O P H E R O E S / C H A R A C T E R S (Energy-Fighting-Strength-Intellect)
Hero/Character (H/V) PreIQ (Tot) Grid (Total) Inherent Ability
ABSORBING MAN 5-5-7-1 (18) "Molecular Mimic" from Reserve
THE ACOLYTES 7-6-3-3 (19)
ADAM WARLOCK 7-2-5 (14) 7-2-5-6 (20)
ALPHA FLIGHT 4-7-4-6 (21)
ANGEL: THE FALLEN 6-7-4-3 (20)
ANGEL: HORSEMAN OF APOCALYPSE 5-7-6-2 (20)
APOCALYPSE 6-4-4 (14) 5-5-7-6 (23)
AQUAMAN (H) 2-5-6-6 (19) May have dup "Allies Frm Deep"
AZRAEL (H) 5-8-3-3 (19)
BACKLASH 5-6-5-6 (22) 18 Points for Deckbuilding
BACKLASH, FUTURE 6-4-3-7 (20) May play any Backlash Specials
BANE (V) 1-6-6-6 (19)
BANSHEE 7-4-3 (14) 7-5-3-5 (20) Teammates' Trainings +1
BARON MORDO 7-3-2-6 (18)
BASTION 3-2-4-7 (16) Sentinels Sp, IPc not shifted
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"
BEAST 1-5-6 (12) 2-5-6-7 (20)
BEAST: THE BRUTE 3-6-7-1 (17)
BETA RAY BILL 5-4-7-6 (22) May play any Thor Specials
BEYONDER i-i-i-i (28) Play Teammate Specials, no OPD
BISHOP 5-6-4 (15) 6-7-4-3 (20)
BLACK CANARY (H) 3-7-3-5 (18) May Place/play any Hero I Ally
BLACK CAT 3-7-3 (13) 3-6-3-4 (16) Power cards +1 for defense
BLACK KING 3-3-6-7 (19) Play Hellfire Club Specials
BLACK PANTHER 2-7-5-6 (20)
BLACK WIDOW 2-7-2 (11) 4-7-3-6 (20)
BLOB 3-3-7 (13) 4-5-6-1 (16) Not Spect KOd w/ S Power cards
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)
BRASS 7-5-6-3 (21)
BROOD 4-7-5 (16) 3-6-6-4 (19) May have dup "Brood Spawn"
BULLSEYE 4-8-4-2 (18)
CABLE 6-5-6 (17) 7-7-4-5 (23)
CALLISTO 2-6-3-5 (16) Morlocks Sp, "Caliban" fr Rsrv
CAPTAIN AMERICA 1-7-5 (13) 2-8-4-6 (20)
CAPTAIN ATOM (H) 7-6-4-3 (20) F Teamworks from Reserve
CAPTAIN BRITAIN 4-4-7-6 (21)
CAPTAIN MAR-VELL 6-6-6-4 (22) Energy Rating is 8 for defense
CAPTAIN MARVEL (H) 5-4-7-2 (18) "Speed of Mercury" from Reserv
CARNAGE 3-7-5 (15) 5-7-4-2 (18) Team +5 to Venture when KO'd
CATWOMAN (V) 3-6-2-6 (17)
CATWOMAN WHIPLASH (V) 3-7-3-4 (17) F Power cards +1 vs. Hero code
CEREBRO 6-3-3-8 (20)
COLOSSUS 4-4-7 (15) 1-5-7-4 (17) Not Cum KO'd w/ S Power cards
COLOSSUS: AGE OF APOCALYPSE 2-5-7-3 (17) Attacks w/ S Pc not shifted
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
CRUX 6-6-2-3 (17) Avoid any attack w/ a 1I Pc
CRYSTAL 7-4-3-3 (17) May play any Inhumans Specials
CURSE 3-5-4-6 (18) May attack Reserve w/ S Power
CYBORG (V) 6-3-7-4 (20)
CYCLOPS 7-4-3 (14) 7-4-4-5 (20) "Fearless Leader" from Reserve
DAREDEVIL 3-7-4 (14) 2-7-4-6 (19)
DARK BEAST 1-6-5-7 (19) May play any Beast Specials
THE DARKNESS 7-7-4-3 (21)
DARKSEID (V) 6-3-8-6 (23)
DAZZLER 7-3-3-3 (16) Reserve defend D w/Power Cards
DEADPOOL 3-7-4 (14) 3-7-5-3 (18) Not Spect KOd w/ M Power cards
DEATHBIRD 3-7-3-3 (16) Shi'ar Sp, defend FL w/ Pc f R
DEATHLOK 4-5-5-6 (20) "Luther Manning" from Reserve
DOC SAMSON 1-2-7 (10) 2-2-7-6 (17)
DOCTOR DOOM 7-6-6 (19) 5-3-4-8 (20)
DOCTOR DOOM: 2099 5-3-6-7 (21)
DR./DOCTOR OCTOPUS 3-6-5 (14) 2-5-6-7 (20)
DOCTOR POLARIS (V) 6-4-4-6 (20) Power cards +1 for defense
DR. STRANGE 8-2-3 (13) 8-3-2-6 (19)
DOMINO 3-8-3 (14) 4-7-3-5 (19) E Power cards +2 for defense
DONALD PIERCE 4-2-6-7 (19) May play any Reavers Specials
DOOMSDAY (V) 4-6-8-1 (19)
DOPPELGANGER 1-3-6 (10) 3-6-6-1 (16) May play Spider-Man Specials
DRACULA 3-5-6-8 (22)
ELEKTRA 2-6-5 (13) 2-7-4-4 (17) Not Spect KOd w/ F Power cards
THE ENFORCERS 3-6-4-3 (16) 2 Specials Placed, not dups
ERADICATOR (H) 7-2-7-3 (19)
FAIRCHILD 1-4-7-5 (17) 2 Universe Placed, not dups
FALCON 3-6-5-4 (18) Place/play any F BasicUniverse
THE FLASH (H) 6-6-4-3 (19) "Reap Whirlwind" from Reserve
FORGE 5-5-3-7 (20) Team Basic Universes +1
GALACTUS 8-8-8 (24)
GAMBIT 6-5-4 (15) 6-6-4-4 (20) May have dup "Charge Object"
GHOST RIDER 6-5-6 (17) 6-6-6-2 (20) Only Spect KO by 4 Power Types
GOBLYN QUEEN 7-5-2-5 (19) Attacks w/ E Pc not shifted
GREEN ARROW (H) 4-7-3-5 (19) Attack Reserve w/ E Power crds
GREEN GOBLIN 4-4-6-6 (20) I Power cards +1 to attack
GREEN LANTERN (H) 7-3-4-4 (18) Not Spect KOd w/ E Power cards
GREY KING 6-3-5-7 (21)
GRIFTER 4-7-4-4 (19) Not S/C KO'd w/ Teamwork cards
GRUNGE 6-5-4-2 (17) Must have Multi Hit to be KO'd
THE HAND 2-8-3-6 (19)
HAVOK 7-3-4-5 (19) +1 attacks vs. Energy 7 or 8
HAVOK: MUTANT X 7-3-4-5 (19) +3 VT when a teammate is KO'd
HAWKEYE 1-7-4 (12) 4-7-4-2 (17) "Dynamite Delivery" from Resrv
HAWKMAN (H) 4-6-6-4 (20) Basic Universes additional +2
HAZARD (V) 7-2-5-5 (19)
THE HELLFIRE CLUB 6-4-4-7 (21)
HENRY PYM 3-4-3-7 (17) M Power cards +2 for defense
HEROES FOR HIRE 2-7-8-4 (21)
HOBGOBLIN 2-6-3 (11) 4-6-6-3 (19) S Power cards +1 to attack
HOLOCAUST 7-2-6-2 (17)
HULK 2-4-8 (14) 1-3-8-6 (18)
HULK: MR. FIX-IT 2-6-6-6 (20) +1 attacks vs. Strength 7 or 8
HUMAN TORCH 6-3-3 (12) 7-4-4-4 (19) Not Cum KO'd w/ E Power cards
HUMAN TORCH: INVADERS 7-6-4-3 (20)
HUNTRESS (H) 4-6-3-6 (19)
HYDRA 5-6-5-5 (21) 17-Points for Deckbuilding
ICEMAN 7-3-4 (14) 7-4-4-3 (18) May have dup "Snow Blind"
ICEMAN: THE ICE-MAN 7-5-3-3 (18) +1 VT each Hit Current Battle
THE INHUMANS 8-4-5-4 (21)
INVISIBLE WOMAN 6-3-3 (12) 6-4-3-6 (19) Team +2 to Venture Total
INVISIBLE WOMAN: MALICE 7-6-4-2 (19)
IRON MAN 7-6-6 (19) 5-3-7-7 (22)
IRON MAN: ORIGINAL ARMOR 4-3-5-7 (19) May have dup "Radar Warning"
JEAN GREY 7-4-3 (14) 7-3-2-4 (16) "Telepathic Unity" from Resrv
JEAN GREY: DARK PHOENIX 8-4-6-3 (21)
JOKER (V) 4-5-2-7 (18)
JUBILEE 6-3-1 (10) 6-4-2-4 (16) May have dup "Blinding Flare"
JUGGERNAUT 3-4-7 (14) 4-5-8-2 (19)
KA-ZAR 1-7-5-5 (18) +1 attacks vs. Fighting 7 or 8
KILLER CROC (V) 4-5-6-1 (16)
KILLRAZOR 3-7-5-4 (19) S Power cards +2 for defense
KINGPIN 2-4-5-6 (17) Teamworks from Reserve
KNOCKOUT (V) 2-6-7-3 (18)
THE KREE 6-5-4-7 (22)
LANDSLIDE 6-4-6-2 (18) Opp -3 VT when L's tmmate KO'd
LEADER 3-4-2-7 (16) +2 defense "Twisted Mentality"
LEX LUTHOR (V) 3-4-3-8 (18)
LONGSHOT 4-7-3 (14) 3-7-4-3 (17) Opp team -2 to Venture Total
MAGGOT 4-6-4-4 (18) Play "Slugfest" from Reserve
MAGNETO 8-1-2 (11) 8-5-3-6 (22)
MALEBOLGIA 7-4-6-8 (25) 23 Points, not use I Defense
MANDARIN 6-5-3 (14) 7-4-3-5 (19) F Power cards +2 for defense
THE MARAUDERS 7-7-3-2 (19)
MARROW 2-6-4-4 (16) May have 1 Dup "Bone Snap"
MARTIAN MANHUNTER (H) 4-4-7-5 (20) Teammates' Trainings +1
MAVERICK 5-8-3-3 (19)
MERCURY 6-7-5-4 (22)
METALLO (V) 6-2-7-2 (17)
METROPOLIS S.C.U (H) 7-4-5-3 (19)
MR. FANTASTIC 3-6-3 (12) 2-5-2-8 (17)
MISTER MIRACLE (H) 3-5-3-7 (18) Only Spect KO by 4 Power Types
MR. SINISTER 6-6-5 (17) 4-5-4-8 (21)
MOJO 5-6-2 (13) 6-3-1-6 (16) M Power cards +1 to attack
MOLE MAN 4-4-2-6 (16) +2 defense if "Social Outcast"
MORBIUS 1-3-7 (11) 5-3-6-5 (19) Only Cum KO by 30 or more pnts
THE MORLOCKS 6-3-8-2 (19)
MORPH 1-6-3 (10) 4-5-3-6 (18) Not Spect KOd w/ I Power cards
MULTIPLE MAN 6-6-3-3 (18) May make 1/both followup to TW
MYSTERIO 6-3-4 (13) 6-3-4-6 (19) Not Spect KOd w/ E Power cards
MYSTIQUE 6-4-2 (12) 5-6-3-6 (20) F Power cards +1 to attack
NAMOR 1-4-8 (13) 2-7-7-4 (20)
NAMOR: SUB-MARINER 3-5-8-4 (20)
NERON (V) 5-2-6-8 (21)
NEW WARRIORS 6-6-5-5 (22) Draw 2 when KO'd. Keep Dups.
