Image Checklist

Hero/Character Grid (Total) Inherent Ability

BACKLASH 5-6-5-6 (22) Counts as 18 Points for Deckbuilding
BACKLASH, FUTURE 6-4-3-7 (20) May play any Backlash Special Cards
BRASS 7-5-6-3 (21)
CURSE 3-5-4-6 (18) May attack Reserve w/ Strength Power cards
THE DARKNESS 7-7-4-3 (21)
FAIRCHILD 1-4-7-5 (17) May have 2 Universe cards Placed, not dups
GRIFTER 4-7-4-4 (19) Not Spectrum/Cum KO’d with Teamwork cards
GRUNGE 6-5-4-2 (17) Must have a MultiPower Hit to be KO’d
KILLRAZOR 3-7-5-4 (19) Strength Power cards +2 used for defense
MALEBOLGIA 7-4-6-8 (25) 23 Deckbuilding, May not use I for Defense
OVERTKILL 5-5-7-1 (18) Follow teammate’s TW w/ a 1I Power card
RIPCLAW 4-7-5-4 (20) To Front Line same battle teammate is KO’d
SAVAGE DRAGON 2-5-8-4 (19)
SHADOWHAWK 2-5-6-6 (19) S Pc +2 attacking C with E Pc in Perm Rec
SPAWN 8-7-3-3 (21)
STRYKER 4-7-6-3 (20)
TIFFANY 6-6-4-4 (20) Fighting Power Grid Rating 8 for Defense
VELOCITY 6-5-2-3 (16) May attack w/ Power cards while in Reserve
VIOLATOR 4-6-7-2 (19)
VOODOO, DAEMONITE 3-6-7-2 (18) May play any Voodoo Specials Cards
WITCHBLADE 7-7-3-4 (21)
WYNONNA EARP 2-7-3-6 (18)
ZEALOT 3-8-4-5 (20)
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B R E A K D O W N O F I M A G E O V E R P O W E R C A R D S

22 Characters ( 19 Image OP + 3 Marvel Vs. Wildstorm Chromium )
1 Clone Character ( 1 Marvel Vs. Wildstorm Chromium )
127 Special Cards ( 3 Any Character + 3 to 7 each Character )
4 Location Cards ( 4 Image OP )
38 Power Cards ( 5 MultiPower + 1 Any-Power + 8 Energy + 8 Fighting +
8 Strength + 8 Intellect )
13 Universe Cards ( 1 Basic + 4 Teamwork + 8 Ally )
4 Tactic Cards ( 4 Artifact )
7 Mission Cards ( 1 new Mission set )
+ 6 Event Cards ( 6 for the new Mission set )
—-
222 Functionally Different Playing Cards

{Oddities not included: Starter deck “Moire-less” Grifter Bull’s-Eye
Shot, Zealot Warrior Soul}
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H E R O / C H A R A C T E R C A R D S A N D S P E C I A L C A R D S

