for that battle. Discard teammate at end of battle.
       6E 5E  THE SERPENT CROWN <CL> {R} [OPD]
         Teammate's Energy Rating increases to 7 for remainder of game.
    
     FIGHTING
       6F 6A  THE WITCHBLADE <IM> {VR} [OPD]
         Teammate may play any Power card currently usable by Front Line to attack.
       6F 5F  THE COSMIC CONTROL ROD <CL> {R} [OPD]
         Teammate may move 1 Mission card from Completed or Reserve Missions Pile
         to Defeated Missions Pile after Draw Phase of each battle to discard 6
         cards from Hand. Draw 6 new cards from top of Draw Pile. Normal discard
         rules apply.
       6F 5F  THE SUPER SOLDIER SERUM <CL> {R} [OPD]
         Teammate's Fighting Rating increases to 7 for remainder of game.
    
     STRENGTH
       6S 6A  SHADOWHELMET <IM> {R} [OPD]
         Teammate may make 1 attack after Opponent has Conceded the battle.
         Opponent may defend.
       6S 6E  M'KRANN FRAGMENT <XM> {R} [OPD]
         Teammate may discard 2 cards from top of Draw Pile to Dead Pile after
         Placing Phase, before Venture Phase, each battle to Venture 3 Mission
         cards with no penalty that battle.
       6S 5S  ADAMANTIUM TENTACLES <CL> {R} [OPD]
         Teammate's Strength Rating increases to 7 for remainder of game.
       6S 5S  PYM PARTICLES <CL> {C} [OPD]
         During each Draw Phase, teammate and opponent draw either 6 cards, 8
         cards, or 10 cards. Teammate's choice before Draw Phase. May change
         each battle.
    
     INTELLECT
       6I 6A  LINKSTONE <IM> {VR}
         On his turn, Teammate may discard 1 card from top of Draw Pile to Dead
         Pile to immediately play any card Placed to any Front Line character.
       6I 6F  ADAMANTIUM <XM> {U}
         Teammate may attack the Reserve with Power cards for remainder of game.
       6I 5I  THE BOOK OF THE DARKHOLD <CL> {R} [OPD]
         Teammate's Intellect Rating increases to 7 for remainder of game.
       6I 5I  THE SIEGE PERILOUS <XM> {U}
         Teammate may discard 3 cards from top of Draw Pile to Dead Pile after Draw
         Phase, before Events are played, each battle to remove any Hit from
         Permanent Record.
       6I 5I  THE ULTIMATE NULLIFIER <CL> {R}
         Negates the effect of all Artifact cards. Both players must discard all
         Placed Artifact cards and all Artifact cards in play. Discard this card
         after use.
    
    DOUBLE SHOT
    
     ENERGY
       6E 4E  6F E <MN> {C}  Spider-Man & Human Torch
       6E 4E  6F S <MN> {C}  Longshot & Mojo
       6E 4E  6F I <JL> {C}  Impulse & The Flash
       6E 4E  6F I <CL> {C}  Mandrill & Nekra
       6E 4E  6S E <JL> {C}  Captain Marvel & Superman 
       6E 4E  6S E <MN> {C}  Dr. Strange & Silver Surfer
       6E 4E  6S F <CL> {C}  Torpedo & ROM
       6E 4E  6S I <CL> {C}  She-Hulk & Starfox
       6E 4E  6I E <CL> {C}  Forge & Storm
       6E 4E  6I F <MN> {C}  Spider-Woman & Iron Man
       6E 4E  6I S <MN> {C}  Invisible Woman & Mr. Fantastic
    
     FIGHTING
       6F 4F  6E F <JL> {C}  Blue Beetle & Booster Gold
       6F 4F  6E F <MN> {C}  Gambit & Bishop
       6F 4F  6E S <JL> {C}  Green Arrow & Green Lantern
       6F 4F  6E S <CL> {C}  Hellstorm & Hellcat
       6F 4F  6E I <MN> {C}  Rhino & Electro
       6F 4F  6S E <MN> {C}  Venom & Spider-Man
       6F 4F  6S F <MN> {C}  Rogue & Gambit
       6F 4F  6S I <JL> {C}  Batman & Martian Manhunter
       6F 4F  6S I <CL> {C}  Tigra & Wonder Man
       6F 4F  6I E <MN> {C}  Nightcrawler & Mystique
       6F 4F  6I F <CL> {C}  Baron Von Strucker & Red Skull
       6F 4F  6I S <CL> {C}  Hawkeye & Mockingbird
    
     STRENGTH
       6S 4S  6E F <JL> {C}  Superman & Captain Atom
       6S 4S  6E F <MN> {C}  Vision & Scarlet Witch
       6S 4S  6E S <CL> {C}  Blink & Rogue
       6S 4S  6E I <JL> {C}  Superman & The Ray
       6S 4S  6E I <MN> {C}  Shadowcat & Colossus
       6S 4S  6F E <JL> {C}  The Flash & Superman
       6S 4S  6F E <MN> {C}  Rogue & Psylocke
       6S 4S  6F S <CL> {C}  Thor & Lady Sif
       6S 4S  6F I <MN> {C}  Spider-Man & Silver Sable
       6S 4S  6I E <MN> {C}  Invisible Woman & Namor
       6S 4S  6I F <JL> {C}  Orion & Mister Miracle
       6S 4S  6I F <CL> {C}  Howard the Duck & Man-Thing
       6S 4S  6I S <JL> {C}  Aquaman & Superman
       6S 4S  6I S <CL> {C}  Valkyrie & Nighthawk
    
     INTELLECT
       6I 4I  6E F <MN> {C}  Iceman & Beast
       6I 4I  6E S <JL> {C}  The Trickster & Neron
       6I 4I  6E S <MN> {C}  Iron Man & Thor
       6I 4I  6E I <CL> {C}  Baron Zemo & Arnim Zola
       6I 4I  6F E <MN> {C}  Black Widow & Captain America
       6I 4I  6F S <JL> {C}  Wonder Woman & Batman
       6I 4I  6F S <CL> {C}  Dr. Doom & Namor
       6I 4I  6F I <JL> {C}  Black Canary & Batman
       6I 4I  6F I <CL> {C}  Daredevil & Black Widow
       6I 4I  6S E <CL> {C}  Vanguard & Darkstar
       6I 4I  6S F <JL> {C}  Hawkman & Batman
       6I 4I  6S F <MN> {C}  Daredevil & Scarlet Spider
       6I 4I  6S I <MN> {C}  She-Hulk & Hulk
    _______________________________________________________________________________
    
