IQ Checklist

I Q   O V E R P O W E R   H E R O E S      (Energy-Fighting-Strength-Intellect)

 

Hero/Character      Grid (Total)  Inherent Ability

 

APOCALYPSE          5-5-7-6 (23)

BANSHEE             7-5-3-5 (20)  Teammates’ Training card bonuses are +1

BEAST               2-5-6-7 (20)

BISHOP              6-7-4-3 (20)

BLACK CAT           3-6-3-4 (16)  Power cards are +1 when used for defense

BLACK WIDOW         4-7-3-6 (20)

BLOB                4-5-6-1 (16)  Not Spectrum KO’d with Strength Power cards

BROOD               3-6-6-4 (19)  May have duplicate “Brood Spawn” Specials

CABLE               7-7-4-5 (23)

CAPTAIN AMERICA     2-8-4-6 (20)

CARNAGE             5-7-4-2 (18)  Team +5 to Venture Total when KO’d

COLOSSUS            1-5-7-4 (17)  Not Cumulative KO’d w/ Strength Power cards

CYCLOPS             7-4-4-5 (20)  May play “Fearless Leader” from Reserve

DAREDEVIL           2-7-4-6 (19)

DEADPOOL            3-7-5-3 (18)  Not Spectrum KO’d w/ MultiPower Power cards

DOC SAMSON          2-2-7-6 (17)

DOCTOR DOOM         5-3-4-8 (20)

DOCTOR OCTOPUS      2-5-6-7 (20)

DR. STRANGE         8-3-2-6 (19)

DOMINO              4-7-3-5 (19)  Energy Power cards +2 when used for defense

ELEKTRA             2-7-4-4 (17)  Not Spectrum KO’d with Fighting Power cards

FORGE               5-5-3-7 (20)  Team Basic Universe bonuses are +1

GAMBIT              6-6-4-4 (20)  May have duplicate “Charge Object” Specials

GHOST RIDER         6-6-6-2 (20)  Only Spectrum KO’d by four Power types

GREEN GOBLIN        4-4-6-6 (20)  Intellect Power cards +1 when used to attack

HAWKEYE             4-7-4-2 (17)  May play “Dynamite Delivery” from Reserve

HENRY PYM           3-4-3-7 (17)  MultiPower Power cards +2 used for defense

HOBGOBLIN           4-6-6-3 (19)  Strength Power cards +1 when used to attack

HULK                1-3-8-6 (18)

HUMAN TORCH         7-4-4-4 (19)  Not Cumulative KO’d with Energy Power cards

ICEMAN              7-4-4-3 (18)  May have duplicate “Snow Blind” Specials

INVISIBLE WOMAN     6-4-3-6 (19)  Team is +2 to Venture Total per battle

IRON MAN            5-3-7-7 (22)

JEAN GREY           7-3-2-4 (16)  May play “Telepathic Unity” from Reserve

JUBILEE             6-4-2-4 (16)  May have duplicate “Blinding Flare” Specials

JUGGERNAUT          4-5-8-2 (19)

KINGPIN             2-4-5-6 (17)  May play Teamwork cards from Reserve

LONGSHOT            3-7-4-3 (17)  Opponent is -2 to Venture Total per battle

MAGNETO             8-5-3-6 (22)

MANDARIN            7-4-3-5 (19)  Fighting Power cards +2 used for defense

MR. FANTASTIC       2-5-2-8 (17)

MR. SINISTER        4-5-4-8 (21)

MOJO                6-3-1-6 (16)  MultiPower Power cards +1 used to attack

MORBIUS             5-3-6-5 (19)  Only Cumulative KO’d by 30 or more points

MORPH               4-5-3-6 (18)  Not Spectrum KO’d with Intellect Power cards

MYSTERIO            6-3-4-6 (19)  Not Spectrum KO’d with Energy Power cards

MYSTIQUE            5-6-3-6 (20)  Fighting Power cards +1 when used to attack

NAMOR               2-7-7-4 (20)

NICK FURY           3-7-4-6 (20)

NIGHTCRAWLER        6-7-3-3 (19)

OMEGA RED           6-7-5-2 (20)

PROFESSOR X         8-2-1-7 (18)

PSYLOCKE            7-6-3-4 (20)

PUNISHER            3-7-4-4 (18)  Not Cumulative KO with Fighting Power cards

QUICKSILVER         7-6-3-2 (18)

RED SKULL           3-5-4-7 (19)  Not Cumulative KO’d w/ Intellect Power cards

RHINO               2-6-7-1 (16)

ROGUE               4-4-7-2 (17)  Not Spectrum KO’d with Special cards

SABRETOOTH          2-8-6-3 (19)

SCARLET SPIDER      3-7-6-5 (21)

SCARLET WITCH       7-3-2-5 (17)  Opponent -5 to Venture Total when KO’d

SENTINELS           7-5-7-1 (20)

SHADOWCAT           6-3-3-6 (18)  May have duplicate “Ghostly Phase” Specials

SHE HULK            1-4-7-5 (17)  May have duplicate “Public Defender” Spcials

SILVER SABLE        4-6-2-6 (18)  May play Fighting Teamworks from Reserve

SILVER SURFER       7-3-6-5 (21)

SPIDER-MAN          3-7-6-5 (21)

SPIDER-WOMAN        6-3-6-4 (19)  Energy Power cards +1 when used to attack

STORM               7-5-3-4 (19)  Intellect Power cards +2 used for defense

STRONG GUY          3-4-7-3 (17)  May play “Pile It On” from Reserve

SUPER SKRULL        6-4-7-4 (21)

THING               1-5-8-3 (17)

THOR                7-5-7-4 (23)

VENOM               5-6-7-2 (20)

VISION              5-4-6-6 (21)  May play “Android Endurance” from Reserve

WAR MACHINE         5-4-7-3 (19)

WHITE QUEEN         7-2-2-6 (17)

WOLVERINE           2-8-5-4 (19)