ANY CHARACTER
* FLIGHT (AG) <IM> {R} [OPD]
Avoid 1 attack. Counts as a duplicate of all “Any Hero/Character” AG
Special Cards.
* MASSIVE MUSCLES (AR) <IM> {R} [OPD]
Acts as a level 7 Strength attack. Counts as a duplicate of all “Any
Hero/Character” AR Special Cards.
* SUPER SPEED (AA) <IM> {R} [OPD]
Acts as a level 4 Fighting attack. May make 1 additional attack. Counts
as a duplicate of all “Any Hero/Character” AA Special Cards.
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* BACKLASH <IM> {C} E: 5 F: 6 S: 5 I: 6 (22)
~ Counts as 18 Points for Tournament Deckbuilding. ~
* BACKLASH, FUTURE <MW> {X} E: 6 F: 4 S: 3 I: 7 (20)
~ May play any Backlash Special Cards. ~
* ALTERED PHYSIOLOGY (AG) <IM> {C}
Avoid 1 attack.
* COMBAT AGILITY (AE) <IM> {U}
Acts as a level 4 Any-Power attack, may combine with 1 Energy,
Fighting, Strength, or Intellect Power card for a single attack.
* GOVERNMENT TROOPER (LT) <IM> {U}
Acts as a level 3 Strength attack, +1 for each Mission card in
Backlash’s Defeated Missions Pile.
* MIST BODY (MM) <IM> {R} [OPD]
Play during battle. All Hits in Backlash’s Hits from Current Battle do
not count for Venture Total and are subtracted from Opponent’s
Venture Total.
* PSI-WHIPS (LQ) <IM> {R} [OPD]
Acts as a level 4 Intellect attack. If successful, may make 1
additional Intellect attack against same Character. Additional
attack may not be defended.
* TEAM 7 (MA) <IM> {U}
Acts as a level 5 Fighting or Strength attack. May not be defended by a
card from a Battlesite.
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* BRASS <MW> {X} E: 7 F: 5 S: 6 I: 3 (21)
* ARMORED POWERHOUSE (MB) <IM> {R} [OPD]
Acts as a level 6 Any-Power attack. If successful, Target Character is
KO’d by next level 2 Energy Power Card Hit, regardless of Inherent
Abilities and other Special cards.
* COMPUTER TRACKING (MI) <IM> {U}
Play on Target Character as an attack. Attacks made on Target
Character, including “Computer Tracking,” may not be moved to any
of Target’s teammates for remainder of game.
* WEAPONS ARRAY (MC) <IM> {R} [OPD]
Acts as a level 11 Energy, Strength, or Fighting attack. Brass’s Team
may not attack for remainder of battle.
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* CURSE <IM> {C} E: 3 F: 5 S: 4 I: 6 (18)
~ May attack the Reserve with Strength Power cards. ~
* APPENDAGE OF DEATH (CZ) <IM> {R} [OPD]
Acts as a level 4 Energy attack. If successful, Target Character must
discard all Placed cards into Dead Pile.
* BRUTAL DISSECTION (NF) <IM> {R} [OPD]
Target Character must discard all Placed cards. Target Character may
only have 1 card Placed to him at any time, for remainder of game.
* EXOSKELETON (AG) <IM> {C}
Avoid 1 attack.
* RELIGIOUS ZEAL (LT) <IM> {U}
Acts as a level 3 Strength attack +1 for each Mission card in
Opponent’s Completed Missions Pile.
* TECHNO-LIFE (CM) <IM> {C}
Opponent’s Team is -2 to all attacks against Curse for remainder of
battle.
* WRIST ROCKETS (LZ) <IM> {C}
Acts as a level 4 Fighting attack. May be used against Reserve, who may
defend. If successful against Reserve, Curse may attack Reserve for
remainder of game.
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* THE DARKNESS <IM> {R} E: 7 F: 7 S: 4 I: 3 (21)
* DEMIGOD OF THE DARK (LW) <IM> {R} [OPD]
Target Character’s Special cards may not be Negated for remainder of
game.
* KILLING TOUCH (HY) <IM> {R}
Acts as a level 6 Strength attack. If successful, Target Character must
discard 2 cards of opponent’s choice. Cards may be Placed or in
Hand.
* LIFELIKE EXOSKIN (AG) <IM> {U}
Avoid 1 attack.
* NIGHT FLIGHT (BK) <IM> {U}
The Darkness may play Power card attacks face down for remainder of
battle. Opponent must guess defense.
* RESTORE HEALTH (MS) <IM> {C}
Remove 1 Power card Hit from The Darkness’ Permanent Record.
* SHADOW MOTION (MT) <IM> {C}
Acts as a level 4 Energy attack, may be played from Reserve. If
successful, The Darkness may continue to attack while in Reserve.
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* FAIRCHILD <IM> {R} E: 1 F: 4 S: 7 I: 5 (17)
~ May have 2 Universe cards Placed. May not be duplicates. ~
* FIST FULL OF DANGER (JC) <IM> {U}
