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 / V3                                                                        \
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M O N U M E N T A L   O P   H E R O E S    (Energy-Fighting-Strength-Intellect)

 Hero/Character       Grid (Total)  Inherent Ability

 THE ACOLYTES         7-6-3-3 (19)
 ADAM WARLOCK         7-2-5-6 (20)
 ALPHA FLIGHT         4-7-4-6 (21)
 DARK BEAST           1-6-5-7 (19)  May play any Beast Specials
 DOPPELGANGER         3-6-6-1 (16)  May play any Spider-Man Specials
 THE ENFORCERS        3-6-4-3 (16)  May have 2 Specials Placed, not duplicates
 THE HAND             2-8-3-6 (19)
 THE HELLFIRE CLUB    6-4-4-7 (21)
 HOLOCAUST            7-2-6-2 (17)
 HYDRA                5-6-5-5 (21)  17-Points for Tournament Deckbuilding
 THE INHUMANS         8-4-5-4 (21)
 THE KREE             6-5-4-7 (22)
 THE MARAUDERS        7-7-3-2 (19)
 THE MORLOCKS         6-3-8-2 (19)
 NEW WARRIORS         6-6-5-5 (22)  Draw 2 Cards when KO'd. Keep Duplicates.
 ONSLAUGHT            8-2-6-7 (23)
 POST                 1-6-4-6 (17)  May not be attacked by card from a Location
 THE REAVERS          5-7-6-3 (21)
 THE SERPENT SOCIETY  3-6-6-3 (18)  May play Tactic cards from Reserve
 THE SHI'AR           5-4-3-8 (20)
 THE STARJAMMERS      3-7-4-5 (19)  May have 2 Power cards Placed, not dups
 X-BABIES             5-5-4-1 (15)  Not Spect or Cum KO'd with Power cards
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B R E A K D O W N   O F   M N   O V E R P O W E R   C A R D S

  22  Characters     ( 16 Team + 6 previous promo Reprint )
 118  Special Cards  ( 1 Any Character + 6 for each Team + 18 for some previous
                       Characters + 3 previous promo Reprint )
  30  Location Cards
  36  Power Cards    ( All M + E + F + S + I reprinted with new artwork )
  26  Universe Cards ( 16 Teamwork + 10 Ally )
  20  Tactic Cards   ( 20 Double Shot )
  14  Mission Cards  (  7 for each of 2 New Missions )
+ 23  Event Cards    (  6 for each of 2 New Missions + 1 for each of 11 Old )
----
 289  Monumental OverPower Cards

----
 292  including The Hellfire Club Tessa Special miscoded 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")!
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H E R O / C H A R A C T E R   C A R D S   A N D   S P E C I A L   C A R D S

    ANY CHARACTER
     * 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 ACOLYTES <MN> {R} Energy : 7  Fighting : 6  Strength : 3  Intellect : 3
     * 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 <MN>{VR} Energy : 7  Fighting : 2  Strength : 5  Intellect : 6
     * COSMIC ALLIANCE (FE) <MN> {U}
        Acts as a level 3 Fighting attack. Each Front Line teammate may make 1
            additional attack.
     * ENERGY BARRAGE (AR) <MN> {U}
        Acts as a level 7 Energy attack.
     * SOUL GEM (FD) <MN> {VR} [OPD]
        Only Adam Warlock and Target Character may attack, be attacked, or
            defend this battle.
     ____________________________________________________________________

  * ALPHA FLIGHT <MN> {R} Energy : 4  Fighting : 7  Strength : 4  Intellect : 6
     * AROURA (HF) <MN> {C}
        Acts as a level 4 Fighting or Energy attack.
     * GUARDIAN (AG)=>(AD) <MN> {U}
        Teammate may avoid 1 attack.
     * 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.
     ____________________________________________________________________

    BANSHEE
     * INTERPOL (JC) <MN> {U}
        Acts as a level 5 Intellect attack. Banshee may play 1 additional
            Special card.
     ____________________________________________________________________

