Below is a complete listing of all cards from DC/JLA only.
D C O P C H A R A C T E R S (Energy-Fighting-Strength-Intellect)
Character (H/V) Grid (Total) Inherent Ability
AQUAMAN (H) 2-5-6-6 (19) May have dup “Allies Frm Deep”
AZRAEL (H) 5-8-3-3 (19)
BANE (V) 1-6-6-6 (19)
BATMAN (H) 2-7-4-7 (20)
BATMAN AVENGER (H) 4-8-4-4 (20) M Power cards +1 vs. Villain
BATMAN DETECTIVE (H) 4-4-4-8 (20) Play Gordon “Sting Operation”
BLACK CANARY (H) 3-7-3-5 (18) May Place/play any Hero I Ally
BLUE BEETLE (H) 4-6-4-5 (19) Team +2 to Venture Total
BOOSTER GOLD (H) 6-4-5-3 (18) I Power cards +3 for defense
BRAINIAC (V) 8-1-4-7 (20)
CAPTAIN ATOM (H) 7-6-4-3 (20) F Teamworks from Reserve
CAPTAIN MARVEL (H) 5-4-7-2 (18) “Speed of Mercury” from Reserv
CATWOMAN (V) 3-6-2-6 (17)
CATWOMAN WHIPLASH (V) 3-7-3-4 (17) F Power cards +1 vs. Hero code
COMM. GORDON AND THE G.C.P.D. (H) 4-5-5-6 (20)
COMM. JAMES GORDON (H) 5-6-4-5 (20) +2 Venture Total each battle
CYBORG (V) 6-3-7-4 (20)
DARKSEID (V) 6-3-8-6 (23)
DOCTOR POLARIS (V) 6-4-4-6 (20) Power cards +1 for defense
DOOMSDAY (V) 4-6-8-1 (19)
ERADICATOR (H) 7-2-7-3 (19)
THE FLASH (H) 6-6-4-3 (19) “Reap Whirlwind” from Reserve
GREEN ARROW (H) 4-7-3-5 (19) Attack Reserve w/ E Power crds
GREEN LANTERN (H) 7-3-4-4 (18) No Spect KO w/ E Power cards
HAWKMAN (H) 4-6-6-4 (20) Basic Universes additional +2
HAZARD (V) 7-2-5-5 (19)
HUNTRESS (H) 4-6-3-6 (19)
JOKER (V) 4-5-2-7 (18)
KILLER CROC (V) 4-5-6-1 (16)
KNOCKOUT (V) 2-6-7-3 (18)
LEX LUTHOR (V) 3-4-3-8 (18)
MARTIAN MANHUNTER (H) 4-4-7-5 (20) Teammates’ Trainings +1
METALLO (V) 6-2-7-2 (17)
METROPOLIS S.C.U (H) 7-4-5-3 (19)
MISTER MIRACLE (H) 3-5-3-7 (18) Only Spect KO by 4 Power Types
NERON (V) 5-2-6-8 (21)
NIGHTWING (H) 2-6-4-6 (18)
ORION (H) 4-7-7-2 (20)
PARALLAX (V) 7-6-3-5 (21) (H) -1 to attack P. 1st battle
PARASITE (V) 7-2-6-2 (17)
PENGUIN (V) 6-6-1-6 (19)
POISON IVY (V) 4-5-2-6 (17)
RA’S AL GHUL (V) 3-7-3-7 (20)
RA’S AL GHUL SWORD MASTER (V) 4-7-4-5 (20) Basic Universes additional +1
THE RAY (H) 8-4-4-2 (18)
RIDDLER (V) 3-5-3-7 (18)
ROBIN (H) 3-6-2-7 (18)
STEEL (H) 5-3-6-4 (18)
SUPERBOY (H) 6-3-6-3 (18)
SUPERGIRL (H) 6-4-6-3 (19)
SUPERMAN (H) 7-4-7-3 (21)
THORN (V) 4-6-3-5 (18)
THE TRICKSTER 6-5-1-7 (19)
TWO-FACE (V) 3-6-3-6 (18)
TWO-FACE CRIMEBOSS (V) 6-3-3-6 (18) “Flip of the Coin” from Reserv
WONDER WOMAN (H) 1-8-6-5 (20)
_______________________________________________________________________________
B R E A K D O W N O F D C O V E R P O W E R G A M E C A R D S
50 Characters ( 27 Hero + 22 Villain + 1 Neutral )
6 Clone Characters ( 3 Holographic Hero + 3 Holographic Villain )
290 Special Cards ( 10 Any Character + 6 for each B/S Character +
5 for each JLA Character )
37 Power Cards ( 4 Multipower + 1 Any-Power + 8 Energy + 8 Fighting +
8 Strength + 8 Intellect )
14 Tactic Cards ( 14 Double Shot )
85 Universe Cards ( 36 Basic + 12 Training + 12 Teamwork + 25 Ally )
35 Mission Cards ( 7 for each of 5 different Missions )
+ 26 Event Cards ( 1 Any Mission + 5 for each of 5 different Missions )
—
543 Total DC OverPower Playing Cards
—
544 including the Azrael Hero card without the Trademark/Copyright text line
printed next to the H symbol!
_______________________________________________________________________________
C H A R A C T E R C A R D S A N D S P E C I A L C A R D S
ANY CHARACTER
* ARKHAM ASYLUM (BC) (V) <DP> {X} [OPD]
Play when opponent’s Hero is KO’d. Reserve must skip a battle before
entering.
* THE BATCAVE (AJ) (H) <MI> {X} [OPD]
You may look at top 3 cards in opponent’s Draw Pile.
* CONFUSION (DB) <JL> {R} [OPD]
Avoids all attacks from 1 Teamwork card, or Target Character must
discard 1 Placed Teamwork card.
* DEAL WITH THE DEVIL (BW) (V) <MI> {X} [OPD]
Opponent must discard top 2 cards from Draw Pile into Dead Pile.
* DEATH FROM ABOVE (AA) <JL> {R} [OPD]
Parademons swoop in and make a level 4 Fighting attack! Any character
may make 1 additional attack.
* THE FORTRESS OF SOLITUDE (EN) (H) <DP> <OPL> {X} [OPD]
Play on your turn to concede battle. All Mission cards Ventured this
battle return to piles they were Ventured from. This card may be
placed.
* GUARDIAN ANGEL (AG) <JL> {VR} [OPD]
The Guardian gives warning. Any character may avoid 1 attack.
* JUSTICE LEAGUE OF AMERICA (AC) (H) <TP> {X} [OPD]
Attack made on Front Line Character is now made on any other Front Line
character.
* URBAN HUNTERS (BE) (H) <DCP> {X} [OPD]
Any Front Line Character may make 1 attack after opponent has conceded
the battle. Opponent may defend.
* WIZARD IN TOP HAT & TAILS (BQ) <JL> {VR} [OPD]
Exchange this card for any 1 card in Dead Pile. Counts as Duplicate of
all “Any Hero/Character” BQ Specials.
____________________________________________________________________
* AQUAMAN (H) <JL> {U} E: 2 F: 5 S: 6 I: 6 (19)
~ May have duplicate “Allies From The Deep” Specials. ~
* ALLIES FROM THE DEEP (EB) <JL> {U}
Play this card in front of Aquaman, Aquaman may not be attacked until
this Special is attacked. Aquaman may not defend this card.
* DOLPHIN (JC) <JL> {U}
Acts as a level 5 Energy attack. Aquaman may play 1 additional Special
card.
* HOOK (AR) <JL> {R}
Acts as a level 7 Fighting attack.
* KING OF THE SEAS (AG) <JL> {U}
Avoid 1 attack.
* LINE (CH) <JL> {VR} [OPD]
Target character must discard all Placed cards and may not attack for
remainder of battle.
____________________________________________________________________
* AZRAEL (H) <BS> {VR} E: 5 F: 8 S: 3 I: 3 (19)
* AZRAEL {VR} (ERROR: without Trademark & (c) text line next to H symbol)
* AVENGING ANGEL (CS) <BS> {U}
Choose 1 Universe card, excluding Teamwork or Training, from Draw Pile
and place in hand. Reshuffle Draw Pile.
* BATTLE ARMOR (AD) <BS> {C}
Avoid 1 Fighting or Strength attack.
* DIVINE INSPIRATION (AM) <BS> {R}
Azrael gains a +2 to defense for remainder of battle.
* FLAMING SWORD (AE) <BS> {R}
Acts as a level 4 Energy attack. May combine with 1 Strength card for a
single attack.
* KNOW MY WRATH (AS) <JL> {R} [OPD]
Acts as a level 10 Fighting attack.
* THE SYSTEM (DU) <BS> {VR} [OPD]
Azrael may make 2 Power card attacks at +2 each, or 1 Power card attack
at +3. Bonus not applied to damage, or Venture Total.