    MISSION AND EVENT CARDS
    
        ANY MISSION
        Event:
         * HIDEOUT DISCOVERED! <CG> {U}           Silver Sable
            Discard all placed Teamwork Universe cards. No Teamwork Universe cards
            may be played this battle.
         * TO SAVE THE WORLD! <CL> {R}            Squadron Supreme
            For remainder of Battle, after Venturing, if one player either draws or
            discards cards, Placed or in Hand, then other player must draw or
            discard an equal number of cards, either Placed or in Hand.
        Justice League Case File:
         * SOVEREIGN SEVEN <JL> {VR}              Sovereign Seven
            Remove one hit from the Permanent Record of all characters with an
            Inherent Ability.
          ____________________________________________________________________
    
       AGE OF APOCALYPSE <OP>
         * 1  {U}  The Truth Revealed              Bishop
         * 2  {U}  Siege the Sea Wall              Weapon X, Jean Grey
         * 3  {U}  The Human High Council          Sue Storm
         * 4  {U}  The Sinister Lair               Beast
         * 5  {U}  The Life of a Child             Colossus
         * 6  {U}  Headlong into the Holocaust     Holocaust
         * 7  {U}  The Heart of Apocalypse         Apocalypse
       Events:
         * INFINITE ARMY SCATTERS! <MC> {R}       Morph
            No Teamwork Universe cards may be played this battle.
         * MARTYR FOR THE CAUSE <MC> {R}          Angel
            All hits in the Permanent Record of all Front Line Heroes are moved to
            the Permanent Record of one Front Line Hero.
         * MUTANT REBELS HELD CAPTIVE! <MC> {R}   Jean Grey & Dark Beast
            No Strength Power cards may be played this battle. Affected Power
            cards are not discarded.
         * MUTANT REBELS HELD CAPTIVE! <MI> {X}   Jean Grey & Dark Beast
            No Strength Power cards may be played this battle. (missing text about
            discards and Jean Grey & Dark Beast: TM and (c) 1996 text)
         * REBEL FORCES REGROUP! <MC> {R}         Gambit & Jubilee
            Move all Mission cards currently in the Lost Missions Pile into the
            Reserve Missions Pile.
         * STRATEGY DESTROYED! <MC> {R}           Strong Guy
            Discard all placed cards.
         * TIMEWARPER! <MN> {R}                   Legion
            For remainder of battle, each Player may either take his turn or Place
            1 card.
          ____________________________________________________________________
    
       ANNIHILATION AFFAIR <OP>
         * 1  {U}  A Gun in the Night              Deadpool
         * 2  {U}  Blood & Thunder                 Thunderbolt Ross
         * 3  {U}  How the Mighty Fall             Capt. America
         * 4  {U}  Treachery and Triumph           Dr. Octopus
         * 5  {U}  None Shall Be Spared            Doc Samson
         * 6  {U}  Make Room for the Hostage       Omega Red
         * 7  {U}  Ground Zero                     Hulk
       Events:
         * CHAOS AT GAMMA BASE! <MC> {R}          Whirlwind
            No cards with a Strength icon may be used to attack this battle.
         * DEEP COVER OPERATIVE <MN> {R}          Sharon Carter
            After Placing, reveal any 1 card in your hand that contains an
            Intellect icon to your opponent.
         * HEROIC STANDOFF! <MC> {R}              Doc Samson & Hulk
            Sort through the Power Pack and choose any two cards. Reshuffle Power
            Pack. Put two chosen cards in your hand. May not be duplicates.
         * HOSTAGE CRISIS! <MC> {R}               Bullseye & Elektra
            Choose 1 Front Line Hero that cannot play any cards or be attacked
            this battle.
         * SABOTAGE <MC> {R}                      Red Skull
            Discard all MultiPower cards.
         * SPECIAL DELIVERY <MC> {R}              Sidewinder
            Reserve hero can play Specials from Reserve this battle.
          ____________________________________________________________________
    
       ASSAULT ON ONSLAUGHT <OS> <IQM>
         * 1  {R}  Unity in Chaos                  Professor X
         * 2  {R}  Incredible Forces               The Hulk
         * 3  {R}  Child of the Future             Franklin Richards
         * 4  {R}  Display of Power                Apocalypse & Cable
         * 5  {R}  Sphere of Influence             Bastion
         * 6  {R}  Desperate Union                 Rogue & Magneto
         * 7  {R}  Ground Zero                     Onslaught
       Events:
         * DO OR DIE! <OS> {VR}                   Elektra & Gateway
            Before discarding, take one card from your hand and put it on the
            bottom of the Draw Pile.
         * FIGHTING SPIRIT LIVES! <OS> {VR}       Juggernaut
            All Special cards in your hand may be played by any Hero, for remainder
            of battle.
         * FUEL FOR THE MACHINE <MN> {R}          X-Man
            Sort through Draw Pile card by card. Put the first card with more than
            one icon in your hand. May be a duplicate. Reshuffle Draw Pile.
         * HELPING HANDS <OS> {VR}                Black Panther
            Draw two cards after the Discard Phase. Do not discard if duplicates.
         * ON THE MOVE <OS> {VR}                  Captain America & Falcon
            No Intellect Power cards may be played this battle. Affected Power
            cards are not discarded.
         * SPY DISCOVERED! <OS> {VR}              Thing
            After placing, reveal any 4 cards in your hand to your opponent.
          ____________________________________________________________________
    