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B R E A K D O W N   O F   I Q  O V E R P O W E R   C A R D S

 

70 Reprinted Characters  ( All OP / PS / MC Heroes with Intellect ratings )

8  New Characters

172 Special Cards  ( 2 Any Hero + 5 for each New Character + 1 or 2 for each

Reprinted Character )

12 Power Cards    ( 4 MultiPower with added Intellect icon + 8 Intellect )

+ 17  Universe Cards ( 11 Teamwork + 6 Ally )

—-

279  IQ OverPower Cards

 

{Oddities not included: Mail-away wrapper redemption Assault On Onslaught

Mission Card Set; Accidental promo insert Beyonder Hero card; “Pink”

Spotted Special cards include Beast Brilliant Deduction, Henry Pym

Yellowjacket, Kingpin Crime Magnate, Magneto Magnetic Devastation,

Spider-Man Science Whiz}

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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 HERO

* ALIEN SYMBIOTE (AL) <IQ> {R}  She-Venom

Symbiotic Bonding! Remove 1 hit from the Permanent Record of any hero.

* POWER LEECH (BY) <IQ> {VR} [OPD]

Opponent must immediately discard 4 cards of opponent’s choice with

icon of Leech’s choice currently placed or in hand.

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* APOCALYPSE <IQ> {VR}                     E: 5   F: 5   S: 7  I: 6   (23)

* AGELESS EVIL (AE) <IQ> {U}

Acts as a level 4 Energy attack. May combine with 1 Intellect card for

a single attack.

* TECHNO-VIRUS (HA) <IQ> {VR} [OPD]

Target hero may not defend against level 1 or 2 Power cards for

remainder of game. Level 1 or 2 Power card Hits do not count for

Spectrum KO.

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* BANSHEE <IQ> {R}                         E: 7   F: 5   S: 3  I: 5   (20)

~ Teammates’ Training card bonues (BONUSES) are an additionl

(ADDITIONAL) +1. ~

* CASSIDY KEEP (BR) <IQ> {U}

Banshee may have 1 additional card Placed on him until Banshee is KO’d.

May be played from Reserve.

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* BEAST <IQ> {R}                           E: 2   F: 5   S: 6  I: 7   (20)

* AMBIDEXTERITY (HC) <IQ> {U}

Beast may combine multiple Basic Universe cards with each Power card

attack for remainder of battle.

* BRILLIANT DEDUCTION (HB) <IQ> {U}

Sort through opponent’s Power Pack and remove any 3 cards of Beast’s

choice. Discard chosen cards into Dead Pile.  Reshuffle Power Pack.

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* BISHOP <IQ> {R}                          E: 6   F: 7   S: 4  I: 3   (20)

* PARAMILITARY SKILL (AR) <IQ> {C}

Acts as a level 4 Intellect attack.

* TEMPORAL ANOMALY (HD) <IQ> {VR} [OPD]

Sort through Defeated Heroes Pile and remove 1 Event card. Put Event

card into Draw Pile. Reshuffle Draw Pile.

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* BLACK CAT <IQ> {R}                       E: 3   F: 6   S: 3  I: 4   (16)

~ Power cards are +1 when used for defense. ~

* FELINE FORTUNE (CM) <IQ> {C}

Opponent’s team is -2 to all attacks against Black Cat for remainder of

battle.

* FELINE FURY (CD) <IQ> {U}

Only Fighting attacks may be played against Black Cat for remainder of

battle.

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* BLACK WIDOW <IQ> {R}                     E: 4   F: 7   S: 3  I: 6   (20)

* CHAMPION (CQ) <IQ> {U}

All Black Widow Special cards are doubled when determining Venture

total this battle.

* KGB INTELLIGENCE (AN) <IQ> {U}

Acts as a level 6 Intellect attack. May be used against opponent in

Reserve, who may defend.

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* BLOB <IQ> {R}                             E: 4   F: 5  S: 6   I: 1   (16)

~ May not be Spectrum KO’d with Strength Power cards. ~

* FLABBY FIGHTER (HE) <IQ> {VR} [OPD]

Heroes on Opponent’s Team with Fighting 7 or 8 may not use cards with a

Fighting icon to attack for remainder of battle.

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* BROOD <IQ> {R}                           E: 3   F: 6   S: 6  I: 4   (19)

~ May have duplicate “Brood Spawn” Specials. ~

* PLAN OF CONQUEST (AA) <IQ> {C}

Acts as a level 4 Intellect attack. May make 1 additional attack.

* POWER HUNGRY MONSTERS (BY) <IQ> {VR} [OPD]

Opponent must immediately discard all cards with an Energy icon

currently held in hand.

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* CABLE <IQ> {VR}                          E: 7   F: 7   S: 4  I: 5   (23)

* ASKANI’SON (AW) <IQ> {VR} [OPD]

Add 6 to Venture total for this battle.

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* CAPTAIN AMERICA  <IQ> {R}                  E: 2   F: 8  S: 4   I: 6   (20)

* SENTINEL OF LIBERTY (GB) <IQ> {VR} [OPD]

Acts as a level 7 Intellect attack. If successful, Captain America may

move 1 Mission Card from the Defeated Missions Pile to the Reserve

Missions Pile.

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* CARNAGE <IQ> {R}                         E: 5   F: 7   S: 4  I: 2   (18)

~ Team +5 to Venture Total when KO’d. ~

* ANARCHY (HE) <IQ> {VR} [OPD]

Heroes on opponent’s team with Intellect 7 or 8 may not use cards with

an Intellect icon to attack for remainder of battle.

* DESTRUCTIVE MIND (CU) <IQ> {U}

Acts as a level 3 Intellect attack. If successful, Target Hero must

discard 1 Placed card of opponent’s choice.

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* COLOSSUS <IQ> {R}                        E: 1   F: 5   S: 7  I: 4   (17)

~ May not be Cumulative KO’d with Strength Power cards. ~

* MIGHTY METAL (AA) <IQ> {C}

Acts as a level 4 Strength attack. May make 1 additional attack.