____________________________________________________________________
* BANE (V) <BS> {VR} E: 1 F: 6 S: 6 I: 6 (19)
* ENHANCED PHYSIQUE (AY) <BS> {R}
Bane’s Fighting skill increases to 8 for remainder of battle.
* FERAL RAGE (DG) <BS> {U}
Acts as a level 2 Strength attack. May make 2 additional attacks.
* INTELLECTUAL SUPERIORITY (HR) <JL> {R} [OPD]
Acts as a level 9 Energy or Intellect attack.
* INTIMIDATION (CI) <BS> {U}
Play with Intellect Power card attack. If attack succeeds, add +2 to
damage.
* VENGEANCE OF BANE (DD) <BS> {R}
Bane is +2 to all attacks against target character and +2 to defense
from attacks made by target character for remainder of battle.
* VENOM INJECTION (DV) <BS> {VR} [OPD]
Bane may make 1 attack at +4. May not be combined with Universe cards.
____________________________________________________________________
* BATMAN (H) <BS> {R} E: 2 F: 7 S: 4 I: 7 (20)
* BATMAN AVENGER (H) <BH> {X} E: 4 F: 8 S: 4 I: 4 (20)
~ Batman’s MultiPower cards are +1 vs. any Character with a Villain
code. ~
* BATMAN DETECTIVE (H) <BH> {X} E: 4 F: 4 S: 4 I: 8 (20)
~ Batman may play Comm. Gordon & G.C.P.D. “Sting Operation” Special. ~
* BATARANG (AB) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional Fighting
attack against a different opponent.
* THE DARK KNIGHT (HL) <JL> {R}
Opponent’s team may not use Intellect Power cards level 6 through 8 to
attack for remainder of battle.
* MAGNESIUM FLARE (DM) <BS> {U}
Batman’s Energy Power cards are +2 for remainder of battle.
* MARTIAL ARTS EXPERT (BA) <BS> {VR} [OPD]
Acts as a level 3 Intellect attack. Can only be defended by a defensive
Special card.
* MASTER DETECTIVE (AJ) <BS> {R}
Opponent must reveal any Special cards currently held in hand.
* OLYMPIC LEVEL ATHLETE (AD) <BS> {R}
Avoid any attack made with a Power card.
____________________________________________________________________
* BLACK CANARY (H) <JL> {U} E: 3 F: 7 S: 3 I: 5 (18)
~ May Place and play any Hero Intellect Ally cards. ~
* BIRD OF PREY (AA) <JL> {C}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* OPENING FLOWER DISCIPLINE (JH) <JL> {U}
Acts as a level 5 Strength attack. If successful, Target character -2
to defense for remainder of battle.
* THE ORACLE CONNECTION (JC) <JL> {U}
Acts as a level 5 Intellect attack. Black Canary may play 1 additional
Special card.
* STREET SMARTS (AJ) <JL> {VR} [OPD]
Black Canary may look at top 6 cards in opponent’s Draw Pile.
* WORKING CLOTHES (AD) <JL> {C}
Avoid 1 attack made with a Universe card.
____________________________________________________________________
* BLUE BEETLE (H) <JL> {C} E: 4 F: 6 S: 4 I: 5 (19)
~ Team is +2 to Venture Total per battle. ~
* AIRGUN (BA) <JL> {U}
Acts as a level 3 Energy attack. Can only be defended by a card with a
Strength icon.
* THE BUG (HH) <JL> {U}
Blue Beetle may have an unlimited number of Special cards placed on
him until Blue Beetle is KO’d. Specials may not be duplicates.
* BWAH-HA-HA-HA! (HO) <JL> {R}
Acts as a level 6 Intellect attack. If successful, opponent -4 to
Venture total.
* FRICTIONLESS FOAM (JB)=>(IB) <JL> {U}
Opponent must discard all placed Universe cards, and is -3 to Venture
total.
* QUICK WITS (AD) <JL> {U}
Avoid any attack made with a Power card.
____________________________________________________________________
* BOOSTER GOLD (H) <JL> {C} E: 6 F: 4 S: 5 I: 3 (18)
~ Intellect Power cards are +3 when used for defense. ~
* ENERGY ABSORPTION FIELD (AH) <JL> {VR} [OPD]
Avoid 1 attack with an Energy icon. No Energy Power cards may be
played against Booster Gold’s team for remainder of battle.
* GAUNTLET ENERGY BLAST (AA) <JL> {C}
Acts as a level 4 Energy attack. May make 1 additional attack.
* MIDAS MODE (JG) <JL> {U}
Booster Gold may play any Energy or Strength Teamwork cards for
remainder of game.
* QUARTERBACK SNEAK (AN) <JL> {U}
Acts as a level 6 Strength attack, may be used against character in
Reserve, who may defend.
* SKEETS (HT) <JL> {U} [OPD]
Choose 1 Power card usable by Booster Gold from Power Pack and place in
hand. May be duplicate. Reshuffle Power Pack.
____________________________________________________________________
* BRAINIAC (V) <BS> {VR} E: 8 F: 1 S: 4 I: 7 (20)
* BRAIN DRAIN (CU) <JL> {R} [OPD]
Acts as a level 8 Intellect attack. If successful Target must
immediately discard 1 Placed card, of Brainiac’s choice.
* FORCE FIELD (AG) <BS> {R}
Avoid 1 attack.
* FORCE OF MIND (AI) <BS> {C}
Target hero must discard 1 placed Universe card of Brainiac’s choice.
* LORD OF WARWORLD (CC) <BS> {R}
Acts as a level 5 Strength Power card. May be used to attack or defend.
May not be combined with Universe cards.
* MENTAL CONTROL (AV) <BS> {VR} [OPD]
Target character may not attack for remainder of battle.
* MENTAL ILLUSIONS (DR) <BS> {U}
Opponent must draw 1 card from Draw Pile. Drawn card and any duplicate
of it, placed or in hand, must be discarded.
____________________________________________________________________
* CAPTAIN ATOM (H) <JL> {R} E: 7 F: 6 S: 4 I: 3 (20)
~ May play Fighting Teamwork cards from Reserve. ~
* ANTI-GRAVITY FIELD (JD) <JL> {VR} [OPD]
Captain Atom may not attack or be attacked with Basic Universe cards
for remainder of game.
* ATOMIC BOLT (HR) <JL> {VR} [OPD]
Acts as a level 9 Energy or Fighting attack.
* ATOMIC PUNCH (AA) <JL> {C}
Acts as a level 4 Strength attack. May make 1 additional attack.
* QUANTUM JUMP (JB) <JL> {VR} [OPD]
Remove all Hits from Captain Atom’s Permanent Record and Current
Battle, and switch places with the Reserve.
* SKIN ALLOY (AM) <JL> {U}
Captain Atom gains a +2 to defense for remainder of battle.
____________________________________________________________________
* CAPTAIN MARVEL (H) <JL> {U} E: 5 F: 4 S: 7 I: 2 (18)
~ May play “Speed of Mercury” from Reserve. ~
* THE MARVEL FAMILY (JC) <JL> {R}
Acts as a level 3 Energy, Fighting, Strength, or Intellect attack.
Captain Marvel may play 1 additional Special card.
* POWER OF ZEUS (DO) <JL> {U}
Negates the effect of any 1 Special card played by opponent against
Captain Marvel only.
* SPEED OF MERCURY (AY) <JL> {VR} [OPD]
Captain Marvel’s Fighting Rating increases to 7 for remainder of game.
* STAMINA OF ATLAS (JE) <JL> {VR} [OPD]
Any cards with more than 1 icon on Captain Marvel’s Permanent Record
become Any-Power cards for the remainder of the game.
* STRENGTH OF HERCULES (AP) <JL> {U}
Acts as a level 6 Strength attack. Cannot be defended by a card with an
Energy icon.
____________________________________________________________________
* CATWOMAN (V) <BS> {R} E: 3 F: 6 S: 2 I: 6 (17)
* CATWOMAN WHIPLASH (V) <BH> {X} E: 3 F: 7 S: 3 I: 4 (17)
~ Catwoman’s Fighting Power cards are +1 vs. any Character with a Hero
code. ~
* CAT-LIKE REFLEXES (CN) <BS> {U}
No Universe cards may be played against Catwoman for remainder of
battle.
* CUNNING THIEF (BW) <BS> {VR} [OPD]
Opponent must discard top 5 cards from Draw Pile into Dead Pile.
* NINE LIVES (AD) <BS> {U}
Avoid 1 Fighting attack.
* PROWLING BY NIGHT (DB) <JL> {R}
Avoids all attacks from 1 Teamwork card, or Target Character must
discard 1 Placed Teamwork card.
* RAZOR SHARP CLAWS (AP) <BS> {R}
Acts as a level 5 Fighting attack. Cannot be defended by a card with a
Fighting icon.