Acts as a level 3 Intellect attack. Fairchild may make 1 additional
attack with a Teammate’s Special card.
* GEN-ACTIVE (MQ) <IM> {C}
Play during battle. Fairchild may defend any Front Line teammate that
also has a “Gen-Active” Special in play for remainder of game.
* IMPENETRABLE (CW) <IM> {R} [OPD]
Avoid 1 attack. May not be attacked for remainder of battle.
* LEVEL-HEADED LEADER (DB) <IM> {U}
Avoids all attacks from 1 Teamwork card, or Target character must
discard 1 Placed Teamwork card.
* PURE MUSCLE (MR) <IM> {U}
Play during battle. For remainder of game, any Strength attack made by
Fairchild may not be moved from Target Character.
* SUPER SMARTS (MB) <IM> {R} [OPD]
Acts as a level 6 Any-Power attack. If successful, Target Character is
KO’d by next level 2 Intellect Power Card Hit, regardless of
Inherent Abilities and other Special cards.
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* GRIFTER <IM> {R} E: 4 F: 7 S: 4 I: 4 (19)
~ May not be Spectrum or Cumulative KO’d with Universe: Teamwork cards.~
* BULL’S-EYE SHOT (MB) <IM> {R} [OPD]
Acts as a level 6 Any-Power attack. If successful, Target Character is
KO’d by next level 2 Fighting Power Card Hit, regardless of
Inherent Abilities and other Special cards.
* CODA TRAINING (AA) <IM> {U}
Acts as a level 4 Intellect attack. May make 1 additional attack.
* NERVES OF STEEL (MN) <IM> {R} [OPD]
Acts as a level 12 Intellect attack. May only be played if Grifter has
Hits totaling 15 or more in his Permanent Record.
* SMART-ASS (EX) <IM> {U}
Target Character may not use cards with an Intellect icon for remainder
of battle.
* TEAM 7 (MA) <IM> {U}
Acts as a level 5 Energy or Intellect attack. May not be defended by a
card from a Battlesite.
* WILDC.A.T. (AD) <IM> {C}
Teammate may avoid 1 attack.
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* GRUNGE <IM> {U} E: 6 F: 5 S: 4 I: 2 (17)
~ Must have a MultiPower card Hit to be KO’d. ~
* DANGER SEEKER (KC) <IM> {R} [OPD]
All attacks by Opponent’s team must be made against Grunge, at -2,
until Grunge is KO’d or cannot be attacked.
* DENSE (LO) <IM> {U}
Avoid 1 attack with an Intellect icon. Grunge may draw 1 card from the
top of the Draw Pile. Discard duplicates.
* GEN-ACTIVE (MQ) <IM> {U}
Play during battle. Grunge may defend any Front Line teammate that also
has a “Gen-Active” Special in play for remainder of game.
* LOVER BOY (MD) <IM> {C}
Add 3 to Venture Total for this battle. Grunge may play with Intellect
or MultiPower Power card usable by Grunge. Value of Power Card is
also added to Venture Total for this battle.
* MARTIAL ARTS TRAINING (JC) <IM> {C}
Acts as a level 3 Strength attack. Grunge may make 1 additional attack
with a Teammate’s Special card.
* MOLECULAR ASSIMILATION (DY) <IM> {R} [OPD]
This Special acts identical to any Hit in Grunge’s Hits from the
Current Battle or Permanent Record.
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* KILLRAZOR <IM> {C} E: 3 F: 7 S: 5 I: 4 (19)
~ Strength Power cards are +2 when used for defense. ~
* BIOMORPHIC BLADES (AR) <IM> {U}
Acts as a level 7 Energy attack.
* DEADLY MUTATION (AB) <IM> {C}
Acts as a level 5 Fighting attack. May make 1 additional Fighting
attack.
* INNER PEACE (MK) <IM> {R} [OPD]
Avoid 1 Intellect attack. Remove all Hits with an Intellect icon from
Permanent Record of Killrazor and Killrazor’s team.
* OUTER FURY (JU) <IM> {R} [OPD]
Killrazor may make 1 or 2 follow up attacks after Killrazor plays a
Universe: Teamwork card for remainder of game.
* STRYKEFORCE (MR) <IM> {C}
Play during battle. For remainder of game, any Fighting attack made by
Killrazor may not be moved from Target Character.
* WILL POWER (MS) <IM> {C}
Remove 1 Special card Hit from Killrazor’s Permanent Record.
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* MALEBOLGIA <IM> {VR} E: 7 F: 4 S: 6 I: 8 (25)
~ Counts as 23 Points for Tournament Deckbuilding. May not use Intellect
Power Cards for Defense. ~
* DEMONIC MAGICK (DZ) <IM> {C}
Target Character may not attack or be attacked for remainder of battle.
* HELLBENT (AR) <IM> {U}
Acts as a level 4 Fighting attack.
* INFERNAL PACT (ME) <IM> {U}