       THE BRAVE AND THE BOLD <JL>
         * 1  {C}  Darkseid
         * 2  {C}  Superman, The Flash, Green Lantern, Wonder Woman
         * 3  {C}  The Flash, Green Lantern, Hawkman
         * 4  {C}  Captain Atom, Wonder Woman, Female Furies
         * 5  {C}  Captain Marvel, Mister Miracle, Orion
         * 6  {C}  Martian Manhunter & Kalibak
         * 7  {C}  Superman, Orion, Mister Miracle
       Justice League Case Files:
         * AQUAMAN VS. DEEP SIX <JL> {C}
            All Inherent Abilities that have a + to defense receive an additional
            +1 this battle.
         * BATMAN VS. KANTO <JL> {C}
            One Front Line character of your choice is immediately KO'd. Reserve 
            character immediately moves into play. Card is discarded if it will
            end game.
         * BLUE BEETLE VS. GLORIOUS GODFREY <JL> {C}
            Choose one of opponent's Front Line characters. All attacks against
            chosen character are at +1 this battle.
         * DARKSEID'S ELITE <JL> {C}
            All Inherent Abilities that have a + to attack receive an additional +1
            this battle.
         * GREEN ARROW, BLACK CANARY, AMAZING GRACE <JL> {C}
            Move the Reserve character to the Front Line this battle. Return that 
            character to Reserve at the end of the battle.
          ____________________________________________________________________
    
       THE COMING OF GALACTUS <MN> <SD>
         * 1  {C}  The Watcher Warns the Earth     Uatu
         * 2  {C}  The Heroes Charge into Battle!  Thing & Human Torch
         * 3  {C}  Are Their Efforts for Naught?   Human Torch
         * 4  {C}  The Heroes Rally!               Invisible Girl
         * 5  {C}  Galactus Sends in His Minions!  Mr. Fantastic
         * 6  {C}  The Herald of Galactus!         Silver Surfer
         * 7  {C}  The Devourer of Worlds!         Galactus
       Events: <MN>
         * COORDINATED EFFORT  {U}                 Invisible Girl
            All Tactic cards with an Intellect icon are +1 this battle.
         * DESPERATE GAMBLE  {R}                   Mr. Fantastic
            Players must Venture two Mission cards this battle. Event is ignored
            if both players cannot Venture two Mission cards.
         * EVERYONE HAS A PART TO PLAY  {U}        Human Torch
            Activator cards may be exchanged for any Special card beneath a
            Battlesite for remainder of battle.
         * GALACTIC BUSY WORK  {U}                 Punisher & Mr. Fantastic
            All attacks made with a Strength icon must be made against the same
            Front Line character this battle, until Character is KO'd.
         * HERALD BETRAYS GALACTUS  {R}            Silver Surfer
            No Universe: Ally cards may be played this battle.
         * HEROIC EFFORT  {U}                      Thing
            Player with more Hits in the Permanent Record of his Front Line
            characters goes first this battle.
          ____________________________________________________________________
    
       THE CROSSING <MC>
         * 1  {U}  Murder Most Foul                Iron Man
         * 2  {U}  Deception and Revelation        Vision
         * 3  {U}  Blood and Friendship            Giant-Man, Wasp, Hercules
         * 4  {U}  Redeemed                        Hawkeye & Black Widow
         * 5  {U}  Back in the Day                 Capt.America, BlackWidow, Jarvis
         * 6  {U}  My Enemy, My Self               Stark and Stark
         * 7  {U}  A Time for Evil                 Kang & Mantis
       Events:
         * AVENGERS ASSEMBLE! <MC> {R}            Hawkeye, Vision & Scarlet Witch
            For each Mission card in the Defeated Missions Pile, remove 1 hit from
            the Permanent Record of any Hero.
         * AVENGERS ATTACK HEADQUARTERS <MC> {R}  Thor
            No Energy Power cards may be played this battle. Affected Power cards
            are not discarded.
         * HEROES AVENGE MURDER <MC> {R}          Iron Man
            One Front Line Hero of your choice is immediately KO'd. Reserve Hero
            immediately moves into play. Card is discarded if it will end game.
         * OTHERWORLDLY PLOT <MC> {R}             Kang
            All Universe card bonuses receive an additional +1 this battle.
         * REBIRTH! <MN> {R}                      Wasp
            For each Character KO'd this battle, that Character's Team is +3 to
            Venture Total.
         * TIME TRAVELLERS VANQUISHED <MC> {R}    Mantis
            No cards that have the word "teammate" may be played this battle.
          ____________________________________________________________________
    
       DARK PHOENIX SAGA <MC>
         * 1  {U}  Troubling Thoughts              Mastermind
         * 2  {U}  Inner Circles                   Jean Grey
         * 3  {U}  Kings and Queens                Black Queen
         * 4  {U}  Knowledge is Power              Nightcrawler
         * 5  {U}  Imperial Abduction              Lilandra
         * 6  {U}  Deadly Rebirth                  Dark Phoenix
         * 7  {U}  The Cost of Life                Cyclops & Phoenix
       Events:
         * BATTLE ON THE MOON! <MC> {R}           Cyclops
            No Universe cards may be played this battle.
         * HELLFIRE CLUB ATTACKED! <MC> {R}       Nightcrawler
            Any attack made on a Front Line Hero may be moved to Reserve Hero,
            who may defend.
         * MARSHALING FORCES <MN> {R}             Storm
            All attacks from each Teamwork card must be made against the same Front
            Line character this battle, until character is KO'd.
         * NEW LEASE ON LIFE <MC> {R}             Jean Grey as Phoenix
            Reshuffle the Power Pack and Dead Pile into the Draw Pile.
         * PHOENIX RISES FROM ASHES! <MC> {R}     Dark Phoenix
            Remove all hits with an Energy icon from the Permanent Record of all
            Heroes.
         * SHI'AR POWER PLAY <MC> {R}             Lilandra & Gladiator
            Discard all placed Power cards.
          ____________________________________________________________________
    
       EYE OF THE STORM (Superman/Green Lantern ACTION CARDS) <BS>
         * 1  {C}  Power Breakfast!
         * 2  {C}  Pig Out!
         * 3  {C}  Self Service!
         * 4  {C}  Stewing!
         * 5  {C}  Leftovers!
         * 6  {C}  Take Out!
         * 7  {C}  Over Easy!
       Justice League Case Files: <BS>
         * File #061906.01  {C}
             All Universe card bonuses receive an additional +1 this battle.
         * File #061906.02  {C}
             Move all Mission cards currently in the Completed Missions Pile into
             the Reserve Missions Pile.
         * File #061906.05  {C}
             No cards with the word "Avoid" may be played this battle.
         * File #061906.08  {C}
             Reserve Character may use Power cards to defend any Front Line
             Character this battle.
         * File #061906.10  {C}
             Do not discard any duplicates for this battle.
          ____________________________________________________________________
    
