OverPower Specials Guide

The Specials

HA (offensive) - This Special prevents the target character from defending against power card attacks of a specified #. This # is only the # on the card, not the modified #. Power cards used in conjunction with Universe cards are still not blockable, although Power cards used with Tactic cards are blockable. The specified power card attacks do not count toward Spectrum KO. This Special can be avoided or negated.

HB (offensive) - This Special allows the player to sort through the opponent's Power Pack and discard three cards found there into the opponent's Dead Pile. The opponent's Power Pack is reshuffled afterwards. This Special may not be avoided, since it does not target a specific character, but it may be negated. If the Power Pack has than the specified number of cards, then all the cards there are discarded into the Dead Pile

HC (offensive) - When this Special is played it allows the character to combine more than one Basic Universe card with a single power card to attack for the remainder of battle. The Universe card(s) must be played with a legal power card. (ie: you could not combine a fighting Basic Universe card with an energy power card). The character must meet all the requirements of each Universe card. But if the character had the appropriate power grid, different types of Basic Universe cards could be combined with multipower cards. If multipower cards are used, opponent may defend as either power type. Basic Universe cards may not be combined for defense.

HD (offensive) - Playing this Special allows the Defeated Heroes Pile of the Character who played it to be searched for 1 Event card. This Event card is placed back in the Draw Pile. The Draw Pile is then shuffled.

HE (both) - When played offensively, this Special prevents an opponent's characters with specified power grids from attacking with cards that contain a specified icon. When played defensively, it blocks an attack from a character with the specified power grid that contains the specified icon and prevents further attacks that battle that contain the same icon from all characters on the opponent's team meeting the requirements of the Special.

HF (offensive) - This Special acts as a level # attack of one of two specified power types. The power type must be identified in the same way that multipower card attacks must be specified. Unspecified power attacks of this sort are left to the opponent's choice to declare and block as needed. A defensive Special that would block an attack that contains either ICON type will block the whole attack. For example: 'Avoid one fighting attack' versus 'Avoiding one attack with a fighting icon'. If the attack hits, it can, for purposes of Spectrum KO, be either power type.

HG (both) - Playing this Special will allow the hero to use the power cards specified as either an 'Avoid 1 attack' or 'Teammate may avoid 1 attack', like an AG Special, for the remainder of that battle. This Special may be played simultaneously with an appropriate power card defensively. If the numbers on the Special specify power cards that the character cannot use, then those power cards cannot be used.

HH (offensive) - Upon playing this Special the card is positioned next to the Character playing it as a marker that its Special ability is in effect. It allows the Character to place unlimited Special cards for future use. No Specials may be duplicates and the Specials must all be usable by the character. If a Special is played that affects placed cards, the played HH Specials are not affected since they are considered "in play." However, the cards placed would be affected. Players should be careful that if this Special is placed, it does not mean it is in play. The Battle in which this card is drawn is not when the additional placed cards may be put on the Character, the additional cards can only be placed during the placing phase.

HI (both) - Playing this Special will allow the character to place and play a specified character's Specials for the remainder of the game. All rules regarding playing and placing cards must still be followed. If the character whose Specials are allowed to be played by playing this Special is not on the character's team, the non-teammate's Specials must be discarded as unplayable if drawn before this card is in play

HJ (offensive) - After playing this Special, the character may switch one hit on the permanent record of one front line teammate with one hit on the permanent record of another front line teammate provided that both hits contain the specified icon. The character playing this Special may not have cards shifted either on or off their permanent record due to this Special. If a 'permanent record' Special is drawn in a particular hand when the character has nothing on their permanent record, this Special must be placed, if possible, or discarded as an unusable card.

HK (offensive) - This Special forces a target character on opponent's team to make as many attacks as possible with cards placed and in the hand. No other character on either team may make an attack unless target character is either KO'd or cannot make any more legal attacks. The attacks happen on the target character's next turn, one after the other, like a BV Special. Attacks are defended as normal.

HL (both) - When played Offensively, this Special prevents an opponent's characters from attacking with Power Cards of a specified Power Type and #. When played defensively, it blocks an attack that contains the specified Power Type and # and prevents further attacks that battle from Power Cards of a specified Power Type and #.

HM (offensive) - When this card is played, add up every card discarded from the initial draw of eight due to duplication, Events, unusability, or discard forced by opponent. Then, draw one card from the Draw Pile for each card discarded. Do not discard if duplicate. Discarded placed cards on characters that get KO'd during the battle do not count.

HN (offensive) - This Special acts as a level # attack of any Type, Type must be specified, like a Multipower attack, or defender may specify the Power Type and defend that type. This attack may be avoided or negated. If an attack hits, it does not count toward Spectrum KO, only toward Cumulative KO. Cards that affect hits of a specified Power Type, either on Permanent Record or from Current Battle, do not affect this card.

HO (offensive) - These cards act as a level # attack of a specified Power Type. In addition, if the attack hits, a # modifier to Venture Total is applied for that battle only.

HP (offensive) - Character playing this Special is KO'd and a KO'd hero is returned to the Front Line immediately. Any hits from Current Battle or on Permanent Record of the character playing the Special are now considered Hits in the same locations on the character returned to play. No other cards are returned to play. This Special may only be played on a player's turn. It may not be played during an opponent's turn. This Special does not need to be played during the battle that a character is KO'd

HQ (offensive) - Playing this Special allows the player to draw three new cards from the top of the Draw Pile. Any of the three new cards must be discarded if it is a duplicate of any card still held in hand or placed. This counts as your action for the turn.

HR (offensive) - plays just like a HF Special except the attack is of a higher numeric value.

HS (offensive) - Play this card in Current Battle. It has no immediate effect. In the next battle, player of the Special does not discard duplicates during the discard phase. This effect ends after the discard phase, and cards drawn later in the battle would still follow normal rules of duplication.

HT (offensive) - This Special allows the player to search the Draw Pile for a power card NOT usable by the character who played the Special. Power card may be a duplicate and is placed in the hand. Shuffle the Draw Pile afterwards.

HU (both) - plays just like a HI Special except that only specified Specials of a specified character may be played, not all the Specials of the specified character.

HV (offensive) - Playing this Special allows the hero to have an unlimited amount of Teamwork cards placed until the character is KO'd. No Teamwork cards may be duplicates. If any Teamwork cards are placed, regardless of the number of Teamworks, then the Teamwork(s) occupy the Universe placement slot on the character. This does not affect the number of other types of cards that the Hero may have placed.

HW (offensive) - This Special allows the player to search through the opponent's Dead Pile for any two cards. Place those two cards back in opponent's Draw Pile and shuffle. This effect cannot be avoided but it can be negated.

HX (both) - This Special allows the hero's team a # bonus to all numeric Specials for the remainder of battle. The bonus does not apply to Venture Total or damage. This Special does not affect numbers like "teammate may avoid 1 attack of 9 or less" but would affect Specials that act like certain # power cards. If played defensively, it must accompany the numeric special.

HY (offensive) - This Special acts as a # level attack of a specified power type. Additionally, if the attack succeeds, target hero must discard two playable cards. Cards may either be placed or in the hand. Only placed cards on the targeted character are affected for discarding, not placed cards on other characters, although cards in the hand can be for any character. If there are no applicable cards in the hand or placed, ignore this effect.

HZ (offensive) - acts like a HW Special.