NICK FURY 3-7-4-6 (20)
NIGHTCRAWLER 5-7-3 (15) 6-7-3-3 (19)
NIGHTWING (H) 2-6-4-6 (18)
OMEGA RED 2-6-4 (12) 6-7-5-2 (20)
ONSLAUGHT 8-2-6-7 (23)
ORION (H) 4-7-7-2 (20)
OVERTKILL 5-5-7-1 (18) Follow teammate's TW w/ 1I Pc
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)
PHOENIX 7-5-4-3 (19) When KOd not discarded til eob
POISON IVY (V) 4-5-2-6 (17)
POLARIS 7-3-3-4 (17) Attack w/ EPc while in Reserve
POST 1-6-4-6 (17) May not be attackd by Location
PROFESSOR X 8-2-1 (11) 8-2-1-7 (18)
PSYCHO-MAN 5-2-5-6 (18) "Emotion Box" from Reserve
PSYLOCKE 5-6-4 (15) 7-6-3-4 (20)
PSYLOCKE: BETSY BRADDOCK 6-3-2-5 (16) P's Basic Univ count Damage/VT
PUNISHER 4-7-4 (15) 3-7-4-4 (18) Not Cum KO'd w/ F Power cards
PUPPET MASTER 6-3-1-6 (16) "Alicia Masters" from Reserve
QUICKSILVER 6-6-4 (16) 7-6-3-2 (18)
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
RAPTURE 5-7-2-3 (17) +1 attack vs. Intellect 7 or 8
THE RAY (H) 8-4-4-2 (18)
THE REAVERS 5-7-6-3 (21)
RED SKULL 3-5-4-7 (19) Not Cum KO'd w/ I Power cards
REYES 6-2-2-6 (16) Intellect Rating 8 for defense
RHINO 1-4-7 (12) 2-6-7-1 (16)
RIDDLER (V) 3-5-3-7 (18)
RIPCLAW 4-7-5-4 (20) To Front battle teammate KO'd
ROBIN (H) 3-6-2-7 (18)
ROGUE 5-3-7 (15) 4-4-7-2 (17) Not Spect KO'd w/ Specials
ROGUE: B/HOOD OF EVIL MUTANTS 6-5-3-2 (16) Not Cum KO'd w/ Specials
SABRA 3-7-6-3 (19)
SABRETOOTH 1-8-5 (14) 2-8-6-3 (19)
SAVAGE DRAGON 2-5-8-4 (19)
SCARLET SPIDER 5-7-6 (18) 3-7-6-5 (21)
SCARLET WITCH 6-4-4 (14) 7-3-2-5 (17) Opp team -5 to V when KO'd
SCORPION 5-5-7-2 (19) +1 attack if opp 4,5,6 Compltd
SENTINELS 7-5-6 (18) 7-5-7-1 (20)
THE SERPENT SOCIETY 3-6-6-3 (18) May play Tactics from Reserve
SHADOW KING 7-1-1-7 (16)
SHADOWCAT 6-3-3-6 (18) May have dup "Ghostly Phase"
SHADOWCAT: AGE OF APOCALYPSE 6-6-3-3 (18) Attack Reserve w/I or S Power
SHADOWHAWK 2-5-6-6 (19) SPc +2 attack C w/ EPc in Perm
SHANG CHI: MASTER OF KUNG FU 2-7-5-5 (19) "Elixir Vitae" from Reserve
SHE HULK 2-5-7 (14) 1-4-7-5 (17) May have dup "Public Defender"
THE SHI'AR 5-4-3-8 (20)
SILVER SABLE 2-6-5 (13) 4-6-2-6 (18) F Teamworks from Reserve
SILVER SURFER 7-4-5 (16) 7-3-6-5 (21)
SPAWN 8-7-3-3 (21)
SPIDER-GIRL 4-6-5-3 (18) Attk w/Pc not defend Activator
SPIDER-MAN 6-7-6 (19) 3-7-6-5 (21)
SPIDER-MAN: SYMBIOTIC COSTUME 6-5-7-2 (20)
SPIDER-WOMAN 4-2-6 (12) 6-3-6-4 (19) E Power cards +1 to attack
THE STARJAMMERS 3-7-4-5 (19) 2 Power cards Placed, not dups
STEEL (H) 5-3-6-4 (18)
STORM 7-4-3 (14) 7-5-3-4 (19) I Power cards +2 for defense
STORM: BLOODSTORM 7-6-5-3 (21)
STORM: NEUTRALIZED 1-6-4-5 (16) May play any Morlocks non-OPD
STRONG GUY 4-4-6 (14) 3-4-7-3 (17) "Pile It On" from Reserve
STRYKER 4-7-6-3 (20)
SUNFIRE 7-5-4-4 (20) "Solar Flare" from Reserve
SUPER SKRULL 5-3-7 (15) 6-4-7-4 (21)
SUPERBOY (H) 6-3-6-3 (18)
SUPERGIRL (H) 6-4-6-3 (19)
SUPERMAN (H) 7-4-7-3 (21)
SUPERPATRIOT 3-6-7-2 (18) Play Captain America Specials
TASKMASTER 3-7-4-5 (19) Use I Pc to avoid any F attack
TEAM X 5-7-6-5 (23) nonOPD Wolv,Sabre,Mav Specials
THING 1-4-8 (13) 1-5-8-3 (17)
THOR 4-3-6 (13) 7-5-7-4 (23)
THORN (V) 4-6-3-5 (18)
THUNDERBIRD 2-6-7-3 (18)
THUNDERBOLTS 7-5-4-6 (22)
TIFFANY 6-6-4-4 (20) Fighting Rating 8 for Defense
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
TYPHOID MARY 5-7-3-2 (17) Attacks w/ F Pc not shifted
VELOCITY 6-5-2-3 (16) Attack w/Powercards in Reserve
VENOM 6-6-7 (19) 5-6-7-2 (20)
VIOLATOR 4-6-7-2 (19)
VISION 5-5-6 (16) 5-4-6-6 (21) "Android Endurance" from Resrv
VOODOO, DAEMONITE 3-6-7-2 (18) May play any Voodoo Specials
WAR MACHINE 4-3-7 (14) 5-4-7-3 (19)
WARLOCK 7-6-4-6 (23)
WHITE QUEEN 7-2-2-6 (17)
WITCHBLADE 7-7-3-4 (21)
WOLVERINE 2-8-4 (14) 2-8-5-4 (19)
WOLVERINE: AGE OF APOCALYPSE 2-8-4-5 (19)
WOLVERINE, GOLDEN AGE 3-7-4-5 (19) May play Wolverine Specials
WONDER WOMAN (H) 1-8-6-5 (20)
WYNONNA EARP 2-7-3-6 (18)
X-BABIES 5-5-4-1 (15) Not S/C KO'd with Power cards
X-MAN 8-3-3-3 (17)
X-MEN: ORIGINAL TEAM 7-2-4-5 (18) May play any Professor X OPD
XAOS 7-4-4-1 (16) Draw 1 when X's teammate KO'd
ZEALOT 3-8-4-5 (20)
_______________________________________________________________________________
B R E A K D O W N O F O V E R P O W E R G A M E C A R D S
228 Characters ( 39 OverPower + 21 PowerSurge + 10 Mission Control +
12 Batman/Superman DC Hero + 18 B/S DC Villain + 8 IQ +
15 JLA DC Hero + 4 JLA DC Villain + 1 JLA DC Neutral +
16 Monumental + 24 Classic + 19 Image + 26 X-Men OP +
4 OnSlaught + 6 Marvel Vs. Wildstorm Chromium +
1 Hillshire Farm + 1 Kay-Bee Action Figure +
2 OverPower Legion + 1 Wizard Magazine )
101 Clone Characters ( 70 OP / PS / MC Heroes with Intellect ratings +
3 DC Holographic Hero + 3 DC Holographic Villain +
3 Monumental modified promo reprint + 8 Classic +
12 X-Men OP + 2 Marvel Vs. Wildstorm )
1440 Special Cards ( 18 Any Hero/Any Character + 0 to 9 each Character )
45 Location Cards ( 30 Monumental + 5 Classic + 4 Image + 5 X-Men OP +
1 MegaPower )
23 Aspect Cards ( 1 Any Homebase + 1 each for some Locations )
45 Power Cards ( 4 MultiPower w/o I + 5 MultiPower w/I + 4 Any-Power +
8 Energy + 8 Fighting + 8 Strength + 8 Intellect )
131 Universe Cards ( 37 Basic + 12 Training + 36 Teamwork + 45 Ally +
1 Captain Universe )
52 Tactic Cards ( 16 Artifact + 36 Double Shot )
133 Mission Cards ( 7 for each of 19 different Missions )
+ 112 Event Cards ( 3 Any Mission + 6 for each of 13 Marvel Missions +
---- 5 for each of 5 DC Missions + 6 for 1 Image Mission )
2310 Functionally Different Playing Cards;
----
2622 including "different" versions of Wizard's OP Hero Placards ( 39 ),
PowerSurge's Power ( 28 ), Basic Universes ( 26 ), Trainings ( 6 ), &
Teamworks ( 9 ), Mission Control's Any Hero Specials ( 8 ), Hillshire
Farm reprinted OverPower Hero Cards on PowerSurge cardstock ( 5 ),
DC's Power ( 36 ), Basic Universes ( 27 ), & Trainings ( 6 ),
IQ's Any Hero Alien Symbiote Special Card, JLA's Any Character
duplicates of Marvel Any Heroes ( 4 ), Monumental's new artwork
reprinted promo Heroes ( 3 ), promo Specials ( 3 ), Power ( 36 ), Double
Shots ( 7 ), & Teamworks ( 9 ), Classic's Any Character New Universe
duplicate of Fortress of Solitude and Double Shots ( 7 ), and Image's
Any Character duplicates ( 3 ), Power ( 36 ), Teamworks ( 4 ), & Ally
cards ( 8 ) [ 312 Reprints ]
----
2636 including the Wolverine Level 6 Fighting Power Card Promo, the Scarlet
Witch Error Card, the 2nd version of Longshot Roll With The Punches, the
Age of Apocalypse and Infestation Incident Event Card Promos, the
Hillshire Farm reprinted cards with new 1996 Copyright dates on back
( 4 PowerSurge Heroes & 1 Universe Card ), the Azrael Hero card without
the Trademark/Copyright text line, The Hellfire Club Tessa Special
miscoded with AA instead of JA & Sebastian Shaw Special without tiny TM
after SHAW, and The Shi'ar Lillandra Special with misplaced apostrophe
("against The Sh'iar") [ 14 Prototypes/Errors ]
{Oddities not included: PowerSurge "Silver" Specials like Mr. Sinister
Power Scheme, Namor Atlantis Attacks, Super Skrull Immitation;
IQ "Pink" Specials like Beast Brilliant Deduction, Henry Pym
Yellowjacket, Kingpin Crime Magnate, Magneto Magnetic Devastation,
Spider-Man Science Whiz; Classic "Pink" cards like Superpatriot,
Psycho-Man Fear, Thunderbolts Techno & "Yellow" cards like Bullseye
Precision Shot, Black Panther Jungle Savvy, Kazar Jungle Savvy,
ROM/Turbo Double Shot; Image starter deck "Moire-less" Grifter
Bull's-Eye Shot, Zealot Warrior Soul; Correctly cut Spawn Finite Power}
_______________________________________________________________________________
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
* ARKHAM ASYLUM (BC) (V) <DP> {X} [OPD]
Play when opponent's Hero is KO'd. Reserve must skip a battle before
entering.
* BASTION (ZZ) <MN> {VR} [OPD]
Negate the effect of any 1 Special card. This card may be Placed. If
Placed, may only negate an "Any Hero/Character" Special.
* THE BATCAVE (AJ) (H) <MI> {X} [OPD]
You may look at top 3 cards in opponent's Draw Pile.
* CONFUSION (DB) <JL> {R} [OPD] Spellbinder
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.
* DEVOURER OF WORLDS (OD) <XM> {R} [OPD]
Play during battle. Opponent cannot use Activator cards for remainder
of game or until this Special has been attacked with 4 Activator
card attacks. This Special may not be negated.
* FLIGHT (AG) <IM> {R} [OPD]
Avoid 1 attack. Counts as a duplicate of all "Any Hero/Character" AG
Special Cards.
* 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.
* 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.
