Complete DC Only Checklist

Below is a complete listing of all cards from DC/JLA only.

 

D C   O P   C H A R A C T E R S            (Energy-Fighting-Strength-Intellect)

 

 Character  (H/V)                  Grid (Total)  Inherent Ability

 

 AQUAMAN  (H)                      2-5-6-6 (19)  May have dup “Allies Frm Deep”

 AZRAEL  (H)                       5-8-3-3 (19)

 BANE  (V)                         1-6-6-6 (19)

 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”

 BLACK CANARY  (H)                 3-7-3-5 (18)  May Place/play any Hero I Ally

 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)

 CAPTAIN ATOM  (H)                 7-6-4-3 (20)  F Teamworks from Reserve

 CAPTAIN MARVEL  (H)               5-4-7-2 (18)  “Speed of Mercury” from Reserv

 CATWOMAN  (V)                     3-6-2-6 (17)

    CATWOMAN WHIPLASH  (V)         3-7-3-4 (17)  F Power cards +1 vs. Hero code

 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

 CYBORG  (V)                       6-3-7-4 (20)

 DARKSEID  (V)                     6-3-8-6 (23)

 DOCTOR POLARIS  (V)               6-4-4-6 (20)  Power cards +1 for defense

 DOOMSDAY  (V)                     4-6-8-1 (19)

 ERADICATOR  (H)                   7-2-7-3 (19)

 THE FLASH  (H)                    6-6-4-3 (19)  “Reap Whirlwind” from Reserve

 GREEN ARROW  (H)                  4-7-3-5 (19)  Attack Reserve w/ E Power crds

 GREEN LANTERN  (H)                7-3-4-4 (18)  No Spect KO w/ E Power cards

 HAWKMAN  (H)                      4-6-6-4 (20)  Basic Universes additional +2

 HAZARD  (V)                       7-2-5-5 (19)

 HUNTRESS  (H)                     4-6-3-6 (19)

 JOKER  (V)                        4-5-2-7 (18)

 KILLER CROC  (V)                  4-5-6-1 (16)

 KNOCKOUT  (V)                     2-6-7-3 (18)

 LEX LUTHOR  (V)                   3-4-3-8 (18)

 MARTIAN MANHUNTER  (H)            4-4-7-5 (20)  Teammates’ Trainings +1

 METALLO  (V)                      6-2-7-2 (17)

 METROPOLIS S.C.U  (H)             7-4-5-3 (19)

 MISTER MIRACLE  (H)               3-5-3-7 (18)  Only Spect KO by 4 Power Types

 NERON  (V)                        5-2-6-8 (21)

 NIGHTWING  (H)                    2-6-4-6 (18)

 ORION  (H)                        4-7-7-2 (20)

 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)

 POISON IVY  (V)                   4-5-2-6 (17)

 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

 THE RAY  (H)                      8-4-4-2 (18)

 RIDDLER  (V)                      3-5-3-7 (18)

 ROBIN  (H)                        3-6-2-7 (18)

 STEEL  (H)                        5-3-6-4 (18)

 SUPERBOY  (H)                     6-3-6-3 (18)

 SUPERGIRL  (H)                    6-4-6-3 (19)

 SUPERMAN  (H)                     7-4-7-3 (21)

 THORN  (V)                        4-6-3-5 (18)

 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

 WONDER WOMAN  (H)                 1-8-6-5 (20)

_______________________________________________________________________________

 

B R E A K D O W N   O F   D C   O V E R P O W E R   G A M E   C A R D S

 

  50  Characters        ( 27 Hero + 22 Villain + 1 Neutral )

   6  Clone Characters  (  3 Holographic Hero + 3 Holographic Villain )

 290  Special Cards     ( 10 Any Character + 6 for each B/S Character +

                           5 for each JLA Character )

  37  Power Cards       (  4 Multipower + 1 Any-Power + 8 Energy + 8 Fighting +

                           8 Strength + 8 Intellect )

  14  Tactic Cards      ( 14 Double Shot )

  85  Universe Cards    ( 36 Basic + 12 Training + 12 Teamwork + 25 Ally )

  35  Mission Cards     (  7 for each of 5 different Missions )

+ 26  Event Cards       (  1 Any Mission + 5 for each of 5 different Missions )

 —

 543  Total DC OverPower Playing Cards

 

 —

 544  including the Azrael Hero card without the Trademark/Copyright text line

      printed next to the H symbol!

_______________________________________________________________________________

 

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

     * ARKHAM ASYLUM (BC) (V) <DP> {X} [OPD]

        Play when opponent’s Hero is KO’d. Reserve must skip a battle before

            entering.

     * THE BATCAVE (AJ) (H) <MI> {X} [OPD]

        You may look at top 3 cards in opponent’s Draw Pile.