Play during battle on Teammate, before Teammate is KO’d. When Target
Teammate is KO’d, Malebolgia is +5 to Venture Total.
* MASTER OF THE DARKLANDS (EK) <IM> {R} [OPD]
Malebolgia cannot be Cumulative KO’d for remainder of game.
* REIGN OF FIRE (MD) <IM> {U}
Play with Energy Power card usable by Malebolgia. Value of Power Card
is added to Venture Total for this battle.
* SIGNED IN BLOOD (LV) <IM> {R}
Choose one Tactic: Artifact card from Dead pile and place in hand.
Cannot be a duplicate.
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* OVERTKILL <IM> {U} E: 5 F: 5 S: 7 I: 1 (18)
~ May follow up any teammate’s Teamwork card attack with a Level 1
Intellect Power card. ~
* ARMOR (AD) <IM> {U}
Overtkill may avoid any numerical attack.
* CONTRACT HIT (MB) <IM> {R} [OPD]
Acts as a level 6 Any-Power attack. If successful, Target Character is
KO’d by next level 2 Strength Power Card Hit, regardless of
Inherent Abilities and other Special cards.
* CYBORG (EA) <IM> {U}
Remove all hits with a Fighting icon from Overtkill’s Permanent Record.
* HIGH CALIBER (HF) <IM> {U}
Acts as a level 6 Energy or Fighting attack.
* MOB CONNECTIONS (AJ) <IM> {C}
Opponent must immediately reveal any Special cards currently held in
his hand.
* ONE-MAN ARMY (JU) <IM> {R}
Overtkill may make 1 follow up attack after Overtkill plays a Universe:
Teamwork card for remainder of game.
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* RIPCLAW <IM> {R} E: 4 F: 7 S: 5 I: 4 (20)
~ If in Reserve, may move to Front Line during same battle teammate is
KO’d. ~
* ANIMAL RAGE (LG) <IM> {C}
Play during battle. In the battle that Ripclaw is KO’d, Ripclaw may
continue to fight and is not discarded until Ripclaw has taken 1
additional Hit, or until the end of the battle.
* CYBERFORCE (MW) <IM> {C}
Target Character gains +1 to defense for remainder of game.
* MECHANICAL MUTANT (MU) <IM> {U}
Acts as a level 4 Strength attack. May be used against Reserve, who may
defend. If successful against Reserve, Reserve must skip a battle
before moving to Front Line.
* NATIVE MAGIC (GB) <IM> {R} [OPD]
Acts as a level 7 Energy attack. If successful, Opponent must move 1
Mission Card from the Completed Missions Pile, to the Reserve
Missions Pile.
* PACIFIST HEART (MV) <IM> {R} [OPD]
Play to Concede battle. Remove all Hits from Ripclaw’s or teammate’s
Permanent Record and Hits from Current Battle.
* RIP AND TEAR (CU) <IM> {U}
Acts as a level 3 Strength attack. If successful, Target Character must
discard 1 Placed card of Opponent’s choice.
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* SAVAGE DRAGON <IM> {R} E: 2 F: 5 S: 8 I: 4 (19)
* AMAZING RECOVERY (EA) <IM> {U}
Remove all hits with an Energy icon from Savage Dragon’s Permanent
Record.
* BULLETPROOF (LU) <IM> {C}
Target Character’s Tactic: Artifact cards may not be removed from play
for remainder of game.
* CHICAGO PD (ND) <IM> {C}
Savage Dragon and Savage Dragon’s team are +2 all actions against
Opponent’s Battlesite, for remainder of Battle.
* DRAGON BRAWL (JY) <IM> {U}
Acts as a level 5 Fighting attack. May not be affected by a card with
the word “teammate” on it.
* FREAK FORCE (FE) <IM> {C}
Acts as a level 3 Strength attack. Each Front Line teammate may make 1
additional attack.
* SAVAGE STRENGTH (MB) <IM> {R} [OPD]
Acts as a level 6 Any-Power attack. If successful, Target Character is
KO’d by next level 2 MultiPower Power Card Hit, regardless of
Inherent Abilities and other Special cards.
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* SHADOWHAWK <IM> {U} E: 2 F: 5 S: 6 I: 6 (19)
~ Strength Power cards are +2 when attacking any Character with an
Energy Power card Hit in their Permanent Record. ~
* BACK SNAP (ML) <IM> {R} [OPD]
Acts as a level 4 Any-Power attack. If successful, Target Character may
be KO’d using normal KO rules, regardless of Inherent Abilities or
other Special cards, for remainder of battle.
* BATTLE ARMOR (AD) <IM> {C}
ShadowHawk may avoid any numerical attack.
* BRUTAL REVENGE (EG) <IM> {R} [OPD]
Acts as a level 5 Intellect attack. If successful, Opponent must
discard all cards with a Strength icon from hand.
* HOSPITALIZE (HF) <IM> {C}
