The following rules have been used to balance the game and to allow you to get the most out of the Max Six expansion’s new cards. Many of these rules have been tried and tested by lots of Overpower players over the years and are used in other fan-made expansions such as New England Overpower (NEO), Overpower Third Edition (OP3) and Power Balance. These rules as well as many others can be found in the comprehensive Overpower rule book.
Level Zero Power Cards
Rule: Players may include level 0 (zero) Power cards in their deck. There are level 0 Energy, Fighting, Strength, and Intellect Power cards as well as a level 0 Multi-Power Power card. Level 0 Power cards count as duplicates of level 7 or 8 Power cards. Level 0 Power cards will also receive double bonuses from Universe cards. Also, the player may draw one card, discarding duplicates, after playing a level 0 Power card. Any card that references level 1 power cards will also reference level 0 power cards. This does not apply to references of a singular power card with power type listed, such as “Killer Croc may defend any attack with a level 1 intellect power card.”.
Justification:
Level 0 Power cards are shown below and be downloaded from The Cards page.
Universe Card Draw
Rule: Players may draw one card and discard duplicates after playing any Basic Universe or Universe Training cards. All Basic Universe and Universe Training cards are considered one per deck’s based off of both their requirements to use and bonuses.
Justification:
Updated Follow Up Attacks
Rule: All subsequent attacks to Universe Teamwork and Universe Ally cards are now considered “Follow-Up Attacks”. Follow-up attacks must all be made simultaneously in the same Offensive Action phase with the original attack. After the attacks are declared, the defending player has a chance to choose which attacks to defend. All other cards that allow for another attack are considered additional attacks and happen after the defending player has decided to defend the first attacks or not.
Justification:
Updated Tactic Doubleshot
Rule: All Tactic: Doubleshot cards will now read “Must combine with level 0 to 5 Power card for either single attack/defense or separate attacks/defenses.” If multiple attacks are used, these attacks will be follow up attacks and must be declared simultaneously.
Justification:
Card Draw Specials
Rule: Special cards with the below codes will now also read, “You may draw one card, discard duplicates”.
AC | AF | AH | AJ | AK | AY | ||||
BB | BC | BF | BI | BR | BU | BV | BW | BZ | |
CA | CD | CE | CF | CG | CI | CJ | CN | CP | CR |
DF | DI | DL | DQ | DV | DW | DX | |||
EP | ES | EU | EW | EZ | |||||
FK | |||||||||
GG | |||||||||
HB | HC | HD | HG | HH | HJ | HP | HV | ||
JF | JG | JK | JO | JP | JU | ||||
KP | |||||||||
LE | LG | LK | LP | LU | |||||
MG | MI | MJ | MQ | MR | MY | ||||
NE | NL |
The special cards on this list are chosen specifically to make underpowered cards into mediocre cards and not turn mediocre cards into powerful cards.
Justification:
One Card Placement
Rule: Each character may only have one card placed on them at a time. A player may discard a placed card and replace it with one from their hand either during the placing phase of a battle or on their turn. Cards that effect the allowed card placements can be played as normal.
Justification:
Updated Battlesite
Rule: Attacks against battlesites now count toward venture total but only half of the amount (rounded down). Battlesites can now be destroyed by the same rules that KO characters. Thus, they can be destroyed by spectrum, with hits of three or more power types, or cumulative, with hits totaling 20 or more points.
Any card that indicates that a follow up or additional attack may/must be made against a different character may also now be made against a battlesite. Any card that references a teammate will also now reference a battlesite.
In order to include Any Hero/Character Specials cards in a deck, that deck must use Multiverse as a battlesite. Once this battlesite is destroyed, Any Hero/Character Specials may not be played and must be discarded as unusable cards.
Any card that references activator cards will now also reference Any Hero/Character Special cards.
One Activator or Any Hero/Character card may be placed on a battlesite. Any Hero/Character Special card that specifically states that they may be placed are still allowed to be placed to other places. If these cards are placed on the Multiverse you may ignore their placement restriction. For example the ZZ Any Character “… If placed may only negate Any Hero/Character Specials” may still negate any special if placed on the Multiverse battlesite.
The Multiverse battlesite card is shown below and can be downloaded from The Cards section.
Destroying a battlesite is incredibly difficult as they could not be destroyed by spectrum and may only be destroyed by 30 cumulative points. Even if it was advantageous to destroy a battlesite, you could still lose the battle because the attacks did not count towards venture. With this new rule, attacking a battlesite can now be considered in viable strategies as they are now as easy to kill as characters and one half of the attack adds to your venture.
Updated MultiPower/Any-Power
Rules: Only characters that can play every power on a MultiPower Power card may play that MultiPower Power card. Also, level 5 MultiPower Power cards are no longer one per decks. You may either include Any-Power cards (Universe and Power) or MultiPower cards (Universe and Power) in your deck but not both. MultiPower Power cards can function as a specific Power Type (except Any-Power) card if required. (e.g. in situations like AE specials which state “May combine with 1 Intellect card for a single attack”.) Also, Any-Power cards are not considered one per decks either.
Justification:
Card Ban list
Rule: The below list of cards cannot be included in a deck.
- Any Character – Devourer of Worlds.
Before this card was printed, Any Hero/Character cards were arguably more powerful than battlesite cards. This addition tipped the balance too far and removing this card from play allows for decks with fun, creative, and powerful battlesites to be used competitively.
- Any Character – Power Leach
This card has seen play in nearly every competitive deck and forces player to build decks around defending this card. This makes having a negates special or an avoid one attack special very important as it prevents you from having to concede a battle after losing up four of your cards. Removing this card allows for characters without avoids or negates to be included in decks more often.
Three Characters (Not a necessary rule, but its fun!)
Rules:
- A deck may only have three characters. All of which start on the front line.
- Any character that is KO’d is not removed from the game but is instead moved to the reserve position. Multiple characters can be in the reserve position. Anything that would normally effect reserve characters effect these characters.
- Anything that would KO a character through other means than a cumulative or spectrum KO, removes that character for game purposes. The character is put into the defeated characters pile. Any cards that affect KO’d heroes affect these heroes.
- In addition to the normal options on your turn, you also have the choice of removing one hit from the permanent record of a reserve character. If the hit you removed from your reserve character makes that character no longer be KO’d, then that character immediately moves into the front line. If you choose to remove a hit, your opponent gains +5 to venture total.
- The game is over when a player has no characters in the front line, which will give victory to the opposing player, or by normal venture rules.
- The sum deck rule for deckbuilding now follows the below list.
- A 12-Rank team must be no more than 44 Points
- A 13-Rank team must be no more than 47 Points
- A 14-Rank team must be no more than 50 Points
- A 15-Rank team must be no more than 54 Points
- A 16-Rank team must be no more than 57 Points (Most popular. The other ranks are almost never used)
Optional rules:
- You may draw a card, discard duplicates on your turn but also will give your opponent +5 to their venture total.
- The battle is over when one player has at least 20 points of venture. That player then wins the venture.