* WHIP STRIKE (BU) <BS> {R}
Catwoman may combine Strength power cards level 1 through 4 for a
single attack. May be blocked as a whole or in parts.
____________________________________________________________________
* COMM. GORDON AND THE G.C.P.D. (H) <BS>{U} E: 4 F: 5 S: 5 I: 6 (20)
* COMM. JAMES GORDON (H) <BH> {X} E: 5 F: 6 S: 4 I: 5 (20)
~ Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle. ~
* THE BAT SIGNAL (HI)=>(HU) <JL> {R}
Comm. Gordon may Place and play Batman “Master Detective” and “The
Dark Knight” Special cards for remainder of game.
* REINFORCEMENTS (DE) <BS> <SD> {U}
Play when teammate is wounded. Teammate gains +2 to all attacks for
remainder of battle.
* RIOT GEAR (AH) <BS> {R}
No cards with an Energy icon may be played against Commissioner Gordon
& G.C.P.D. for remainder of battle.
* STING OPERATION (BY) <BS> {VR} [OPD]
Opponent must immediately discard all cards with an Intellect icon
currently held in hand.
* SWAT TEAM (AQ) <BS> {VR} [OPD]
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
* TEAR GAS GUNS (CM) <BS> {R}
Opponent’s characters are -1 to all actions for remainder of battle.
____________________________________________________________________
* CYBORG (V) <BS> {R} E: 6 F: 3 S: 7 I: 4 (20)
* COLD-BLOODED KILLER (AE) <BS> {R}
Acts as a level 4 Fighting attack. May combine with 1 Intellect card
for a single attack.
* DOOM FROM ABOVE (AM) <BS> {VR} [OPD]
Cyborg gains a +2 to all actions for remainder of battle.
* INTERSTELLAR MENACE (CH) <JL> {R} [OPD]
Target character must discard all Placed cards and may not attack for
remainder of battle.
* LASER VISION (AR) <BS> {U}
Acts as a level 4 Energy attack.
* MECHANICAL METAMORPH (DF) <BS> {VR} [OPD]
Reshuffle Power Pack into Draw Pile.
* REGENERATION (AL) <BS> {R}
Remove 1 hit from Cyborg’s Permanent Record.
____________________________________________________________________
* DARKSEID (V) <JL> {R} E: 6 F: 3 S: 8 I: 6 (23)
* DESAAD (JC) <JL> {U}
Acts as a level 5 Intellect attack. Darkseid may play 1 additional
Special card.
* GRANNY GOODNESS (AK) <JL> {U}
Play during battle. For remainder of battle, all Fighting bonuses from
Teamwork cards are doubled.
* KALIBAK (EB) <JL> {U}
Play this card in front of Darkseid. Darkseid may not be attacked until
this Special is attacked. Darkseid may not defend this card.
* LORD OF APOKOLIPS (DU) <JL> {VR} [OPD]
Darkseid may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2
each, or 1 attack at +3. Bonus not applied to damage, or Venture
Total.
* OMEGA EFFECT (BM) <JL> {VR} [OPD]
Acts as a level 7 Intellect attack. If successful, Target character may
not attack for remainder of battle
____________________________________________________________________
* DOCTOR POLARIS (V) <JL> {C} E: 6 F: 4 S: 4 I: 6 (20)
~ Power cards are +1 when used for defense. ~
* BLACK HOLE FORCE BEAM (DQ) <JL> {VR} [OPD]
Target character’s Hits to KO number is decreased by 5 points for
remainder of game.
* FORCE OF NATURE (JI) <JL> {U}
Play during battle. At end of battle, Opponent may not move any Mission
cards from the Defeated Missions Pile.
* MAGNETIC ENERGY BOLT (HF) <JL> {C}
Acts as a level 4 Fighting or Strength attack.
* MAGNETIC SPHERE (AG) <JL> {U}
Avoid 1 attack.
* MAKE THE BLOOD BOIL (GD) <JL> {VR} [OPD]
Acts as a level 7 Any-Power attack. If successful, acts as a level 0
Energy, Fighting, Strength or Intellect power card.
____________________________________________________________________
* DOOMSDAY (V) <BS> {VR} E: 4 F: 6 S: 8 I: 1 (19)
* BONY PROTRUSIONS (AP) <BS> {R}
Acts as a level 6 Fighting attack. Cannot be defended by a card with a
Strength icon.
* ENGINE OF DESTRUCTION (GL) <JL> {R} [OPD]
Sort through opponent’s Draw Pile. Choose any 1 card and remove it from
the game. Reshuffle Draw Pile.
* IRRESISTIBLE FORCE (DO) <BS> {R}
Negates the effect of any 1 Special card played by opponent against
Doomsday only.
* OUT FOR BLOOD (DK) <BS> {U}
Play when Doomsday is wounded. Doomsday gains a +2 to all attacks for
remainder of battle.
* TOUGH HIDE (AD) <BS> {C}
Avoid 1 Strength or Energy attack.
* UNEARTHLY STRENGTH (BV) <BS> {VR} [OPD]
Doomsday may make as many Strength Power card attacks as possible.
Opponent may defend.
____________________________________________________________________
* ERADICATOR (H) <BS> {U} E: 7 F: 2 S: 7 I: 3 (19)
* AIRBORNE ASSAULT (AA) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* ENERGY BLAST (EM) <BS> {R}
Acts as a level 4 Energy attack. If successful, opponent must discard 1
card of opponent’s choice from hand.
* A LASTING IMPRESSION (CL) <JL> {R}
Play in current battle. The Eradicator may play any KO’d teammate’s
Specials in next battle.
* POWER PUNCH (AQ) <BS> {VR} [OPD]
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
* SELF HEALING (DQ) <BS> {R}
Eradicator hits to K.O. number is increased by 2 points for remainder
of game.
* VENGEFUL PROTECTOR (AC) <BS> {C}
Attack made on teammate is now made on Eradicator, who may defend.
____________________________________________________________________
* THE FLASH (H) <JL> {C} E: 6 F: 6 S: 4 I: 3 (19)
~ May play “Reap the Whirlwind” from Reserve. ~
* 1-2 (THOUSAND) PUNCH (DG) <JL> {C}
Acts as a level 2 Strength attack. May make 2 additional attacks.
* THE FASTEST MAN ALIVE (AG) <JL> {U}
Avoid 1 attack.
* REAP THE WHIRLWIND (AI) <JL> {U}
Opponent must discard 1 Placed card of The Flash’s choice.
* SPEED-LENDING (AR) <JL> {U}
Acts as a level 7 Strength attack.
* TAPPING THE SPEED FORCE (JA) <JL> {VR} [OPD]
Discard one Energy Power card usable by The Flash to draw 4 cards from
top of the Draw Pile. May keep duplicates.
____________________________________________________________________
* GREEN ARROW (H) <JL> {U} E: 4 F: 7 S: 3 I: 5 (19)
~ May attack the Reserve with Energy Power cards. ~
* AIKIDO STRIKE (HF) <JL> {C}
Acts as a level 4 Intellect or Strength attack.
* EDDIE FYERS (JC) <JL> {U}
Acts as a level 5 Fighting attack. Green Arrow may play 1 additional
Special card.
* THE EMERALD ARCHER (IE) <JL> {VR} [OPD]
Play during battle. At end of battle, opponent may only move 1 Mission
card. Other Mission cards return to piles Ventured from.
* KYUDO DISCIPLINE (AV) <JL> {VR} [OPD]
Target opponent may not attack for remainder of battle.
* THE LONGBOW HUNTER (EI) <JL> {U}
Acts as a level 2 Strength attack. May be made after opponent has
conceded the battle, opponent may defend.
____________________________________________________________________
* GREEN LANTERN (H) <JL> {U} E: 7 F: 3 S: 4 I: 4 (18)
~ May not be Spectrum KO’d with Energy Power cards. ~
* GOIN’ BALLISTIC (AD) <JL> {C}
Avoid 1 attack that contains a Strength icon.
* GOTCHA! (AX) <JL> {U}
Green Lantern and Target character may not attack for remainder of
battle.
* LET’S GET MEDIEVAL! (JF) <JL> {VR} [OPD]
All Any-Power cards on target character’s Permanent Record become
Strength cards for remainder of game.
* POWER OF IMAGINGATION (HR) <JL> {VR} [OPD]
Acts as a level 9 Energy or Intellect attack.
* …THIS IS A GUN (HN) <JL> {U}
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
____________________________________________________________________
* HAWKMAN (H) <JL> {U} E: 4 F: 6 S: 6 I: 4 (20)
~ Basic Universe card bonuses are an additional +2. ~
* CESTUS GLOVE (JF) <JL> {VR} [OPD]
All Any-Power cards on target character’s Permanent Record become
Fighting cards for remainder of game.
* KATAR BLADE (EZ) <JL> {VR} [OPD]
Play in the current battle. Hawkman’s Energy and Fighting ratings are
increased to 7 in the next battle.