       FATAL ATTRACTIONS <OP>
         * 1  {C}  To Cleanse a Nation             Exodus
         * 2  {C}  In the Nick of Time             Cable
         * 3  {C}  Unholy Crusade                  Storm
         * 4  {C}  Shock Felt 'Round the World     Magneto
         * 5  {C}  For the Life of a Friend        Wolverine
         * 6  {C}  Brother Against Brother         Colossus
         * 7  {C}  Dreams of Light and Dark        Professor X
       Events:
         * THE BEST LAID PLANS... <MC> {R}        Bishop
            Sort through the Draw Pile and choose any four cards. Reshuffle Draw
            Pile. Put four chosen cards on top of Draw Pile.
         * A CALL TO ARMS <MC> {R}                Quicksilver
            Move the Reserve Hero to the Front Line this battle. Return that Hero
            to Reserve at the end of the battle.
         * DOWN BUT NOT OUT! <MC> {R}             Wolverine
            No Special cards may be played this battle. Affected Specials are not
            discarded.
         * HOSPITAL BECOMES WAR ZONE! <MC> {R}    Exodus
            Discard all placed Universe cards.
         * MISGUIDED EFFORTS <MN> {R}             Rusty Collins
            All Tactic cards with an Energy icon are +1 this battle.
         * SHOCKWAVE ROCKS THE WORLD! <MC> {R}    Magneto
            No cards with an Energy icon may be used to attack this battle.
          ____________________________________________________________________
    
       INFESTATION INCIDENT <OP>
         * 1  {U}  A Parasite's Hunger             Brood Swarm
         * 2  {U}  Swarm of the Insidious          Punisher
         * 3  {U}  Children of the Damned          Capt. America
         * 4  {U}  A Line in the Sand              Nick Fury
         * 5  {U}  The Belly of the Beast          Cyclops
         * 6  {U}  Robbing the Cradle              Wolverine
         * 7  {U}  The Queen of Evil               Brood Queen
       Events:
         * ALIEN CREATURE RAMPAGES! <MC> {R}      Professor X
         * ALIEN CREATURE RAMPAGES! <MI> {X} (missing Professor X: TM & (c) text)
            All Heroes KO'd this battle may continue to fight and are not discarded
            until the end of the battle.
         * CAUGHT OFF GUARD! <MC> {R}             Rogue
            No Training Universe cards may be played this battle.
         * HERE COMES THE CAVALRY! <MC> {R}       Ghost Rider & Brood
            Draw 3 additional cards. All duplicates must still be discarded
         * MONSTERS ATTACK! <MC> {R}              Colossus & Brood
            Randomly choose two cards from opponent's hand. Opponent must discard
            chosen cards to Dead Pile.
         * PROTECT THE QUEEN! <MN> {R}            Brood Queen Conover
            All Power Cards are +1 when used for defense this battle.
         * SECOND WIND <MC> {R}                   Gambit & Brood
            Remove all hits with a Strength icon from the Permanent Record of all
            Heroes.
          ____________________________________________________________________
    
       INFINITY GAUNTLET <OP>
         * 1  {C}  The Mind                        Dr. Strange
         * 2  {C}  The Soul                        Adam Warlock
         * 3  {C}  Time                            Dr. Doom
         * 4  {C}  Reality                         Galactus
         * 5  {C}  Power                           Thor
         * 6  {C}  Space                           Silver Surfer
         * 7  {C}  The Final Confrontation         Thanos
       Events:
         * COSMIC SNEAK ATTACK! <MC> {R}          Adam Warlock
            All level 1 Power Card attacks cannot be blocked this battle.
         * GODS OF STONE! <MC> {R}                Galactus
            No Any Hero Specials may be played this battle.
         * HEROES RESURRECTED! <MC> {R}           Pip & Gammora
            All Hits from the Current Battle are discarded at the end of the
            battle, and do not get added to the Permanent Record
         * MAD GOD RAISES DEAD! <MC> {R}          Thanos & Nebula
            Resurrect 1 KO'd Hero. If 3 Heroes are still in play, resurrected
            Hero is placed in Reserve.
         * SILVER TONGUED DEVIL <MC> {R}          Mephisto & Thanos
            No Fighting Power cards may be played this battle. Affected Power
            cards are not discarded.
         * WITNESS TO THE HORRORS! <MN> {R}       Starfox 
            Each player may not concede until they have taken 1 Turn.
          ____________________________________________________________________
    
       INTO THE DEPTHS (Batman/Aquaman DETECTIVE CARDS) <BS>
         * 1  {C}  Aquattack!
         * 2  {C}  Fireball!
         * 3  {C}  Rat Pack!
         * 4  {C}  Maelstrom!
         * 5  {C}  Whitewater!
         * 6  {C}  Swamp-Things!
         * 7  {C}  Monster!
       Justice League Case Files: <BS>
         * File #271266.02  {C}
             Level 1 Intellect Power cards may be used to avoid any numerical
             attack this battle.
         * File #271266.04  {C}
             All level 1 Power card attacks cannot be blocked this battle.
         * File #271266.07  {C}
             All Strength Power cards do not count in the Venture Total for this
             battle.
         * File #271266.09  {C}
             All cards that can be placed to a Character, excluding Reserve, must
             be placed in this battle. Unplaceable cards remain in hand.
         * File #271266.10  {C}
             Remove 1 hit from the Permanent Record of one Character, and put it in
             the Permanent Record of any teammate.
          ____________________________________________________________________
    
       MAXIMUM CARNAGE <OP>
         * 1  {C}  A Lunatic on the Loose          Cletus Kasady
         * 2  {C}  Venom to the Rescue?            Venom
         * 3  {C}  The Madness Grows               Demogoblin
         * 4  {C}  A Touch of Death                Carrion
         * 5  {C}  Deadly Duplicates               Doppelganger
         * 6  {C}  A Bitter Love                   Shriek
         * 7  {C}  The Face of Evil                Carnage
       Events:
         * FRIENDS AND ALLIES <MC> {R}            Morbius
            Move the Reserve Hero to the Front Line this battle. Return that Hero
            to Reserve at the end of the battle.
         * LAMBS TO THE SLAUGHTER <MC> {R}        Carnage
            Continue this battle with no venture, and no conceding.
         * LET THE SILENCE SPEAK! <MC> {R}        Iron Fist
            Discard 3 cards from the top of the Draw Pile into the Dead Pile.
         * MIRACLE WORKER ALIVE! <MC> {R}         Dagger & Cloak
            Remove 1 hit from the Permanent Record of all Heroes.
         * SHORT-CIRCUITED! <MN> {R}              Deathlok 
            All Tactic cards with a Fighting icon are +1 this battle.
         * SYMBIOTIC HERO CAPTURED! <MC> {R}      Venom
            No One Per Deck cards may be played this battle.
          ____________________________________________________________________
    