* NEW UNIVERSE (EN) <CL> {VR} [OPD]
Play to concede battle. All Mission cards Ventured this battle return
to piles Ventured from. May be Placed. Counts as a duplicate of all
"Any Hero/Character" EN Specials.
* 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.
* 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.
____________________________________________________________________
ANY HERO
* ALIEN SYMBIOTE (AL) <HF> {C} Symbiote
Symbiotic bonding! Remove 1 hit from the Permanent Record of any hero.
* ALIEN SYMBIOTE (AL) <IQ> {R} She-Venom
Symbiotic Bonding! Remove 1 hit from the Permanent Record of any hero.
* CONFUSION (DB) <MI> {R} [OPD] Wolverine
* CONFUSION (DB) <MC> {R} [OPD] Rogue
Avoids all attacks from 1 Teamwork card, or target hero must discard 1
placed Teamwork card.
* DEATH FROM ABOVE (AA) <CP> {R} [OPD]
Sauron swoops in and makes a level 4 Fighting attack! Any hero may make
1 additional attack
* DEATH FROM ABOVE (AA) <MC> {R} [OPD]
Green Goblin swoops in and makes a level 4 Fighting attack! Any hero
may make 1 additional attack.
* GAMMA TERROR (AR) <CP> {R} [OPD]
Abomination rampages! Acts as a level 7 Strength attack
* GAMMA TERROR (AR) <MC> {R} [OPD]
Doc Samson rampages! Acts as a level 7 Strength attack.
* GOD OF MISCHIEF (AF) <CP> {R} [OPD]
Loki's Evil Magic! Opponent -3 to venture total for this battle
* GOD OF MISCHIEF (AF) <MC> {R} [OPD]
Mephisto's Evil Magic! Opponent -3 to venture total for this battle.
* GUARDIAN ANGEL (AG) <CP> {R} [OPD]
Archangel gives warning. Any hero may avoid 1 attack
* GUARDIAN ANGEL (AG) <MC> {R} [OPD]
Guardian gives warning. Any hero may avoid 1 attack.
* POWER LEECH (BY) <IQ> {VR} [OPD]
Opponent must immediately discard 4 cards of opponent's choice with
icon of Leech's choice currently placed or in hand.
* SAVAGE LAND (DF)=>(BL) <MI> {R} [OPD] Sauron
* SAVAGE LAND (DF)=>(BL) <MC> {R} [OPD] Ka-Zar
On your turn, play before opponent concedes. Opponent may not concede
battle. This card may be placed.
* UNLUCKY AT LOVE (AM) <CP> {R} [OPD]
Spurned by the Black Cat! Any 1 of opponent's heroes is -2 to defense
for remainder of battle
* UNLUCKY AT LOVE (AM) <MC> {R} [OPD]
Spurned by Typhoid Mary! Any 1 of opponent's heroes is -2 to defense
for remainder of battle.
* WEB-HEADED WIZARD (BQ) <MI> {R} [OPD]
Immediately exchange this card for any 1 card in Dead Pile
* WEB-HEADED WIZARD (BQ) <MC> {R} [OPD] Captain Universe Spider-Man
Exchange this card for any 1 card in Dead Pile.
____________________________________________________________________
* ABSORBING MAN <CL> {R} E: 5 F: 5 S: 7 I: 1 (18)
~ May play "Molecular Mimic" from Reserve. ~
* ABSORB PROPERTIES (DY) <CL> {R} [OPD]
This Special acts identical to any Hit in Absorbing Man's Hits from the
Current Battle or Permanent Record.
* CRUSHER CREEL (JH) <CL> {C}
Acts as a level 5 Fighting attack. If successful, Target Character -2
to defense for remainder of battle.
* MOLECULAR MIMIC (KN) <CL> {U}
Play with any Basic Universe card. Absorbing Man's Power Grid gets
Bonus in that Power Type for remainder of game.
* REBUILD FORM (JJ) <CL> {U} [OPD]
Discard 1 Power card usable by Absorbing Man to remove all Hits with
same icon from Absorbing Man's Permanent Record. May not discard a
MultiPower card.
* TITANIA (KH) <CL> {C}
Opponent -3 to Venture Total for this battle. If opponent has "The
Secret Wars" Mission, opponent -6 to Venture Total for this battle.
* WRECKING BALL (JZ) <CL> {C}
Acts as a level 5 Strength attack. May not be defended with a Special
card.
____________________________________________________________________
* THE ACOLYTES <MN> {R} E: 7 F: 6 S: 3 I: 3 (19)
* AMELIA VOGHT (HK) <XM> {C}
Target Character must make as many attacks as possible. Acolytes' team
may defend.
* AMELIA VOGHT (KH) <CL> {U}
Opponent -3 to Venture Total for this battle. If opponent has "Fatal
Attractions" Mission, opponent -6 to Venture Total for this battle.
* EXODUS (AE) <MN> {U}
Acts as a level 4 Any-Power attack, may combine with 1 Energy,
Fighting, Strength, or Intellect Power card for a single attack.
* FABIAN CORTEZ (HX) <MN> {VR} [OPD]
Acolytes team is +1 to all numeric Special cards for remainder of
battle. Bonus not applied to damage or Venture total. May be played
from Reserve.
* RUSTY COLLINS (LC) <MN> {U}
Acts as a level 4 Energy attack against Target Character, or a level 8
Any-Power attack against Target Battlesite.
* SENYAKA (JF) <MN> {VR} [OPD]
All Any-Power cards on Target Character's Permanent Record become
Energy cards for remainder of game.
* SKIDS (AD) <MN> {U}
Avoid any attack made with a Power Card.
* UNUSCIONE (LB) <MN> {U}
Avoid 1 attack from a Battlesite. Acolytes may not be attacked from a
Battlesite for remainder of battle.
____________________________________________________________________
* ADAM WARLOCK <AFP> {VR} E: 7 F: 2 S: 5 (14)
* ADAM WARLOCK <MN> {VR} E: 7 F: 2 S: 5 I: 6 (20)
* COSMIC ALLIANCE (FE) <AFP> {VR}
* COSMIC ALLIANCE (FE) <MN> {U}
Acts as a level 3 Fighting attack. Each Front Line teammate may make 1
additional attack.
* ENERGY BARRAGE (AR) <AFP> {VR}
* ENERGY BARRAGE (AR) <MN> {U}
Acts as a level 7 Energy attack.
* THE INFINITY WATCH (AD) <CL> {C}
Avoid 1 Energy or Intellect attack.
* SOUL GEM (FD) <AFP> {VR} [OPD]
Only Adam Warlock and target opponent may attack or defend this battle.
* SOUL GEM (FD) <MN> {VR} [OPD]
Only Adam Warlock and Target Character may attack, be attacked, or
defend this battle.
____________________________________________________________________
* ALPHA FLIGHT <MN> {R} E: 4 F: 7 S: 4 I: 6 (21)
* AROURA (HF) <MN> {C}
Acts as a level 4 Fighting or Energy attack.
* GUARDIAN (AG)=>(AD) <MN> {U}
Teammate may avoid 1 attack.
* MURMUR (KD) <CL> {U} [OPD]
All Energy Power Card Hits on Target Character are doubled when
determining Cumulative K.O. for remainder of game. Does not count
toward Venture Total.
* PUCK (EJ) <MN> {U}
Acts as a level 2 Strength attack. If successful, acts as a level 8
Energy Power card.
* SASQUATCH (HR) <MN> {VR} [OPD]
Acts as a level 9 Strength or Intellect attack.
* SHAMAN (CK) <MN> {VR} [OPD]
Play in current battle to resurrect any KO'd teammate next battle.
Teammate is discarded at end of next battle.
* SNOWBIRD (FB) <MN> {U}
Draw top card from Draw Pile. If drawn card is an attack. Alpha Flight
may use it, if drawn card is not an attack, discard it to the Dead
Pile.
* VINDICATOR (MA) <XM> {C}
Acts as a level 5 Strength or Intellect attack. May not be defended by
a card from a Battlesite.
____________________________________________________________________
* ANGEL: THE FALLEN <XM> {U} E: 6 F: 7 S: 4 I: 3 (20)
* ANGEL: HORSEMAN OF APOCALYPSE <CL> {C} E: 5 F: 7 S: 6 I: 2 (20)
* NEURO-TOXIN (HO) <XM> {C}
Acts as a level 6 Energy attack. If successful, Opponent is -4 to
Venture.
____________________________________________________________________
* APOCALYPSE <OP> {R} E: 6 F: 4 S: 4 (14)
* APOCALYPSE <OHP> {X} E: 6 F: 4 S: 4 (14)
* APOCALYPSE <IQ> {VR} E: 5 F: 5 S: 7 I: 6 (23)
* AGELESS EVIL (AE) <IQ> {U}
Acts as a level 4 Energy attack. May combine with 1 Intellect card for
a single attack.
* ENHANCE STRENGTH (AY) <OP> {U}
Apocalypse's Strength skill increases to 8 for remainder of battle
* GENETIC ENGINEERING (BD) <OP> {U} [OPD]
Target opponent may not use skill type of Apocalypse's choice for
remainder of battle
* INSTANT EVOLUTION (CL) <PS> {U}
Play in current battle. Apocalypse may play any KO'd teammate's
Specials in next battle.
* MEGAMORPH (AS) <OP> {R} [OPD]
Acts as a level 9 Fighting attack
* SHAPE SHIFT (AC) <OP> {C}
Attack made on teammate is now made on Apocalypse, who may defend it
* SURVIVAL OF THE FITTEST (AC) <OP> {U}
Attack made on Apocalypse is now made on teammate of his choice, who
may defend it
* TECHNO-VIRUS (HA) <IQ> {VR} [OPD]
Target hero may not defend against level 1 or 2 Power cards for
remainder of game. Level 1 or 2 Power card Hits do not count for
Spectrum KO.
____________________________________________________________________
* 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.
____________________________________________________________________
* 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.
____________________________________________________________________
* 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.
____________________________________________________________________
* BANSHEE <PS> {VR} E: 7 F: 4 S: 3 (14)
* BANSHEE <IQ> {R} E: 7 F: 5 S: 3 I: 5 (20)
~ Teammates' Training card bonues (BONUSES) are an additionl
(ADDITIONAL) +1. ~
* CASSIDY KEEP (BR) <IQ> {U}
Banshee may have 1 additional card Placed on him until Banshee is KO'd.
May be played from Reserve.
* INTERPOL (JC) <MN> {U}
Acts as a level 5 Intellect attack. Banshee may play 1 additional
Special card.
* INTERPOL TRAINING (AA) <PS> {U}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* LUCK O' THE IRISH (DS) <PS> {VR}
Choose one Banshee Special from Draw Pile and place in hand. Cannot be
a duplicate. Reshuffle Draw pile.
* SHATTER SHRIEK (BY) <PS> {VR} [OPD]
Opponent must immediately discard all cards with a Fighting icon
currently held in hand.
* SONIC GLIDE (AG) <PS> {VR}
Avoid 1 attack.
* SUPER SCREAM (AS) <PS> {VR} [OPD]
Acts as a level 11 Energy attack. Banshee may not attack for remainder
of battle.
* VOCAL HYPNOSIS (AX) <PS> {VR}
Banshee and target hero may not attack for remainder of battle.
____________________________________________________________________
* BARON MORDO <CL> {R} E: 7 F: 3 S: 2 I: 6 (18)
* BARGAIN LIFEFORCE (JO) <CL> {U}
Baron Mordo's Hits to K.O. is reduced by 7 points. Baron Mordo's Energy
and Intellect Power Grid Ratings increase to 8 for the remainder of
game.
* DEMONIC SUMMONS (AQ) <CL> {R} [OPD]
Acts as a level 8 Strength, Fighting, or Intellect attack.
* ILLUSION CASTING (AG) <CL> {U}
Avoid 1 attack.
* JEALOUS DISCIPLE (LT) <CL> {C}
Acts as a level 3 Intellect attack, +1 for each Mission card in Baron
Mordo's Defeated Missions Pile.
* MYSTICAL MENACE (DO) <CL> {C}
Negates the effect of any 1 Special card played by opponent against
Baron Mordo only.
* SPELL OF SILENCE (JY) <CL> {C}
Acts as a level 5 Energy attack. May not be affected by a card with the
word "teammate" on it.