* MACE (AP) <JL> {U}
Acts as a level 6 Strength attack. Cannot be defended by a card with a
Fighting icon.
* THANAGARIAN BLASTER (HF) <JL> {C}
Acts as a level 4 Fighting or Energy attack.
* THE WINGED WARRIOR (FD) <JL> {VR} [OPD]
Only Hawkman and Target character may attack, be attacked or defend
this battle.
____________________________________________________________________
* HAZARD (V) <BS> {U} E: 7 F: 2 S: 5 I: 5 (19)
* CUTTING LASER (EN) <BS> {R}
Acts as a level 4 Energy attack. If attack succeeds, add +2 to damage.
* CYBER-JACKED (HQ) <JL> {U} =>[OPD]
Draw 3 cards. Discard duplicates.
* CYBERNETIC STRENGTH (AY) <BS> {R}
Hazard’s Strength skill increases to 8 for remainder of battle.
* FLIGHT PACK (AD) <BS> {C}
Avoid 1 attack made with a Universe card.
* SPLIT (DI) <BS> {U}
Opponent’s team may not use Universe cards to attack or defend against
Hazard for remainder of battle.
* TELEKINETIC FIST (EO) <BS> {VR} [OPD]
Acts as a level 7 Energy attack. If successful, Hazard and target
character may not attack for remainder of battle.
____________________________________________________________________
* HUNTRESS (H) <BS> {R} E: 4 F: 6 S: 3 I: 6 (19)
* CROSSBOW (CI) <BS> {U}
Play with Energy Power card attack. If attack succeeds, add +2 to
damage.
* EXPERT TRACKER (EP) <BS> {R}
Huntress may cut opponent’s Draw Pile. Discard to the Dead Pile the
card cut to.
* SNEAK ATTACK (BP) <BS> {VR} [OPD]
Acts as a level 6 Strength attack. May be played while Huntress is in
Reserve.
* THRILL OF THE HUNT (GL) <JL> {R} [OPD]
Sort through opponent’s Draw Pile. Choose any 1 card and remove it from
the game. Reshuffle the Draw Pile.
* THROWING KNIVES (DG) <BS> {U}
Acts as a level 2 Fighting attack. May make 2 additional attacks.
* TRAINED GYMNAST (CD) <BS> {R}
Only attacks made with Universe cards may be played against Huntress
for remainder of battle.
____________________________________________________________________
* JOKER (V) <BS> {R} E: 4 F: 5 S: 2 I: 7 (18)
* ACID SPRAY FLOWER (CU) <BS> {R}
Acts as a level 3 Energy attack. If successful, target character must
discard 1 placed card of opponent’s choice.
* DOUBLE CROSS (AC) <BS> {U}
Attack made on Joker is now made on teammate of his choice, who may
defend.
* HIGH VOLTAGE JOY BUZZER (CY) <BS> {R}
Acts as a level 4 Energy attack. Joker may make 1 additional Fighting
and/or 1 additional Intellect Power card attack.
* JOKER VENOM (BM) <BS> {VR} [OPD]
Acts as a level 7 Energy attack. If successful, target character may
not attack for remainder of battle.
* KEYS TO THE KINGDOM (AD) <JL> {R}
The Joker may avoid any numerical attack.
* MANIACAL GENIUS (CS) <BS> {C}
Choose 1 Universe card, excluding Teamwork and Training, from Draw Pile
and place in hand. Reshuffle Draw Pile.
____________________________________________________________________
* KILLER CROC (V) <BS> {U} E: 4 F: 5 S: 6 I: 1 (16)
* BRUTE FORCE (AE) <BS> {R}
Acts as a level 4 Strength attack. May combine with 1 Fighting card for
a single attack.
* DUMB LUCK (AP) <JL> {R}
Acts as a level 6 intellect attack. Cannot be defended by a card with
an Intellect icon.
* RAMPAGE (AY) <BS> {U}
Killer Croc’s Energy skill increases to 8 for remainder of battle.
* SCALY SKIN (AM) <BS> {U}
Killer Croc gains a +2 to defense for remainder of battle.
* SLIPPERY ESCAPE (AG) <BS> {R}
Avoid 1 attack.
* WRESTLING HOLD (BM) <BS> {VR} [OPD]
Acts as a level 7 Strength attack. If successful, target character may
not attack for remainder of battle.
____________________________________________________________________
* KNOCKOUT (V) <BS> {U} E: 2 F: 6 S: 7 I: 3 (18)
* …8…9…10! YOU’RE OUT! (CR) <JL> {R} [OPD]
Knockout may switch any two Power cards of equal value, on the
Permanent Record of any of two of opponent’s Characters.
* FEMALE FURY (AA) <BS> {U}
Acts as a level 4 Energy attack. May make 1 additional attack.
* HOT TEMPERED (EQ) <BS> {R}
For remainder of battle, Knockout’s Strength and Energy actions are +2.
Fighting and Intellect actions are -2.
* KILLER PHYSIQUE (AH) <BS> {U}
No Fighting Power cards may be played against Knockout for remainder of
battle.
* MIGHTY BLOW (AN) <BS> {R}
Acts as a level 6 Strength attack. May be used against opponent in
reserve, who may defend.
* PICKING A FIGHT (BL) <BS> {VR} [OPD]
Play when opponent concedes battle. Opponent may not concede battle.
____________________________________________________________________
* LEX LUTHOR (V) <BS> {U} E: 3 F: 4 S: 3 I: 8 (18)
* ART OF THE DEAL (IG) <JL> {R} [OPD]
Remove any cards from Lex Luthor’s Draw Pile and discard into Dead
Pile. Reshuffle Draw Pile.
* GLOBAL RESOURCES (BR) <BS> {R}
Lex Luthor may have 1 additional Power, Universe or Special card placed
on him until Lex Luthor is KO’d.
* POWER HUNGRY (ER) <BS> {C}
Choose 1 power card usable by Lex Luthor, excluding Intellect, from
Draw Pile and place in hand. Reshuffle Draw Pile.
* PROTOTYPE BLASTER (AP) <BS> {R}
Acts as a level 6 Energy attack. Cannot be defended by a card with a
Strength icon.
* RUTHLESS ADVERSARY (AW) <BS> {VR} [OPD]
Opponent -6 to Venture total for this battle.
* SKILLED MARTIAL ARTIST (DG) <BS> {U}
Acts as a level 2 Strength attack. May make 2 additional attacks.
____________________________________________________________________
* MARTIAN MANHUNTER (H) <JL> {U} E: 4 F: 4 S: 7 I: 5 (20)
~ Teammates(‘) Training card bonus’ (BONUSES) are an additional +1. ~
* ALIEN PHYSIQUE (CW) <JL> {VR} [OPD]
Avoid 1 attack. May not be attacked for remainder of battle.
* MALLEABLE FORM (AZ) <JL> {U}
Target opponent may not attack Martian Manhunter for remainder of
battle unless he attacks him first.
* MARTIAN STRENGTH (AE) <JL> {R}
Acts as a level 4 Any-Power attack, may combine with 1 Energy,
Fighting, Strength, or Intellect Power card for a single attack.
* MARTIAN VISION (JF) <JL> {VR} [OPD]
All Any-Power cards on target character’s Permanent Record become
Energy cards for remainder of game.
* TELEPATHIC PROBE (BM) <JL> {U}
Acts as a level 5 Energy attack. If successful, Target character may
not attack Martian Manhunter for remainder of battle.
____________________________________________________________________
* METALLO (V) <BS> {U} E: 6 F: 2 S: 7 I: 2 (17)
* DAMAGE CONTROL (AL) <BS> {R}
Remove 1 hit from Metallo’s Permanent Record.
* EYE BEAMS (ES) <BS> {VR} [OPD]
Metallo may combine Energy Power cards with Fighting Power cards to
attack for remainder of battle. May not be combined with Universe
cards.
* I’LL BE BACK! (JB) <JL> {R} [OPD]
Remove all Hits from Metallo’s Permanent Record and Current Battle, and
switch places with the Reserve.
* MECHANICAL JUGGERNAUT (BW) <BS> {VR} [OPD]
Opponent must discard top 5 cards from Draw Pile into Dead Pile.
* SERVO-ASSISTED STRENGTH (AI) <BS> {C}
Target character must discard 1 placed Universe card of Metallo’s
choice.
* WALKING ARSENAL (AB) <BS> {U}
Acts as a level 4 Energy attack. May make 1 additional Energy attack.
____________________________________________________________________
* METROPOLIS S.C.U. (H) <BS> {U} E: 7 F: 4 S: 5 I: 3 (19)
* BATTLESUIT BRIGADE (CY) <BS> {R}
Acts as a level 4 Energy attack. Metropolis S.C.U. may make 1
additional Strength and/or 1 additional Fighting Power card attack.
* COURAGE UNDER FIRE (AG) <JL> {R}
Avoid 1 attack.