       MIGHT OVER MIND (Superman/Wonder Woman ACTION CARDS) <BS>
         * 1  {C}  We Have a Problem!
         * 2  {C}  Failsafe!
         * 3  {C}  Abort!
         * 4  {C}  Liftoff!
         * 5  {C}  Target Acquisition!
         * 6  {C}  Launch!
         * 7  {C}  Impact!
       Justice League Case Files: <BS>
         * File #179603.01  {C}
             Choose 1 of opponent's Front Line Characters. Chosen Character may not
             play Specials this battle. Affected Specials are not discarded.
         * File #179603.04  {C}
             Choose 1 Front Line Hero that cannot play any cards or be attacked
             this battle.
         * File #179603.06  {C}
             Move the Reserve Character to the Front Line this battle. Return that
             Character to Reserve at the end of the battle.
         * File #179603.08  {C}
             Only Teamwork Universe cards that act as Strength attacks may be
             played this battle.
         * File #179603.11  {C}
             No Teamwork Universe cards may be played this battle.
          ____________________________________________________________________
    
       RACE AGAINST CRIME (Batman/Flash DETECTIVE CARDS) <BS>
         * 1  {C}  Why?
         * 2  {C}  Where?
         * 3  {C}  How?
         * 4  {C}  When?
         * 5  {C}  Which?
         * 6  {C}  What?
         * 7  {C}  Who?
       Justice League Case Files: <BS>
         * File #661216.01  {C}
             No Intellect Power cards may be played this battle. Affected Power
             cards are not discarded.
         * File #661216.04  {C}
             For each Mission card in the Defeated Missions Pile, draw 1 additional
             card. Discard if duplicate.
         * File #661216.06  {C}
             "Any Hero" Specials, excluding BQ, may be placed this battle. If
             placed, only that Character may use the Special.
         * File #661216.09  {C}
             Switch any Front Line Hero with the Reserve Hero.
         * File #661216.10  {C}
             All attacks with an Energy icon must be made against the same Front
             Line Character this battle, until Character is KO'd.
          ____________________________________________________________________
    
       SECRET WARS <MN> <SD>
         * 1  {C}  From Humble Beginnings.         Molecule Man
         * 2  {C}  Heroes Assemble!                Avengers
         * 3  {C}  The Start of Something Big!     Spider-Man
         * 4  {C}  Alliances and Enemies!          Wasp & Magneto
         * 5  {C}  Evil Revealed!                  Doctor Doom
         * 6  {C}  Would-Be Rulers.                Klaw & Dr. Doom
         * 7  {C}  Power Unleashed!                Beyonder & Dr. Doom
       Events: <MN>
         * AMBUSHED!  {U}                          Wrecker
            Choose one of opponent's Front Line characters. All attacks on chosen
            character are at +1 for remainder of battle.
         * AT LAST, CONTROL!  {R}                  Ben Grimm
            Do not discard any duplicate Special cards this battle.
         * CAUGHT UNAWARE!  {U}                    Captain Marvel
            No cards may be Placed this battle.
         * CHARMED  {R}                            Enchantress
            Choose one Front Line character. Chosen character may not attack
            opponent's chosen character. Event is ignored if either player has
            only 1 Front Line character.
         * EMPATHIC HEALING  {U}                   Colossus
            Exchange all Hits in the Permanent Record of one character with all
            Hits in the Permanent Record of any Front Line teammate.
         * KEEPS GOING & GOING  {U}                Ultron
            MultiPower Power cards do not count in the Venture total for this
            battle.
          ____________________________________________________________________
    
       SEPARATION ANXIETY <PS>
         * 1  {C}  Seeds of Destruction            Venom
         * 2  {C}  A Bridge to Bedlam              Spider-Man
         * 3  {C}  A Hot Welcome                   The Jury
         * 4  {C}  City Beneath the Soil           Symbiote
         * 5  {C}  Ventilator Blues                Venom & Symbiote
         * 6  {C}  Check-Point Charley             Spider-Man & Symbiote
         * 7  {C}  Carnage Uncaged!                Carnage
       Events:
         * CAUGHT BY SURPRISE <MC> {R}            Spider-Man
            No placed cards may be played this battle.
         * BREAKOUT <MC> {R}                      Venom
            Reserve Hero may use Power Cards to defend any front line Hero this
            battle.
         * IMPRISONED FOR SCIENCE <MC> {R}        The Jury & Symbiote
            No cards with a Fighting icon may be used to attack this battle.
         * PARTING SUCH SWEET SORROW <MN> {R}     Carnage
            Choose 1 Front Line Character. Chosen Character must discard all Placed
            cards and cannot Place any cards this battle.
         * SYMBIOTIC ACHILLES HEEL <MC> {R}       Venom
            Sort through Draw Pile card by card. Put the first card with an Energy
            icon in your hand. May be a duplicate. Reshuffle Draw Pile.
         * SYMBIOTIC SAMPLES TAKEN <MC> {R}       Symbiote
            Do not discard any duplicates for this battle.
          ____________________________________________________________________
    