* ORGANIC STEEL (ET) <IQ> {U}

Remove up to 2 Hits that each have more than one icon each from

Colossus’ Permanent Record.

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* CYCLOPS <IQ> {R}                         E: 7   F: 4   S: 4  I: 5   (20)

~ May play “Fearless Leader” from Reserve. ~

* BATTLE SAVVY (AG) <IQ> {U}

Avoid 1 attack.

* X-MEN STRATEGY (EN) <IQ> {U}

Acts as a level 4 Intellect attack. If attack succeeds, add +2 to

damage.

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* DAREDEVIL <IQ> {R}                       E: 2   F: 7   S: 4  I: 6   (19)

* BLIND JUSTICE (ET) <IQ> {U}

Remove up to 2 hits with an Intellect icon from one teammate’s

Permanent Record.

* RADAR COMBAT (HF) <IQ> {C}

Acts as a level 4 Energy or Fighting attack.

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* DEADPOOL <IQ> {R}                        E: 3   F: 7   S: 5  I: 3   (18)

~ May not be Spectrum KO’d with MultiPower Power cards. ~

* DISTRACTING CHATTER (AG) <IQ> {U}

Avoid 1 attack.

* DON’T LOSE YOUR HEAD! (AS) <IQ> {VR} [OPD]

Acts as a level 10 Fighting attack.

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* DOC SAMSON <IQ> {R}                      E: 2   F: 2   S: 7  I: 6   (17)

* CAUTIOUS ADVISOR (AM) <IQ> {U}

Doc Samson or teammate gains +2 to defense for remainder of battle.

* HEAD SHRINKER (AR) <IQ> {U}

Acts as a level 7 Intellect attack.

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* DOCTOR DOOM <IQ> {VR}                    E: 5   F: 3   S: 4  I: 8   (20)

* DIPLOMATIC IMMUNITY (HG) <IQ> {VR} [OPD]

Doctor Doom may use Intellect Power cards level 6 through 8 to avoid

any attack made against Doctor Doom or teammate for remainder of

battle.

* DOOMBOTS (DU) <IQ> {VR} [OPD]

Doctor Doom 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.

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* DOCTOR OCTOPUS  <IQ> {R}                   E: 2   F: 5  S: 6   I: 7   (20)

* BIG PLANS (EJ) <IQ> {U}

Acts as a level 2 Energy attack. If successful, acts as a level 8

Intellect Power card.

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* DR. STRANGE <IQ> {R}                     E: 8   F: 3   S: 2  I: 6   (19)

* CATASTROPHE MAGIC (CY) <IQ> {U}

Acts as a level 4 Energy attack. Dr. Strange may make 1 additional

Fighting and/or 1 additional Intellect Power card attack.

* DEFENDER (HG) <IQ> {VR} [OPD]

Dr. Strange may use Energy Power cards level 6 through 8 to avoid any

attack made against Dr. Strange or teammate for remainder of

battle.

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* DOMINO <IQ> {R}                          E: 4   F: 7   S: 3  I: 5   (19)

~ Energy Power cards are +2 when used for defense. ~

* BATTLE MEDIC (ET) <IQ> {U}

Remove up to 2 hits with a Fighting icon from one teammate’s Permanent

Record.

* DUMB LUCK (AP) <IQ> {U}

Acts as a level 6 Energy attack. Cannot be defended by a card with an

Intellect icon.

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* ELEKTRA <IQ> {R}                         E: 2   F: 7   S: 4  I: 4   (17)

~ May not be Spectrum KO’d with Fighting Power cards. ~

* INFILTRATION (DB) <IQ> {U}

Avoids all attacks from 1 Teamwork card, or target hero must discard 1

Placed Teamwork card.

* NINJA TRAP (BS) <IQ> {VR} [OPD]

For remainder of battle, if Elektra can block a Power card attack with

an equal value Power card, Elektra’s Power card hits attacker.

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* FORGE <IQ> {R}                           E: 5   F: 5   S: 3  I: 7   (20)

~ Team Basic Universe card bonuses are an additional +1. ~

* CHEROKEE MAGIC (HE) <IQ> {VR} [OPD]

Heroes on Opponent’s Team with Strength 7 or 8 may not use cards with a

Strength icon to attack for remainder of battle.

* CYBERNETIC LIMBS (BR) <IQ> {C}

Forge may have 1 additional card Placed on him until Forge is KO’d. May

be played from Reserve.

* FOOTSOLDIER TRAINING (HF) <IQ> {C}

Acts as a level 4 Fighting or Intellect attack.

* THE MAKER (IF) <IQ> {C}

Play when opponent concedes battle. Forge’s team may discard any number

of cards to top of Draw Pile.

* THE NEUTRALIZER (GA) <IQ> {C}

Target character may not play Specials for remainder of battle.

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* GAMBIT <IQ> {R}                          E: 6   F: 6   S: 4  I: 4   (20)

~ May have duplicate “Charge Object” Specials. ~

* KINETIC DETONATION (EJ) <IQ> {U}

Acts as a level 2 Energy attack. If successful, acts as a level 8

Fighting Power card.

* SINISTER CONNECTION (CF) <IQ> {U}

Gambit may increase either his team’s or opponent’s ventured Mission

cards by 1.

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* GHOST RIDER <IQ> {R}                     E: 6   F: 6   S: 6  I: 2   (20)

~ May only be Spectrum KO’d by four Power Types. ~

* SKELETAL SUMMONING (DS) <IQ> {U}

Choose one Ghost Rider Special from Draw Pile and place in hand.

Cannot be a duplicate. Reshuffle Draw Pile.

* SPIRITUAL DUALITY (FC) <IQ> {C}

Play with any Energy, Fighting, or Strength Power card attack. Power

card must be blocked twice.

