All of this stuff is from the
official overpower website.
* Dead Is
Dead...Again - Regardless of Special cards
in play, Inherent Abilities from either the
Character Card or HomeBase, Artifacts in play, or
any other source...if a Character is both
Spectrum and Cumulative KO'd, then he or she is
KO'd.
* Artfact
Duration - Unless specifically stated on
the card itself - Artifacts that are One Per Deck
are considered to have a game length duration,
while Artifcats that are not One Per Deck are
considered to have a battle length duration.
* HomeBase
- Regardless of whether you are playing with a
Battlesite or Any-Character Special cards, you
may use a HomeBase. While you may now use
Any-Character Special cards with a HomeBase, you
still may not use Any-Character
Special cards with a Battlesite.
* Aspects
coded A3 - the phrase "may not be
defended" should read "are not
affected".
* Four
Freedoms Plaza - attacks which are shifted
via the FF Plaza Inherent Ability (a) must be
blocked and (b) must be blocked by utilizing the
character's power grids. This means that it is
legal to defend with Power cards, Basic Universe
cards, Training cards, DoubleShot cards, etc. but
it is not legal to defend with Specials,
Activators, etc. which do not have a "To
Use" requirement.
* Specials
which Target a character can only be
played against a character. They cannot be played
against non-characters like Specials or
Battlesites. If a special acts as an attack and
has a secondary condition that targets a
character, the attack may be made against a
non-character, but the secondary effect does not
occur.
* Grunge's
Inherent Ability requires that he be hit
with some attack that can act as more than one
type of attack. It does not require that a
MultiPower Power card land on his record. For
example, if Onslaught hit him with Mutant Gestalt
(which acts as 2 types of attacks), then the
condition of Grunge's IA would be fulfilled.
Rulings/Clarifications previously established:
* All level
7 Any-Power Power cards are considered One
Per Deck
* All
versions of Ally cards which state that a
teammate MAY make a follow up attack should
read MUST.
*
"Any-Team" Location cards (like Marvel
Universe, Marvel Manhattan, and Omniverse) cannot
be used as Battlesite.
Defensive/Offensive
Actions
The Best Defense is a Good Offense!
While that may be true, that dosen't mean
that you can make an Offensive action in defense
of an attack.
What's What?
Cards which directly affect the Opponent or
the Opponent's Characters cannot be played
defensively. Two of the most often misplayed
cards of this nature are Mr. Fantastic's
"Object Bounce" (Which reads
"Opponent's team may not use Universe cards
to attack or defend against Mr. Fantastic")
and The Leader's "Twisted Mentality"
(Which reads "All attacks by opponent's team
must be made against Leader until Leader is KO'd
or cannot be attacked"). Think of it like
this - The cannon has been fired. The cannonball
is in the air, coming right at you. Disabling the
cannon at this point doesn't do much toward
stopping that cannonball now does it?
Our advice? Read the text of the cards carefully
- if it changes your Opponent, it cannot be
played defensively.
Invincibility
I Am Invincible! Right?
Not Exactly. Through a series of Special
card, Event, and Inherent Ability combinations it
is possible to make certain Characters unable to
be KO'd by any possible means. The odds of doing
this are astronomical and not really worth
fretting over, but...you never know. Anything's
possible.
More Than One Way To Skin A Cat.
If, through the use Special cards, a
Character is prevented from being KO'd in any
way, then that Characetr can still be KO'd by
accomplishing both a Spectrum and
Cumulative KO.
Remember, no matter what Special cards are in
play, Inherent Abilities still function. Odds are
great that even if a Character may be difficult
to KO, they are not impossible to KO. The rule
above does not apply to Characters that are
difficult to KO. For example: Rogue has the
Inherent Ability "Cannot be Spectrum KO'd by
Special cards". Through the use of an
Activator card, Rogue could play the Vision
Special card "Android Endurance" and
further make it so that she cannot be
Cumulatively KO'd whatsoever. In this case, if
she has been hit with a level 8 Strength Power
card, a level 7 Energy Special card, and a level
5 Fighting Power card, she would not be KO'd,
even though both Spectrum and Cumulative KO have
been achieved. This is because her Inherent
Ability protects her from being Spectrum KO'd by
the Special card.
Negates
I Can Negate That, Right?
Usually. But there are some specific instance
when you cannot. They're pretty much common
sense, but in doesn't hurt to restate them.
1) You cannot react to a reaction. For example,
if you attack with a Power card and your opponent
plays an "Avoid 1 Attack" Special card,
you cannot then Negate his defense. You can't do
two things on your turn. You can't react to his
reaction to your inital action. If you could,
then he could negate your negate, and then you
could negate his negation of your negate and so
on and so on. It would be like looking at a
reflection in a reflection in a reflection and
then all choas would break out! Follow?