       SHATTERED IMAGE <IM>
         * 1  {U}  Disconnected Man
         * 2  {U}  Savant/Zealot
         * 3  {U}  Savage Dragon/Barbaric
         * 4  {R}  Entropy
         * 5  {U}  Spawn
         * 6  {U}  ShadowHawk
         * 7  {U}  Velocity/Ripclaw
       Events:
         * CYBERFORCE VS. THE MERCS... <IM> {U}   Ripclaw & Deathtrap
            No attacks may be moved from the Target Character to another Character
            this battle.
         * ENTROPY FIELD... <IM> {R}              Clown
            No Activator cards may be played this battle.
         * GEN 13 VS. THE REGULATORS... <IM> {U}  Gen 13 & The Regulators
            No cards with the word "Negate" may be played this battle.
         * MIGHTY MAN TO THE RESCUE... <IM> {U}   Mighty Man
            Take two cards from Hand and set aside. Play battle under normal rules.
            At end of battle, reveal chosen cards. Player with higher total may
            move 1 Mission card from the Defeated Missions Pile to the
            Completed Missions Pile.
         * SPAWN SPIES... <IM> {U}                Spawn
            No cards with the word "Draw" may be played this battle.
         * WITCHBLADE ON THE SCENE... <IM> {R}    Witchblade
            All Power cards may be played by any Front Line Character this battle.
          ____________________________________________________________________
    
       SINS OF THE FUTURE <PS>
         * 1  {C}  The New Order                   Sentinels
         * 2  {C}  Fractured Logic                 Graydon Creed
         * 3  {C}  The Face of Death               Master Mold
         * 4  {C}  The Fight for Freedom           Magneto
         * 5  {C}  Search and Destroy              Wolverine
         * 6  {C}  Traitors and Turncoats          Phoenix
         * 7  {C}  The Ultimate Evil               Nimrod
       Events:
         * ASSASSINATION ATTEMPT! <MC> {R}        Mystique & Destiny
            No cards that affect Hits in the Permanent Record or from the Current
            Battle may be played this battle.
         * MUTANTS IN HIDING! <MC> {R}            Cannonball
            Switch any front line Hero with the reserve Hero.
         * MUTANTS NEUTRALIZED <MC> {R}           Storm
            Discard all placed Special cards.
         * ONE STEP CLOSER <MC> {R}               Dr. Trask
            Sort through Draw Pile card by card. Put the first card with a Strength
            icon in your hand. May be a duplicate. Reshuffle Draw Pile.
         * PATH OF DESTRUCTION! <MN> {R}          Colossus
            After Placing, reveal any 1 card in your hand that contains a Strength
            icon to your opponent.
         * RUDE AWAKENING! <MC> {R}               Sentinels
            Remove all hits with a Fighting icon from the Permanent Record of all
            Heroes.
    _______________________________________________________________________________
    
    O T H E R   O V E R P O W E R   C O L L E C T I B L E   I T E M S
    
       OVERPOWER PROMOTIONAL CARDS & FLIERS ( 7 )
         * THE ULTIMATE FANTASY CARD GAME! Thick 2 1/2"-by-3 1/2" card <CG>
         * COMIC CON $5000 KICKOFF TOURNAMENT! Large 6 3/8"-by-7 15/16" card <CG>
         * GEN CON $5000 KICKOFF TOURNAMENT! Large 6 3/8"-by-7 15/16" card <CG>
         * OVERPOWER SWEEPSTAKES RULES  Thin 2 1/2"-by-3 1/2" card <CP>
         * THE ULTIMATE MARVEL FANTASY CARD GAME! Tall 4"-by-9" fold-out flier <SP>
         * THE REINFORCEMENTS HAVE ARRIVED Tall 4"-by-9" fold-out flier <SP>
         * WANT ALL KINDS OF COOL STUFF? Mini 2 1/2"-by-3 1/2" fold-out flier <NN>
          ____________________________________________________________________
    
       CRIB CARDS ( 3 ) Non-playing card insert cards
         * MARVEL OVERPOWER QUICK REFERENCE CARD <OP> <SD>
         * COLLECT ALL THE OVERPOWER HEROES AND VILLAINS LIST CARD <OP> <SD>
         * HOW TO PLAY EVENT CARDS RULES CARD <MC>
          ____________________________________________________________________
    
       RULES OF PLAY INSTRUCTION BOOKLETS ( 5 )
         * THE ULTIMATE MARVEL FANTASY CARD GAME Cyclops cover <OP> <SD>
         * IT'S BRAWL TO BRAWL FUN! DC OVERPOWER Superman/Batman cover <BS> <SD>
         * MONUMENTAL OVERPOWER Spider-Man cover <MN> <SD>
         * IMAGE OVERPOWER logo cover, Japanese translation <IM> <SD> <OR>
         * '98 ALL JAPAN TOURNAMENT Spider-Man vs. Wolverine cover <OP> <OR>
          ____________________________________________________________________
    
       OVERPOWER GAME GUIDES ( 6 ) Comic book size and format
         * No. 1 CLOBBERIN' TIME "special pre-released edition" <MI>
         * No. 1 CLOBBERIN' TIME Written by Benjamin J. Grimm, a.k.a. Thing <SP>
         * No. 2 SWORN TO PROTECT Written by Jubilation Lee, a.k.a. Jubilee <SP>
         * No. 3 DEADLY FOES Written by Victor Creed, a.k.a. Sabretooth <SP>
         * No. 4 INVINCIBLE ALLIES Written by Spider-Man, Gambit, Rogue, Venom <SP>
         * OVERPOWER LEGION TOURNAMENT GUIDE <CG>
          ____________________________________________________________________
    
       STARTER DECKS ( 10 ) OP decks contain 62 game cards, Rules of Play booklet,
           Quick Reference Card, and "Collect All the OverPower Heroes & Villains"
           list card; B/S decks contain 69 collectable cards and updated Rules of
           Play; MN decks contain 65 collectable cards and updated Rules of Play;
           IM decks contain 60 game cards
         * CLOBBERIN' TIME Thing, War Machine, Spider-Woman, Thor <OP>
         * DEADLY FOES Sabretooth, Deadpool, Hobgoblin, Dr. Octopus <OP>
         * HEROES ASSEMBLE Silver Surfer, Punisher, Colossus, Beast <OP>
         * LETHAL ALLIES Dr. Doom, Carnage, Omega Red, Rhino <OP>
         * MUTANTS UNITE Storm, Rogue, Gambit, Bishop <OP>
         * SWORN TO PROTECT Professor X, Cyclops, Jean Grey, Jubilee <OP>
         * BATMAN/SUPERMAN DC OVERPOWER Random mix of Hero or Villain teams <BS>
         * MONUMENTAL MARVEL OVERPOWER Random Teams/Heroes <MN>
         * IMAGE OVERPOWER Random Heroes <IM> <TP> no Rules of Play
         * IMAGE OVERPOWER <IM> <OR> has Japanese Rules of Play
          ____________________________________________________________________
    