____________________________________________________________________
* BASTION <XM> {U} E: 3 F: 2 S: 4 I: 7 (16)
~ May play any "Sentinels" Special cards. Attacks made with Intellect
Power cards may not be moved or shifted from Target Character. ~
____________________________________________________________________
* 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.
____________________________________________________________________
* BEAST <OP> {U} E: 1 F: 5 S: 6 (12)
* BEAST <OHP> {X} E: 1 F: 5 S: 6 (12)
* BEAST <IQ> {R} E: 2 F: 5 S: 6 I: 7 (20)
* BEAST: THE BRUTE <XM> {U} E: 3 F: 6 S: 7 I: 1 (17)
* ACROBATICS (CD) <PS> {U}
Only attacks made with Universe cards may be played against Beast for
remainder of battle.
* AMBIDEXTERITY (HC) <IQ> {U}
Beast may combine multiple Basic Universe cards with each Power card
attack for remainder of battle.
* ANALYZE (AO) <OP> {C}
Negates the effect of any 1 Special card played by opponent
* ANIMAL DEXTERITY (AD) <OP> {C}
Avoid 1 Fighting attack
* BEASTIAL BRAWN (AA) <OP> {C}
Acts as a level 4 Strength attack, may make 1 additional attack against
a different opponent
* BIOCHEMIST (AL) <OP> {U}
Remove 1 hit from the permanent record of any 1 teammate
* BRILLIANT DEDUCTION (HB) <IQ> {U}
Sort through opponent's Power Pack and remove any 3 cards of Beast's
choice. Discard chosen cards into Dead Pile. Reshuffle Power Pack.
* DROP KICK (AS) <OP> {U} [OPD]
Acts as a level 9 Fighting attack
____________________________________________________________________
* BETA RAY BILL <CL> {C} E: 5 F: 4 S: 7 I: 6 (22)
~ May play any "Thor" Special cards. ~
____________________________________________________________________
* BEYONDER <OPL> {VR} E: i F: i S: i I: i (28)
~ May play any Special cards. ~ [iNFINITIES; match active teammates]
(of active or KO'd Teammates, except any One Per Decks.)
____________________________________________________________________
* BISHOP <OP> {C} E: 5 F: 6 S: 4 (15)
* BISHOP <OHP> {X} E: 5 F: 6 S: 4 (15)
* BISHOP <IQ> {R} E: 6 F: 7 S: 4 I: 3 (20)
* ABSORB ENERGY (AY) <OP> {C}
Avoid 1 Energy attack - Bishop's Energy skill is increased to 8 for
remainder of battle
* BODY ARMOR (AG) <PS> {U}
Avoid 1 attack.
* DRAW ENEMY FIRE (AC) <OP> {C}
Attack made on teammate is now made on Bishop, who may defend it
* PARAMILITARY SKILL (AR) <IQ> {C}
Acts as a level 4 Intellect attack.
* PLASMA GUN (AS) <OP> {U} [OPD]
Acts as level 9 Energy attack
* SPECTRUM BLAST (AQ) <OP> {R} [OPD]
Acts as level 8 Energy, Strength, or Fighting attack
* TEMPORAL ANOMALY (HD) <IQ> {VR} [OPD]
Sort through Defeated Heroes Pile and remove 1 Event card. Put Event
card into Draw Pile. Reshuffle Draw Pile.
* XSE TACTICS (AA) <OP> {C}
Acts as level 4 Fighting attack, may make 1 additional attack
____________________________________________________________________
* 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.
____________________________________________________________________
* BLACK CAT <PS> {R} E: 3 F: 7 S: 3 (13)
* BLACK CAT <HF> {X} E: 3 F: 7 S: 3 (13)
* BLACK CAT <IQ> {R} E: 3 F: 6 S: 3 I: 4 (16)
~ Power cards are +1 when used for defense. ~
* BAD LUCK (AI) <PS> {VR}
Opponent must discard 1 placed Special card of Black Cat's choice.
* CAT BURGLAR (CB) <PS> {VR}
Black Cat can combine 1 Power card with 1 of opponent's placed Universe
cards, excluding Teamwork, to attack.
* CAT FIGHT (AA) <PS> {U}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* FELINE FORTUNE (CM) <IQ> {C}
Opponent's team is -2 to all attacks against Black Cat for remainder of
battle.
* FELINE FURY (CD) <IQ> {U}
Only Fighting attacks may be played against Black Cat for remainder of
battle.
* FEMME FATALE (BY) <PS> {VR} [OPD]
Opponent must immediately discard all cards with a Strength icon
currently held in hand.
* KISS OF DEATH (BA) <PS> {VR} [OPD]
Acts as a level 3 Energy attack. Cannot be defended by a male hero.
* NINE LIVES (AD) <PS> {U}
Avoid 1 Fighting attack.
____________________________________________________________________
* BLACK KING <MW> {X} E: 3 F: 3 S: 6 I: 7 (19)
~ May play any Hellfire Club Special Cards. ~
____________________________________________________________________
* BLACK PANTHER <CL> {R} E: 2 F: 7 S: 5 I: 6 (20)
* AFRICAN MONARCH (KM) <CL> {C}
Play this Special card with any other Special card from Hand. Value of
Special card is added to Black Panther's Venture Total for this
battle.
* AGILE WARRIOR (AG) <CL> {U}
Avoid 1 attack.
* BLACK PANTHER POWER (LR) <CL> {R} [OPD]
Acts as a level 4 Energy or Strength attack. May combine with 1
Intellect card for a single attack.
* HEART SHAPED HERB (AL) <CL> {C}
Remove 1 Hit from Black Panther's Permanent Record, and Black Panther's
Fighting Rating increases to 8 for remainder of Battle.
* JUNGLE SAVVY (JZ) <CL> {C}
Acts as a level 5 Fighting attack. May not be defended with a Special
card.
* WAKANDAN TECHNOLOGY (DQ) <CL> {U}
Black Panther's Battlesite's Hits to K.O. number is increased by 5
points for remainder of game.
____________________________________________________________________
* BLACK WIDOW <MC> {U} E: 2 F: 7 S: 2 (11)
* BLACK WIDOW <IQ> {R} E: 4 F: 7 S: 3 I: 6 (20)
* AVENGING AGENT (BA) <MC> {R} [OPD]
Acts as a level 2 Energy, Strength, or Fighting attack. Can only be
defended by a defensive Special card.
* CHAMPION (CQ) <IQ> {U}
All Black Widow Special cards are doubled when determining Venture
total this battle.
* COMBAT GYMNAST (EL) <MC> {R} [OPD]
Acts as a level 7 Fighting attack. If successful, target hero may not
use cards with Fighting icon for remainder of battle.
* DEFENSE TACTICS (AD) <MC> {U}
Teammate may avoid 1 Energy attack. May be played while Black Widow is
in reserve.
* ESPIONAGE (AF) <MC> {U}
Add 3 to Black Widow's venture total, or opponent -3 to venture total
for this battle.
* KGB INTELLIGENCE (AN) <IQ> {U}
Acts as a level 6 Intellect attack. May be used against opponent in
Reserve, who may defend.
* WIDOW'S BITE (AA) <MC> {C}
Acts as a level 4 Energy attack. May make 1 additional attack.
* WIDOW'S LINE (AG) <MC> {U}
Avoid 1 attack.
____________________________________________________________________
* BLOB <PS> {VR} E: 3 F: 3 S: 7 (13)
* BLOB <IQ> {R} E: 4 F: 5 S: 6 I: 1 (16)
~ May not be Spectrum KO'd with Strength Power cards. ~
* ABSORB IMPACT (CW) <PS> {U} [OPD]
Avoid 1 attack. May not be attacked for remainder of battle.
* AVALANCHE (AE) <MN> {U}
Acts as a level 4 Energy attack. May combine with 1 Strength card for a
single attack.
* BLUBBER BLOCK (AD) <PS> {VR}
Teammate may avoid 1 attack.
* BOTTOMLESS BELLY (CE) <PS> {VR}
Opponent must discard top card from Draw Pile into Dead Pile.
* FLABBY FIGHTER (HE) <IQ> {VR} [OPD]
Heroes on Opponent's Team with Fighting 7 or 8 may not use cards with a
Fighting icon to attack for remainder of battle.
* HEAVY HITTER (AR) <PS> {R}
Acts as a level 6 Fighting attack.
* IMMOVABLE OBJECT (AX) <PS> {U}
Blob and target hero may not attack for remainder of battle.
* SUMO SLAM (CU) <PS> {VR} [OPD]
Acts as a level 7 Strength attack. If successful, target hero must
immediately discard 1 placed 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.
____________________________________________________________________
* 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.
____________________________________________________________________
* BROOD <MC> {U} E: 4 F: 7 S: 5 (16)
* BROOD <IQ> {R} E: 3 F: 6 S: 6 I: 4 (19)
~ May have duplicate "Brood Spawn" Specials. ~
* ALIEN HUNGER (BW) <MC> {R} [OPD]
Opponent must discard top 5 cards from Power Pack into Dead Pile.
* BONY EXOSKELETON (AD) <MC> {C}
Avoid 1 Strength or Fighting attack.
* BROOD SPAWN (EB) <MC> {U}
Play this card in front of Brood. Brood may not be attacked until this
Special is attacked. Brood may not defend this card.
* INSECTOID INCURSION (CN) <MC> {C}
No Fighting Power cards may be played against Brood for remainder of
battle.
* OVERWHELM (AR) <MC> {U}
Acts as a level 6 Energy attack. If successful, Brood gains skill
levels of target opponent for remainder of battle.
* PESTILENT HORDE (BF) <MC> {R} [OPD]
Brood hits to K.O. number is increased to 30.
* PLAN OF CONQUEST (AA) <IQ> {C}
Acts as a level 4 Intellect attack. May make 1 additional attack.
* POWER HUNGRY MONSTERS (BY) <IQ> {VR} [OPD]
Opponent must immediately discard all cards with an Energy icon
currently held in hand.
____________________________________________________________________
* BULLSEYE <CL> {R} E: 4 F: 8 S: 4 I: 2 (18)
* ASSASSIN FOR HIRE (DD) <CL> {U}
Discard 1 Intellect Power card usable by Bullseye. Bullseye is +2 to
all Power card attacks against Target Character for remainder of
game.
* CAREFREE KILLER (JH) <CL> {C}
Acts as a level 5 Intellect attack. If successful, Target Character -2
to defense for remainder of battle.
* EVERYTHING'S A WEAPON! (JR) <CL> {R} [OPD]
Bullseye may attack with any Special cards or Power cards in Hand for
remainder of battle.
* MURDERER (JX) <CL> {C}
Acts as a level 4 Fighting attack. If Target Character is K.O.'d by
this Hit, Bullseye may move 1 Mission card from the Defeated Pile
to the Completed Pile.
* PRECISION SHOT (AN) <CL> {C}
Acts as a level 4 Energy, Fighting, Strength, or Intellect attack.
May be used against Character in Reserve, who may defend.
* RELENTLESS ASSAULT (KB) <CL> {U}
Acts as a level 7 Fighting attack. If successful, acts as a level 3
Strength Hit. Hit goes on Target Character's Permanent Record. Does
not count toward Venture Total.
____________________________________________________________________
* CABLE <OP> {R} E: 6 F: 5 S: 6 (17)
* CABLE <OHP> {X} E: 6 F: 5 S: 6 (17)
* CABLE <IQ> {VR} E: 7 F: 7 S: 4 I: 5 (23)
* ASKANI'SON (AW) <IQ> {VR} [OPD]
Add 6 to Venture total for this battle.
* BATTLE TACTICS (AT) <OP> {U} [OPD]
Draw 1 card, do not discard if duplicate
* BIONIC EYE (AN) <OP> {U}
Acts as a level 6 Fighting attack, may be used against opponent in
reserve, who may defend
* BLAQUESMITH (EL) <MN> {VR} [OPD]
Acts as a level 7 Intellect attack. If successful, Target Character may
not use cards with an Intellect icon for remainder of battle.
* BODYSLIDE (AG) <OP> {C}
Avoid 1 attack
* COVER FIRE (AG)=>(AD) <OP> {U}
Teammate may avoid 1 attack of 9 or less
* CUSTOM FIREARMS (AA) <OP> {U}
Acts as a level 4 Fighting attack, may make 1 additional attack
* REALLY BIG GUN (AS) <PS> {R} [OPD]
Acts as a level 9 Strength attack.