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* GREEN GOBLIN  <IQ> {U}                     E: 4   F: 4  S: 6   I: 6   (20)

~ Intellect Power cards are +1 when used to attack. ~

* EXPLOSIVE PUMPKINS (AR) <IQ> {U}

Acts as a level 7 Strength attack.

* FLYING PLATFORM (AG) <IQ> {C}

Avoid 1 attack.

* GAUNTLET BLASTERS (ID) <IQ> {C}

Acts as a level 1 Energy attack. May make 2 additional attacks at +1,

or 1 additional attack at +2. Bonus not applied to damage, or

Venture Total.

* GOBLIN LEGACY (IC) <IQ> {VR} [OPD]

Green Goblin’s “Explosive Pumpkins” and “Gauntlet Blasters” become Any

Hero Specials for remainder of game

* MURDEROUS PLOY (IB) <IQ> {U}

Opponent must discard all placed Ally cards, and is -3 to Venture

total.

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* HAWKEYE <IQ> {R}                         E: 4   F: 7   S: 4  I: 2   (17)

~ May play “Dynamite Delivery” from Reserve. ~

* FIELD DRESSING (AL) <IQ> {U}

Remove 1 Hit from Hawkeye’s Hits From the Current Battle. Affects

Venture Total.

* QUIVER OF ARROWS (HH) <IQ> {U}

Hawkeye may have an unlimited number of Special cards Placed on him

until Hawkeye is KO’d. Specials may not be duplicates

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* HENRY PYM <IQ> {R}                        E: 3  F: 4   S: 3   I: 7  (17)

~ MultiPower Power cards are +2 when used for defense. ~

* ANT-MAN (AD) <IQ> {C}

Henry Pym may avoid any numerical attack

* GIANT-MAN (AY) <IQ> {C} [OPD]

Henry Pym’s Strength Rating increases to 7 for remainder of game.

* GOLIATH (EQ) <IQ> {C}

For remainder of battle, Henry Pym’s Strength and Fighting actions are

+3, Intellect actions are -2.

* MEDICAL KNOWLEDGE (ET) <IQ> {U}

Remove up to 2 hits with a Strength icon from one teammate’s Permanent

Record.

* YELLOWJACKET (AA) <IQ> {C}

Acts as a level 4 Fighting attack. May make 1 additional attack.

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* HOBGOBLIN <IQ> {U}                       E: 4   F: 6   S: 6  I: 3   (19)

~ Strength Power cards are +1 when used to attack. ~

* CYBERNETIC UPGRADE (ET) <IQ> {U}

Remove up to 2 hits with a Fighting icon from Hobgoblin’s Permanent

Record.

* GOBLIN CACHE (HI) <IQ> {U}

Hobgoblin may Place and play any Green Goblin Special cards for

remainder of game.

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HOLOCAUST

* HORRIFYING IMAGE (AR) <IQ> {C}

Acts as a level 4 Intellect attack.

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* HULK <IQ> {R}                             E: 1   F: 3  S: 8   I: 6   (18)

* GAMMA TRANSFUSION (HJ) <IQ> {VR} [OPD]

Hulk may switch any two cards with an Intellect icon on the Permanent

Record of any two Front Line heroes on his team.

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* HUMAN TORCH <IQ> {R}                     E: 7   F: 4   S: 4  I: 4   (19)

~ May not be Cumulative KO’d with Energy Power cards. ~

* FIRE CAGE (AX) <IQ> {U}

Human Torch and target Hero may not attack for remainder of battle.

* HOT HEAD (EI) <IQ> {U}

Acts as a level 2 Energy attack. May be made after opponent has

conceded the battle. Opponent may defend.

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* ICEMAN <IQ> {R}                          E: 7   F: 4  S: 4   I: 3   (18)

~ May have duplicate “Snow Blind” Specials. ~

* ICE TACTICS (AI) <IQ> {C}

Target hero must discard 1 Placed card of Iceman’s choice.

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* INVISIBLE WOMAN  <IQ> {R}                  E: 6   F: 4  S: 3   I: 6   (19)

~ Team is +2 to Venture Total per battle. ~

* PROTECTIVE WALL (AD) <IQ> {U}

Invisible Woman or teammate may avoid 1 attack of 9 or less.

* TEAM COORDINATION (FE) <IQ> {U}

Acts as a level 3 Intellect attack. Each Front Line teammate may make

1 additional attack.

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* IRON MAN <IQ> {VR}                        E: 5  F: 3   S: 7   I: 7  (22)

* STEALTH ARMOR (AI) <IQ> {C}

Target Hero must discard 1 Placed card of Iron Man’s choice.

* WEAPONS INVENTOR (AE) <IQ> {U}

Acts as a level 4 Intellect attack. May combine with 1 Energy card for

a single attack.

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* JEAN GREY <IQ> {R}                       E: 7   F: 3   S: 2  I: 4   (16)

~ May play “Telepathic Unity” from Reserve. ~

* PHOENIX EFFECT (AE) <IQ> {U}

Acts as a level 4 Any-Power attack. May combine with 1 Energy,

Fighting, Strength or Intellect Power card for a single attack.

* PSYCHIC SOOTHING (ET) <IQ> {U}

Remove up to 2 Hits with an Energy icon from one teammate’s Permanent

Record.

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* JUBILEE <IQ> {R}                         E: 6   F: 4   S: 2  I: 4   (16)

~ May have duplicate “Blinding Flare” Specials. ~

* TROUBLEMAKER (DB) <IQ> {U}

Avoids all attacks from 1 Teamwork card, or target hero must discard 1

Placed Teamwork card.

* WISECRACK (HK) <IQ> {U}

Target hero must make as many attacks as possible. Jubilee’s team may

defend.

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* JUGGERNAUT <IQ> {R}                      E: 4   F: 5   S: 8  I: 2   (19)

* MAGIC HELM (CM) <IQ> {C}

Opponent’s team is -3 to all Intellect attacks against Juggernaut for

remainder of battle.