2) Any cards which are in play prior to an attack
cannot be negated. For example, if Professor X
plays his "Telepathic Coordination"
Special card and, on a later turn, makes a level
6 attack, "Telepathic Coordination"
cannot be negated as part of the defense against
the attack.
Passing
A Passing Game, or A Running Game?
Lately it's come to our attention that some
players have been confused as to what is legal
and illegal regarding the much used and often
overlooked "Pass". After careful
consideration and debate, we've come up with the
definitive decisions about what you can and can't
do once you pass.
To Pass Or Not To Pass...
Currently, the Rulebook says:
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.
Now, it's pretty clear to everyone that if you
can attack with a card from your Hand, you can
not Pass. That includes attacking with an
Activator/Battlesite combo. It's also pretty
clear that once you Pass, you can no longer
attack. Where it gets fuzzy is...what if I have
an Offensive Card that's not an attack in my
Hand? Can I still Pass?
The answer is "Yes".
It breaks down like this:
If you can attack with a card from your
Hand, you cannot Pass.
If you no longer have any attacks in your
Hand, and you do not wish to play a Placed Card
or Concede, you may "Pass".
Once you Pass, you may no longer take any
Offensive Actions .
Once you Pass, you may still take
Defensive Actions.
Once you Pass, on your turn you may only
Pass again or Concede.
So, What's Affected?
What is most affected by this are Offensive
Specials thatare not attacks, like HQ, GF, and
EE, to name just a few. Once you Pass, you may
not go back and play cards like these offensively
and in some cases not at all! Once you Pass, you
may only take defensive actions, Pass again, or
Concede.
So choose wisely!
Renege
What is a "Renege"?
A Renege is when one player breaks the rules
of the game while the game is in progress. Most
of the time a Renege is accidental, but sometimes
it's done on purpose. When a Renege is done on
purpose it's got another fancy game term. It's
called "Cheating", but that's another
story. The two most prominant Reneges are:
Keeping a duplicate card after the
Venture Stage.
Passing your turn when you still have a
playable card in your Hand.
So...what about it?
Whether accidental or intentional, a Renege
is a serious concern. It affects game play and
the potential outcome to a great degree. Because
of this, we've come up with a short list of how
to handle a Renege, when one is encountered.
We've done this so that everyone is playing with
the same system of penalties and bonus' and so
that everyone can still be considered to be on a
level playing field. Primarily this is to be used
in tournament situations, but if you want to
implement this into your own "house
rules" then that's just fine by us.
What To Do.
First, at the moment the Renege is
discovered, the battle ends. Immediately.
Do not pass go, do not collect $200.
Second, both players discard any cards
remaining in their Hands into the appropriate
discard Piles.
Third, the Offender (the guy that
committed the foul) loses the Battle. This means
that any Mission Cards he or she Ventured that
Battle are moved down into the appropriate
Mission Piles. This is done regardless of the
current Venture Total.
Fourth, the Offendee (the guy that
didn't commit the foul) wins the Battle. This
means that any Mission Cards he or she Ventured
that Battle are moved up into the appropriate
Mission Piles. This is also done regardless of
the current Venture Total.
Fifth, the Offendee has a choice to
make. He can either elect to have the results of
the Battle remain as played, or have the results
of the battle wiped away as if the Battle had not
been played. If he chooses to have the Battle
remain as played, then that's it. End of story.
Both players draw new cards and continue the
game. If he chooses to have the results wiped
clean, then both players remove all Hits
scored that Battle. Those Hits are then discarded
into the appropriate discard piles. Furthermore,
any Characters were KO'd that Battle are
"resurrected" and returned to the place
they were prior to being KO'd. Remember, this is
done for both players. It's like the
Battle never happened.
Sixth...there is no sixth. That's it.
Stalling
Um.....Ah.....Um.......
Everyone can agree that an OverPower
tournament can be a tense situation, and that
tournament players should not be rushed into
making rash decisions. That's not what we're
talking about here. What we're talking about is
those unscrupulous players that stall on purpose.
Those villains that purposefully attempt to run
out the clock and eat precious game-time away
from their opponent. Those players that stall, as
a tactic to win.
Quit It!
Stalling in a tournament situation is
illegal. If you believe your opponent to be
stalling - that is, taking far too much time to
make routine decisions - call over the judge. The
judge of the tournament has the ability to extend
the length of the game beyond the normally
appointed stop time, at his descretion, in order
to make up for the time lost by the stall. A game
should only be extended when there was clearly a
case of stalling going on! A game should never be
extended if the game was just particularly slow
as a result of it being a tough match filled with
complex decisions.
Of course, this has the nasty side effect of
delaying the normal advancement of all the other
matches in the tournament, making the tournament
run later than it normally would have, and
thereby making all the other players really
angry at the person responsible. But hey...you
get what you deserve when you try and get around
fair play!
But That's A Legal Play!