____________________________________________________________________
* CALLISTO <XM> {C} E: 2 F: 6 S: 3 I: 5 (16)
~ May play any "Morlocks" Special cards. May play "Caliban" from
Reserve. ~
____________________________________________________________________
* CAPTAIN AMERICA <OP> {R} E: 1 F: 7 S: 5 (13)
* CAPTAIN AMERICA <OHP> {X} E: 1 F: 7 S: 5 (13)
* CAPTAIN AMERICA <IQ> {R} E: 2 F: 8 S: 4 I: 6 (20)
* AVENGER (AC) <OP> {U}
Attack made on teammate is now made on Captain America, who may defend
it
* INSPIRATION (CQ) <PS> {U}
All Captain America Special cards are doubled when determining Venture
total this battle.
* MIGHTY SHIELD (AG)=>(AD) <OP> {U}
Teammate may avoid 1 attack of 9 or less
* RICOCHET SHIELD (AB) <OP> {U}
Acts as a level 4 Fighting attack, may make 1 additional Fighting
attack against a different opponent
* SENTINEL OF LIBERTY (GB) <IQ> {VR} [OPD]
Acts as a level 7 Intellect attack. If successful, Captain America may
move 1 Mission Card from the Defeated Missions Pile to the Reserve
Missions Pile.
* SHARON CARTER (JC) <MN> {U}
Acts as level 5 Energy attack. Captain America may play 1 additional
Special card.
* STARS & STRIPES (AG) <OP> {U}
Avoid 1 attack
* SUPER SOLDIER (BA) <OP> {U} [OPD]
Acts as a level 3 Fighting attack, can only be defended by a defensive
Special card
____________________________________________________________________
* 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 BRITAIN <XM> {U} E: 4 F: 4 S: 7 I: 6 (21)
* BATTLEWORTHY (KL) <XM> {U}
Opponent must immediately discard all Special cards in play that affect
the "remainder of the battle" or the "remainder of the game."
* PHYSICS GENIUS (NP) <XM> {C}
Captain Britain's team's Basic Universe cards used to attack count
toward Damage and Venture Total for remainder of game.
* PRODIGIOUS STRENGTH (NG) <XM> {U}
Acts as a level 5 Fighting attack. If successful, Target Character
loses Inherent Ability and is considered to have no Inherent
Ability for remainder of battle.
* SUPER ENDURANCE (FL) <XM> {R} [OPD]
For remainder of game, cards on Captain Britain's Hits to Current
Battle with Energy or Fighting icons do not count towards
Opponent's Venture Total.
* SUPERSONIC (HR) <XM> {R} [OPD]
Acts as a level 9 Energy or Strength attack.
____________________________________________________________________
* CAPTAIN MAR-VELL <CL> {U} E: 6 F: 6 S: 6 I: 4 (22)
~ Energy Power Grid Rating is 8 for defense. ~
* COSMIC AWARENESS (HF) <CL> {C}
Acts as a level 4 Energy or Intellect attack.
* KREE STRATAGEM (AF) <CL> {C}
Add 3 to Captain Mar-Vell's Venture Total, or opponent -3 to Venture
Total for this battle.
* NEGA-BANDS (JH) <CL> {U}
Acts as a level 5 Fighting attack. If successful, Target Character -2
to defense for remainder of battle.
* PROTECTOR OF THE UNIVERSE (AD) <CL> {C}
Captain Mar-Vell or teammate may avoid 1 attack of 9 or less.
* RICK JONES (JB) <CL> {R} [OPD]
Remove all Hits from Captain Mar-Vell's Permanent Record and Current
Battle, and switch places with the Reserve.
* UNIVERSAL ALIGNMENT (KK) <CL> {R} [OPD]
Play during battle. Both players move all Mission cards to Reserve
Missions Pile. Mission cards Ventured this battle are now Ventured
from Reserve Missions Pile.
____________________________________________________________________
* 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.
____________________________________________________________________
* CARNAGE <OP> {C} E: 3 F: 7 S: 5 (15)
* CARNAGE <OHP> {X} E: 3 F: 7 S: 5 (15)
* CARNAGE <IQ> {R} E: 5 F: 7 S: 4 I: 2 (18)
~ Team +5 to Venture Total when KO'd. ~
* ALIEN HEALING (DJ) <PS> {R}
Carnage may switch a hit from his "hits from current battle" with a hit
from his "permanent record". Affects Venture total.
* ANARCHY (HE) <IQ> {VR} [OPD]
Heroes on opponent's team with Intellect 7 or 8 may not use cards with
an Intellect icon to attack for remainder of battle.
* BLADE HAND (AE) <OP> {C}
Acts as a level 4 Fighting attack, may combine with 1 Energy card for a
single attack
* CLIMB (AD) <OP> {C}
Avoid 1 Strength attack
* COMBAT CHAOS (BT) <HF> {C}
Opponent's Energy Power cards do not count in the Venture total for
this battle.
* DESTRUCTIVE MIND (CU) <IQ> {U}
Acts as a level 3 Intellect attack. If successful, Target Hero must
discard 1 Placed card of opponent's choice.
* INSANE RAGE (AA) <OP> {C}
Acts as a level 4 Energy attack, may make 1 additional attack
* RUTHLESS (BE) <OP> {R} [OPD]
Carnage may make 1 attack after opponent has conceded the battle,
opponent may defend
* SYMBIOTIC WEB (AV) <OP> {R} [OPD]
Target opponent may not attack for remainder of battle
____________________________________________________________________
* 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.
____________________________________________________________________
* CEREBRO <XM> {R} E: 6 F: 3 S: 3 I: 8 (20)
* CATALOGUE (NI) <XM> {U}
Acts as a level 5 Fighting attack. If successful, Opponent must discard
all Activator cards from Hand.
* COMPUTER ORIGIN (BS) <XM> {R} [OPD]
For remainder of battle, if Cerebro can block a Power card attack with
an equal value Power card, Cerebro's Power card hits attacker.
* THE FOUNDER (HU) <XM> {C}
Cerebro may Place and play Professor X's "Cerebro," "Psychic Shield,"
and "X-Men Founder" Special cards for remainder of game.
* MUTANT SEEKER (NO) <XM> {C}
Acts as a level 2 Intellect attack. If successful, attacks made on
Target Character may not be moved to any of Target's teammates for
remainder of game.
* SENTINEL EVOLUTION (FM) <XM> {C}
Opponent may not play any Aspect cards for remainder of battle.
____________________________________________________________________
* COLOSSUS <OP> {U} E: 4 F: 4 S: 7 (15)
* COLOSSUS <OHP> {X} E: 4 F: 4 S: 7 (15)
* COLOSSUS <IQ> {R} E: 1 F: 5 S: 7 I: 4 (17)
~ May not be Cumulative KO'd with Strength Power cards. ~
* COLOSSUS: AGE OF APOCALYPSE <XM> {U} E: 2 F: 5 S: 7 I: 3 (17)
~ Attacks made with Strength Power cards may not be moved or shifted
from Target Character. ~
* FASTBALL SPECIAL (BI) <OP> {U} [OPD]
Teammate may make 1 Strength or Fighting attack at +4
* HAYMAKER (AR) <OP> {C}
Acts as a level 7 Fighting attack
* IRON CURTAIN (AX) <PS> {R}
Colossus and target hero may not attack for remainder of battle.
* METAL BARRIER (AC) <OP> {C}
Attack made on Teammate is now made on Colossus, who may defend it
* MIGHTY METAL (AA) <IQ> {C}
Acts as a level 4 Strength attack. May make 1 additional attack.
* ORGANIC STEEL (ET) <IQ> {U}
Remove up to 2 Hits that each have more than one icon each from
Colossus' Permanent Record.
* SIBERIAN STRENGTH (OC) <MP> {X} [OPD]
Opponent must discard 3 cards from Hand. Cards chosen by Opponent.
* SKIN OF STEEL (AG) <OP> {U}
Avoid 1 attack
* SMASH OBJECT (AI) <OP> {C}
Opponent must immediately discard 1 placed Universe card of Colossus'
choice
____________________________________________________________________
* 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.
____________________________________________________________________
* CRUX <XM> {C} E: 6 F: 6 S: 2 I: 3 (17)
~ Crux may avoid any attack with a level 1 Intellect Power card. ~
* COLDFORCE (GJ) <XM> {C}
Acts as a level 4 Energy or Strength attack. May make 1 additional
attack.
* HEATFORCE (GJ) <XM> {C}
Acts as a level 4 Fighting or Intellect attack. May make 1 additional
attack.
* PAYBACK (BL) <XM> {R} [OPD]
Play when Opponent concedes battle. Opponent may not concede battle.
* PRECISION AGILITY (NO) <XM> {C}
Acts as a level 2 Energy attack. If successful, attacks made on Target
Character may not be moved to any of Target's teammates for
remainder of game.
* THERMODYNAMICS (NU) <XM> {C}
Acts as a level 0 Strength attack. May only be defended using a Power
card with a Value of 5 or greater.
____________________________________________________________________
* CRYSTAL <MW> {X} E: 7 F: 4 S: 3 I: 3 (17)
~ May play any Inhumans Special Cards. ~
____________________________________________________________________
* 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.
____________________________________________________________________
* 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.
____________________________________________________________________
* CYCLOPS <OP> {C} E: 7 F: 4 S: 3 (14)
* CYCLOPS <OHP> {X} E: 7 F: 4 S: 3 (14)
* CYCLOPS <IQ> {R} E: 7 F: 4 S: 4 I: 5 (20)
~ May play "Fearless Leader" from Reserve. ~
* BATTLE SAVVY (AG) <IQ> {U}
Avoid 1 attack.
* FEARLESS LEADER (AF) <OP> {C}
Add 3 to venture total for this battle
* GROUND BLAST (AU) <OP> {R} [OPD]
Opponent must immediately discard all placed Universe cards
* OPTIC OBLITERATION (AD) <OP> {C}
Avoid 1 attack made with a Universe card
* REMOVE VISOR (BO) <PS> {VR} [OPD]
Acts as a level 6 Energy attack. May combine with 1 Energy card for a
single attack.
* VISUAL SWEEP (AA) <OP> {C}
Acts as a level 4 Energy attack, may make 1 additional attack against a
different opponent
* WIDE BEAM (AR) <OP> {C}
Acts as Level 7 Fighting attack
* X-MEN STRATEGY (EN) <IQ> {U}
Acts as a level 4 Intellect attack. If attack succeeds, add +2 to
damage.
____________________________________________________________________
* DAREDEVIL <PS> {VR} E: 3 F: 7 S: 4 (14)
* DAREDEVIL <IQ> {R} E: 2 F: 7 S: 4 I: 6 (19)
* AGILITY (AB) <PS> {VR}
Acts as a level 4 Fighting attack. May make 1 additional Fighting
attack.
* ALERTNESS (AG) <PS> {U}
Avoid 1 attack.
* BILLY CLUB (AS) <PS> {VR} [OPD]
Acts as a level 9 Strength attack.
* BLIND JUSTICE (ET) <IQ> {U}
Remove up to 2 hits with an Intellect icon from one teammate's
Permanent Record.
* BLIND MAN'S BLUFF (BK) <PS> {U} [OPD]
Daredevil plays numerical attacks face down for remainder of battle.
Opponent must guess defense.
* HYPERSENSES (CN) <PS> {VR}
No Universe cards may be played against Daredevil for remainder of
battle.
* MAN WITHOUT FEAR (DN) <PS> {VR}
Daredevil gains +2 to all actions for remainder of battle if
Daredevil's team is outnumbered.
* RADAR COMBAT (HF) <IQ> {C}
Acts as a level 4 Energy or Fighting attack.
____________________________________________________________________
* DARK BEAST <OS> {R} E: 1 F: 6 S: 5 I: 7 (19)
~ Dark Beast may play any Beast Specials. ~
* DARK BEAST <MN> {R} E: 1 F: 6 S: 5 I: 7 (19)
~ May play any Beast Specials. ~
____________________________________________________________________
* 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.