Acts as a level 6 Energy or Strength attack.
* NIGHT PROWLER (CU) <IM> {U}
Acts as a level 3 Fighting attack. If successful, Target Character must
discard 1 Placed card of Opponent’s choice.
* URBAN PREDATOR (MI) <IM> {U}
Play on Target Character as an attack. Attacks made on Target
Character, including “Urban Predator,” may not be moved to any of
Target’s teammates for remainder of game.
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* SPAWN <IM> {R} E: 8 F: 7 S: 3 I: 3 (21)
* CIA TRAINING (LZ) <IM> {C}
Acts as a level 4 Intellect attack. May be used against Reserve, who
may defend. If successful against Reserve, Spawn may attack Reserve
for remainder of game.
* FINITE POWER (ZY) <CG> {X} [OPD]
Play on Target Character as an attack. For remainder of battle, Target
Character may not attack unless Opponent also discards 2 cards per
attack. Cards may be Placed or in Hand.
* HEAVY WEAPONS (AR) <IM> {C}
Acts as a level 7 Strength attack.
* LIVING COSTUME (MF) <IM> {R} [OPD]
Target Teammate may play any Spawn Special cards for remainder of game.
* MAGICKAL CHAINS (LV) <IM> {C}
Choose one Tactic: Artifact card from Draw pile and place in hand.
Cannot be a duplicate. Reshuffle Draw pile.
* PRETERNATURAL POWERS (GJ) <IM> {U}
Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
make 1 additional attack.
* PROTECTOR OF THE INNOCENT (AD) <IM> {U}
Spawn or teammate may avoid 1 attack of 9 or less.
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* STRYKER <IM> {C} E: 4 F: 7 S: 6 I: 3 (20)
* ARMED AND DANGEROUS (JA) <IM> {R} [OPD]
Discard 1 Strength Power card usable by Stryker to draw 4 cards from
top of the Draw Pile. May keep duplicates.
* CYBERFORCE LEADER (MD) <IM> {C}
Play with Fighting Power card usable by Stryker. Value of Power card is
added to Venture Total for this battle.
* DIGITAL IMAGING (MY) <IM> {U}
Play during current battle. Next battle, opponent must reveal any
Activator cards in hand and play Activator cards open handed for
remainder of battle.
* MUTANT CYBORG (AE) <IM> {U}
Acts as a level 3 Intellect attack. May combine with 1 MultiPower Power
card for a single attack.
* SERIOUS ARSENAL (BO) <IM> {R} [OPD]
Acts as a level 6 Fighting attack. May combine with 1 Fighting card for
a single attack.
* TOUGH AS NAILS (MX) <IM> {U}
Stryker is +3 to defense against any attack made with a Power card with
the same Power Type as any Power cards on Stryker’s Permanent
Record for remainder of game.
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* TIFFANY <IM> {R} E: 6 F: 6 S: 4 I: 4 (20)
~ Fighting Power Grid Rating is 8 for Defense. ~
* COSTUME RIBBONS (MG) <IM> {C}
Tiffany may play Power cards usable by Tiffany that have been Placed to
any Front Line Teammate for remainder of game.
* CRUSADE (BP) <IM> {R} [OPD]
Acts as a level 6 Intellect attack. May be played while Tiffany is in
Reserve.
* HEAVENLY AGENT (LX) <IM> {R} [OPD]
For remainder of game, if Opponent draws cards during battle, Tiffany
may draw an equal number from Draw Pile. Tiffany must show drawn
cards. May not keep duplicates.
* HOLY ORDER (HH) <IM> {U}
Tiffany may have an unlimited number of Special cards placed on her
until Tiffany is KO’d. Specials may not be duplicates.
* LANCE (BA) <IM> {U}
Acts as a level 3 Fighting attack. Can only be defended by a card with
an Energy icon.
* MAGICKAL HUNTER (LZ) <IM> {C}
Acts as a level 4 Energy attack. May be used against Reserve, who may
defend. If successful against Reserve, Tiffany may attack Reserve
for remainder of game.
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* VELOCITY <IM> {U} E: 6 F: 5 S: 2 I: 3 (16)
~ May attack with Power cards while in Reserve. ~
* CYBERFORCE (MW) <IM> {C}
Target Character gains +1 to defense for remainder of game.
* HIGH-SPEED REFLEXES (AA) <IM> {C}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* INTERNAL HARDWARE (NA) <IM> {R}
Play during battle. During Discard Phase of next battle, Velocity may
remove all Hits with a Value of 4 or less from Velocity’s Permanent
Record.
* PROTECTIVE SKIN (MX) <IM> {U}
Velocity is +3 to defense against any attack made with a Power card
