OverPower Toronto
OverPower Toronto is a series of meetups and tournaments organized by Jack Truong and Sean Ballantyne. The events take place around the Toronto and Greater Toronto Area at various venues, mainly at comic book and hobby stores.
Meetups
The meetups are simply casual games played by the attendees. There are no entry fees (except venue fees, if applicable).
OverPower games played at Toronto meetups are often played with a derivative of the Standard OverPower rules.
- Proxy cards are allowed, provided they are legible and the text is verbatim to the actual card.
- The Marvels OverPower expansion is allowed and should follow the same requirements as proxy cards.
- The Any-Power Teamwork and Avenger's ID "insert" cards are allowed, be it the legal card or a proxy. The other 4 inserts are allowed.
- Mission cards can be anything, even if they don't match the Events in your deck, provided your opponent knows which ones you are Completing.
In addition:
- Cards are usually sleeved in deck protectors.
- No time limits except the one posted by the venue.
Tournaments
The tournaments are simply meetups but with tighter restrictions to the deck requirements. There are usually fees.
OverPower games played at Toronto tournaments are often played with a derivative of the Standard OverPower rules.
- Proxy cards are allowed, provided they are legible and in colour and the text is verbatim to the actual card.
- The Marvels OverPower expansion is allowed and should follow the same requirements as proxy cards.
- The Any-Power Teamwork and Avenger's ID "insert" cards are allowed, be it the legal card or a proxy. The other 4 inserts are allowed.
In addition:
- Cards must be in deck protectors of uniform colour and texture, etc.
- Time limits are enforced.
Types: Tournaments in Toronto usually follow the Mixed Swiss and Elimination style of tournament. Rounds are usually 25 minutes long in both Swiss and Elimination rounds. At 25 minutes, "last hand" is called where players still playing their rounds finish their current hand and play one final hand (assuming there was no victor declared). If the round is still not definitively resolved (i.e. 4 characters KO'd or 7 Missions Completed/Defeated), a tie break method is used on the cards at the end of the game:
- +1 for each Mission in the Completed Missions pile, +0 for each Mission in the Reserve Missions pile, -1 for each Mission in the Defated Missions pile. If that is still tied:
- Player with more characters remaining, after resolving Inherent abilities and specials (LG for example). If that is still tied:
- Player with the greater sum of Current and Permanent records on their opponent's characters and locations.
- (untested) Continue the game but with only one card drawn at the beginning of the battle, ignore Artifacts, allowed to use Placed cards. The first player to win a battle wins the game.