____________________________________________________________________
* 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
____________________________________________________________________
* DAZZLER <CL> {U} E: 7 F: 3 S: 3 I: 3 (16)
~ Reserve may defend Dazzler with Power Cards, without Universe. ~
* ABSORB SOUND (BY) <CL> {R} [OPD]
Dazzler must discard all cards with an Energy icon currently in Hand.
Opponent must discard all cards with an Energy icon currently
Placed and in Hand.
* DISCO DIVA (JH) <CL> {C}
Acts as a level 5 Intellect attack. If successful, Target Character -2
to defense for remainder of battle.
* FOCUS ENERGY (FE) <CL> {R} [OPD]
Acts as a level 6 Energy attack. Each Front Line teammate may make 1
additional Energy attack.
* LONGSHOT LOVE (HI) <CL> {U}
Dazzler may Place and play any Longshot Special cards for remainder of
game.
* MOJOWORLD REBEL (LT) <CL> {C}
Acts as a level 3 Fighting attack, +1 for each Mission card in
opponent's Completed Missions Pile.
* PINPOINT LASER (NJ) <XM> {C}
Acts as a level 4 Strength or Energy attack. Attack is not affected by
Special cards already in play.
* ROLLER QUEEN (AD) <CL> {C}
Dazzler may avoid any numerical attack.
____________________________________________________________________
* DEADPOOL <OP> {C} E: 3 F: 7 S: 4 (14)
* DEADPOOL <OHP> {X} E: 3 F: 7 S: 4 (14)
* DEADPOOL <IQ> {R} E: 3 F: 7 S: 5 I: 3 (18)
~ May not be Spectrum KO'd with MultiPower Power cards. ~
* ASSASSIN (BA) <OP> {R} [OPD]
Acts as a level 3 Fighting attack, can only be defended by a defensive
Special card
* BUSHWACK (AE) <PS> {U}
Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
single attack.
* DISTRACTING CHATTER (AG) <IQ> {U}
Avoid 1 attack.
* DON'T LOSE YOUR HEAD! (AS) <IQ> {VR} [OPD]
Acts as a level 10 Fighting attack.
* HIGH THRESHOLD OF PAIN (BF) <OP> {R} [OPD]
Deadpool's hits to K.O. number is increased to 30
* KILLING MACHINE (AA) <OP> {C}
Acts as a level 4 Fighting attack, may make 1 additional attack
* REGENERATION (AL) <OP> {C}
Remove 1 hit from Deadpool's permanent record
* SUPER SPY (AJ) <OP> {C}
Opponent must reveal two cards chosen at random from his hand
____________________________________________________________________
* DEATHBIRD <XM> {U} E: 3 F: 7 S: 3 I: 3 (16)
~ May play any "Shi'Ar" Special cards. May defend Front Line with Power
cards from Reserve. ~
____________________________________________________________________
* DEATHLOK <CL> {U} E: 4 F: 5 S: 5 I: 6 (20)
~ May play "Luther Manning" from Reserve. ~
* CYBERCORPSE (JW) <CL> {C}
Acts as a level 3 Strength attack. May make 1 additional Power card
attack. Neither attack may be defended with a Special card.
* INTERNAL 'PUTER (KH) <CL> {C}
Opponent -3 to Venture Total for this battle. If opponent has "Maximum
Carnage" Mission, opponent -6 to Venture Total for this battle.
* JOHN "SIEGE" KELLY (AY) <CL> {R} [OPD]
Deathlok's Strength Rating increases to 7 for remainder of game.
* LUTHER MANNING (AY) <CL> {R} [OPD]
Deathlok's Fighting Rating increases to 7 for remainder of game.
* MICHAEL COLLINS (AY) <CL> {R} [OPD]
Deathlok's Intellect Rating increases to 7 for remainder of game.
* REALLY STRONG LASER (KB) <CL> {C}
Acts as a level 7 Energy attack. If successful, acts as a level 3
Strength Hit. Hit goes on Target Character's Permanent Record.
Does not count toward Venture Total.
____________________________________________________________________
* DOC SAMSON <MC> {U} E: 1 F: 2 S: 7 (10)
* DOC SAMSON <IQ> {R} E: 2 F: 2 S: 7 I: 6 (17)
* ANALYTICAL ASSAULT (EC) <MC> {U}
Opponent must discard any 1 Special card currently held in his hand,
opponent's choice.
* CAUTIOUS ADVISOR (AM) <IQ> {U}
Doc Samson or teammate gains +2 to defense for remainder of battle.
* GAMMA MUSCLE (AB) <MC> {C}
Acts as a level 4 Strength attack. May make 1 additional Strength
attack.
* GREEN HAIRED HERO (DV) <MC> {R} [OPD]
Doc Samson may make 1 attack at +4. May not be combined with Universe
cards.
* HEAD SHRINKER (AR) <IQ> {U}
Acts as a level 7 Intellect attack.
* POWER PUNCH (AE) <MC> {U}
Acts as a level 4 Strength attack. May combine with 1 Energy or
Fighting Power card for a single attack.
* PSYCHOANALYZE (BZ) <MC> {R} [OPD]
Opponent must reveal hand and play open handed for remainder of battle.
* THEORETICAL TREATMENT (AL) <MC> {U}
Remove 1 hit from the Permanent Record of any 1 teammate.
____________________________________________________________________
* DOCTOR DOOM <OP> {C} E: 7 F: 6 S: 6 (19)
* DOCTOR DOOM <OHP> {X} E: 7 F: 6 S: 6 (19)
* DOCTOR DOOM <IQ> {VR} E: 5 F: 3 S: 4 I: 8 (20)
* DOCTOR DOOM: 2099 <CL> {R} E: 5 F: 3 S: 6 I: 7 (21)
* CONCUSSION BEAMS (AA) <OP> {C}
Acts as a level 4 Energy attack, may make 1 additional attack
* DIPLOMATIC IMMUNITY (HG) <IQ> {VR} [OPD]
Doctor Doom may use Intellect Power cards level 6 through 8 to avoid
any attack made against Doctor Doom or teammate for remainder of
battle.
* DOOMBOTS (DU) <IQ> {VR} [OPD]
Doctor Doom 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.
* ENERGY DAMPENING FIELD (AH) <OP> {C}
No Energy cards may be played against Doctor Doom for remainder
of battle
* EXPENDABLE ALLY (AC) <PS> {U}
Attack made on Doctor Doom is now made on teammate of his choice, who
may defend it.
* SUPER GENIUS (AT) <OP> {R} [OPD]
Draw 1 card, do not discard if duplicate
* TIME MACHINE (AJ) <OP> {C}
You may look at top 2 cards in opponent's Draw Pile
* VILLAINOUS PLOT (AW) <OP> {R} [OPD]
Opponent -6 to venture total for this battle
____________________________________________________________________
* DR. OCTOPUS <OP> {C} E: 3 F: 6 S: 5 (14)
* DR. OCTOPUS <OHP> {X} E: 3 F: 6 S: 5 (14)
* DR. OCTOPUS <HF> {X} E: 3 F: 6 S: 5 (14)
* DOCTOR OCTOPUS <IQ> {R} E: 2 F: 5 S: 6 I: 7 (20)
* BIG PLANS (EJ) <IQ> {U}
Acts as a level 2 Energy attack. If successful, acts as a level 8
Intellect Power card.
* CRIMINAL MASTERMIND (AF) <OP> {C}
Opponent -3 to venture total for this battle
* EVASIVE ACTION (AG) <OP> {U}
Avoid 1 attack
* GRASPING TENTACLES (AV) <OP> {R} [OPD]
Target opponent may not attack for remainder of battle
* KILLER CRUSH (AP) <HF> {C}
Acts as a level 6 Strength attack. Cannot be defended by a card with an
Energy icon.
* MASTER INVENTOR (AT) <PS> {VR} [OPD]
Draw 1 card. Do not discard if duplicate.
* MULTI-ARMED MENACE (AB) <OP> {C}
Acts as a level 4 Fighting attack, may make 1 additional Fighting
attack
* VILLAINOUS SHIELD (AC) <OP> {C}
Attack made on Dr. Octopus is now made on teammate of his choice, who
may defend it
____________________________________________________________________
* 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.
____________________________________________________________________
* DR. STRANGE <PS> {VR} E: 8 F: 2 S: 3 (13)
* DR. STRANGE <IQ> {R} E: 8 F: 3 S: 2 I: 6 (19)
* CATASTROPHE MAGIC (CY) <IQ> {U}
Acts as a level 4 Energy attack. Dr. Strange may make 1 additional
Fighting and/or 1 additional Intellect Power card attack.
* CRIMSON BANDS OF CYTORAK (AV) <PS> {VR} [OPD]
Target hero may not attack for remainder of battle.
* DEFENDER (HG) <IQ> {VR} [OPD]
Dr. Strange may use Energy Power cards level 6 through 8 to avoid any
attack made against Dr. Strange or teammate for remainder of
battle.
* ELDRITCH BLASTS (DG) <PS> {U}
Acts as a level 2 Energy attack. May make 2 additional attacks.
* EYE OF AGAMOTTO (AA)=>(AJ) <PS> {VR}
Opponent must reveal any Special cards currently held in hand.
* MISTS OF MORPHEUS (DA) <PS> {R}
Target hero may not defend with power type of Doctor Strange's choice
for remainder of battle.
* NECROMANCY (CK) <PS> {VR} [OPD]
Play in current battle to resurrect any KO'd teammate next battle.
Teammate is discarded at end next of battle.
* SORCERER SUPREME (AF) <PS> {VR}
Add 3 to Venture total for this battle.
____________________________________________________________________
* DOMINO <PS> {VR} E: 3 F: 8 S: 3 (14)
* DOMINO <IQ> {R} E: 4 F: 7 S: 3 I: 5 (19)
~ Energy Power cards are +2 when used for defense. ~
* BATTLE MEDIC (ET) <IQ> {U}
Remove up to 2 hits with a Fighting icon from one teammate's Permanent
Record.
* DOUBLE DOWN (AB) <PS> {U}
Acts as a level 4 Fighting attack. May make 1 additional Fighting
attack.
* DUMB LUCK (AP) <IQ> {U}
Acts as a level 6 Energy attack. Cannot be defended by a card with an
Intellect icon.
* FALL INTO PLACE (AM) <PS> {R}
Domino gains a +2 to all actions for remainder of battle.
* LADY LUCK (AG) <PS> {VR}
Avoid 1 attack.
* SHRAPNEL BOMB (BV) <PS> {VR} [OPD]
Domino may make as many Power card attacks as possible. Opponent may
defend.
* SIX PACK ATTACK (CS) <PS> {U}
Choose 1 Universe card, excluding Teamwork or Training, from Draw Pile
and place in hand. Reshuffle Draw Pile.
* TRIPWIRE (BS) <PS> {VR} [OPD]
For remainder of battle, if Domino can block a Power card attack with
an equal value Power card, Domino's Power card hits attacker.
____________________________________________________________________
* DONALD PIERCE <XM> {C} E: 4 F: 2 S: 6 I: 7 (19)
~ May play any "Reavers" Special cards. ~
____________________________________________________________________
* 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.
____________________________________________________________________
* DOPPELGANGER <HF> {C} E: 1 F: 3 S: 6 (10)
~ Doppelganger may play any Spider-Man Specials. ~
* DOPPELGANGER <MN> {VR} E: 3 F: 6 S: 6 I: 1 (16)
~ May play any Spider-Man Specials. ~
____________________________________________________________________
* DRACULA <CL> {R} E: 3 F: 5 S: 6 I: 8 (22)
* CHILDREN OF THE NIGHT (KT) <CL> {C}
Target Character may not attack for remainder of battle until Target or
teammate attacks this Special. Attack does not count toward Venture
Total.
* DENY VICTORY (LT) <CL> {C}
Acts as a level 3 Energy attack, +1 for each Mission card in opponent's
Completed Missions Pile.
* LIFEBLOOD (KO) <CL> {U}
Play with any Fighting Power Card attack. If attack is successful,
remove all Hits of equal or lesser value from Dracula's Permanent
Record.
* LORD OF THE VAMPIRES (IC) <CL> {R} [OPD]
Dracula's "Mesmerize" and "Lifeblood" become Any Character Specials for
remainder of game.