* HEAVY ARTILLERY (AS) <BS> {VR} [OPD]
Acts as a level 11 Energy attack. Metropolis S.C.U. may not attack for
remainder of battle.
* PARAMILITARY TRAINING (AM) <BS> {C}
Metropolis S.C.U. gains +1 to all actions for remainder of battle.
* SNIPER FIRE (AN) <BS> {R}
Acts as a level 6 Fighting attack. May be used against character in
reserve, who may defend.
* STUN GUNS (AB) <BS> {U}
Acts as a level 4 Energy attack. May make 1 additional Energy attack.
____________________________________________________________________
* MISTER MIRACLE (H) <JL> {U} E: 3 F: 5 S: 3 I: 7 (18)
~ May only be Spectrum KO’d by four Power Types. ~
* AERO DISKS (BS) <JL> {VR} [OPD]
For remainder of battle, If Mister Miracle can block a Power card
attack with an equal value Power card, Mister Miracle’s Power card
hits attacker.
* BIG BARDA (JC) <JL> {U}
Acts as a level 5 Strength attack. Mister Miracle may play 1 additional
Special card.
* MOTHER BOX (JJ) <JL> {VR} [OPD]
Discard 1 Power card usable by Mister Miracle to remove all Hits from
Mister Miracle’s Permanent Record of equal or lesser value.
* OBERON (FA) <JL> {U}
Mister Miracle may not attack or be attacked for remainder of battle.
* SUPER-ESCAPE ARTIST (AH) <JL> {C}
No Special cards may be played against Mister Miracle for remainder of
battle.
____________________________________________________________________
* NERON (V) <JL> {R} E: 5 F: 2 S: 6 I: 8 (21)
* LORD OF THE UNDERWORLD (CT) <JL> {VR} [OPD]
All attacks made on Neron are made on Target teammate until teammate is
KO’d. Teammate may defend.
* NECROMANTIC BLAST (EJ) <JL> {U}
Acts as a level 2 Energy attack. If successful, acts as a level 8
Fighting Power card.
* SEDUCTION OF THE INNOCENT (IB) <JL> {U}
Opponent must discard all Placed Ally cards, and is -3 to Venture
total.
* YOUR HEART’S DESIRE (HT) <JL> {VR} [OPD]
Choose 1 Special card not usable by Neron from Draw Pile and place in
hand. May not be a “One Per Deck”. May be duplicate. Reshuffle Draw
Pile.
* YOUR SOUL IS MINE! (HY) <JL> {U}
Acts as a level 6 Intellect attack. If successful, Target character
must discard 2 cards of opponent’s choice. Cards may be placed or
in hand.
____________________________________________________________________
* NIGHTWING (H) <BS> {R} E: 2 F: 6 S: 4 I: 6 (18)
* CIRCUS ACROBAT (AH) <BS> {R}
No cards with a Strength icon may be played against Nightwing for
remainder of battle.
* ESCRIMA STICKS (AB) <BS> {U}
Acts as a level 4 Strength attack. May make 1 additional Strength
attack.
* EXPERT SLEUTH (AJ) <BS> {U}
Opponent must reveal any Power cards currently held in hand.
* GLIDER WINGS (AD) <BS> {C}
Avoid 1 Strength attack.
* TIES THAT BIND (HU) <JL> {R}
Nightwing may Place and play Robin “Loyal Partner” and Batman “The
Dark Knight” Special cards for remainder of game.
* TITANS FOUNDER (AF) <BS> {R}
Add 3 to Venture total for this battle.
____________________________________________________________________
* ORION (H) <JL> {R} E: 4 F: 7 S: 7 I: 2 (20)
* ASTRO-GLIDER (CC) <JL> {U}
Acts as a level 6 Any-Power card. May be used to attack or defend. May
not be combined with Universe cards.
* BOOM TUBE (IF) <JL> {U}
Play as Orion concedes battle. Orion’s team may discard 3 cards to top
of Draw Pile.
* CONSULT THE SOURCE (JF) <JL> {VR} [OPD]
All Any-Power cards on Target character’s Permanent Record become
Intellect cards for remainder of game.
* MOTHER BOX (JJ) <JL> {VR} [OPD]
Discard 1 Power card usable by Orion to remove all Hits from Orion’s
Permanent Record of equal or lesser value.
* SOURCE OF THE BEAST (GJ) <JL> {C}
Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
make 1 additional attack.
____________________________________________________________________
* PARALLAX (V) <JL> {R} E: 7 F: 6 S: 3 I: 5 (21)
~ Characters with Hero code -1 to attack Parallax in 1st battle. ~
* BEWARE MY POWER (BA) <JL> {VR} [OPD]
Acts as a level 2 Energy, Fighting, Strength or Intellect attack. Can
only be defended by a defensive Special card.
* HEROIC REDEMPTION (JK) <JL> {U}
All Hits with only Energy icons in the Permanent Record of all Front
Line teammates are moved to the Permanent Record of Parallax.
* IN BLACKEST NIGHT (AM) <JL> {U}
Parallax gains +2 to defense for remainder of battle.
* IN BRIGHTEST DAY (AA) <JL> {C}
Acts as a level 4 Energy attack. May make 1 additional attack.
* ZERO HOUR (JL) <JL> {VR} [OPD]
Play during battle. At the end of the battle, all Hits from The Current
Battle for all characters are discarded and not added to the
Permanent Record.
____________________________________________________________________
* PARASITE (V) <BS> {U} E: 7 F: 2 S: 6 I: 2 (17)
* CELLULAR RECONSTRUCTION (ET) <BS> {VR} [OPD]
Remove up to 2 hits from Parasite’s Permanent Record.
* DOC PARASITE (GC) <JL> {R} [OPD]
Remove 1 hit from the permanent record of The Parasite or teammate for
every card in the Defeated Missions Pile.
* KINETIC ABSORPTION (AH) <BS> {U}
No Fighting Power cards may be played against Parasite for remainder of
battle.
* POWER THEFT (AR) <BS> {R}
Acts as a level 6 Energy attack. If successful, Parasite gains skill
levels of target opponent for remainder of battle.
* SUCKING THE CITY DRY (AY) <BS> {U}
Avoid 1 Energy attack. Parasite’s Energy skill is increased to 8 for
remainder of battle.
* VITALITY DRAIN (AL) <BS> {R}
Acts as a level 5 Fighting attack. If successful, remove 1 hit from
Parasite’s Permanent Record.
____________________________________________________________________
* PENGUIN (V) <BS> {R} E: 6 F: 6 S: 1 I: 6 (19)
* BIRDS OF PREY (DG) <BS> {U}
Acts as a level 2 Fighting attack. May make 2 additional attacks.
* FEATHERY DISTRACTION (CW) <BS> {VR} [OPD]
Avoid 1 attack. Penguin may not be attacked for remainder of battle.
* FLAME THROWER UMBRELLA (AR) <BS> {U}
Acts as a level 4 Energy attack.
* GOTHAM’S EMPEROR PENGUIN (AS) <JL> {R} [OPD]
Acts as a level 11 Intellect attack, The Penguin may not attack for
remainder of battle.
* MASTER PLANNER (AF) <BS> {R}
Opponent -3 to Venture total for this battle.
* SMOKE UMBRELLA (AM) <BS> {R}
Penguin gains a +2 to defense for remainder of battle.
____________________________________________________________________
* POISON IVY (V) <BS> {R} E: 4 F: 5 S: 2 I: 6 (17)
* BLOWING YOU A KISS (BJ) <JL> {R} [OPD]
Poison Ivy may not be attacked for remainder of battle.
* MASTER MANIPULATOR (AZ) <BS> {R}
Target character may not attack Poison Ivy for remainder of battle
unless she attacks him/her first.
* POISON KISS (DP) <BS> {VR} [OPD]
Target character may not use cards with icon of Poison Ivy’s choice for
remainder of battle.
* SEDUCTRESS (DI) <BS> {C}
Opponent’s team may not use Universe cards to attack or defend against
Poison Ivy, for remainder of battle.
* STRANGLE VINES (EU) <BS> {VR} [OPD]
Poison Ivy may combine Strength Power cards with Energy Power cards to
attack for remainder of battle. May not be combined with Universe
cards.
* VENUS FLYTRAP (AR) <BS> {U}
Acts as a level 4 Strength attack.
____________________________________________________________________
* RA’S AL GHUL (V) <BS> {R} E: 3 F: 7 S: 3 I: 7 (20)
* RA’S AL GHUL SWORD MASTER (V) <BH> {X} E: 4 F: 7 S: 4 I: 5 (20)
~ Basic Universe cards are an additional +1 when used by Ra’s Al Ghul. ~
* THE CLENCH (DQ) <JL> {R} [OPD]
Opponent’s team’s Hits to K.O. number is decreased by 3 points for
remainder of battle.
