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)
_______________________________________________________________________________
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.
____________________________________________________________________
* 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
____________________________________________________________________
* 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.
____________________________________________________________________
* 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.
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* 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.
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* 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.
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* 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