with the same Power Type as any Power cards on Velocity’s Permanent
Record for remainder of game.
* QUICK THINKING (EG) <IM> {R} [OPD]
Acts as a level 5 Intellect attack. If successful, opponent must
discard all Special cards from hand.
* SPEEDTHROUGH (MZ) <IM> {R}
Opponent must discard 1 Placed card of Velocity’s choice. May be played
from Reserve.
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* VIOLATOR <IM> {R} E: 4 F: 6 S: 7 I: 2 (19)
* CLOWN MORPH (AZ) <IM> {U}
Target opponent may not attack Violator for remainder of battle unless
Violator attacks him first.
* CONNIVE (MJ) <IM> {C}
Violator may Place Artifact cards face down for remainder of game.
* DARKLANDS ARMY (MC) <IM> {VR} [OPD]
Acts as a level 11 Energy, Fighting, or Intellect attack. Violator’s
Team may not attack for remainder of battle.
* DEMONIC POWERS (AR) <IM> {C}
Acts as a level 4 Fighting attack.
* DEVIL’S ADVOCATE (LF) <IM> {C}
Target Character must discard 1 Placed Tactic card.
* HEART ATTACK (AS) <IM> {R} [OPD]
Acts as a level 9 Energy attack.
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* VOODOO, DAEMONITE <MW> {X} E: 3 F: 6 S: 7 I: 2 (18)
~ May play any Voodoo Special Cards. ~
* DANGEROUS DANCER (JM) <IM> {R} [OPD]
Opponent must move 1 Mission Card from his Completed Missions Pile to
his Reserve Missions Pile.
* TRUE VISION (CZ) <IM> {R} [OPD]
Acts as a level 4 Intellect attack. If successful, Target Character
must discard all Placed cards into Dead Pile.
* WILDC.A.T. (NE) <IM> {U}
Target Character may follow up a Universe: Teamwork card with any Power
card, regardless of Power Type.
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* WITCHBLADE <IM> {R} E: 7 F: 7 S: 3 I: 4 (21)
* BIOMECH TENDRILS (LZ) <IM> {U}
Acts as a level 4 Strength attack. May be used against Reserve, who may
defend. If successful against Reserve, Witchblade may attack
Reserve for remainder of game.
* THE CHOSEN (NB) <IM> {VR} [OPD]
Acts as a level 11 Fighting attack. Witchblade’s teammates may not
attack for remainder of battle.
* ENERGY WRATH (AS) <IM> {R} [OPD]
Acts as a level 8 Energy attack +1 for each Hit on Witchblade’s
Permanent Record.
* FORENSIC SCIENCE (NC) <IM> {U}
If Witchblade’s team won Venture Total last battle, add 2 to Venture
Total this battle. If Witchblade’s team lost Venture Total last
battle, add 4 to Venture Total this battle.
* NYPD INSTINCT (AE) <IM> {C}
Acts as a level 3 Fighting attack. May combine with 1 MultiPower Power
card for a single attack.
* PROTECTIVE DRIVE (LU) <IM> {C}
Target Character’s Tactic: Artifact cards may not be removed from play
for remainder of game.
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* WYNONNA EARP <MW> {X} E: 2 F: 7 S: 3 I: 6 (18)
* FAMOUS LINEAGE (AA) <IM> {U}
Acts as a level 5 Any-Power attack. May make 1 additional attack.
* SHOOTOUT (FD) <IM> {R} [OPD]
Only Wynonna Earp and Target Character may attack, be attacked, or
defend this battle.
* SMOKING GUNS (LX) <IM> {R} [OPD]
For remainder of game, if Opponent draws cards during battle, Wynonna
Earp may draw an equal number from Draw Pile. Wynonna Earp must
show drawn cards. May not keep duplicates.
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* ZEALOT <IM> {R} E: 3 F: 8 S: 4 I: 5 (20)
* CLEF BLADE (EM) <IM> {U}
Acts as a level 4 Strength attack. If successful, Opponent must discard
1 card of Opponent’s choice from Hand.
* CODA DISCIPLINE (MO) <IM> {C}
Acts as a level 3 Fighting attack, +1 for each Teammate with a Fighting
Rating of 6 or greater.
* KHERUBIM (MP) <IM> {R} [OPD]
Play during battle. For remainder of game, any Special played by Zealot
or Zealot’s teammates may not be Negated until “Kherubim” is
Negated.
* SISTER’S SUPPORT (LY) <IM> {U}
Play with any Power Card usable by Zealot. For remainder of game,
Zealot does not have to discard duplicates of chosen Power Card’s
Power Type and Value.
* WARRIOR SOUL (MC) <IM> {VR} [OPD]
Acts as a level 11 Strength, Fighting, or Intellect attack. Zealot’s
Team may not attack for remainder of battle.
* WILDC.A.T. (AD) <IM> {U}
Teammate may avoid 1 attack.
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L O C A T I O N C A R D S