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* KINGPIN <IQ> {R}                         E: 2   F: 4   S: 5  I: 6   (17)

~ May play Teamwork cards from Reserve. ~

* BUSINESS SAVVY (HQ) <IQ> {U} =>[OPD]

Draw 3 cards. Discard duplicates.

* CRIME MAGNATE (HX) <IQ> {VR} [OPD]

Kingpin’s team is +1 to all numeric Special cards for remainder of

battle. Bonus not applied to damage of (=>OR) Venture total. May be

played from Reserve

* SUMO KNOWLEDGE (AS)=>(HR) <IQ> {VR} [OPD]

Acts as a level 9 Strength or Intellect attack

* UNDERWORLD HENCHMEN (HL) <IQ> {C}

Opponent’s team may not use Fighting Power cards level 6 through 8 to

attack for remainder of battle.

* WALKING STICK (HF) <IQ> {C}

Acts as a level 4 Energy or Strength attack.

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* LONGSHOT <IQ> {R}                        E: 3   F: 7   S: 4  I: 3   (17)

~ Opponent’s team is -2 to Venture Total per battle. ~

* FORTUNATE ACCIDENT (HL) <IQ> {U}

Opponent’s team may not use Energy Power cards level 6 through 8 to

attack for remainder of battle.

* PURITY OF THOUGHT (HM) <IQ> {VR} [OPD]

Draw one card for each card discarded this battle, including duplicate

and unusable cards. Do not discard if duplicate.

____________________________________________________________________

* MAGNETO <IQ> {R}                         E: 8   F: 5   S: 3  I: 6   (22)

* MAGNETIC DEVASTATION (GJ) <IQ> {C}

Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May

make 1 additional attack.

* MASTER OF MAGNETISM (HN) <IQ> {VR} [OPD]

Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.

____________________________________________________________________

* MANDARIN <IQ> {R}                        E: 7   F: 4   S: 3  I: 5   (19)

~ Fighting Power cards are +2 when used for defense. ~

* ENERGY VOID (HE) <IQ> {VR} [OPD]

Heroes on Opponent’s Team with Energy 7 or 8 may not use cards with an

Energy icon to attack for remainder of battle.

* MASTER TACTICIAN (AE) <IQ> {U}

Acts as a level 4 Fighting attack. May be combined with 1 Intellect

card for a single attack.

____________________________________________________________________

 

* MR. FANTASTIC  <IQ> {VR}                   E: 2   F: 5  S: 2   I: 8   (17)

* FANTASTIC MIND (AR) <IQ> {U}

Acts as a level 7 Intellect attack.

* INVENTIVE GENIUS (HQ) <IQ> {U} =>[OPD]

Draw 3 cards. Discard duplicates.

____________________________________________________________________

 

* MR. SINISTER  <IQ> {VR}                    E: 4   F: 5  S: 4   I: 8   (21)

* CLONING PROCESS (HS) <IQ> {VR} [OPD]

Play in current battle. Do not discard duplicates in next battle.

* MARAUDER (HR) <IQ> {VR} [OPD]

Acts as a level 9 Energy or Intellect attack.

____________________________________________________________________

* MOJO <IQ> {U}                             E: 6   F: 3  S: 1   I: 6   (16)

~ MultiPower Power cards are +1 when used to attack. ~

* CAUGHT ON FILM (HO) <IQ> {U}

Acts as a level 6 Intellect attack. If successful, opponent -4 to

Venture total.

* DIRECTOR’S CUT (AO) <IQ> {U}

Negates the effect of any 1 Special card played by opponent.

____________________________________________________________________

 

* MORBIUS <IQ> {R}                          E: 5   F: 3  S: 6   I: 5   (19)

~ May only be Cumulative KO’d by 30 or more points. ~

* INDUCE PANIC (HL) <IQ> {U}

Opponent’s team may not use Intellect Power cards level 6 through 8 to

attack for remainder of battle.

* SHADOWY ESCAPE (AD) <IQ> {C}

Morbius may avoid any numerical attack.

____________________________________________________________________

 

* MORPH <IQ> {R}                           E: 4   F: 5   S: 3  I: 6   (18)

~ May not be Spectrum KO’d with Intellect Power cards. ~

* RIDICULOUS BEHAVIOR (AD) <IQ> {C}

Avoid 1 attack that contains an Intellect icon.

* SUBSTITUTE DEATH (HP) <IQ> {VR} [OPD]

Play in current battle, after one teammate is KO’d. Immediately

exchange KO’d teammate and Morph. Discard all Placed cards. All

Hits remain.

____________________________________________________________________

* MYSTERIO <IQ> {U}                        E: 6   F: 3   S: 4  I: 6   (19)

~ May not be Spectrum KO’d with Energy Power cards. ~

* HOLOGRAPHIC DECOY (AD) <IQ> {C}

Mysterio may avoid any numerical attack.

* MYSTERYVISION (AP) <IQ> {U}

Acts as a level 6 Intellect attack. Cannot be defended by a card with

an Intellect icon.

____________________________________________________________________

* MYSTIQUE <IQ> {U}                        E: 5   F: 6   S: 3  I: 6   (20)

~ Fighting Power cards are +1 when used to attack. ~

* FATAL MARKSMAN (EI) <IQ> {U}

Acts as a level 2 Fighting Attack. May be made after opponent has

conceded the battle, opponent may defend.

* GOVERNMENT AGENT (GD) <IQ> {U}

Acts as a level 5 Intellect attack. If successful, acts as a level 1

Energy or Strength Power card.

____________________________________________________________________

* NAMOR <IQ> {R}                           E: 2   F: 7   S: 7  I: 4   (20)

* NEPTUNE’S ARMOR (CD) <IQ> {U}

Only Energy attacks may be played against Namor for remainder of

battle.

* SUB-MARINER (HG) <IQ> {VR} [OPD]

Namor may use Strength Power cards level 6 through 8 to avoid any

attack made against Namor or teammate for remainder of battle.