Stalling doesn't just include taking a long
time to make decisions. There are ways, through
the use of card play, to effect a stall. This too
is illegal and should be corrected by the judge
of the tournament.
For example, a player can stall using two
Characters with the BQ Special. This could create
an endless series of playing and retrieving cards
from the Dead Pile. Play the first BQ to go get
the second. Then play the second BQ to go get the
first again. Then repeat.
Any player insane enough to try and pull this
off should be spun around and around until
they're too dizy to see and be made to walk
through a cow pasture.
Clones/Variants
First Spider-Man, now OverPower?!
Well, not exactly. As most everyone is aware,
in OverPower a clone is a character that is
identical to another character in terms of
playability. For example, "Wolverine"
and "Wolverine: Age of Apocalypse"
would be considered OverPower Clones. On the
other hand, "Wolverine" and
"Albert" would be considered Variants
of each other. Wait a second...we didn't make
Albert yet. Alright, bad example. How
about..."Sentinels" and
"Bastion" would be considered Variants
of each other. Variant Characters can be on the
same team. Clones can not.
What's What?
Clones use the same name as their
counterparts while variants use totally different
names. For example, "Beast" and
"Beast: The Brute" are clones of each
other where "Beast" and "Dark
Beast" are variants. A variant usuallyhas an
Inherent Ability that gives them access to
Special cards that can be played.
Ok fine...so what?
So.. this PlayBook clarification is about how
Clones and Variants can be used with Battlesites.
First, let's talk about Home Bases. Any clone of
a character can be on the team of a Home Base.
The general rule about clones still applies
though - you cannot put multiple versions of a
clone on a team. Variants, on the other hand,
cannot be substituted on a Home base. Therefore,
if you are using the Home Base "The
Outback" you can use regular Wolverine or
the clone "Wolverine: Age of
Apocalypse" on the team. However you could
not use the variant Bastion as a character
instead of Sentinels.
Now, Battlesites...
It is legal to use any Character cards as
Activators so long as the character can appear on
the team when used as a Home Base. During the
Discard Phase, Clones would count as duplicates
as one another. So if you are using "Four
Freedoms Plaza" as a Battlesite, you can use
both "Invisible Woman: Malice" and
"Invisible Woman" as Activators, but if
they show up in the same Hand, one must be
discarded as a duplicate. The Special cards that
get put under the Battlesite must be usable by
the Activator cards. Therefore, if you put a Dark
Beast Activator into your Draw Pile, you put a
Beast Special under the site, since Beast
Specials are usable by Dark Beast.
Any Questions?
There's a common question that comes up
regarding Storm: Neutralized (who has the
Inherent Ability to use Morlock non-OPD Special
cards). You can use a Storm: Neutralized
Activator to draw (a) any Storm Special card from
under the Battlesite or (b) any non-OPD Morlock
Special card from under the Battlesite.
Prepare For War!
Here's the general guideline for building a
Battlesite.
1) Only one of each coded Special card.
2) Only one One Per Deck Special card.
3) There must be a one to one ratio between
Special cards beneath your Battlesite and
Activator cards in your deck. (Note:
"Beyonder" can be an extra Activator
that's put into your Draw Pile and does not count
toward this ratio)
4) If a Special card has the ability to be used
in your Draw Pile, then it is illegal to put it
under the Battlesite.
5) The only Activator cards that can be played
are for characters that could normally be played
on the Battlesite if it were used as a Home Base.
Show Me.
Battlesite: Wakanda. It is
legal to put Morlock non-One-Per-Deck Special
cards under this Battlesite, as long as you have
one Storm: Neutralized Activator card for each
Morlock non-One-Per-Ddeck Special card. If there
are other Storm Special cards, you would still
need even more Storm Activators in the Draw Pile
(which could be either more "Storm:
Neutralized" cards or regular
"Storm" Character cards). If all the
Battlesite contained was 3 Morlock Special cards
and 2 Storm Special cards, then there would need
to be 3 "Storm: Neutralized" Activators
and 2 other "Storm" Activators (doesn't
matter which clone of her was used).
Battlesite: Onslaught's Citadel.
It is legal to use this Battlesite if Beast (or a
Clone of Beast) is on your team. However, if you
do so, it is illegal to put any Beast Specials in
the Battlesite.
Battlesite: Morlock Tunnels. The
number of "Morlock "non-One-Per-Deck
Special cards must be equal to the number of
"Morlock" Activators plus "Storm:
Neutralized" Activators that are used. There
must then be additional Activators for any
regular "Storm" Special cards that are
used. If the One-Per-Deck of the site is a
"Morlock" Special card, then there must
be one more "Morlock" Activator in the
Draw Pile.
Battlesite: The Sewer. If you
are using "Storm: Neutralized "on your
team, then it is illegal to put any
non-One-Ped-Deck "Morlock" Special
cards in the Battlesite.
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