JLA Checklist

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

AQUAMAN (H) 2-5-6-6 (19) May have duplicate “Allies From The Deep”
BLACK CANARY (H) 3-7-3-5 (18) May Place/play any Hero Intellect Ally
BLUE BEETLE (H) 4-6-4-5 (19) Team is +2 to Venture Total per battle
BOOSTER GOLD (H) 6-4-5-3 (18) Intellect Power cards +3 used for defense
CAPTAIN ATOM (H) 7-6-4-3 (20) May play Fighting Teamworks from Reserve
CAPTAIN MARVEL (H) 5-4-7-2 (18) May play “Speed of Mercury” from Reserve
DARKSEID (V) 6-3-8-6 (23)
DOCTOR POLARIS (V) 6-4-4-6 (20) Power cards are +1 when used for defense
THE FLASH (H) 6-6-4-3 (19) May play “Reap the Whirlwind” frm Reserve
GREEN ARROW (H) 4-7-3-5 (19) May attack Reserve w/ Energy Power cards
GREEN LANTERN (H) 7-3-4-4 (18) Not Spectrum KO’d with Energy Power cards
HAWKMAN (H) 4-6-6-4 (20) Basic Universe card bonuses are +2
MARTIAN MANHUNTER (H) 4-4-7-5 (20) Teammates’ Training card bonuses are +1
MISTER MIRACLE (H) 3-5-3-7 (18) Only Spectrum KO’d by four Power Types
NERON (V) 5-2-6-8 (21)
ORION (H) 4-7-7-2 (20)
PARALLAX (V) 7-6-3-5 (21) Hero code -1 to attack P. in 1st battle
THE RAY (H) 8-4-4-2 (18)
THE TRICKSTER 6-5-1-7 (19)
WONDER WOMAN (H) 1-8-6-5 (20)
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B R E A K D O W N O F J L A D C O V E R P O W E R C A R D S

20 Characters ( 15 Hero + 4 Villain + 1 Neutral )
134 Special Cards ( 4 Marvel Any Hero Reprint Any Character Specials +
5 for each JLA Character + 1 for each B/S Character )
1 Power Card ( 1 Any-Power )
15 Universe Cards ( 15 Ally )
14 Tactic Cards ( 14 Double Shot )
7 Mission Cards ( 1 Mission Set )
+ 6 Event Cards ( 5 for New Mission + 1 Any Mission )