* DEMON’S HEAD (AM) <BS> {U}
Ra’s Al Ghul gains a +1 to all actions for remainder of battle.
* LAZARUS PIT (EV) <BS> {VR} [OPD]
Ra’s Al Ghul may remove all hits with icon of Ra’s Al Ghul’s choice
from his Permanent Record.
* MASTER SWORDSMAN (AA) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* MEGALOMANIAC (BT) <BS> {R}
Opponent’s Intellect Power cards do not count in the Venture total for
this battle.
* TALIA (CC) <BS> {R}
Acts as a level 5 Intellect Power card. May be used to attack or
defend. May not be combined with Universe cards.
____________________________________________________________________
* THE RAY (H) <JL> {R} E: 8 F: 4 S: 4 I: 2 (18)
* BLINDED BY THE LIGHT (BK) <JL> {VR} [OPD]
The Ray plays numerical attacks face down for remainder of battle.
Opponent must guess defense.
* ENERGY SHIELD (AH) <JL> {U}
Avoid 1 attack with an Energy icon. No Energy Power cards may be played
against The Ray for remainder of battle.
* IN A BLAZE OF POWER (AS)=>(HR) <JL> {VR} [OPD]
Acts as a level 9 Energy or Fighting attack.
* LIGHT CONSTRUCTS (HQ) <JL> {U} =>[OPD]
Draw 3 cards. Discard duplicates.
* SPEED OF LIGHT (AD) <JL> {C}
The Ray may avoid any numerical attack.
____________________________________________________________________
* RIDDLER (V) <BS> {R} E: 3 F: 5 S: 3 I: 7 (18)
* COLT REVOLVER (DG) <BS> {U}
Acts as a level 2 Energy attack. May make 2 additional attacks.
* DEATH TRAP (BA) <BS> {R} [OPD]
Acts as a level 3 Strength attack. Can only be defended by a Power card
with a Universe card.
* DIRTY CHEAT (CF) <BS> {U}
Riddler may increase either his team’s or opponent’s ventured Mission
cards by 1.
* MASTER OF MISDIRECTION (BK) <BS> {VR} [OPD]
Riddler plays numerical attacks face down for remainder of battle.
Opponent must guess defense.
* PRINCE OF PUZZLES (CP) <JL> {R} [OPD]
The Riddler may exchange remaining cards in hand with equal number of
cards from the top of the Draw Pile. May keep Duplicates.
* QUERY AND ECHO (CC) <BS> {R}
May be used as a level 5 Fighting Power card to attack, or a level 5
Intellect Power card to defend. May not be combined with a Universe
card.
____________________________________________________________________
* ROBIN (H) <BS> {U} E: 3 F: 6 S: 2 I: 7 (18)
* BO STAFF (AE) <BS> {R}
Acts as a level 4 Fighting attack. May combine with 1 Energy card for a
single attack.
* EXPERT TRAINING (AM) <BS> {C}
Robin gains a +1 to all actions for remainder of battle.
* INSIGNIA DART (BA) <BS> {R}
Acts as a level 3 Fighting attack. Can only be defended by a card with
an Intellect icon.
* LOYAL PARTNER (EW) <BS> {U}
Teammate may make 1 attack at +2.
* QUICK THINKING (AT) <BS> {VR} [OPD]
Draw 1 card. Do not discard if duplicate.
* SURFING THE NET (JA) <JL> {R} [OPD]
Discard one Intellect Power card usable by Robin to draw 4 cards from
top of the Draw Pile. May keep duplicates.
____________________________________________________________________
* STEEL (H) <BS> {R} E: 5 F: 3 S: 6 I: 4 (18)
* BOOT JETS (CD) <BS> {R}
Only attacks made with Universe cards may be played against Steel for
remainder of battle.
* EXO-SKELETON (AR) <BS> {U}
Acts as a level 4 Strength attack.
* HAMMER (AQ) <BS> {VR} [OPD]
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.
* HUMAN SHIELD (AC) <BS> {U}
Attack made on teammate is now made on Steel, who may defend.
* NIGHT VISION GOGGLES (HQ) <JL> {R} =>[OPD]
Draw 3 cards. Discard duplicates.
* RIVET GUN (EX) <BS> {R}
Target character may not use cards with a Fighting icon for remainder
of battle.
____________________________________________________________________
* SUPERBOY (H) <BS> {R} E: 6 F: 3 S: 6 I: 3 (18)
* COOL SHADES (AE) <BS> {R}
Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
single attack.
* DUBBILEX (EY) <BS> {VR} [OPD]
Opponent’s team may not use cards with an Intellect icon for remainder
of battle.
* KID OF STEEL (AH) <BS> {U}
No cards with a Fighting icon may be played against Superboy for
remainder of battle.
* THE RAVERS (FE) <JL> {R}
Acts as a level 3 Fighting attack, each Front Line teammate may make
one additional attack.
* TACTILE TELEKINESIS (AI) <BS> {R}
Target character must discard 1 placed card of Superboy’s choice.
* UP, UP, AND AWAY (AD) <BS> {U}
Avoid 1 Energy or Strength attack.
____________________________________________________________________
* SUPERGIRL (H) <BS> {R} E: 6 F: 4 S: 6 I: 3 (19)
* CLOAKING SHIELD (FA) <BS> {R}
Supergirl may not attack or be attacked for remainder of battle.
* GIRL OF STEEL (HR) <JL> {R} [OPD]
Acts as a level 9 Fighting or Strength attack.
* LEVITATION (CN) <BS> {U}
No Universe cards may be played against Supergirl for remainder of
battle.
* PSYCHOKINETIC BOLT (AR) <BS> {U}
Acts as a level 4 Energy attack.
* SHAPESHIFT (EZ) <BS> {VR} [OPD]
Play in the current battle. Supergirl’s Energy and Fighting skills are
increased to 7 in the next battle.
* TELEKINETIC SHIELD (AG)=>(AD) <BS> {R}
Supergirl or teammate may avoid 1 attack of 4 or less.
____________________________________________________________________
* SUPERMAN (H) <BS> {R} E: 7 F: 4 S: 7 I: 3 (21)
* DEFYING EARTH’S GRAVITY (AD) <BS> {U}
Avoid 1 Energy or Fighting attack.
* EARTH’S GREATEST HERO (CQ) <BS> {R}
All Superman Special cards are doubled when determining venture total
in this battle.
* HEAT VISION (AR) <BS> {U}
Acts as a level 4 Energy attack.
* LAST SON OF KRYPTON (BM) <BS> {VR} [OPD]
Acts as a level 7 Strength attack. If successful, target character may
not attack for remainder of battle.
* THE MAN BEYOND TOMORROW (HN) <JL> {R} [OPD]
Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
* MAN OF STEEL (DM) <BS> {R}
Superman’s Strength Power cards are +2 for remainder of battle.
____________________________________________________________________
* THORN (V) <BS> {U} E: 4 F: 6 S: 3 I: 5 (18)
* BARBED LASH (CE) <BS> {R}
Opponent must discard top card from Draw Pile into Dead Pile.
* BATTLE INSTINCT (BX) <BS> {R}
Acts as a level 4 Intellect attack. May combine with a Universe card.
Universe bonus added to Venture total for this battle.
* COMBAT DAGGERS (AB) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional Fighting
attack.
* EXPLOSIVE CHARGE (AU) <BS> {VR} [OPD]
Target character must discard all placed cards.
* STREET FIGHTER (CI) <BS> {C}
Play with Fighting Power card attack. If attack succeeds, add +2 to
damage.
* TELL ME WHAT YOU KNOW (BZ) (H) <JL> {R} [OPD]
Opponent must reveal hand and play open handed for remainder of battle.
____________________________________________________________________
* THE TRICKSTER <JL> {R} E: 6 F: 5 S: 1 I: 7 (19)
* BAIT AND SWITCH (JK) <JL> {U}
All Hits with only Intellect icons in the Permanent Record of all Front
Line characters are moved to the Permanent Record of one of The
Trickster’s teammates.
* CLEAN GETAWAY (AG) <JL> {U}
Avoid 1 attack.
* DON’T MIND ME… (AA) <JL> {C}
Acts as a level 4 Intellect attack. May make 1 additional attack.
* THE SHELL GAME (FB) <JL> {VR} [OPD]
Target character must choose 1 card from The Trickster’s hand. If card
is an attack, Target is Hit. If not, chosen card is discarded to
the Power Pack.
* SMOOTH TALKER (JM) <JL> {VR} [OPD]
The Trickster may move 1 Mission Card from the Defeated Missions Pile
to the Reserve Missions Pile.
____________________________________________________________________
* TWO-FACE (V) <BS> {R} E: 3 F: 6 S: 3 I: 6 (18)
* TWO-FACE CRIMEBOSS (V) <BH> {X} E: 6 F: 3 S: 3 I: 6 (18)
~ Two-Face may play “Flip of the Coin” from Reserve. ~
* CRIMINAL MASTERMIND (BT) <BS> {R}
Opponent’s Fighting Power cards do not count in the venture total for
this battle.