* CODA ISLAND <IM> {U}
ZEALOT, GRIFTER, VOODOO, FAIRCHILD, GRUNGE, SPARTAN
~ Coda Island Team’s Intellect Power cards are +1 to attack. ~

* NEW YORK CITY <IM> {C}
THE DARKNESS, WITCHBLADE, STRYKER, RIPCLAW, VELOCITY, BALLISTIC
~ New York City Team is -3 to Venture Total per Battle. ~

* OMNIVERSE <IM> {U}
ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.
~ Opponent’s Team is -1 to Venture Total per Battle. ~

* SPAWN’S ALLEY <IM> {U}
SPAWN, VIOLATOR, TIFFANY, OVERTKILL, CURSE, CY-GOR
~ Spawn’s Alley Team Characters may only have up to three cards Placed
to each Character. ~
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P O W E R C A R D S

MULTIPOWER <IM>
* 1M {C} Valaria & Janus
* 2M {C} Threshold
* 3M {C} Witchblade
* 4M {C} Spartan
* 5M {VR} [OPD] Tiffany

ANY-POWER <IM>
* 8A {VR} [OPD] Union

ENERGY <IM>
* 1E {C} Houdini
* 2E {C} Jamie
* 3E {C} Nottingham
* 4E {C} Rainmaker
* 5E {C} Backlash
* 6E {C} Fahrenheit
* 7E {C} Misery
* 8E {C} Redeemer

FIGHTING <IM>
* 1F {C} Clown
* 2F {C} Curse
* 3F {C} ShadowHawk
* 4F {C} Spawn
* 5F {C} She-Dragon
* 6F {C} Black Anvil
* 7F {C} Majestic
* 8F {C} Zealot

STRENGTH <IM>
* 1S {C} Twitch
* 2S {C} Rapture
* 3S {C} Freefall
* 4S {C} Tremor
* 5S {C} Ripclaw
* 6S {C} Stryker
* 7S {C} Overtkill
* 8S {C} Cy-Gor

INTELLECT <IM>
* 1I {C} Grunge
* 2I {C} Violator
* 3I {C} Killrazor
* 4I {C} Grifter
* 5I {C} Fairchild
* 6I {C} Tyson Stone
* 7I {C} Jason Wynn
* 8I {C} Malebolgia
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U N I V E R S E C A R D S

