Do's and Don'ts of OP
Do's and Don'ts
do you spell don'ts??)
- Do not! let your emotions get the best of
you, it is just a game. No need to blow
- Do not! Hold grudges, if you get angry
during the game it is not justifable to
push your opponent down the stairs after
- Do! Play fair, and good sportsmanship is
- Do! Shake hands before and aftyer a game.
- Do! Keep your cool. I have had someone
spit on my frontline, they then threw
their draw pile at me because I had KO'd
their Onslaught in the first turn. They
were asked to leave by the holder of the
get-together and I went on to win and
collect a prize. My frontline was ok. The
Deck-Protectors kept them dry.
Whenever I goto play OP
I take my cool-ass plastic case with two sperate
places for decks. I take one deck that I think is
good and just might win. I also take a fun deck.
I bring a rulebook and whatever else I might
need. I suggest that you always take the
following things to an OP game.
If you lose with
one deck playing it again can really suck. It
is nice to have another deck to switch to and
it makes gameplay more intresteing when you
mix up the decks you play.
If you have not
memorized the rules word for word take one
with you. If you get into an arguement you
can quickly check out what the rules have to
playing with someone who takes twenty minutes
to sort out their decks, and mess with there
events missions etc. Do it before hand so
things can move around much more quickly and
It can be a major
downer to play against someone who doesn't
feel the need to wash themselves. My worst
expirence was playing against someone who
showed up bare foot and had long black finger
nails. *yeech* Be nice to you opponent. Wash
is from Hawkeyes Overpower Mansion. I couldn't
have said it better)
which may be played in reserve.
This one is pretty
simple. You would like your reserve to help you
before he moves up. Possibilities include
avoiding an attack, making an attack against your
opponent, or hindering your opponent in some
other way. To have a 4 on 3 advantage is very
useful. Also he may have a special that could
help him later like Speed of Mercury. He can be
at full strength when coming to the frontline and
not have to wait to draw the card.
Examples of other
reserves which play useful specials from reserve
are Flash, Hawkeye and Spider Women. Hawkeye has
two good offensive specials that he can use in
reserve, Flash can knock off placed cards on his
opponent, and Spider Women can avoid attacks for
her frontline teammates.
One or two
Your reserve should have
an immediate impact when he comes up, so having
one or two great specials can really help your
chances of winning. Having a lot of good specials
doesn't matter with a reserve because a lot of
specials will be wasted. You can only place one
special under a reserve. Characters with a lot of
good specials are much better off in the
frontline where they can be used to the best of
their abilities. A reserve just needs a couple of
powerful specials to turn the game around.
Examples include Hulk,
Ray Morph, Thing, etc. Hulk has two powerful
attacks, an 8S +1 for each hit on PR, and a 9F,
but little else. Having two specials like that
are great for making an instant impact when
coming up, but would be wasted in the frontline
because he would probably get K.O.'d quickly
before being able to use the cards. Thing(10
strength) is in the same situation with only one
good card. He is better off in the backline while
a character with 4 good cards should be used in
front. Ray (duel 9 draw 3)follows this example.
Ray's draw three can win games late, especially
in the power pack, and he also has the duel nine.
Finally, Morph(spec acts same as any other,
switch with dead character) has the ability to
have a special equal any other powerful special
used plus can be used to bring back a frontline
teammate who may not have been able to use all
their useful specials yet.
Reserves usually will be
around to the end, so is important that they be
able to play most, if not all of the power cards
in the deck. If not you will get a lot of
discards and you won't be able to make or defend
high attacks in the power pack. If this occurs
your opponent will spend no time finishing you
off. Even if his character have 19 hits to ko on
them you will be inable to finish him off.
Example of this is
Sabertooth Sabertooth has for the most part
horrible specials, but with a 8 fighting and a 6
strength he is perfect for backing a strong
fighting weak strength deck, with Deadpool,
Reavers, and others. He backups their main
skills, so even though they have better specials
he compliments them well. While your opponent
will concetrate on killing hiss teammates with
good specials when the power pack comes he will
left, and more valuable to you then any other
Lack of an
This rule is just a
reason for using a character in reserve who seems
good for the front line. If a character doesn't
have good defense he won't last long in the
frontline no matter how many good offensive
specials he has. They won't be good if he is
K.O.'d first round. You just will get a lot of
Example of this is
Magneto. Magneto has four very good offensive
specials. An 11AP, 6E, 4Multi, and a target
opponent may not attack for remainder of battle.
Despite this he has no defense, so he could be
K.O.'d quickly meaning a lot of wasted cards. It
might be smarter just to take the 11AP and Target
opponent may not attack for remainder of battle
and put in reserve to stop discards and increase
the chances of using to the two most powerful of
This is just a guideline for what makes a good
reserve. The perfect reserve who falls under all
four categories has yet to be made, so you have
to take a one which fits with your particular
deck and the goal of it.
When building a
deck there a quite a few things that you should
keep in mind.
good characters can make or break your deck.
You should try to take some characters that
have similar stats and work well together. I
will add more later....