____________________________________________________________________

 

* NICK FURY <IQ> {R}                       E: 3   F: 7   S: 4  I: 6   (20)

* AGENT OF S.H.I.E.L.D. (CM) <IQ> {C}

Opponent’s Team is -2 to all attacks against Nick Fury for remainder of

battle.

* BATTLE STRATEGY (IE) <IQ> {VR} [OPD]

Play during battle. At end of battle, opponent may only move 1 Mission

card. Other Mission cards return to pile Ventured from.

* HOWLING COMMANDO (HN) <IQ> {U}

Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

* INFINITY FORMULA (ET) <IQ> {U}

Remove up to 2 Hits with an Energy icon from Nick Fury’s Permanent

Record.

* WAR HERO (AA) <IQ> {C}

Acts as a level 4 Fighting attack. May make 1 additional attack.

____________________________________________________________________

 

* NIGHTCRAWLER  <IQ> {R}                     E: 6   F: 7  S: 3   I: 3   (19)

* ACROBATIC PRECISION (HF) <IQ> {C}

Acts as a level 4 Intellect or Strength attack.

* POWER ‘PORT (HT) <IQ> {VR} [OPD]

Choose 1 Power card not usable by Nightcrawler from Draw Pile and place

in hand. May be duplicate. Reshuffle Draw Pile.

____________________________________________________________________

 

* OMEGA RED <IQ> {R}                       E: 6   F: 7   S: 5  I: 2   (20)

* CARBONADIUM SYNTHESIZER (EZ) <IQ> {VR} [OPD]

Play in the current battle. Omega Red’s Energy and Strength ratings are

increased to 7 in the next battle.

* TWIN TENTACLES (FC) <IQ> {C}

Play with any Strength or Energy Power card attack. Power card must

be blocked twice.

____________________________________________________________________

 

ONSLAUGHT

* CANNON FODDER (CT) <IQ> {VR} [OPD]

All attacks made on Onslaught are made on target teammate until

teammate is KO’d. Teammate may defend.

____________________________________________________________________

 

POST

* COVERT MANIPULATIONS (AF) <IQ> {U}

Opponent -2 to Venture total for this battle. May be played from

____________________________________________________________________

* PROFESSOR X <IQ> {R}                     E: 8   F: 2   S: 1  I: 7   (18)

* MINDWIPE (AQ) <IQ> {VR} [OPD]

Acts as a level 8 Energy, Strength, Fighting or Intellect attack.

* PSYCHIC SHIELD (AH) <IQ> {U}

No Special cards may be played against Professor X for remainder of

battle.

____________________________________________________________________

* PSYLOCKE <IQ> {R}                        E: 7   F: 6   S: 3  I: 4   (20)

* CRIMSON DAWN (EV) <IQ> {VR} [OPD]

Psylocke may remove all hits with icon of Psylocke’s choice from her

Permanent Record.

* LADY MANDARIN (HF) <IQ> {C}

Acts as a level 4 Intellect or Strength attack.

____________________________________________________________________

 

* PUNISHER <IQ> {R}                        E: 3   F: 7   S: 4  I: 4   (18)

~ May not be Cumulative KO’d with Fighting Power cards. ~

* DODGE (AD) <IQ> {U}

Avoid any attack made with a Power card

* OUTWIT (ET) <IQ> {U}

Remove up to 2 Hits with an Intellect icon from Punisher’s Permanent

Record.

____________________________________________________________________

 

* QUICKSILVER <IQ> {R}                     E: 7   F: 6   S: 3  I: 2   (18)

* HIGH SPEED IMPACT (AS) <IQ> {VR} [OPD]

Acts as a level 11 Strength attack. Quicksilver may not attack for

remainder of battle.

* RAPID-FIRE PUNCHES (DG)=>(ID) <IQ> {C}

Acts as a level 1 Fighting attack. May make 2 additional attacks at +1,

or 1 additional attack at +2. Bonus not applied to damage, or

Venture total.

____________________________________________________________________

 

* RED SKULL <IQ> {R}                       E: 3   F: 5   S: 4  I: 7   (19)

~ May not be Cumulative KO’d with Intellect Power cards. ~

* COSMIC CUBE (FD) <IQ> {VR} [OPD]

Only Red Skull and target hero may attack, be attacked or defend this

battle.

* DEPRAVED EVIL (HZ) <IQ> {U}

Sort through opponent’s Dead Pile. Choose any 2 cards and put them into

opponent’s Draw Pile. Reshuffle Draw Pile.

* DUST OF DEATH (HY) <IQ> {U}

Acts as a level 6 Energy attack. If successful, target hero must

discard 2 cards of opponent’s choice. Cards may be Placed or in

hand.

* EVIL SUPER SOLDIER (BA) <IQ> {VR} [OPD]

Acts as a level 3 Strength attack. Can only be defended by a defensive

Special card.

* MASTER RACIST (AG) <IQ> {U}

Avoid 1 attack.

____________________________________________________________________

* RHINO <IQ> {R}                           E: 2   F: 6   S: 7  I: 1   (16)

* ANIMAL STAMINA (DQ) <IQ> {C}

Rhino’s hits to KO number is increased by 2 points for remainder of

game.

____________________________________________________________________

 

* ROGUE <IQ> {R}                           E: 4   F: 4   S: 7  I: 2   (17)

~ May not be Spectrum KO’d with Special cards. ~

* COMBINATION PUNCH (AE) <IQ> {C}

Acts as a level 4 Any-Power attack. May combine with 1 Energy,

Fighting, Strength or Intellect Power card for a single attack.

* SOUTHERN BELLE (AZ) <IQ> {C}

Target opponent may not attack Rogue for remainder of battle unless she

attacks him first.

____________________________________________________________________

* SABRETOOTH <IQ> {R}                      E: 2   F: 8   S: 6  I: 3   (19)

* DANGEROUS MIND (EJ) <IQ> {C}

Acts as a level 2 Fighting attack. If successful, acts as a level 8

Intellect Power card.

