OverPower Specials Guide

The Specials

KA (offensive) - This Special acts as an attack of a specified number and MultiPower power type. Like all MultiPower attacks, the power type must be declared. In addition, the attack receives a numeric bonus for each character KO'd this game, regardless of whose characters were KO'd. This card only receives a bonus for characters currently KO'd. Meaning, that if a character is KO'd and brought back this card receives no bonus for that character. If a character is KO'd and brought back and KO'd again, this card only receives one bonus for that character. The bonus does not count toward damage or Venture total. This attack may be blocked, avoided or negated. Like all MultiPower Specials, except CC Specials, this attack does not fuse with other MultiPower Specials.

KB (offensive) - This Special acts as an attack of a specified number and power type. In addition, if successful, the attack becomes another specified number and power type. The hit then goes directly to the target's Permanent Record. The attack does not count toward Venture Total. If the Character is KO'd by this attack, this card is placed immediately in the Discard Pile since it does not count toward Venture Total. If a Special that removes a Hit or Hits on the Permanent Record is drawn when there are no Hits on the Permanent Record, it does not have to be discarded if this Special is known to be had by the opponent via discarding of duplicates, placement, playing open-handed, or some other method. Just knowing that the opponent has this Special in their deck does not allow the player to keep Specials that affect Permanent Record, it must be known to be in their hand or placed via some objective method. This attack may be blocked, avoided or negated.

KC (both) - When this Special is played Offensively, it forces the opponent to target the character that has this Special with all attacks that target a character for the remainder of the game until the character is either KO'd or cannot be attacked any further that battle. If a Special is played as an attack against a Character that has this Special in play and the attack gives the attacking character an additional attack that must be made against a different character, the additional attack is forfeited unless the initial attack KO's the character since only the character with this Special in play can be attacked.
When this Special is played Defensively, it acts identically to above, except that it shifts the attack just made to the character who played this Special. Additionally, all further attacks must be made against the character who played this Special until they are KO'd or cannot be further attacked. Either way the card is played, it can be negated, although if played defensively, this Special would have to be negated as an offensive card play.
In either case, Specials that shift the attack from the character being attacked can be used by the character's team.

KD (offensive) - When this Special successfully hits a Character, all Power Card hits on the target of a specified Power Type are doubled when determining Cumulative KO for the remainder of the game. The doubling occurs if the hits are on Permanent Record or Hits From Current Battle and does not affect Venture Total. This Special does not affect Spectrum KO. This attack can either be avoided or negated.

KE (offensive) - The resolution of this Special is as follows: 1) This Special is played and discarded. 2) 2 cards are drawn from the top of the Character's Draw Pile. 3) Of the two cards drawn -1 card is kept in the hand and may be a duplicate of a card already placed or in the hand. 4) The other card drawn, the one not kept in the hand, is put at the bottom of the Draw Pile. If there are only two cards left in the Draw Pile when this Special is played, then one card is kept in the hand and the other is replaced, as the only card left in the Draw Pile. If only one card remains in the Draw Pile when this Special is played, the Power Pack is shuffled and cut, the player draws the top card off the Power Pack, and puts one of the cards just drawn by the play of this Special in the hand and the other on the bottom of the new Draw Pile.

KF (offensive) - When this Special is played, for each hit on the Character's Permanent Record, not the total of the Hits, one Mission card is moved from the Defeated Missions Pile to the Reserve Mission Pile. For example, if a character has 2 hits for a total of 10 points, two Missions are moved from the Defeated Missions Pile to the Reserve Mission Pile. If the number of Hits in the Permanent Record exceeds the number of Missions in the Defeated Missions Pile, then only the number of Missions in the Defeated Missions Pile are moved, the extra Missions that could be moved are lost. This Special may be played if there are no Hits on the Character's Permanent Record or if there are no Missions in the Defeated Missions Pile. This Special may be negated.

