Table feel
Overpower has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much.
Players
2
Time
?-?
Age
10+
Weight
1.86
Rating
5.72
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Overpower has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much.
Overpower has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The easiness to learn score is moderate, making it accessible to a wide range of players.
Overpower has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
This defunct CCG is primarily based on characters from Marvel comics, with DC and Image comics represented in later expansions. Each player has a team of 4 characters, each rated in 3 or 4 skill types. At the beginning of each hand, each player makes a wager of some of their 7 mission cards based on how confident they are that they can "win" the hand by causing the most damage. Players then take turns playing a card from their hand or cards set aside from previous hands. Cards include Power cards (basic attack or defense in a skill type), Universe cards (e.g., a city bus, which adds value to a Strength attack), Special cards (usually character specific with varying effects), and more in later expansions. At the end of each hand, the damage from that hand is totaled; the player who caused the most "completes" their wagered missions, while the other player is "defeated" with those missions. Players may concede a hand instead of playing a card, losing their missions but avoiding further damage A player wins when they have knocked out all 4 opposing characters, "completed" all of their missions, or their opponent is "defeated" in all missions. (There is also a basic game option without the use of missions or conceding, in which the sole victory condition is knocking out the opposing team.)
No media imported yet.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.
No commerce mappings imported yet.
No linked items imported yet.