JB (offensive) - When this Special is played, the Character playing the Special:
1) Removes all hits from their Permanent Record and Hits from Current Battle. 2) The Character playing the Special moves into Reserve, with all of the restrictions of being in Reserve applying to him or her. 3) The Reserve Character is brought to the Front Line and is able to participate in the battle from that point forward. This Special may be played even if there is no Reserve Character. All placed cards stay with the Character they were originally placed on. If this Special is placed or in hand, then Specials for the Reserve Character do not need to be placed or discarded during the Discard and Placing Phases of the battle. If the Character playing this Special is the last Character that player has left, that Player would automatically lose that Venture, regardless of what the Venture total score ends up.
Exception Card: Blue Beetle's Frictionless Foam should be coded IB.JC (offensive) - These cards act as a level # attack with the option to play an additional Special. The first attack may be blocked like a normal attack or may successfully hit the target Character. Even if the first attack is blocked, another attack is allowed but is not required. If the attack is negated (see AO Special), playing another Special is not allowed. When an additional Special is allowed, it must be from the Character who played the Special and it must be made with a Special card.
JD (both) - When played, this Special prevents the playing Character from playing any Basic Universe cards as attacks for the remainder of the Game. It also protects the Character from being attacked by Basic Universe cards for the remainder of the battle. If played defensively, it may only be played against an attack being made with a Basic Universe card, it blocks the attack, prevents the Character from being attacked for the remainder of the battle by attacks made with Basic Universe cards, and prevents the Character from attacking with Basic Universe card for the remainder of the Game. The prohibition of attacking and being attacked with Basic Universe cards applies to any attack being made with a Basic Universe card, regardless of whether or not it is accompanied by a Power card (e.g., "BX" codes).
JE (offensive) - When this Special is played, it should be placed alongside the character playing the Special in order to indicate that it is in effect. After this Special is played, all hits that are on the Permanent Record of the character playing this Special that have more than one icon are treated as Any-Power cards. This means that these cards no longer count toward Spectrum KO. For a card to count as having two or more icons, the icons must be of different Power Types. This Special only affects cards on the Permanent Record; not in the Hits to Current Battle.
JF (offensive) - This Special acts as an attack on one of the Front Line Characters on the opponent's team. It should be placed next to the targeted Character to indicate that it is in effect. Any Any Power hits on the Character's Permanent Record act as a different type of hit for the remainder of the game. This may lead to a Character automatically becoming Spectrum KO'd. Any Any Power hits which land after this Special is played become the indicated type once the hit becomes a hit on Permanent Record. While the hit is a "Hit from the Current Battle," though, it does not become the indicated type.
JG (offensive) - This Special bestows upon the playing Character the ability to use any level Teamwork of the type or types indicated. The "To Use" value no longer needs to be checked for this Character. While this card may only be played offensively, it may not be played in conjunction with a teamwork attack (see meta rule regarding playing Specials and Universe cards). When played, this Special should be placed next to the Character but not in the placed position so as to indicate that it is in effect.
JH (offensive) - This Special acts as a level # attack. If the attack is successful, in addition to the normal damage done, it acts as an AM Special. Once the battle in which the hit lands is over, the part of the Special that effects the target's ability to defend no longer applies (although the damage of the Special remains on the Permanent Record)
JI (offensive) - If the opponent has no Mission cards in the Completed Missions pile, then this Special must either be placed or discarded. This Special may only be played during a battle in which the opponent has ventured from the Completed Missions Pile. In the case that the opponent wins the Venture, the cards ventured from the Completed Missions Pile return to the Completed Missions pile. Cards ventured from the Reserve Missions Pile move up to the Completed Missions pile. But cards from the Defeated Missions pile must be returned to the Defeated Missions pile - they do not get to move up into the Reserve Missions pile. This Special cannot be avoided although it can be negated.
JJ (offensive) - This Special must be played with a Power card usable by the Character playing the Special. If this Special is drawn and there are no hits on the Permanent Record of the Character for this Special, then this Special must either be placed or discarded. If there are no hits that are equal to or less than a Power card usable by this Character either in hand or placed on the Character, then this Special must either be placed or discarded. When the Special is played, any hits (either from Power cards, Special cards, Universe cards, or Tactic cards) that are equal to or less than the value of the Power card played with the Special are removed from the Character's Permanent Record. For more information on removing hits, see "AL".