KG (both) - When played Offensively, this Special prevents the Character from being attacked with any card that has a specified numeric value or more for the remainder of the battle. The specified numeric value must be the attack value and this Special does not affect attacks where the number of 7 or greater is not part of the attack. The character could not be attacked with an Activator card with a value of 7 or greater, regardless of if the Special the character was attacked with was less than 7. This does not includes "to use" values on Universe Cards, or an attack greater than 7 due to bonuses received. When played defensively, it blocks an attack that meets or exceeds the specified numeric value, and prevents the Character from being attacked with any card that has a specified numeric value or more for the remainder of the battle. This Special may be negated.

KH (offensive) - this Special acts identically to the JQ Special.

KI (offensive) - When this Special is played, the effect on the opponent is immediate. The opponent's team may not play any cards with the word "Teammate" for the remainder of the battle. This includes any card with the word "Teammate" regardless of if the phrase "Teammate" is used as part of the attack or the defense. Cards included are, though not necessarily a complete list: Special cards, Universe cards, Tactic cards, and Activator cards with the word teammate in their Inherent Ability. This Special may be negated, as long as the Special negating it doesn't have the word "Teammate" in it of course.

KJ (offensive) - This Special is played during battle and sets an effect that is used later. When this Special is in play, it takes affect after the character is KO'd. During the Discard Phase in the battle after the character is KO'd, the character is "resurrected" and placed on the frontline, but has no cards that were placed or in play on them when KO'd. During that Battle's discard phase, any cards playable by that character do not have to be discarded. If the player already has three front-line Characters, then he will play this Battle with four front line Characters. The "resurrected" Character can act just as if he had no hits on his "permanent record", but may still be KO'd during the Battle by a Spectrum KO or Cumulative KO. Any Specials which were in play on the Character that would affect the Character for the game (such as an EK Special), would no longer be in effect. At the end of the Battle, regardless of what damage the resurrected Character has or has not taken, the Character is automatically KO'd, and placed in the defeated Character pile. If the case arises that the Character playing the Special is the last Character on your team and this Special is played and later in that same Battle, the Character is KO'd, then the current Battle would end and the winner of the Battle would be resolved via Venture total. The resurrected Character would come into play next Battle. This resurrected Character can knock out all the opponent's existing Characters or win the battle through Venture.

KK (offensive) - When this Special is played, the resolution is as follows: 1) This Special is played and put in the Dead Pile. It is only at this point that this Special may be negated. 2) All Mission cards in the Completed Missions Pile are moved to the Reserve Missions Pile. 3) All Mission cards in the Defeated Missions Pile are moved to the Reserve Missions Pile. 4) All Mission cards Ventured this Battle are moved to, and considered Ventured from, the Reserve Missions Pile. For example, a player plays this and has 2 Missions in the Completed Missions Pile, 2 Missions in the Reserve Missions, 1 Missions in the Defeated Missions Pile, 1 Mission Ventured from the Completed, and 1 Mission Ventured from the Reserve Missions Pile. After playing this Special, the player would have 5 Mission cards in the Reserve Missions Pile and 2 Missions Ventured from the Reserve Missions Pile.

KL (offensive) - When this Special is played, the resolution is as follows: 1) This Special is played and put in the Dead Pile. It is only at this point that this Special may be negated. 2) Any Special card that the opponent has that is in play is immediately discarded if it contains the phrase "remainder of the Battle" or "remainder of the Game". This includes opponent's Specials: in play on one of their frontline or reserve characters; in play on an their opponent's Frontline or Reserve characters, either on their Permanent Records or Hits from Current Battle. This Special does not affect Tactic: Artifact cards, Special cards that are placed, or Event cards.

KM (offensive) - This Special card is played with any Special card from the hand. The value of the Special card played along with this Special is added to the Venture Total. The amount added to the Venture total is the amount of damage that the Special card would do. For example, this Special is played along with an EJ Special, which attacks like a 2 and hits like an 8, the amount added to the Venture Total would be 8. Any additional effects that the Special grants would be lost. This Special can be played with a Special card that the character cannot play, even a character that is not KO'd or a character that was KO'd that battle. This Special does allow you to keep Special cards during the Discard phase for characters that have been KO'd. Having this Special card would allow an unplayable Special to be retrieved with a 'BQ' Special, since it could be played with this Special. If this Special is played with a Special card that affects the Venture Total, either adding or subtracting to it, then the Special would only add to the character who played the KM Special's Venture Total. This Special is not considered an attack. This Special may be negated.