     * CONFUSION (DB) <JL> {R} [OPD]

        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.

     * 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.

     * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

_______________________________________________________________________________

 

P O W E R   C A R D S

 

 MULTIPOWER  <BS>

  * 1M {U}  Joker

  * 2M {R}  Lex Luthor

  * 3M {VR} Batman

  * 4M {VR} Superman

 

 ANY-POWER

  * 6A <JL> {R} [OPD]  Justice League of America

                 

 ENERGY  <BS>

  * 1E {C}  Bane

  * 2E {C}  Nightwing

  * 3E {C}  Catwoman

  * 4E {C}  Poison Ivy

  * 5E {U}  Metallo

  * 6E {U}  Cyborg

  * 7E {R}  Superman

  * 8E {VR} Brainiac

 

 FIGHTING  <BS>

  * 1F {C}  Parasite

  * 2F {C}  Eradicator

  * 3F {C}  Steel

  * 4F {C}  Riddler

  * 5F {U}  Metropolis S.C.U.

  * 6F {U}  Thorn

  * 7F {R}  Batman

  * 8F {VR} Azrael

 

 STRENGTH  <BS>

  * 1S {C}  Penguin

  * 2S {C}  Robin

  * 3S {C}  Huntress

  * 4S {C}  Supergirl

  * 5S {U}  Comm. Gordon and the G.C.P.D.

  * 6S {U}  Superboy

  * 7S {R}  Superman

  * 8S {VR} Doomsday

 

 INTELLECT  <BS>

  * 1I {C}  Killer Croc

  * 2I {C}  Knockout

  * 3I {C}  Hazard

  * 4I {C}  Ra’s Al Ghul

  * 5I {U}  Two Face

  * 6I {U}  Joker

  * 7I {R}  Batman

  * 8I {VR} Lex Luthor

_______________________________________________________________________________

 

U N I V E R S E   C A R D S

 

BASIC

            

 ENERGY  <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  <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  <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  <BS> {C}  Steel

  * 5ES +3  <BS> {C}  Batman

  * 5EI +3  <BS> {C}  Doomsday

  * 5FS +3  <BS> {C}  Riddler

  * 5FI +3  <BS> {C}  Superman

  * 5SI +3  <BS> {C}  Azrael

 

  * 5EF +4  <BS> {U}  Joker

  * 5ES +4  <BS> {U}  Batman

  * 5EI +4  <BS> {U}  Killer Croc

  * 5FS +4  <BS> {U}  Brainiac

  * 5FI +4  <BS> {U}  Superman

  * 5SI +4  <BS> {U}  Thorn

 

TEAMWORK

 

 ENERGY

  * 6E FI +1+2  <BS> {U}  Steel, Superboy & Eradicator

  * 7E SI +2+2  <BS> {R}  Superman, Supergirl & Metropolis S.C.U.

  * 8E FS +2+3  <BS> {U}  Lex Luthor, Brainiac & Hazard

 

 FIGHTING

  * 6F EI +1+2  <BS> {U}  Catwoman, Joker & Poison Ivy

  * 7F SI +2+2  <BS> {R}  Batman, Robin & Comm. Gordon

  * 8F ES +2+3  <BS> {U}  Nightwing, Azrael & Thorn

 

 STRENGTH

  * 6S FI +1+2  <BS> {U}  Nightwing, Robin, Supergirl

  * 7S EI +2+2  <BS> {R}  Batman & Superman

  * 8S EF +2+3  <BS> {U}  Parasite, Metallo, Cyborg

 

 INTELLECT

  * 6I FS +1+2  <BS> {U}  Penguin, Riddler & Two-Face

  * 7I EF +2+2  <BS> {R}  Robin, Huntress, Batman

  * 8I ES +2+3  <BS> {U}  Lex Luthor, Ra’s Al Ghul & Bane

 

ALLY

 

 ENERGY

  * 5E 3E (H)  <JL> {C}  Fire (Blue Beetle)

  * 5E 3E (V)  <BS> {C}  Scarecrow (Joker)

  * 6E 1E (H)  <JL> {C}  Zauriel (Martian Manhunter)

  * 6E 1E (V)  <BS> {C}  Silver Banshee (Lex Luthor)

  * 7E 2E (V)  <BS> {C}  Mr. Mxyzptlk (Lex Luthor)

  * 8E 3E (H)  <JL> {C}  Firestorm (The Ray)

  * 8E 3E (V)  <JL> {C}  Dr. Destiny (Brainiac)

 

 FIGHTING

  * 5F 3F (H)  <BS> {U}  Shadowdragon (Superman)

  * 5F 3F (V)  <JL> {C}  Shadow-Thief (Lex Luthor)