       STARTER DISPLAY BOXES ( 4 )
         * MARVEL OVERPOWER Original Base Set ( 12 Starter Decks ) <OP>
         * BATMAN/SUPERMAN DC OVERPOWER ( 12 Starter Decks ) <BS>
         * MONUMENTAL Marvel Expansion ( 12 Starter Decks ) <MN>
         * IMAGE OVERPOWER Expansion ( 12 Starter Decks ) <IM> <TP> <OR>
          ____________________________________________________________________
    
       BOOSTER DISPLAY BOXES ( 12 )
         * MARVEL OVERPOWER Original Base Set ( 36 packs, 9 cards each ) <OP>
         * MARVEL OVERPOWER Original Base Set ( 24 packs, 17 cards each ) <OP> <DT>
         * POWERSURGE Marvel Expansion ( 36 packs, 9 cards each ) <PS>
         * POWERSURGE Marvel Expansion ( 24 packs, 17 cards each ) <PS> <DT>
         * MISSION CONTROL Marvel Expansion ( 36 packs, 9 cards each ) <MC>
         * BATMAN/SUPERMAN DC OVERPOWER ( 36 packs, 9 cards each ) <BS>
         * IQ Marvel Expansion ( 36 packs, 15 cards each ) <IQ>
         * JUSTICE LEAGUE DC Expansion ( 36 packs, 15 cards each ) <JL>
         * MONUMENTAL Marvel Expansion ( 36 packs, 15 cards each ) <MN>
         * CLASSIC OVERPOWER Marvel Expansion ( 36 packs, 15 cards each ) <CL>
         * IMAGE OVERPOWER Expansion ( 36 packs, 15 cards each ) <IM>
         * X-MEN OVERPOWER Expansion ( 36 packs, 15 cards each ) <XM>
          ____________________________________________________________________
    
       OVERPOWER DISPLAY STAND <SP> <OP>
         Big Wolverine/Venom/Gambit die-cut artwork, thick cardboard, slots to hold
             Booster/Starter Deck Display Boxes, Game Guides and Promotional Fliers
          ____________________________________________________________________
    
       COLLECTOR'S GIFT SET <DT> <OP>
         2 Random OP Starter Decks & 4 OP Booster Packs in black slide-top carrying
             box with exclusive Wolverine vs. Spider-Man artwork
          ____________________________________________________________________
    
       DUAL STARTER DECK COMBOS ( 3 ) 2 Decks in peg-hanging black box <DT> <OP>
         * HEROES ASSEMBLE VS. CLOBBERIN' TIME
         * LETHAL ALLIES VS. DEADLY FOES
         * MUTANTS UNITE VS. SWORN TO PROTECT
          ____________________________________________________________________
    
       HERO PLACARDS ( 39, 3 sets of 13 ) 5"-by-7" Reprints <MI> <OPL>
         * GROUP #1               * GROUP #2               * GROUP #3
           APOCALYPSE               BEAST                    BISHOP
           CARNAGE                  CABLE                    CAPTAIN AMERICA
           COLOSSUS                 CYCLOPS                  ELEKTRA
           DEADPOOL                 DR. DOOM                 HUMAN TORCH
           HULK                     DR. OCTOPUS              JEAN GREY
           JUBILEE                  GAMBIT                   MAGNETO
           MR. FANTASTIC            HOBGOBLIN                OMEGA RED
           MYSTIQUE                 INVISIBLE WOMAN          PUNISHER
           PROFESSOR X              IRON MAN                 RHINO
           ROGUE                    PSYLOCKE                 SILVER SURFER
           SPIDER-MAN               SABRETOOTH               THOR
           STORM                    SPIDER-WOMAN             VENOM
           WAR MACHINE              THING                    WOLVERINE
          ____________________________________________________________________
    
       HILLSHIRE FARM SET ( 20 ) All with 1996 Copyright on back sides <HF>
         ANY HERO ALIEN SYMBIOTE        REPRINTED HERO CARDS: BLACK CAT
         CARNAGE COMBAT CHAOS                                 DOCTOR OCTOPUS
         DR. OCTOPUS KILLER CRUSH                             HOBGOBLIN
         HOBGOBLIN FRIGHTENING VISAGE                         MYSTERIO
         MYSTERIO MISDIRECTION                                RHINO
         RHINO STAMPEDE                                       SCARLET SPIDER
         SCARLET SPIDER SCARLET SAVIOR                        SILVER SABLE
         SPIDER-MAN OVER THE EDGE                             SPIDER-MAN
         VENOM LETHAL PROTECTOR                               VENOM
         NEW HERO CARD: DOPPELGANGER      REPRINTED UNIVERSE: GENERATOR (ELECTRO)
          ____________________________________________________________________
    
       OVERPOWER POWERSURGE INVINCIBLES ACTION FIGURES ( 4 ) <DT> <AFP>
         * ADAM WARLOCK FIGURE contains his Hero card, usually facing FRONT
         * BONE CLAWS WOLVERINE FIGURE with Soul Gem OPD Special, facing FRONT
         * SCARLET SPIDER FIGURE with Cosmic Alliance Special, facing FRONT
         * NIGHT ARMOR IRON MAN FIGURE with Energy Barrage Special, facing BACK
          ____________________________________________________________________
    
       MEGAPOWER SET ( 10 ) Sold online at Marvel.com's Store <MP>
         * COLOSSUS SIBERIAN STRENGTH
         * GAMBIT FULL HOUSE
         * MARROW SKELETAL PLATES
         * NIGHTCRAWLER BLINDSIDE
         * PROFESSOR X SHI'AR BATTLE ARMOR
         * ROGUE NIGH INVULNERABLE
         * SHADOWCAT NINJA ADEPT
         * STORM GATHERING WINDS
         * WOLVERINE TRACKING SENSES
         * LOCATION: TEAM OVERPOWER 
         ____________________________________________________________________
    
       METAL PRINTS ( 3 ) 6 1/2"-by-10" Chromium <MI> <TP>
         * SPIDER-MAN VS. WOLVERINE
         * VENOM BATTLING GAMBIT
         * STORM MET THE THING
          ____________________________________________________________________
    