* DOUBLE TROUBLE (FC) <BS> {U}
Play with any Strength or Energy Power card attack. Power card must be
blocked twice.
* .45 AUTOMATIC (AP) <BS> {R}
Acts as a level 6 Energy attack. Cannot be defended by a card with an
Intellect icon.
* FLIP OF THE COIN (FB) <BS> {U}
Draw top card from Draw Pile. If drawn card is an attack, Two-Face may
use it. If drawn card is not an attack, discard it to the Dead
Pile.
* LAW AND DISORDER (BQ) <JL> {VR} [OPD]
On his turn, Two-Face may exchange this card for any 1 card in Dead
Pile and play it immediately.
* TOMMY GUN (BV) <BS> {VR} [OPD]
Two-Face may make as many Fighting Power card attacks as possible.
Opponent may defend.
____________________________________________________________________
* WONDER WOMAN (H) <JL> {R} E: 1 F: 8 S: 6 I: 5 (20)
* AMAZON MIGHT (JN) <JL> {VR} [OPD]
Acts as a level 1 Strength attack, +1 for each card in Wonder Woman’s
hand. If successful, acts as a level 5 Energy or Intellect Power
card.
* BLESSED BY THE GODS (BG)=>(BQ) <JL> {VR} [OPD]
On her turn, Wonder Woman may exchange this card for any 1 card in Dead
Pile and play it immediately.
* BULLETS & BRACELETS (AD) <JL> {C}
Wonder Woman may avoid any numerical attack.
* GIFT OF FLIGHT (AG)=>(AD) <JL> {U}
Teammate may avoid 1 attack of 9 or less.
* LASSO OF TRUTH (BZ) <JL> {VR} [OPD]
Opponent must reveal hand and play open handed for remainder of battle.
_______________________________________________________________________________
P O W E R C A R D S
MULTIPOWER <BS>
* 1M {U} Joker
* 2M {R} Lex Luthor
* 3M {VR} Batman
* 4M {VR} Superman
ANY-POWER
* 6A <JL> {R} [OPD] Justice League of America
ENERGY <BS>
* 1E {C} Bane
* 2E {C} Nightwing
* 3E {C} Catwoman
* 4E {C} Poison Ivy
* 5E {U} Metallo
* 6E {U} Cyborg
* 7E {R} Superman
* 8E {VR} Brainiac
FIGHTING <BS>
* 1F {C} Parasite
* 2F {C} Eradicator
* 3F {C} Steel
* 4F {C} Riddler
* 5F {U} Metropolis S.C.U.
* 6F {U} Thorn
* 7F {R} Batman
* 8F {VR} Azrael
STRENGTH <BS>
* 1S {C} Penguin
* 2S {C} Robin
* 3S {C} Huntress
* 4S {C} Supergirl
* 5S {U} Comm. Gordon and the G.C.P.D.
* 6S {U} Superboy
* 7S {R} Superman
* 8S {VR} Doomsday
INTELLECT <BS>
* 1I {C} Killer Croc
* 2I {C} Knockout
* 3I {C} Hazard
* 4I {C} Ra’s Al Ghul
* 5I {U} Two Face
* 6I {U} Joker
* 7I {R} Batman
* 8I {VR} Lex Luthor
_______________________________________________________________________________
U N I V E R S E C A R D S
BASIC
ENERGY <BS>
* 6E +1 {C} Laser (Penguin)
* 6E +2 {C} Magnetic (Penguin)
* 6E +3 {U} Nuclear (Penguin)
* 7E +1 {C} Photon (Eradicator)
* 7E +2 {C} Microwave (Eradicator)
* 7E +3 {U} Quantum (Eradicator)
* 8E +1 {C} Mental (Brainiac)
* 8E +2 {C} Kryptonite (Brainiac)
* 8E +3 {U} Temporal (Brainiac)
FIGHTING <BS>
* 6F +1 {C} Dodge (Catwoman)
* 6F +2 {C} Spinning Kick (Catwoman)
* 6F +3 {U} Dive for Cover (Catwoman)
* 7F +1 {C} Sweep (Batman)
* 7F +2 {C} Flying Kick (Batman)
* 7F +3 {U} Throw (Batman)
* 8F +1 {C} Lunge (Azrael)
* 8F +2 {C} Leap Aside (Azrael)
* 8F +3 {U} Back Flip (Azrael)
STRENGTH <BS>
* 6S +1 {C} Uppercut (Bane)
* 6S +2 {C} Knife Hand (Bane)
* 6S +3 {U} Combination Maneuver (Bane)
* 7S +1 {C} Haymaker (Superman)
* 7S +2 {C} Choke Hold (Superman)
* 7S +3 {U} Nerve Pinch (Superman)
* 8S +1 {C} Takedown (Doomsday)
* 8S +2 {C} Body Slam (Doomsday)
* 8S +3 {U} Crippling Blow (Doomsday)
INTELLECT <BS>
* 6I +1 {C} Blindside (Robin)
* 6I +2 {C} Diversion (Robin)
* 6I +3 {U} Blackout (Robin)
* 7I +1 {C} Advance Warning (Joker)
* 7I +2 {C} Sabotage (Joker)
* 7I +3 {U} Bluff (Joker)
* 8I +1 {C} Clever Escape (Lex Luthor)
* 8I +2 {C} Ambush (Lex Luthor)
* 8I +3 {U} Home Turf (Lex Luthor)
TRAINING
* 5EF +3 <BS> {C} Steel
* 5ES +3 <BS> {C} Batman
* 5EI +3 <BS> {C} Doomsday
* 5FS +3 <BS> {C} Riddler
* 5FI +3 <BS> {C} Superman
* 5SI +3 <BS> {C} Azrael
* 5EF +4 <BS> {U} Joker
* 5ES +4 <BS> {U} Batman
* 5EI +4 <BS> {U} Killer Croc
* 5FS +4 <BS> {U} Brainiac
* 5FI +4 <BS> {U} Superman
* 5SI +4 <BS> {U} Thorn
TEAMWORK
ENERGY
* 6E FI +1+2 <BS> {U} Steel, Superboy & Eradicator
* 7E SI +2+2 <BS> {R} Superman, Supergirl & Metropolis S.C.U.
* 8E FS +2+3 <BS> {U} Lex Luthor, Brainiac & Hazard
FIGHTING
* 6F EI +1+2 <BS> {U} Catwoman, Joker & Poison Ivy
* 7F SI +2+2 <BS> {R} Batman, Robin & Comm. Gordon
* 8F ES +2+3 <BS> {U} Nightwing, Azrael & Thorn
STRENGTH
* 6S FI +1+2 <BS> {U} Nightwing, Robin, Supergirl
* 7S EI +2+2 <BS> {R} Batman & Superman
* 8S EF +2+3 <BS> {U} Parasite, Metallo, Cyborg
INTELLECT
* 6I FS +1+2 <BS> {U} Penguin, Riddler & Two-Face
* 7I EF +2+2 <BS> {R} Robin, Huntress, Batman
* 8I ES +2+3 <BS> {U} Lex Luthor, Ra’s Al Ghul & Bane
ALLY
ENERGY
* 5E 3E (H) <JL> {C} Fire (Blue Beetle)
* 5E 3E (V) <BS> {C} Scarecrow (Joker)
* 6E 1E (H) <JL> {C} Zauriel (Martian Manhunter)
* 6E 1E (V) <BS> {C} Silver Banshee (Lex Luthor)
* 7E 2E (V) <BS> {C} Mr. Mxyzptlk (Lex Luthor)
* 8E 3E (H) <JL> {C} Firestorm (The Ray)
* 8E 3E (V) <JL> {C} Dr. Destiny (Brainiac)
FIGHTING
* 5F 3F (H) <BS> {U} Shadowdragon (Superman)
* 5F 3F (V) <JL> {C} Shadow-Thief (Lex Luthor)
* 6F 1F (V) <JL> {C} Gorilla Grodd (Catwoman)
* 7F 2F (H) <JL> {C} Guy Gardner (Green Arrow)
* 7F 2F (V) <BS> {C} Lady Shiva (Joker)
* 8F 3F (H) <JL> {C} Requiem (Wonder Woman)
* 8F 3F (V) <JL> {C} Cheetah (Deathstroke)
STRENGTH
* 5S 3S (H) <BS> {U} Gangbuster (Superman)
* 5S 3S (V) <JL> {C} Ocean Master (Doctor Polaris)
* 6S 1S (H) <JL> {C} Nuklon & Obsidian (Hawkman)
* 6S 1S (V) <JL> {C} Know Man (Neron)
* 7S 2S (H) <JL> {C} Metamorpho (Martian Manhunter)
* 7S 2S (V) <BS> {C} Black Mask (Joker)
* 8S 3S (V) <JL> {C} Black Adam (Darkseid)
INTELLECT
* 5I 3I (H) <BS> {U} Lois Lane (Superman)
* 5I 3I (V) <JL> {C} Dr. Sivana (Parasite)
* 6I 1I (H) <BS> {C} Alfred Pennyworth (Batman & Robin)
* 7I 2I (H) <BS> {C} Oracle (Batman)
_______________________________________________________________________________
T A C T I C C A R D S
DOUBLE SHOT
ENERGY
* 6E 4E 6F I <JL> {C} Impulse & The Flash
* 6E 4E 6S E <JL> {C} Captain Marvel & Superman
FIGHTING
* 6F 4F 6E F <JL> {C} Blue Beetle & Booster Gold
* 6F 4F 6E S <JL> {C} Green Arrow & Green Lantern
* 6F 4F 6S I <JL> {C} Batman & Martian Manhunter
STRENGTH
* 6S 4S 6E F <JL> {C} Superman & Captain Atom
* 6S 4S 6E I <JL> {C} Superman & The Ray
* 6S 4S 6F E <JL> {C} The Flash & Superman
* 6S 4S 6I F <JL> {C} Orion & Mister Miracle
* 6S 4S 6I S <JL> {C} Aquaman & Superman
INTELLECT
* 6I 4I 6E S <JL> {C} The Trickster & Neron
* 6I 4I 6F S <JL> {C} Wonder Woman & Batman
* 6I 4I 6F I <JL> {C} Black Canary & Batman
* 6I 4I 6S F <JL> {C} Hawkman & Batman
_______________________________________________________________________________
M I S S I O N C A R D S A N D E V E N T C A R D S
ANY MISSION
Justice League Case File:
* SOVEREIGN SEVEN <JL> {VR} Sovereign Seven
Remove one hit from the Permanent Record of all characters with an
Inherent Ability.