BASIC

* 6A +2 <IM> {VR} Power Blast (Spawn)

TEAMWORK

* 6E SI +1+2 <IM> {C} Spawn (+1I TO 2ND TEAMMATE=>+2I)
* 6F ES +1+2 <IM> {C} CyberForce
* 6S FI +1+2 <IM> {C} Gen 13
* 6I EF +1+2 <IM> {C} Freak Force

ALLY

* 5E 3E <IM> {C} T.I.M.M.I.E.
* 6E 1E <IM> {C} Cog

* 5F 3F <IM> {C} Link
* 6F 1F <IM> {C} Sam Burke

* 5S 3S <IM> {C} Qeelocke
* 6S 1S <IM> {C} Rita Medermade

* 5I 3I <IM> {C} Christina Reid (ShadowHawk)
* 6I 1I <IM> {C} Chip
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T A C T I C C A R D S

ARTIFACT

* 6E 6A MYRLU SYMBIOTE <IM> {VR} [OPD]
Teammate may play any Power card currently usable by Front Line for
defense.

* 6F 6A THE WITCHBLADE <IM> {VR} [OPD]
Teammate may play any Power card currently usable by Front Line to attack.

* 6S 6A SHADOWHELMET <IM> {R} [OPD]
Teammate may make 1 attack after Opponent has Conceded the battle.
Opponent may defend.

* 6I 6A LINKSTONE <IM> {VR}
On his turn, Teammate may discard 1 card from top of Draw Pile to Dead
Pile to immediately play any card Placed to any Front Line character.
_______________________________________________________________________________

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

* SHATTERED IMAGE <IM>
* 1 {U} Disconnected Man
* 2 {U} Savant/Zealot
* 3 {U} Savage Dragon/Barbaric
* 4 {R} Entropy
* 5 {U} Spawn
* 6 {U} ShadowHawk
* 7 {U} Velocity/Ripclaw
* Events:
* CYBERFORCE VS. THE MERCS… <IM> {U} Ripclaw & Deathtrap
No attacks may be moved from the Target Character to another Character
this battle.
* ENTROPY FIELD… <IM> {R} Clown
No Activator cards may be played this battle.
* GEN 13 VS. THE REGULATORS… <IM> {U} Gen 13 & The Regulators
No cards with the word “Negate” may be played this battle.
* MIGHTY MAN TO THE RESCUE… <IM> {U} Mighty Man
Take two cards from Hand and set aside. Play battle under normal rules.
At end of battle, reveal chosen cards. Player with higher total may
move 1 Mission card from the Defeated Missions Pile to the
Completed Missions Pile.
* SPAWN SPIES… <IM> {U} Spawn
No cards with the word “Draw” may be played this battle.
* WITCHBLADE ON THE SCENE… <IM> {R} Witchblade
All Power cards may be played by any Front Line Character this battle.
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O T H E R I M A G E 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
* IMAGE OVERPOWER logo cover, Japanese translation <IM> <SD> <OR>
____________________________________________________________________

* STARTER DECK Contains 60 game cards
* IMAGE OVERPOWER Random Heroes <IM> <TP> no Rules of Play
* IMAGE OVERPOWER <IM> <OR> has Japanese Rules of Play
____________________________________________________________________

* STARTER DISPLAY BOX
* IMAGE OVERPOWER Expansion ( 12 Starter Decks ) <IM> <TP> <OR>
____________________________________________________________________

* BOOSTER DISPLAY BOX
* IMAGE OVERPOWER Expansion ( 36 packs, 15 cards each ) <IM>
____________________________________________________________________

* UNCUT SHEET OF IMAGE OVERPOWER CARDS Numerous different exist <TP>
_______________________________________________________________________________

C H E C K L I S T C O D E K E Y

(XX) Special card two-letter codes (reference: OverPower Specials Guide)
=> Actual => correction or official errata
~ ~ Inherent Ability text
<CG> Convention Giveaway exclusive (Wizard World)
<IM> Image OverPower expansion/base set
<MW> Marvel Vs. Wildstorm trading card insert
<OR> Overseas Release (distributed in Japan)
<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
~ <http://home.earthlink.net/martins6/OVERPOWER.html>

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