  * 6F 1F (V)  <JL> {C}  Gorilla Grodd (Catwoman)

  * 7F 2F (H)  <JL> {C}  Guy Gardner (Green Arrow)

  * 7F 2F (V)  <BS> {C}  Lady Shiva (Joker)

  * 8F 3F (H)  <JL> {C}  Requiem (Wonder Woman)

  * 8F 3F (V)  <JL> {C}  Cheetah (Deathstroke)

 

 STRENGTH

  * 5S 3S (H)  <BS> {U}  Gangbuster (Superman)

  * 5S 3S (V)  <JL> {C}  Ocean Master (Doctor Polaris)

  * 6S 1S (H)  <JL> {C}  Nuklon & Obsidian (Hawkman)

  * 6S 1S (V)  <JL> {C}  Know Man (Neron)

  * 7S 2S (H)  <JL> {C}  Metamorpho (Martian Manhunter)

  * 7S 2S (V)  <BS> {C}  Black Mask (Joker)

  * 8S 3S (V)  <JL> {C}  Black Adam (Darkseid)

 

 INTELLECT

  * 5I 3I (H)  <BS> {U}  Lois Lane (Superman)

  * 5I 3I (V)  <JL> {C}  Dr. Sivana (Parasite)

  * 6I 1I (H)  <BS> {C}  Alfred Pennyworth (Batman & Robin)

  * 7I 2I (H)  <BS> {C}  Oracle (Batman)

_______________________________________________________________________________

 

T A C T I C   C A R D S

 

DOUBLE SHOT

 

 ENERGY

  * 6E 4E  6F I  <JL> {C}  Impulse & The Flash

  * 6E 4E  6S E  <JL> {C}  Captain Marvel & Superman

 

 FIGHTING

  * 6F 4F  6E F  <JL> {C}  Blue Beetle & Booster Gold

  * 6F 4F  6E S  <JL> {C}  Green Arrow & Green Lantern

  * 6F 4F  6S I  <JL> {C}  Batman & Martian Manhunter

 

 STRENGTH

  * 6S 4S  6E F  <JL> {C}  Superman & Captain Atom

  * 6S 4S  6E I  <JL> {C}  Superman & The Ray

  * 6S 4S  6F E  <JL> {C}  The Flash & Superman

  * 6S 4S  6I F  <JL> {C}  Orion & Mister Miracle

  * 6S 4S  6I S  <JL> {C}  Aquaman & Superman

 

 INTELLECT

  * 6I 4I  6E S  <JL> {C}  The Trickster & Neron

  * 6I 4I  6F S  <JL> {C}  Wonder Woman & Batman

  * 6I 4I  6F I  <JL> {C}  Black Canary & Batman

  * 6I 4I  6S F  <JL> {C}  Hawkman & Batman

_______________________________________________________________________________

 

M I S S I O N   C A R D S   A N D   E V E N T   C A R D S

 

    ANY MISSION

    Justice League Case File:

     * SOVEREIGN SEVEN  <JL> {VR}              Sovereign Seven

        Remove one hit from the Permanent Record of all characters with an

            Inherent Ability.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

      ____________________________________________________________________

 

  * 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.

_______________________________________________________________________________

 

O T H E R   D C   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

 

    RULES OF PLAY INSTRUCTION BOOKLET

     * IT’S BRAWL TO BRAWL FUN! DC OVERPOWER Superman/Batman cover  <BS> <SD>

      ____________________________________________________________________

 

    STARTER DECK contains 69 collectable cards and updated Rules of Play

     * BATMAN/SUPERMAN DC OVERPOWER Random mix of Hero or Villain teams  <BS>

      ____________________________________________________________________

 

    STARTER DISPLAY BOX

     * BATMAN/SUPERMAN DC OVERPOWER ( 12 Starter Decks )  <BS>

      ____________________________________________________________________

 

  * BOOSTER DISPLAY BOXES ( 2 )

     * BATMAN/SUPERMAN DC OVERPOWER ( 36 packs, 9 cards each )  <BS>

     * JUSTICE LEAGUE DC Expansion ( 36 packs, 15 cards each )  <JL>

_______________________________________________________________________________

 

C H E C K L I S T   C O D E   K E Y

 

(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

<BH>   Batman Holo Series trading card insert

<BS>   Batman/Superman DC OverPower expansion/base set

<DCP>  DC Comics Promo exclusive (SASE mail-in)

<DP>   Distributor Promo exclusive (Berkeley Games/Wargames West)

<JL>   Justice League DC OverPower expansion

<MI>   Magazine promo Insert (Combo/Tuff Stuff Collect)

<OPL>  OverPower Legion membership exclusive (newsletter insert/offer)

<SD>   Starter Deck exclusive insert

<TP>   Tournament Prize/Giveaway exclusive

{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