* GOVERNMENT OPERATIVE (AD) <IQ> {U}

Teammate may avoid 1 Fighting attack. May be played while Sabretooth

is in Reserve.

____________________________________________________________________

* SCARLET SPIDER  <IQ> {R}                   E: 3   F: 7  S: 6   I: 5   (21)

* CLONAL CONFUSION (HU) <IQ> {C}

Scarlet Spider may Place and play Spider-Man “Wall Crawl” and

“Spider-Sense” Special cards for remainder of game.

____________________________________________________________________

* SCARLET WITCH  <IQ> {R}                    E: 7   F: 3  S: 2   I: 5   (17)

~ Opponent’s team -5 to Venture Total when KO’d. ~

* IMPROBABILITY HEX (HL) <IQ> {U}

Opponent’s team may not use Strength Power cards level 6 through 8 to

attack for remainder of battle.

* WITCHCRAFT (AD) <IQ> {C}

Scarlet Witch may avoid any numerical attack.

____________________________________________________________________

 

* SENTINELS <IQ> {R}                       E: 7   F: 5   S: 7  I: 1   (20)

* MUTANT COUNTERMEASURES (GA) <IQ> {C}

Target character may not play Specials for remainder of battle.

* ROBOT MENTALITY (AR) <IQ> {C}

Acts as a level 7 Intellect attack.

____________________________________________________________________

 

* SHADOWCAT <IQ> {U}                       E: 6   F: 3   S: 3  I: 6   (18)

~ May have duplicate “Ghostly Phase” Specials. ~

* COMPUTER GENIUS (HQ) <IQ> {C} =>[OPD]

Draw 3 cards. Discard duplicates.

* ELECTRONIC SCRAMBLE (AD) <IQ> {U}

Teammate may avoid 1 Intellect attack. May be played while Shadowcat

is in Reserve.

* GHOSTLY PHASE (AG) <IQ> {U}

Avoid 1 attack.

* PRYDE AND WISDOM (AE) <IQ> {C}

Acts as a level 4 Energy attack. May combine with 1 Intellect card for

a single attack.

* SOULSWORD (EJ) <IQ> {C}

Acts as a level 2 Energy attack. If successful acts as a level 10

Any-Power card.

____________________________________________________________________

* SHE HULK <IQ> {R}                        E: 1   F: 4   S: 7   I: 5  (17)

~ May have duplicate “Public Defender” Specials. ~

* BRAINS & BRAWN (CC) <IQ> {C}

Acts as a level 5 Intellect Power card. May be used to attack or

defend. May not be combined with Universe cards.

* PUBLIC DEFENDER (AD) <IQ> {C}

Teammate may avoid 1 Intellect attack. May be played while She Hulk is

in Reserve.

____________________________________________________________________

 

* SILVER SABLE  <IQ> {U}                     E: 4   F: 6  S: 2   I: 6   (18)

~ May play Fighting Teamwork cards from Reserve. ~

* BATTLE PLANS (HV) <IQ> {C}

Silver Sable may have an unlimited number of Teamwork cards placed on

her until Silver Sable is KO’d. Teamwork cards may not be

duplicates.

* SANDMAN (EB) <IQ> {C}

Play this card in front of Silver Sable. Silver Sable may not be

attacked until this Special is attacked. Silver Sable may not

defend this card.

____________________________________________________________________

* SILVER SURFER  <IQ> {R}                    E: 7   F: 3  S: 6   I: 5   (21)

* COSMIC AWARENESS (HF) <IQ> {C}

Acts as a level 4 Energy or Intellect attack.

____________________________________________________________________

* SPIDER-MAN <IQ> {VR}                     E: 3   F: 7   S: 6  I: 5   (21)

* CLONAL CONFUSION (HU) <IQ> {C}

Spider-Man may Place and play Scarlet Spider “Sticky Fingers” and

“Scarlet Savior” Special cards for remainder of game.

* SCIENCE WHIZ (DM) <IQ> {C}

Spider-Man’s Intellect Power cards are +2 for remainder of battle.

____________________________________________________________________

* SPIDER-WOMAN  <IQ> {U}                     E: 6   F: 3  S: 6   I: 4   (19)

~ Energy Power cards are +1 when used to attack. ~

* FORCE WORKS (AF) <IQ> {C}

Add 3 to Venture total for this battle.

* RESCUE OPERATION (AD) <IQ> {C}

Teammate may avoid 1 attack of 9 or less. May be played while

Spider-Woman is in Reserve.

____________________________________________________________________

 

* STORM <IQ> {R}                           E: 7   F: 5   S: 3  I: 4   (19)

~ Intellect Power cards are +2 when used for defense. ~

* MORLOCK COMBAT (CD) <IQ> {C}

Only Strength attacks may be played against Storm for remainder of

battle.

* X-MEN LEADER (HF) <IQ> {C}

Acts as a level 4 Intellect or Strength attack.

____________________________________________________________________

* STRONG GUY <IQ> {R}                      E: 3   F: 4   S: 7  I: 3   (17)

~ May play “Pile It On” from Reserve. ~

* BODYGUARD (AD) <IQ> {C}

Teammate may avoid 1 Strength attack. May be played while Strong Guy is

in Reserve.

* SIMPLE STRATEGY (AE) <IQ> {C}

Acts as a level 4 Strength attack. May combine with 1 Intellect card

for a single attack.

____________________________________________________________________

 

* SUPER SKRULL  <IQ> {R}                     E: 6   F: 4  S: 7   I: 4   (21)

* ALIEN METHODS (HW) <IQ> {C}

Sort through opponent’s Dead Pile. Choose any two cards and put them

into opponent’s Draw Pile. Reshuffle Draw Pile.

* FANTASTIC ENEMY (HN) <IQ> {C}

Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

____________________________________________________________________

 

* THING <IQ> {R}                           E: 1   F: 5   S: 8  I: 3   (17)

* BUCKET O’ SHAME (DL) <IQ> {U}

Thing is -2 to attacks/+2 to defense for remainder of battle.

