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Nov 1, 2024·How to play·19:22·0·Watch on YouTube

How to play OverPower

Triple S Games

Triple S Games

Watch “How to play OverPower,” a how-to-play guide for OverPower from Triple S Games on BoardGameVideo.

Description provided by Triple S Games on YouTube:

OverPower is back! Learn the rules to the Trading Card Game OverPower quickly and concisely - This video has no distractions, just the rules. Kickstarter is live Oct 15 - Nov 13 2024. https://buy.triplesgames.com/overpower @OverPowerLives https://boardgamegeek.com/boardgame/430379/overpower RULES: The object of the game is to either: be the first player to knockout all of your opponent’s characters, get all your mission cards to the completed pile, or to get all your opponent’s mission cards to their defeated pile. Your deck, also called your draw pile, must contain at least 51 cards, or 56 cards if using event cards. Any card that starts the game in play and not in your draw pile, like Character cards for example, do NOT count towards you deck total. You must have exactly 4 different character cards. Character cards are oriented horizontally and have 4 power grid values on the right side, each ranging from 1 to 8. In their bottom left is the character’s threat value. The combined threat value of all your characters may not be greater than 76. Some characters and homebases have a special ability at the bottom, called their inherit ability, which is always in effect for the card’s owner. You may have any number of identical copies of any cards in your deck except cards that say “one per deck” at the bottom, then those are limited to one. Each individual event card is considered a One Per Deck. Each player sets up their side of the table with their 4 characters faceup in front of themselves as so, with three frontline characters and one reserve character. These characters are called your team and refer to each other as “teammates”. If you have a homebase card, then it begins the game faceup next to your reserve character. Homebases are not characters and cannot be attacked but they do contribute to your character’s threat value. You may not have homebases in your draw pile. Each player shuffles their deck and places it facedown here as their draw pile. There are three faceup discard piles around it called: the power pack, the dead pile, and the defeated character pile. Power cards, as indicated with only having power icons in the corners, are discarded to the power pack discard pile. Event cards are oriented sideways with this look, and they, along with character cards and Any-Character special cards, get discarded to the defeated character pile. All other cards that are discarded go to your dead pile. Cards are always discarded to their owner’s discard piles. Every card discarded is only public knowledge as it is discarded, no player may look through any player’s discard piles unless a card says otherwise. Whenever you draw a card, you must take the top card from your own draw pile. Whenever your draw pile runs out of cards, then you shuffle only the cards in your power pack into a new draw pile and continue drawing. Mission objective cards are placed opposite your draw pile, in a reserve pile. Above the reserve missions pile is the completed missions pile and below it is the defeated missions pile. Pick a player to go first, this player has the initiative. Initiative determines the order of play between the players. Play always starts with the player who has initiative, then alternates. Each player draws 8 cards to form their hand. Look at your own cards but keep them hidden from your opponent. During the very first hand of the game, the player going second may draw 1 replacement card if they have any duplicate or unusable cards. A hand is called a “battle” and there are 8 phases in each battle. The phases are: Draw, Event, Discard, Placing, Venture, Battle, Post Concession, and End of Battle. During the draw phase, each player draws 8 cards. If you have less than 3 front line characters in play, then move your reserve character, along with all cards attached to it, to the front line. Next is the event phase. If you have an event card in your hand you must play it facedown on the table then draw a replacement card from the top of your deck. If you have more than one event card in your hand, then you may only pick one to play. If you don’t have an event card, then you declare it and pass. Then, the player with initiative flips over their event and both players resolve it, followed by the 2nd player, placing the card in the center of the table between the two players in the place called: the astral plane. Next is the Discard phase. If you have any extra event cards still in your hand you must discard them. Then you must discard all duplicate copies of cards you have in your hand until you only have one of each. Cards in your hand are considered duplicates to all your placed cards on your characters in front of you. Power cards are considered duplicate if they have the same number value regardless of their Power Type. There are 6 power types: Energy, Combat, Brute Force, Intelligence, any-power, and multiPower...

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OverPower

OverPower

2025

Videos
5
Creators
5

Mostly reviews and how-to-play. OverPower is covered on BoardGameVideo.com by 2 reviews, 2 how-to-play guides, and 1 unboxings.

2 players
30 - 60 min

About OverPower, from BoardGameGeek:

In Lazarus Rising Games' modern revival of the classic card game, OverPower sees players assembling a team of 4 characters and building a custom deck containing associated Special cards for their team, numerical Power cards, and other tactical actions. Each character possesses a "power grid" which defines their proficiency in the areas of Energy, Combat, Brute Force, and Intelligence -- represented by a numerical value from 1 - 8. Characters also have a Threat value which determines how many points they count towards for assembling a legal team less than or equal to the maximum point threshold. Some characters may also have Inherent Ability text which affords the character an additional, ongoing effect. The game is played across shared rounds, where players draw 8 cards, encounter various Events which change the landscape of the impending battle, and can strategize by "placing" a number of cards to each of their characters as a way to save them for future battles and build card advantage. Battles consist of alternating actions between players, where the active player makes an attack from one of their characters to an opponent's character, using either cards from hand or placed cards. Attacks then open a response window for the opponent who can choose whether or not to defend the attack. Then, priority is passed to the next player who can make an attack or even concede the battle. A character can be knocked out of the game should they receive 20 or more points of damage, or hits with 3 or more of the 4 power types (Energy, Combat, Brute Force, Intelligence). At the end of the battle, the total value of successful attacks is calculated to determine the victor of the match. A unique aspect of OverPower is the Venture system. Each round prior to the battle, players must wager a number of their 7 Mission cards, which function similar to poker chips, based on how confident they are that they'll win the upcoming battle. The winner of each battle, determined by how many successful points were scored by their team, then wins the number of Mission cards they wagered at the start of the round. Players can win the game either by knocking out all of their opponent's characters, or by successfully advancing all 7 of their Mission cards. -description from the publisher

Publisher

Lazarus Rising Games

Categories

Card GameComics

Mechanics

Betting & BluffingDeck Construction
View on BoardGameGeek ›
OverPower

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