* MESMERIZE (JH) <CL> {C}
Acts as a level 5 Energy attack. If successful, Target Character -2 to
defense for remainder of battle.
* SUMMON THUNDER (KB) <CL> {U}
Acts as a level 7 Strength attack. If successful, acts as a level 3
Strength Hit. Hit goes on Target Character's Permanent Record. Does
not count toward Venture Total.
____________________________________________________________________
* ELEKTRA <OP> {R} E: 2 F: 6 S: 5 (13)
* ELEKTRA <OHP> {X} E: 2 F: 6 S: 5 (13)
* ELEKTRA <IQ> {R} E: 2 F: 7 S: 4 I: 4 (17)
~ May not be Spectrum KO'd with Fighting Power cards. ~
* ANTICIPATE (AG) <OP> {U}
Avoid 1 attack
* INFILTRATION (DB) <IQ> {U}
Avoids all attacks from 1 Teamwork card, or target hero must discard 1
Placed Teamwork card.
* MARTIAL ARTIST (BP) <OP> {R} [OPD]
Acts as a level 6 Fighting attack, may be made while Elektra is in
reserve
* NINJA MASTER (AB) <OP> {U}
Acts as a level 4 Fighting attack, may make 1 additional Fighting
attack against a different opponent
* NINJA TRAP (BS) <IQ> {VR} [OPD]
For remainder of battle, if Elektra can block a Power card attack with
an equal value Power card, Elektra's Power card hits attacker.
* RESURRECTION (AL) <OP> {U}
Remove 1 hit from Elektra's Permanent Record
* SAI (AE) <OP> {U}
Acts as a level 4 Fighting attack, may combine with 1 Strength card for
single attack
* SHURIKEN (AP) <PS> {U}
Acts as a level 6 Fighting attack. Cannot be defended by a card with a
Fighting icon.
____________________________________________________________________
* THE ENFORCERS <MN> {R} E: 3 F: 6 S: 4 I: 3 (16)
~ May have 2 Special cards Placed. May not be duplicates. ~
* THE EEL (KD) <CL> {U} [OPD]
All MultiPower Power card Hits on Target Character are doubled when
determining Cumulative K.O. for remainder of game. Does not count
toward Venture Total.
* FANCY DAN (GD) <MN> {U}
Acts a level 5 Fighting attack. If successful, acts as a level 1
Strength or Intellect Power Card.
* HAMMER HARRISON (AB) <MN> {C}
Acts as a level 4 Fighting attack. May make 1 additional Fighting
attack.
* MR. BIG (AW) <MN> {VR} [OPD]
Play in the current battle. Enforcers are +6 to Venture total for next
battle.
* MONTANA (AX) <MN> {U}
Enforcers and Target Character may not attack for remainder of battle.
* OX (AP) <MN> {U}
Acts as a level 6 Strength attack. Cannot be defended by a card with an
Intellect icon.
* SNAKE MARSTON (CD) <MN> {U}
Only attacks made with Universe cards may be played against Enforcers
for remainder of battle.
____________________________________________________________________
* 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.
____________________________________________________________________
* 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.
____________________________________________________________________
* FALCON <CL> {U} E: 3 F: 6 S: 5 I: 4 (18)
~ May Place and play any Fighting Basic Universe card. ~
* AERIAL MANEUVERS (KL) <CL> {C}
Opponent must immediately discard all Special cards in play that affect
the "remainder of the battle" or the "remainder of the game."
* FLYBY (AN) <CL> {C}
Acts as a level 6 Energy attack. May be used against Character in
Reserve, who may defend.
* MECHANICAL WINGS (AD) <CL> {U}
Avoid 1 Strength or Fighting attack.
* POWER DIVE (HT) <CL> {VR} [OPD]
Discard any number of cards from Hand to appropriate Discard Piles.
Sort through Power Pack and draw an equal number of cards. May not
be duplicates.
* REDWING (LQ) <CL> {R} [OPD]
Acts as a level 4 Fighting attack. If successful, may make 1 additional
Fighting attack against same Character. Additional attack may not
be defended.
* SNAP WILSON (JS) <CL> {C}
Falcon may combine MultiPower or Fighting Power cards with Fighting
Basic Universe cards usable by Falcon to avoid any attack, for
remainder of game.
____________________________________________________________________
* 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.
____________________________________________________________________
* FORGE <IQ> {R} E: 5 F: 5 S: 3 I: 7 (20)
~ Team Basic Universe card bonuses are an additional +1. ~
* CHEROKEE MAGIC (HE) <IQ> {VR} [OPD]
Heroes on Opponent's Team with Strength 7 or 8 may not use cards with a
Strength icon to attack for remainder of battle.
* CYBERNETIC LIMBS (BR) <IQ> {C}
Forge may have 1 additional card Placed on him until Forge is KO'd. May
be played from Reserve.
* FOOTSOLDIER TRAINING (HF) <IQ> {C}
Acts as a level 4 Fighting or Intellect attack.
* THE MAKER (IF) <IQ> {C}
Play when opponent concedes battle. Forge's team may discard any number
of cards to top of Draw Pile.
* NAZE (JI) <MN> {U}
Play during battle. At end of battle, Opponent may not move any Mission
cards from the Defeated Missions Pile.
* THE NEUTRALIZER (GA) <IQ> {C}
Target character may not play Specials for remainder of battle.
* SPIRITUAL PURGING (KA) <CL> {R} [OPD]
Acts as a level 5 Energy, Fighting, Strength, or Intellect attack, +1
for each Character K.O.'d this game.
____________________________________________________________________
* GALACTUS <OPL> {VR} E: 8 F: 8 S: 8 (24)
(Galactus has no Special Cards)
____________________________________________________________________
* GAMBIT <OP> {C} E: 6 F: 5 S: 4 (15)
* GAMBIT <OHP> {X} E: 6 F: 5 S: 4 (15)
* GAMBIT <IQ> {R} E: 6 F: 6 S: 4 I: 4 (20)
~ May have duplicate "Charge Object" Specials. ~
* ACE IN THE HOLE (AT) <PS> {R} [OPD]
Draw 1 card. Do not discard if duplicate.
* CHARGE OBJECT (AK) <OP> {C}
Play with 1 action involving a Universe card, Universe card bonus is
doubled
* CHARM (BJ) <OP> {R} [OPD]
Gambit may not be attacked for remainder of battle
* 52 CARD PICKUP (AA) <OP> {C}
Acts as a level 4 Energy attack, may make 1 additional attack against a
different opponent
* FULL HOUSE (HN) <MP> {X}
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
* INTERCEPT OBJECT (AD) <OP> {C}
Avoid 1 attack made with a Universe card
* KINETIC DETONATION (EJ) <IQ> {U}
Acts as a level 2 Energy attack. If successful, acts as a level 8
Fighting Power card.
* SINISTER CONNECTION (CF) <IQ> {U}
Gambit may increase either his team's or opponent's ventured Mission
cards by 1.
* STAFF ATTACK (AE) <OP> {U}
Acts as a level 4 Fighting attack, may combine with 1 Strength card for
a single attack
____________________________________________________________________
* GHOST RIDER <PS> {R} E: 6 F: 5 S: 6 (17)
* GHOST RIDER <IQ> {R} E: 6 F: 6 S: 6 I: 2 (20)
~ May only be Spectrum KO'd by four Power Types. ~
* BAT OUT OF HELL (AI) <PS> {VR}
Opponent must discard 1 placed card of Ghost Rider's choice.
* DEMON CHAIN (AA) <PS> {U}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* FIRE AND BRIMSTONE (AD) <PS> {U}
Avoid 1 Fighting or Energy attack.
* HELL ON WHEELS (AQ) <PS> {VR} [OPD]
Acts as a level 8 Energy, Strength, or Fighting attack.
* PENANCE STARE (CH) <PS> {VR} [OPD]
Target hero must discard all placed cards and may not attack for
remainder of battle.
* SKELETAL SUMMONING (DS) <IQ> {U}
Choose one Ghost Rider Special from Draw Pile and place in hand.
Cannot be a duplicate. Reshuffle Draw Pile.
* SPIRIT OF VENGEANCE (AR) <PS> {VR}
Acts as a level 6 Energy attack.
* SPIRITUAL DUALITY (FC) <IQ> {C}
Play with any Energy, Fighting, or Strength Power card attack. Power
card must be blocked twice.
____________________________________________________________________
* GOBLYN QUEEN <XM> {U} E: 7 F: 5 S: 2 I: 5 (19)
~ Attacks made with Energy Power cards may not be moved or shifted from
Target Character. ~
* CLONAL ORIGIN (HU) <XM> {C}
Goblyn Queen may Place and play Jean Grey's "Phoenix Effect," "Mental
Deflection," and "Mind Over Matter" Special cards for remainder of
game.
* DARK MAGIC (NG) <XM> {U}
Acts as a level 5 Energy attack. If successful, Target Character loses
Inherent Ability and is considered to have no Inherent Ability for
remainder of battle.
* GOBLYN ARMADA (NS) <XM> {C}
Opponent may not play any Special cards that affect "the remainder of
the battle" or the "remainder of the game" for the remainder of the
battle.
* INFERNO (MB) <XM> {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.
* PHOENIX LIFEFORCE (NY) <XM> {R} [OPD]
Play during battle. On your turn, after Goblyn Queen is KO'd, discard
this Special to move Goblyn Queen from Defeated Characters Pile to
Reserve. Play as normal.
____________________________________________________________________
* 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 GOBLIN <IQ> {U} E: 4 F: 4 S: 6 I: 6 (20)
~ Intellect Power cards are +1 when used to attack. ~
* EXPLOSIVE PUMPKINS (AR) <IQ> {U}
Acts as a level 7 Strength attack.
* FLYING PLATFORM (AG) <IQ> {C}
Avoid 1 attack.
* GAUNTLET BLASTERS (ID) <IQ> {C}
Acts as a level 1 Energy attack. May make 2 additional attacks at +1,
or 1 additional attack at +2. Bonus not applied to damage, or
Venture Total.
* GOBLIN LEGACY (IC) <IQ> {VR} [OPD]
Green Goblin's "Explosive Pumpkins" and "Gauntlet Blasters" become Any
Hero Specials for remainder of game
* HARRY OSBORNE (LI) <MN> {VR} [OPD]
Discard all cards Placed to Green Goblin and remove all Hits in Green
Goblin's Permanent Record.
* MURDEROUS PLOY (IB) <IQ> {U}
Opponent must discard all placed Ally cards, and is -3 to Venture
total.
* REVELATIONS (BZ) <CL> {U}
Target Character must reveal any cards in Hand playable by Target
Character, and play those cards open-handed for remainder of
battle.
____________________________________________________________________
* 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.
____________________________________________________________________
* GREY KING <XM> {U} E: 6 F: 3 S: 5 I: 7 (21)
* ANALYTICAL GENIUS (NL) <XM> {C}
Play in current battle. Next battle, neither player may Venture more
than 2 Mission cards.
* CARRIER WAVE (AG) <XM> {C}
Avoid 1 attack.
* LEADER (BK)=>(CF) <XM> {C}
Grey King may increase either his team's or Opponent's Ventured Mission
cards by 1.
* PSYCHIC NEUTRALIZER (NG) <XM> {U}
Acts as a level 5 Intellect attack. If successful, Target Character
loses Inherent Ability and is considered to have no Inherent
Ability for remainder of battle.
* TK BEAM (AS) <XM> {R} [OPD]
Acts as a level 8 Intellect attack, +1 for each Hit on Grey King's
Permanent Record.
____________________________________________________________________
* 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.
____________________________________________________________________
* 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.
____________________________________________________________________
* THE HAND <MN> {VR} E: 2 F: 8 S: 3 I: 6 (19)
* DISSOLVING CORPSES (JJ) <MN> {VR} [OPD]
Discard 1 Power card usable by The Hand to remove all Hits from The
Hand's Permanent Record of equal or lesser value.
* ERYNYS (LT) <CL> {C}
Acts as a level 3 Energy attack, +1 for each Mission card in The Hand's
Defeated Missions Pile.
* KIRIGI (LG) <MN> {U}
Play during battle. In the battle that The Hand is KO'd The Hand may
continue to fight and are not discarded until the end of the
battle.
* LORD DAITO (DM) <MN> {U}
The Hand's Intellect Power cards are +2 for remainder of battle.