____________________________________________________________________
* THE BRAVE AND THE BOLD <JL>
* 1 {C} Darkseid
* 2 {C} Superman, The Flash, Green Lantern, Wonder Woman
* 3 {C} The Flash, Green Lantern, Hawkman
* 4 {C} Captain Atom, Wonder Woman, Female Furies
* 5 {C} Captain Marvel, Mister Miracle, Orion
* 6 {C} Martian Manhunter & Kalibak
* 7 {C} Superman, Orion, Mister Miracle
* Justice League Case Files:
* AQUAMAN VS. DEEP SIX <JL> {C}
All Inherent Abilities that have a + to defense receive an additional
+1 this battle.
* BATMAN VS. KANTO <JL> {C}
One Front Line character of your choice is immediately KO’d. Reserve
character immediately moves into play. Card is discarded if it will
end game.
* BLUE BEETLE VS. GLORIOUS GODFREY <JL> {C}
Choose one of opponent’s Front Line characters. All attacks against
chosen character are at +1 this battle.
* DARKSEID’S ELITE <JL> {C}
All Inherent Abilities that have a + to attack receive an additional +1
this battle.
* GREEN ARROW, BLACK CANARY, AMAZING GRACE <JL> {C}
Move the Reserve character to the Front Line this battle. Return that
character to Reserve at the end of the battle.
____________________________________________________________________
* EYE OF THE STORM (Superman/Green Lantern ACTION CARDS) <BS>
* 1 {C} Power Breakfast!
* 2 {C} Pig Out!
* 3 {C} Self Service!
* 4 {C} Stewing!
* 5 {C} Leftovers!
* 6 {C} Take Out!
* 7 {C} Over Easy!
* Justice League Case Files: <BS>
* File #061906.01 {C}
All Universe card bonuses receive an additional +1 this battle.
* File #061906.02 {C}
Move all Mission cards currently in the Completed Missions Pile into
the Reserve Missions Pile.
* File #061906.05 {C}
No cards with the word “Avoid” may be played this battle.
* File #061906.08 {C}
Reserve Character may use Power cards to defend any Front Line
Character this battle.
* File #061906.10 {C}
Do not discard any duplicates for this battle.
____________________________________________________________________
* INTO THE DEPTHS (Batman/Aquaman DETECTIVE CARDS) <BS>
* 1 {C} Aquattack!
* 2 {C} Fireball!
* 3 {C} Rat Pack!
* 4 {C} Maelstrom!
* 5 {C} Whitewater!
* 6 {C} Swamp-Things!
* 7 {C} Monster!
* Justice League Case Files: <BS>
* File #271266.02 {C}
Level 1 Intellect Power cards may be used to avoid any numerical
attack this battle.
* File #271266.04 {C}
All level 1 Power card attacks cannot be blocked this battle.
* File #271266.07 {C}
All Strength Power cards do not count in the Venture Total for this
battle.
* File #271266.09 {C}
All cards that can be placed to a Character, excluding Reserve, must
be placed in this battle. Unplaceable cards remain in hand.
* File #271266.10 {C}
Remove 1 hit from the Permanent Record of one Character, and put it in
the Permanent Record of any teammate.
____________________________________________________________________
* MIGHT OVER MIND (Superman/Wonder Woman ACTION CARDS) <BS>
* 1 {C} We Have a Problem!
* 2 {C} Failsafe!
* 3 {C} Abort!
* 4 {C} Liftoff!
* 5 {C} Target Acquisition!
* 6 {C} Launch!
* 7 {C} Impact!
* Justice League Case Files: <BS>
* File #179603.01 {C}
Choose 1 of opponent’s Front Line Characters. Chosen Character may not
play Specials this battle. Affected Specials are not discarded.
* File #179603.04 {C}
Choose 1 Front Line Hero that cannot play any cards or be attacked
this battle.
* File #179603.06 {C}
Move the Reserve Character to the Front Line this battle. Return that
Character to Reserve at the end of the battle.
* File #179603.08 {C}
Only Teamwork Universe cards that act as Strength attacks may be
played this battle.
* File #179603.11 {C}
No Teamwork Universe cards may be played this battle.
____________________________________________________________________
* RACE AGAINST CRIME (Batman/Flash DETECTIVE CARDS) <BS>
* 1 {C} Why?
* 2 {C} Where?
* 3 {C} How?
* 4 {C} When?
* 5 {C} Which?
* 6 {C} What?
* 7 {C} Who?
* Justice League Case Files: <BS>
* File #661216.01 {C}
No Intellect Power cards may be played this battle. Affected Power
cards are not discarded.
* File #661216.04 {C}
For each Mission card in the Defeated Missions Pile, draw 1 additional
card. Discard if duplicate.
* File #661216.06 {C}
“Any Hero” Specials, excluding BQ, may be placed this battle. If
placed, only that Character may use the Special.
* File #661216.09 {C}
Switch any Front Line Hero with the Reserve Hero.
* File #661216.10 {C}
All attacks with an Energy icon must be made against the same Front
Line Character this battle, until Character is KO’d.
_______________________________________________________________________________
O T H E R D C O V E R P O W E R C O L L E C T I B L E I T E M S
RULES OF PLAY INSTRUCTION BOOKLET
* IT’S BRAWL TO BRAWL FUN! DC OVERPOWER Superman/Batman cover <BS> <SD>
____________________________________________________________________
STARTER DECK contains 69 collectable cards and updated Rules of Play
* BATMAN/SUPERMAN DC OVERPOWER Random mix of Hero or Villain teams <BS>
____________________________________________________________________
STARTER DISPLAY BOX
* BATMAN/SUPERMAN DC OVERPOWER ( 12 Starter Decks ) <BS>
____________________________________________________________________
* BOOSTER DISPLAY BOXES ( 2 )
* BATMAN/SUPERMAN DC OVERPOWER ( 36 packs, 9 cards each ) <BS>
* JUSTICE LEAGUE DC Expansion ( 36 packs, 15 cards each ) <JL>
_______________________________________________________________________________
C H E C K L I S T C O D E K E Y
(XX) Special card two-letter codes (reference: OverPower Specials Guide)
=> Actual => correction or official errata
(H) Hero (DC Character designation)
(V) Villain (DC Character designation)
~ ~ Inherent Ability text
<BH> Batman Holo Series trading card insert
<BS> Batman/Superman DC OverPower expansion/base set
<DCP> DC Comics Promo exclusive (SASE mail-in)
<DP> Distributor Promo exclusive (Berkeley Games/Wargames West)
<JL> Justice League DC OverPower expansion
<MI> Magazine promo Insert (Combo/Tuff Stuff Collect)
<OPL> OverPower Legion membership exclusive (newsletter insert/offer)
<SD> Starter Deck exclusive insert
<TP> Tournament Prize/Giveaway exclusive
{C} Common rarity level within same expansion
{U} Uncommon rarity level within same expansion
{R} Rare rarity level within same expansion
{VR} Very Rare rarity level within same expansion
{X} Unspecified rarity level
[OPD] One Per Deck designation