197 Justice League DC OverPower Cards
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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
* CONFUSION (DB) <JL> {R} [OPD] Avoids all attacks from 1 Teamwork card, or Target Character must
discard 1 Placed Teamwork card.
* DEATH FROM ABOVE (AA) <JL> {R} [OPD] Parademons swoop in and make a level 4 Fighting attack! Any character
may make 1 additional attack.
* GUARDIAN ANGEL (AG) <JL> {VR} [OPD] The Guardian gives warning. Any character may avoid 1 attack.
* 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.
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* 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.
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AZRAEL
* KNOW MY WRATH (AS) (H) <JL> {R} [OPD] Acts as a level 10 Fighting attack.
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BANE
* INTELLECTUAL SUPERIORITY (HR) (V) <JL> {R} [OPD] Acts as a level 9 Energy or Intellect attack.
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BATMAN
* THE DARK KNIGHT (HL) (H) <JL> {R}
Opponent’s team may not use Intellect Power cards level 6 through 8 to
attack for remainder of battle.
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* 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.
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* 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.
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* 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.
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BRAINIAC
* BRAIN DRAIN (CU) (V) <JL> {R} [OPD] Acts as a level 8 Intellect attack. If successful Target must
immediately discard 1 Placed card, of Brainiac’s choice.
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* 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.
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* 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.
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CATWOMAN
* PROWLING BY NIGHT (DB) (V) <JL> {R}
Avoids all attacks from 1 Teamwork card, or Target Character must
discard 1 Placed Teamwork card.
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COMM. GORDON & G.C.P.D.
* THE BAT SIGNAL (HI)=>(HU) (H) <JL> {R}
Comm. Gordon may Place and play Batman “Master Detective” and “The
Dark Knight” Special cards for remainder of game.
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THE CYBORG
* INTERSTELLAR MENACE (CH) (V) <JL> {R} [OPD] Target character must discard all Placed cards and may not attack for
remainder of battle.
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* 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
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* 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.
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DOOMSDAY
* ENGINE OF DESTRUCTION (GL) (V) <JL> {R} [OPD] Sort through opponent’s Draw Pile. Choose any 1 card and remove it from
the game. Reshuffle Draw Pile.
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THE ERADICATOR
* A LASTING IMPRESSION (CL) (H) <JL> {R}
Play in current battle. The Eradicator may play any KO’d teammate’s
Specials in next battle.
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* 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.
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* 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.
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* 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.
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* 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.
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HAZARD
* CYBER-JACKED (HQ) (V) <JL> {U} =>[OPD] Draw 3 cards. Discard duplicates.
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THE HUNTRESS
* THRILL OF THE HUNT (GL) (H) <JL> {R} [OPD] Sort through opponent’s Draw Pile. Choose any 1 card and remove it from
the game. Reshuffle the Draw Pile.
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THE JOKER
* KEYS TO THE KINGDOM (AD) (V) <JL> {R}
The Joker may avoid any numerical attack.
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KILLER CROC
* DUMB LUCK (AP) (V) <JL> {R}
Acts as a level 6 intellect attack. Cannot be defended by a card with
an Intellect icon.
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KNOCKOUT
* …8…9…10! YOU’RE OUT! (CR) (V) <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.
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LEX LUTHOR
* ART OF THE DEAL (IG) (V) <JL> {R} [OPD] Remove any cards from Lex Luthor’s Draw Pile and discard into Dead
Pile. Reshuffle Draw Pile.
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* 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.
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METALLO
* I’LL BE BACK! (JB) (V) <JL> {R} [OPD] Remove all Hits from Metallo’s Permanent Record and Current Battle, and
switch places with the Reserve.
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METROPOLIS S.C.U.
* COURAGE UNDER FIRE (AG) (H) <JL> {R}
Avoid 1 attack.
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* 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.
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* 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.
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NIGHTWING
* TIES THAT BIND (HU) (H) <JL> {R}
Nightwing may Place and play Robin “Loyal Partner” and Batman “The
Dark Knight” Special cards for remainder of game.
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* 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.
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* 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.
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THE PARASITE
* DOC PARASITE (GC) (V) <JL> {R} [OPD] Remove 1 hit from the permanent record of The Parasite or teammate for
every card in the Defeated Missions Pile.
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THE PENGUIN
* GOTHAM’S EMPEROR PENGUIN (AS) (V) <JL> {R} [OPD] Acts as a level 11 Intellect attack, The Penguin may not attack for
remainder of battle.
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POISON IVY
* BLOWING YOU A KISS (BJ) (V) <JL> {R} [OPD] Poison Ivy may not be attacked for remainder of battle.
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RA’S AL GHUL
* THE CLENCH (DQ) (V) <JL> {R} [OPD] Opponent’s team’s Hits to K.O. number is decreased by 3 points for
remainder of battle.
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* 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.
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THE RIDDLER
* PRINCE OF PUZZLES (CP) (V) <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.
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ROBIN
* SURFING THE NET (JA) (H) <JL> {R} [OPD] Discard one Intellect Power card usable by Robin to draw 4 cards from
top of the Draw Pile. May keep duplicates.
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STEEL
* NIGHT VISION GOGGLES (HQ) (H) <JL> {R} =>[OPD] Draw 3 cards. Discard duplicates.
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SUPERBOY
* THE RAVERS (FE) (H) <JL> {R}
Acts as a level 3 Fighting attack, each Front Line teammate may make
one additional attack.
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SUPERGIRL
* GIRL OF STEEL (HR) (H) <JL> {R} [OPD] Acts as a level 9 Fighting or Strength attack.
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SUPERMAN
* THE MAN BEYOND TOMORROW (HN) (H) <JL> {R} [OPD] Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
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THE THORN
* TELL ME WHAT YOU KNOW (BZ) (H) <JL> {R} [OPD] Opponent must reveal hand and play open handed for remainder of battle.
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* 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.
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TWO-FACE
* LAW AND DISORDER (BQ) (V) <JL> {VR} [OPD] On his turn, Two-Face may exchange this card for any 1 card in Dead
Pile and play it immediately.
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* 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.
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P O W E R C A R D

ANY-POWER
* 6A <JL> {R} [OPD] Justice League of America
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U N I V E R S E C A R D S

ALLY

ENERGY
* 5E 3E (H) <JL> {C} Fire (Blue Beetle)
* 6E 1E (H) <JL> {C} Zauriel (Martian Manhunter)
* 8E 3E (H) <JL> {C} Firestorm (The Ray)
* 8E 3E (V) <JL> {C} Dr. Destiny (Brainiac)

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

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

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

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.
_______________________________________________________________________________

O T H E R J L A 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

BOOSTER DISPLAY BOX
* 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: Guide to Playing Specials)
=> Actual => correction or official errata
(H) Hero (DC Character designation)
(V) Villain (DC Character designation)
<JL> Justice League DC OverPower expansion
{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
[OPD] One Per Deck designation

http://home.earthlink.net/~martins6/OVERPOWER.html
Gary Martin, Jr. <martins6@earthlink.net>