       UNCUT SHEET OF OVERPOWER CARDS Numerous different exist <CG> <TP> <OPL>
          ____________________________________________________________________
    
       OVERPOWER POSTERS ( 7 ) 16"-by-20"
         * SPIDER-MAN VS. WOLVERINE No text <SP>
         * SPIDER-MAN VS. WOLVERINE Available Here! <SP>
         * VENOM BATTLING GAMBIT No text <SP>
         * VENOM BATTLING GAMBIT Available Here! <SP>
         * STORM MET THE THING No text <SP>
         * STORM MET THE THING Available Here! <SP>
         * POWERSURGE MARVEL EDGE POSTER Dr. Strange, Ghost Rider, Daredevil <MMM>
          ____________________________________________________________________
    
       OVERPOWER FILE FOLDERS ( 4 ) <CG>
         * SPIDER-MAN VS. WOLVERINE Plain OverPower logo
         * SPIDER-MAN VS. WOLVERINE PowerSurge logo
         * SPIDER-MAN VS. WOLVERINE Mission Control logo
         * OVERPOWER LEGION Mostly white
          ____________________________________________________________________
    
       OVERPOWER BADGES ( 2 )
         * LOGO PIN Small rectangular enamel, OP logo on white background <CG> <TP>
         * CYCLOPS BUTTON round plastic, OP logo on "Visual Sweep" art <CG> <TP>
          ____________________________________________________________________
    
       OVERPOWER LEGION MEMBERSHIP CARDS ( 2 ) <OPL>
         * FLEER/SKYBOX OVERPOWER LEGION CARD (c) 1995 (# OP00_______ )
         * MARVEL INTERACTIVE OVERPOWER LEGION CARD (c) 1998
          ____________________________________________________________________
    
       OVERPOWER LEGION NEWSLETTERS ( 10 ) <OPL>
         * THE MONTHLY VENTURE No. 1 March 1996
         * THE MONTHLY VENTURE No. 2 April 1996 included Galactus Hero card
         * THE MONTHLY VENTURE No. 3 May 1996
         * THE MONTHLY VENTURE No. 4 Summer 1996
         * THE MONTHLY VENTURE No. 5 November 1996 included Fighting 6 Promo card
         * THE MONTHLY VENTURE No. 6 March 199(6)7 included Beyonder Hero card
         * THE MONTHLY VENTURE No. 7 April 1997 included Fortress of Solitude
         * THE VENTURE Vol. 2 Iss. 1 September 1997
         * THE MISSION STATEMENT Vol. 1 No. 1 (November 1998)
         * THE MISSION STATEMENT Vol. 1 Iss. 2 (March 1999)
          ____________________________________________________________________
    
       LOST PROMO CARDS ( 6 ) Printed but not mass distributed or game legal, all
           have "(c) 1997" on card back <AI>
         * ANY CHARACTER DEAL WITH THE DEVIL SPECIAL Emplate & White Queen
         * TACTIC: ARTIFACT 6E 5A IMAGE INDUCER Nightcrawler/Errol Flynn
         * TACTIC: ARTIFACT 6I 5A AVENGER'S ID CARD Hulk & Wasp
         * UNIVERSE: TEAMWORK 6A AA +0+0 Captain America, Spider-Man, Wolverine
         * UNIVERSE: BASIC 6I + 3 XAVIER PROTOCOLS Professor X
         * KRAKOA LOCATION Sunfire, Thunderbird, Angel, Polaris, Colossus, Wolvrine
    _______________________________________________________________________________
    
    KEY
    
    (XX)   Special card two-letter codes (reference: OverPower Specials Guide)
    =>     Actual => correction or official errata
    (H)    Hero (DC Character designation)
    (V)    Villain (DC Character designation)
    ~ ~    Inherent Ability text
    <AFP>  Action Figure Promo insert (Kay-Bee "OverPower Powersurge" toys)
    <AI>   Accidental Insert (intended promo cards found in Classic OP boosters)
    <BH>   Batman Holo Series trading card insert
    <BS>   Batman/Superman DC OverPower expansion/base set
    <CG>   Convention Giveaway exclusive (GenCon/Origins/WizWorld/Comicons/others)
    <CL>   Classic OverPower Marvel expansion
    <CP>   Comic Promo insert (various monthly Marvel comics)
    <DCP>  DC Comics Promo exclusive (SASE mail-away)
    <DP>   Distributor Promo exclusive (Berkeley Games/Wargames West)
    <DT>   Department/Toy Store exclusive (Wal-Mart/Toys R Us/Kay-Bee)
    <HF>   Hillshire Farm exclusive (Lunch 'n Munch proof of purchase redemption)
    <IM>   Image OverPower expansion/base set
    <IQ>   IQ Marvel expansion
    <IQM>  IQ Mail-Away exclusive (wrapper redemption)
    <JL>   Justice League DC OverPower expansion
    <MC>   Mission Control Marvel expansion
    <MI>   Magazine promo Insert (Ventura/Wizard/Combo/Inquest/Tuff Stuff Collect)
    <MMM>  Marvel Masterpieces 1995 Mail-Away exclusive (wrapper redemption)
    <MN>   Monumental Marvel expansion
    <MP>   MegaPower set (Marvel.com exclusive)
    <MW>   Marvel Vs. Wildstorm trading card insert
    <NN>   Ninety-Nine Cent trading card insert (X-Men/Spider-Man)
    <OHP>  Oversized Hero Placard (Wizard/Legion exclusive)
    <OP>   OverPower original Marvel base set
    <OPL>  OverPower Legion membership exclusive (newsletter insert/offer)
    <OR>   Overseas Release (distributed in Japan)
    <OS>   OnSlaught expansion (comic/Marvel Ultra Onslaught trading card insert)
    <PS>   PowerSurge Marvel expansion
    <SD>   Starter Deck exclusive insert
    <SP>   Specialty Shop/Dealer exclusive product (comic shop/American Entrtnment)
    <TP>   Tournament Prize/Giveaway exclusive
    <XM>   X-Men Marvel expansion
    {C}    Common rarity level within same expansion
    {U}    Uncommon rarity level within same expansion
    {R}    Rare rarity level within same expansion
    {VR}   Very Rare rarity level within same expansion
    {X}    Unspecified rarity level
    [OPD]  One Per Deck designation