* NINJA (CC) <MN> {U}
Acts as a level 6 Any-Power card. May be used to attack or defend. May
not be combined with Universe cards.
* SHINOBI SHAW (JF) <MN> {VR} [OPD]
All Any-Power cards on Target Character's Permanent Record become
Intellect cards for remainder of game.
* SNAKEROOT (HN) <MN> {U}
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
____________________________________________________________________
* HAVOK <CL> {U} E: 7 F: 3 S: 4 I: 5 (19)
~ +1 to all attacks vs. Characters with Energy Power Grid 7 or 8. ~
* HAVOK: MUTANT X <XM> {U} E: 7 F: 3 S: 4 I: 5 (19)
~ Team +3 to Venture Total when a teammate is KO'd. ~
* ANNIHILATE (AS)=>(HR) <CL> {R} [OPD]
Acts as a level 9 Energy or Strength attack.
* THE BROTHERHOOD (HE) <CL> {R} [OPD]
Opponent's Team with Power Grid of 7 or 8 in Power Type of Havok's
choice may not use Power cards of that Power Type to attack for
remainder of battle.
* COSMIC BATTERY (JS) <CL> {C}
Havok may combine MultiPower or Energy Power cards with Energy Basic
Universe cards usable by Havok to avoid any attack, for remainder
of game.
* GEO-KNOWLEDGE (KQ) <CL> {U}
Remove 1 Hit from Havok's Battlesite.
* MUTANT X (FI) <XM> {C}
Acts as a level 3 Intellect attack. If successful, Havok may
immediately draw 2 cards from top of Draw Pile. Discard if
duplicate.
* PLASMA FLARE (AA) <CL> {C}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* SIBLING RIVALRY (LT) <CL> {C}
Acts as a level 3 Intellect attack, +1 for each Mission card in
opponent's Completed Missions Pile.
____________________________________________________________________
* HAWKEYE <MC> {U} E: 1 F: 7 S: 4 (12)
* HAWKEYE <IQ> {R} E: 4 F: 7 S: 4 I: 2 (17)
~ May play "Dynamite Delivery" from Reserve. ~
* ARROW ASSAULT (AA)=>(GJ) <MC> {U}
Acts as a level 4 Energy, Strength, or Fighting attack. May make 1
additional attack.
* AVENGING ARCHER (BP) <MC> {R} [OPD]
Acts as a level 6 Energy attack. May be made while Hawkeye is in
reserve.
* COMBAT READY (EF) <MC> {R} [OPD]
Discard all cards not usable by Hawkeye from hand. Replace with same
number of cards from Draw Pile. May keep duplicates.
* DYNAMITE DELIVERY (EJ) <MC> {U}
Acts as a level 2 Fighting attack. If successful, acts as a level 8
Strength Power card.
* FIELD DRESSING (AL) <IQ> {U}
Remove 1 Hit from Hawkeye's Hits From the Current Battle. Affects
Venture Total.
* PINPOINT ACCURACY (AD) <MC> {C}
Avoid 1 attack that contains a Fighting icon.
* QUIVER OF ARROWS (HH) <IQ> {U}
Hawkeye may have an unlimited number of Special cards Placed on him
until Hawkeye is KO'd. Specials may not be duplicates
* TRIPLE SHOT (DH) <MC> {C}
Acts as a level 2 Fighting attack. May make up to 2 additional Fighting
attacks.
____________________________________________________________________
* 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.
____________________________________________________________________
* THE HELLFIRE CLUB <MN> {R} E: 6 F: 4 S: 4 I: 7 (21)
* EMMA FROST (KH) <CL> {C}
Opponent -3 to Venture Total for this battle. If opponent has "The Dark
Phoenix Saga" Mission, opponent -6 to Venture Total for this
battle.
* HELLFIRE SOLDIERS (AA) <MN> {C}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* MADELYNE PRYOR (HI) <MN> {VR} [OPD]
The Hellfire Club may Place and play any Jean Grey Special cards for
remainder of game.
* SEBASTIAN SHAW (LO) <MN> {U}
* SEBASTIAN SHAW (LO) <MN> <SD> {U} (ERROR: no tiny TM after SHAW)
Avoid 1 attack with a Strength icon. Sebastian Shaw may draw 1 card
from the top of the Draw Pile. Discard duplicates.
* SELENE (EL) <MN> {VR} [OPD]
Acts as a level 7 Energy attack. If successful Target Character may not
use cards with an Energy icon for remainder of battle.
* TESSA (JA) <MN> {VR} [OPD]
* TESSA (AA) <MN> <SD> {VR} [OPD] (ERROR: miscoded AA bottom left corner)
Discard one MultiPower Power card usable by The Hellfire Club to draw 4
cards from top of the Draw Pile. Keep duplicates.
* TREVOR FITZROY (IB) <MN> {U}
Opponent must discard all Placed Tactic cards, and is -3 to Venture
total.
* VON ROEHM (MB) <XM> {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.
____________________________________________________________________
* HENRY PYM <IQ> {R} E: 3 F: 4 S: 3 I: 7 (17)
~ MultiPower Power cards are +2 when used for defense. ~
* ANT-MAN (AD) <IQ> {C}
Henry Pym may avoid any numerical attack
* FOUNDING AVENGER (JZ) <CL> {C}
Acts as a level 5 Intellect attack. May not be defended with a Special
card.
* GIANT-MAN (AY) <IQ> {C} [OPD]
Henry Pym's Strength Rating increases to 7 for remainder of game.
* GOLIATH (EQ) <IQ> {C}
For remainder of battle, Henry Pym's Strength and Fighting actions are
+3, Intellect actions are -2.
* MEDICAL KNOWLEDGE (ET) <IQ> {U}
Remove up to 2 hits with a Strength icon from one teammate's Permanent
Record.
* ULTRON 1 (JC) <MN> {U}
Acts as a level 1 Energy, Fighting, Strength, or Intellect attack.
Henry Pym may play 1 additional Special card.
* YELLOWJACKET (AA) <IQ> {C}
Acts as a level 4 Fighting attack. May make 1 additional attack.
____________________________________________________________________
* HEROES FOR HIRE <CL> {R} E: 2 F: 7 S: 8 I:4 (21)
* THE BLACK KNIGHT (JW) <CL> {C}
Acts as a level 3 Fighting attack. May make 1 additional Power card
attack. Neither attack may be defended with a Special card.
* HERCULES (JP) <CL> {C}
Heroes For Hire's Hits to K.O. is increased by 4 and Heroes For Hire is
-1 to all actions for remainder of game.
* THE HULK (JC) <CL> {U}
Acts as a level 5 Strength attack. Heroes For Hire may play 1
additional Special card.
* IRON FIST (AS) <CL> {R} [OPD]
Acts as a level 11 Fighting attack. Heroes For Hire may not attack for
remainder of battle.
* POWER MAN (AD) <CL> {U}
Avoid 1 Strength or Energy attack.
* WHITE TIGER (HY) <CL> {C}
Acts as a level 6 Fighting attack. If successful, Target Character must
discard 2 cards of opponent's choice. Cards may be Placed or in
Hand.
____________________________________________________________________
* HOBGOBLIN <OP> {C} E: 2 F: 6 S: 3 (11)
* HOBGOBLIN <OHP> {X} E: 2 F: 6 S: 3 (11)
* HOBGOBLIN <HF> {X} E: 2 F: 6 S: 3 (11)
* HOBGOBLIN <IQ> {U} E: 4 F: 6 S: 6 I: 3 (19)
~ Strength Power cards are +1 when used to attack. ~
* CONCUSSION GRENADE (AI) <OP> {C}
Opponent must immediately discard 1 placed Power card of Hobgoblin's
choice
* CYBERNETIC UPGRADE (ET) <IQ> {U}
Remove up to 2 hits with a Fighting icon from Hobgoblin's Permanent
Record.
* FRIGHTENING VISAGE (AI) <HF> {C}
Target hero must discard 1 placed Universe card of Hobgoblin's choice.
* GOBLIN CACHE (HI) <IQ> {U}
Hobgoblin may Place and play any Green Goblin Special cards for
remainder of game.
* GOBLIN GLIDER (AG) <OP> {U}
Avoid 1 attack
* PUMPKIN BOMB (AR) <OP> {C}
Acts as a level 7 Energy attack
* RAZOR BATS (AA) <OP> {C}
Acts as a level 4 Fighting attack, may make 1 additional attack against
a different opponent
* SECRET POUCHES (AT) <PS> {VR} [OPD]
Draw 1 card. Do not discard if duplicate.
* STUN GAS (AV) <OP> {R} [OPD]
Target opponent may not attack for remainder of battle
____________________________________________________________________
* HOLOCAUST <OS> {R} E: 7 F: 2 S: 6 I: 2 (17)
* HOLOCAUST <MN> {R} E: 7 F: 2 S: 6 I: 2 (17)
* APOCALYPTIC MINION (GF) <OS> {VR}
Move all hits from Holocaust's Hits from Current Battle into Permanent
Record. Affects Venture Total.
* CONSUME LIFEFORCE (AL) <OS> {VR}
Acts as a level 5 Energy attack. If successful, remove 1 hit from
Holocaust's Permanent Record.
* DEATH CANNON (AQ) <OS> {VR} [OPD]
Acts as a level 8 Energy, Strength, Fighting, or Intellect attack.
* DEVASTATE (GG) <OS> {VR} [OPD]
All cards currently in opponent's Dead Pile are removed from game.
* HORRIFYING IMAGE (AR) <IQ> {C}
Acts as a level 4 Intellect attack.
* IMPERVIOUS CRYSTAL (AG) <OS> {VR}
Avoid 1 attack.
* NEMESIS (KH) <CL> {C}
Opponent -3 to Venture Total for this battle. If opponent has "The Age
of Apocalypse" Mission, opponent -6 to Venture Total for this
battle.
* OTHERWORLDLY EVIL (AO) <OS> {VR}
Negate the effect of any 1 Special card played by opponent.
____________________________________________________________________
* HULK <OP> {U} E: 2 F: 4 S: 8 (14)
* HULK <OHP> {X} E: 2 F: 4 S: 8 (14)
* HULK <IQ> {R} E: 1 F: 3 S: 8 I: 6 (18)
* HULK: MR. FIX-IT <CL> {R} E: 2 F: 6 S: 6 I: 6 (20)
~ +1 to all attacks vs. Characters with Strength Power Grid 7 or 8. ~
* BETTY BANNER (CN) <MN> {C}
No Intellect Power cards may be played against Hulk for remainder of
battle.
* ENRAGED (AS) <OP> {R} [OPD]
Acts as a level 8 Strength attack +1 for each hit on Hulk's permanent
record
* GAMMA TRANSFUSION (HJ) <IQ> {VR} [OPD]
Hulk may switch any two cards with an Intellect icon on the Permanent
Record of any two Front Line heroes on his team.
* GREEN GOLIATH (AE) <OP> {U}
Acts as a level 4 Strength attack, may combine with 1 Fighting card for
a single attack
* HULK SMASH (AI) <OP> {C}
Opponent must immediately discard 1 placed Universe card of Hulk's
choice
* INTIMIDATE (BC) <OP> {R} [OPD]
Play when opponent brings in reserve, reserve may not enter until next
battle
* POWER LEAP (AS) <PS> {R} [OPD]
Acts as a level 9 Fighting attack.
* SHRUG OFF (AD) <OP> {C}
Avoid 1 Fighting attack
____________________________________________________________________
* HUMAN TORCH <OP> {R} E: 6 F: 3 S: 3 (12)
* HUMAN TORCH <OHP> {X} E: 6 F: 3 S: 3 (12)
* HUMAN TORCH <IQ> {R} E: 7 F: 4 S: 4 I: 4 (19)
~ May not be Cumulative KO'd with Energy Power cards. ~
* HUMAN TORCH: INVADERS <CL> {U} E: 7 F: 6 S: 4 I: 3 (20)
* FIRE CAGE (AX) <IQ> {U}
Human Torch and target Hero may not attack for remainder of battle.
* FIRE SHIELD (AM) <OP> {U}
Human Torch gains +2 to defense for remainder of battle
* FIRE STORM (AB) <OP> {C}
Acts as a level 4 Energy attack, m