KN (both) - This Special is played along with a Basic Universe card. The Special can only be negated at this time, since it is discarded afterwards even though the Basic Universe card remains. The Basic Universe card bonus is added to the Character's Power Grid in the Power Type of the Basic Universe card. For example, if the character plays this with a Fighting 6 to use, +2 bonus Basic Universe card, then the character's Fighting Power Grid increases by 2 for the remainder of the game. The Basic Universe card does not need to be usable by the character in order to be played with this Special. If this Special is played with an Any-Power Basic Universe card, then the character must declare which Power Type receives the bonus. If played defensively, then it must be necessary to raise the character's Power Grid in order to defend the attack with a Power Card from the hand.

KO (offensive) - This Special is played along with a Power Card of a specified Power Type as an attack. The Power Card must be playable by the character playing the Special. The attack may be negated or defended as normal. If the attack is successful, it has the additional bonus of removing all Hits on the Permanent Record of the character playing the Special of equal or lesser value to the Power Card used in the attack. Only the unmodified level of the Power Card is used to determine which Hits on the Permanent Record are removed, even if granted a modifier to attack by another Special card, Event card, etc.

KP (both) - When played offensively, this Special is played along with a Power Card playable by the character playing the Special. The number of the Power Card played is then used to determine what level of power card may be used to attack the character who played the Special for the remainder of the battle. The character may not be attacked by a Power Card of equal or lesser value to the Power Card played with this Special. This is just determined by the unmodified level of the Power Card, not any bonuses that the Power Card may receive. For example, a character plays this Special with a Level 6 Power Card. The opponent may not attack the character with a Level 5 Power Card that receives a +2 bonus from a teamwork card. When played defensively, this Special will block a Power Card of equal or lesser value to the Power Card played with this Special, and prevents the character from being attacked by a Power Card of equal or lesser value to the Power Card played with this Special for the rest of the battle. This Special may be negated.

KQ (offensive) - When played, this Special allows the Character to remove a Hit from their Battlesite. This Special may not be played defensively. Since Battlesites do not have Hits From Current Battles, this Special may be kept in the hand even if the Battlesite has no hits. This Special may be negated.

KR (offensive) - When played, this Special allows the Character to remove a hit of a specified numeric value or less from either the Permanent Record or Hits from Current Battle of either the character who played this Special or a teammate, Frontline or Reserve, of the character who played the Special. If this Special removes a Hit from Current Battle, then the Venture Total will be affected. This Special may not be played defensively to prevent a Character from being KO'd, or offensively to bring a character back after being KO'd. This Special may be played to remove a Hit from Current Battle from a character that has been KO'd. The character is not brought back from being KO'd, but the Venture total is still affected. This Special may be negated.

KS (offensive) - When played, this Special allows the Character to remove a Power Card hit from the Permanent Record of either the character who played this Special or a teammate, Frontline or Reserve, of the character who played the Special. This Special may not be played defensively to prevent a Character from being KO'd, or offensively to bring a character back after being KO'd. This Special may be negated. If a 'permanent record' Special is drawn in a particular hand when no one has any Power Card hits in the Permanent Record, then this Special must be placed or must be discarded as an unplayable card.

KT (offensive) - This Special must successfully hit an opponent's frontline character for it to have an effect. The Special may be avoided or negated, as a defense, or negated later on the same battle as an offensive card play. A character that has been successfully hit by this Special may not attack for the remainder of the battle, with the exception of attacking this Special, until this Special is successfully attacked by the target of this Special or a teammate. The attack against this Special may not be defended by the character who played this Special or their teammates, including being negated. The attack against this Special does not count toward Venture total. This Special is discarded at the end of the battle if not successfully attacked during the course of the battle.