    BLOB
     * AVALANCHE (AE) <MN> {U}
        Acts as a level 4 Energy attack. May combine with 1 Strength card for a
            single attack.
     ____________________________________________________________________

    CABLE
     * 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.
     ____________________________________________________________________

    CAPTAIN AMERICA
     * SHARON CARTER (JC) <MN> {U}
        Acts as level 5 Energy attack. Captain America may play 1 additional
            Special card.
     ____________________________________________________________________

  * DARK BEAST  <MN> {R}  Energy : 1  Fighting : 6  Strength : 5  Intellect : 7
       ~ May play any Beast Specials. ~
     ____________________________________________________________________

  * DOPPELGANGER <MN>{VR} Energy : 3  Fighting : 6  Strength : 6  Intellect : 1
       ~ May play any Spider-Man Specials. ~
     ____________________________________________________________________

  * THE ENFORCERS <MN>{R} Energy : 3  Fighting : 6  Strength : 4  Intellect : 3
       ~ May have 2 Special cards Placed. May not be duplicates. ~
     * 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 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.
     ____________________________________________________________________

    FORGE
     * NAZE (JI) <MN> {U}
        Play during battle. At end of battle, Opponent may not move any Mission
            cards from the Defeated Missions Pile.
     ____________________________________________________________________

    GREEN GOBLIN
     * HARRY OSBORNE (LI) <MN> {VR} [OPD]
        Discard all cards Placed to Green Goblin and remove all Hits in Green
            Goblin's Permanent Record.
     ____________________________________________________________________

  * THE HAND  <MN> {VR}   Energy : 2  Fighting : 8  Strength : 3  Intellect : 6
     * 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.
     * 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.
     ____________________________________________________________________

  * THE HELLFIRE <MN> {R} Energy : 6  Fighting : 4  Strength : 4  Intellect : 7
       CLUB
     * 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]
        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.
     ____________________________________________________________________

    HENRY PYM
     * ULTRON 1 (JC) <MN> {U}
        Acts as a level 1 Energy, Fighting, Strength, or Intellect attack.
            Henry Pym may play 1 additional Special card.
     ____________________________________________________________________

  * HOLOCAUST  <MN> {R}   Energy : 7  Fighting : 2  Strength : 6  Intellect : 2
     ____________________________________________________________________

    HULK
     * BETTY BANNER (CN) <MN> {C}
        No Intellect Power cards may be played against Hulk for remainder of
            battle.
     ____________________________________________________________________

  * HYDRA  <MN> {R}       Energy : 5  Fighting : 6  Strength : 5  Intellect : 5
       ~ 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.
     * 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
     * OPAL TANAKA (AF) <MN> {U}
        Add 3 to Venture total for this battle.
     ____________________________________________________________________

  * THE INHUMANS <MN> {R} Energy : 8  Fighting : 4  Strength : 5  Intellect : 4
     * 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.
     * 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.
     ____________________________________________________________________

    JUGGERNAUT
     * FOXFIRE (JC) <MN> {U}
        Acts as a level 5 Energy attack. Juggernaut may play 1 additional
            Special card.
     ____________________________________________________________________

    KINGPIN
     * THE ROSE (JC) <MN> {U}
        Acts as a level 5 Fighting attack. Kingpin may play 1 additional
            Special card.
     ____________________________________________________________________

  * THE KREE  <MN> {R}    Energy : 6  Fighting : 5  Strength : 4  Intellect : 7
     * COLONEL YON-ROGG (GF) <MN> {VR} [OPD]
        Move all Hits from Current Battle into the Permanent Records of all
            Characters. Affects Venture total.
     * 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.
     ____________________________________________________________________

  * THE MARAUDERS <MN>{R} Energy : 7  Fighting : 7  Strength : 3  Intellect : 2
     * 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.
     * SCALPHUNTER (LK) <MN> {U}
        Marauders may attack the Reserve Character for the remainder of battle.
            Reserve may defend.
     * VERTIGO (LN) <MN> {U}
        Any at