JK (offensive) - This Special must be played by the Character on the player's turn. All hits on the Permanent Records of all of the Front Line Characters that meet the requirement indicated on the Special are moved to the Permanent Record of the Character who played the Special. This has the potential of KO'ing the Character either by Spectrum or by Cumulative KO so after the Special has been played, and all of the cards have been moved, check to see if the Character is KO'd. If the Special indicates that cards with only a particular icon is moved, but does not specify which types of cards, then all types cards apply - Power card, Universe cards, and Special cards. When the term "Hits with only {type} icons" is used, it refers to the icon used to determine the hit. For example, if the "Acts as" icon of a hit which is a teamwork card matched the type indicated, then the card would be moved to the playing Character's Permanent Record even though the card has other icons on it.
JL (offensive) - Play this Special in the current battle. At the end of the battle, all hits that were on the hits from current battle are removed from all Characters and do not get placed on the Permanent Record of any of that team's Characters. The removal of these hits takes place after the Venture Winner has been determined. Any Characters that were KO'd during the battle are remain KO'd.
JM (offensive) - Upon playing this Special the player may move 1 Mission card from the Defeated Missions Pile to the Reserve Missions Pile. If there are no cards in the Defeated Missions Pile then this Special must either be placed or discarded. Note that if during the battle, the player Ventures one Mission card from the Completed Missions Pile and there is only one Mission card in the Defeated Missions Pile, and during the battle this Special is played, moving the one Mission in the Defeated Missions Pile to the Reserve Missions Pile, if the player wins the Venture, since there are no cards in the Defeated Missions Pile, no Mission cards move. On the other hand, if the player loses the Venture, the Ventured Mission still moves down to the Reserve Missions Pile.
JN (offensive) - This Special acts as a level # attack and gives a bonus depending on the number of cards in the player's hand. Cards in hand do not include this Special since it is no longer in hand. If the Special hits, then the Special indicates what the damage is (which is also the amount applied to Venture Total). The bonus only applies to the level of the incoming attack and does not apply to Venture or damage.
JO (both) - When played, this Special has two immediate effects. The first effect is to lower the character's Hits to KO by a specified number. This number is affected by other Specials that affect the Cumulative KO. For example, if the character already has in play a BF Special, which raises the Hits to KO to 30 and then plays the version of this Special which lowers the Hits to KO by 7, the character's Hits to KO would then be 23. If by the playing of this card, the character's Hits to KO is made lower then the hits that are currently on their Permanent record and Hits from Current Battle, that character is immediately KO'd. The second effect is to raise a character's Power Grid in one or more types to a specified number. These changes are considered permanent as long as this Special is in play. This Special can only be played defensively if the playing of this Special is necessary to the defense. For example, if a character has a 6 Energy skill and is attacked with a level 7 power card, this Special could be played defensively to raise the character's Energy skill to 8, thereby letting the character play a level 7 Energy power card that is in the hand as a defense. A character may not have two of the exact same Special in play at the same time, meaning two Baron Mordo "Bargain Lifeforce's" may not be in play and are not cumulative. This Special may be negated.
JP (offensive) - When played, this Special has two immediate effects. The first effect is to raise the character's Hits to KO by a specified number. This number is affected by other Specials that affect the Cumulative KO. For example, if the character already has in play a BF Special, which raises the Hits to KO to 30 and then plays the version of this Special which raises the Hits to KO by 4, the character's Hits to KO would then be 34. The second effect is that the character receives a negative numeric penalty (-1, -2, etc.) to all actions for the remainder of the game. This numeric penalty does not affect the number of the attack just what the character needs to block it with. For example, a character with one of these in play on them is attacked with a level 1 power card, the character would need to block it with a level 2, or greater, power card or a defensive Special. The negative modifier only affects icon based numbers, like Level 9 Fighting attack, and not text on Specials, like avoid 1 attack of 9 or less. These Specials are cumulative, meaning that if Heroes For Hire had 3 Hercules JP Specials in play, and there were no other modifiers affecting them, they would be +12 to KO and -3 to all actions. If this Special is in play, it does not duplicate other JP Specials, but if it is placed or in the hand, it would duplicate other JP Specials. This Special may be negated.
JQ (offensive) - This Special acts exactly like an AF Special with the exception that if the Opponent has a specified Mission, with or without Events, then the bonus that is either added to your Venture Total or subtracted from your opponent's Venture Total, as stated on the Special, goes from 3 to 6. A player may not have Mission cards from different Missions. Each player must dedicate themselves to a Mission, even if they do not have 1-7 of the Mission cards.
JR (offensive) - Playing this Special lets the character use any Power Card or offensive Special Card that affects the opponent, even cards not normally playable by the character, as attacks for the remainder of the battle. This does not allow the character to use Special cards that do not affect the opponent. Having this Special does allow the Character to keep attack Special cards and unusable Power Cards during the Discard Phase for Characters that have been KO'd.