____________________________________________________________________

* THOR <IQ> {VR}                            E: 7   F: 5  S: 7   I: 4   (23)

* GIFT OF THE GODS (DS) <IQ> {C}

Choose one Thor Special from Draw Pile and place in hand. Cannot be a

duplicate. Reshuffle Draw Pile.

* VIKING PYRE (IG) <IQ> {VR} [OPD]

Remove any cards from Thor’s Draw Pile and discard into Dead Pile.

Reshuffle Draw Pile.

____________________________________________________________________

 

* VENOM <IQ> {R}                           E: 5   F: 6   S: 7  I: 2   (20)

* EDDIE BROCK: REPORTER (EM) <IQ> {C}

Acts as a level 4 Intellect attack. If successful, opponent must

discard 1 card of opponent’s choice from hand.

* HEALING BOND (ET) <IQ> {U}

Remove up to 2 Hits with a Strength icon from Venom’s Permanent Record.

____________________________________________________________________

 

* VISION <IQ> {R}                           E: 5   F: 4  S: 6   I: 6   (21)

~ May play “Android Endurance” from Reserve. ~

* ANDROID AVENGER (AE) <IQ> {C}

Acts as a level 4 Any-Power attack. May combine with 1 Energy,

Fighting, Strength or Intellect Power card for a single attack.

* CALCULATED ATTACK (AA) <IQ> {C}

Acts as a level 4 Intellect attack. May make 1 additional attack.

____________________________________________________________________

* WAR MACHINE <IQ> {R}                      E: 5  F: 4   S: 7   I: 3  (19)

* WAR DRONE (BR) <IQ> {U}

War Machine may have 1 additional card Placed on him until War Machine

is KO’d. May be played from Reserve.

____________________________________________________________________

 

* WHITE QUEEN <IQ> {R}                     E: 7   F: 2   S: 2  I: 6   (17)

* COLD-HEARTED ENEMY (GG) <IQ> {C} [OPD]

All cards currently in opponent’s Dead Pile are removed from game.

* HELLFIRE LEADER (AN) <IQ> {C}

Acts as a level 6 Intellect attack. May be used against opponent in

Reserve, who may defend.

* MENTAL OVERRIDE (AA) <IQ> {C}

Acts as a level 4 Energy attack. May make 1 additional attack.

* MUTANT HEADMISTRESS (FA) <IQ> {C}

White Queen may not attack or be attacked for remainder of battle.

* TELEPATHIC MANIPULATOR (IA) <IQ> {VR} [OPD]

Target Hero must discard all Placed cards and move into Reserve for

remainder of battle.

____________________________________________________________________

* WOLVERINE <IQ> {R}                       E: 2   F: 8   S: 5  I: 4   (19)

* CANUCKLEHEAD (HG) <IQ> {VR} [OPD]

Wolverine may use Fighting Power cards level 6 through 8 to avoid any

attack made against Wolverine or teammate for remainder of battle.

* SAVAGE REGRESSION (EQ) <IQ> {U}

For remainder of battle, Wolverine’s Strength and Energy actions are

+2. Intellect actions are -2.

_______________________________________________________________________________

 

P O W E R   C A R D S

 

MULTIPOWER

* 1M {C} Chamber

* 2M {C} Havok

* 3M {U} X-Man

* 4M {R} Black Bolt

 

INTELLECT

* 1I {C} Lizard

* 2I {C} Lady Deathstrike

* 3I {C} Kraven

* 4I {C} Modok

* 5I {C} Sebastian Shaw

* 6I {C} Ultron

* 7I {U} Leader

* 8I {R} Doom 2099

_______________________________________________________________________________

 

U N I V E R S E   C A R D S

 

TEAMWORK

 

ENERGY

* 7E FI +2+2 <IQ> {C}  Cyclops, Jean Grey & Cable

* 8E FI +2+3 <IQ> {C}  Professor X, White Queen & Banshee

* 8E SI +2+3 <IQ> {C}  Magneto, Quicksilver & Scarlet Witch

 

FIGHTING

* 6F SI +1+2 <IQ> {C}  Mystique, Forge & Strong Guy

* 8F EI +2+3 <IQ> {C}  Captain America, Iron Man & Thor

* 8F SI +2+3 <IQ> {C}  Maverick, Wolverine & Sabretooth

 

STRENGTH

* 7S FI +2+2 <IQ> {C}  War Machine, Hawkeye & Spider-Woman

* 8S EI +2+3 <IQ> {C}  Galactus, Silver Surfer & Adam Warlock

 

INTELLECT

* 6I ES +1+2  <IQ> {C}  Shadowcat, Nightcrawler & Colossus

* 7I FS +2+2 <IQ> {C}  Henry Pym, Vision & Black Widow

* 8I FS +2+3 <IQ> {C}  Mr. Sinister, Apocalypse & Dark Beast

 

ALLY

 

ENERGY

* 8E 3E <IQ> {C}  Moira MacTaggart (Professor X)

 

FIGHTING

* 6F 1F <IQ> {U}  Edwin Jarvis (Black Widow)

* 8F 3F <IQ> {C}  Bucky Barnes (Captain America)

 

STRENGTH

* 6S 1S <IQ> {U}  Mary Jane Watson-Parker (Spider-Man)

* 8S 3S <IQ> {C}  Rick Jones (Hulk)

 

INTELLECT

* 8I 3I <IQ> {C}  Kristoff Vernard (Doctor Doom)

_______________________________________________________________________________

 

O T H E R   I Q   O V E R P O W E R   C O L L E C T I B L E   I T E M

 

BOOSTER DISPLAY BOX

* IQ Marvel Expansion ( 36 packs, 15 cards each )  <IQ>

_______________________________________________________________________________

 

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

~ ~    Inherent Ability text

<IQ>   IQ Marvel expansion

{C}    Common rarity level

{U}    Uncommon rarity level

{R}    Rare rarity level

{VR}   Very Rare rarity level

[OPD]  One Per Deck designation