JS (both) - Playing this Special allows the Character to combine MultiPower Power Cards and cards of a specified Power type usable by that Character with Basic Universe Cards of a specified Power type usable by that Character to avoid any attack, just like an AG Special, for the remainder of the game. This Special can only be played defensively if the playing of this Special is necessary to the defense, meaning that a Character could only play this card defensively is they had: 1) This Special card, and 2) A Basic Universe Card of the specified type, and 3) A MultiPower Power Cards or Power card of the specified type, regardless of if the Power Card alone could have blocked the attack. This combination could not be used to block a Special that cannot be blocked with a card with a specified icon on it. For example, if a Special states that it cannot be blocked by a card with a Fighting icon, then this combination can not be used to avoid the attack if the combination contains a Fighting icon. This Special may be negated.
JT (offensive) - The resolution of this Special card is as follows: 1) Playing of the Special. It is only at this point that the Special can be negated. 2) Player discards up to 4 cards from the hand. 3) Opponent must discard an equal number of cards from their hand as the player of this card did during Step 2, if able, and at least one Placed card of Opponent's choice. If the opponent has no Placed cards, then none are discarded and no additional cards from the hand must be discarded. If the player of this card discards no additional cards, then the opponent must only discard one Placed card of their choice.
JU (offensive) - After playing this card, the Character who played it may make one follow up to their own teamwork card attack, in the type specified on the teamwork card, for the remainder of the game. The follow up attack from this Special need not be the first follow up to the Teamwork. This Special cannot be played with a Teamwork card, it only sets up an ability to be used later. A character may only have one of these cards in play at a time. This Special may be negated. If a character has one of these cards in play, and is the last character on their team left, they would not have to discard a Teamwork card as unplayable.
JV (offensive) - This Special acts as an attack of a specified number and power type. In addition, if the attack is successful, it has the added bonus of acting like a BZ Special, which forces the opponent to play the remainder of the battle open-handed. This attack may be blocked, avoided or negated.
JW (offensive) - This Special allows two attacks. One acts as an attack of a specified number and power type. The Special also allows the character to make an additional Power Card attack after the resolution of the first part of the attack. Neither attack may be defended with a Special card. Not being defended with a Special card mean that the attack cannot be avoided with a defensive Special played in response to the attack that blocks or helps to block the attack, for example, no 'Avoid 1 attack' Specials, no Specials that grant a bonus to defense may be played in response to the attack, no Activators, etc. This does not affect any preset defensive Specials. For example, A character with an AH Special, character may not be attacked with Special cards for the remainder of the battle, already in play may not be attacked with this Special since the Special could not target them. But, if the character was attacked with this Special, an AH Special could not be played in response. The Special card may not be negated during the attack but could be negated later in the battle. Shifting the attack to another target is not considered defending the Special.
JX (offensive) - This Special acts as an attack of a specified number and power type. If successful, it also grants the additional benefit of allowing the character to move 1 Mission card from one pile to another pile if, when this Special hits, it KO's the target character. If the hit does not KO the character, then this additional effect is ignored. If there are no Mission cards in the first pile mentioned, then this additional effect is ignored. This attack may be blocked, avoided or negated. If negated after the attack is successful, and the character is KO'd and a Mission card moves, the Mission card does not move back.
JY (offensive) - This Special acts as an attack of a specified number and power type. The attack may not be affected by a card that has the word "teammate" on it, either as a defensive card play in response to the attack, after the attack has hit by a Special that would move or remove the hit, or by an Event card later in the battle that would move or remove the hit, or an Activator card that has the word teammate on it. Effects that shift the attack cannot affect this card if they have the word "teammate' in them in any manner.
JZ (offensive) - This Special allows for one attack
of a specified number and power type. The attack may not be defended with
a Special card. Not being defended with a Special card means that the attack
cannot be avoided with a defensive Special played in response to the attack
that blocks or helps to block the attack, no 'Avoid 1 attack' Specials,
no Specials that grant a bonus to defense may be played in response to
the attack, no Activators, etc. This does not affect any preset defensive
Specials. For example, A character with an AH Special, character may not
be attacked with Special cards for the remainder of the battle, already
in play may not be attacked with this Special since the Special could not
target them. But, if the character was attacked with this Special, an AH
Special could not be played in response. The Special card may not be negated
during the attack but could be negated later in the battle. Shifting the
attack to another target is not considered defending the Special.