Overpower CCG https://overpowercardgame.com/ Trading Card Game Thu, 20 Mar 2025 02:05:13 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://overpowercardgame.com/wp-content/uploads/2024/10/cropped-favicon-32x32.png Overpower CCG https://overpowercardgame.com/ 32 32 OverPower…ed, When Good Cards ‘Break Bad’ https://overpowercardgame.com/overpowered-when-good-cards-break-bad/ Wed, 19 Mar 2025 14:03:53 +0000 https://overpowercardgame.com/?p=3273 written by Tyler Bertrand One of my favorite shows is Breaking Bad. If you haven’t seen it, the premise of the show according to one of the creators was, they‘ll take a typical passive, nice guy (‘Mr Chips’) and turn him into scarface. He begins as a high school chemistry teacher, but gets a cancer […]

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written by Tyler Bertrand

One of my favorite shows is Breaking Bad. If you haven’t seen it, the premise of the show according to one of the creators was, they‘ll take a typical passive, nice guy (‘Mr Chips’) and turn him into scarface. He begins as a high school chemistry teacher, but gets a cancer diagnosis and handles the existential dread by becoming a drug kingpin. He begins the new career as a small-time dealer but is ruling an empire by the end of the show. 

What does this have to do with cards? Like our protagonist in Breaking Bad, problematic card mechanics begin their life with the same model, but as time passes, they too become broken monsters. And like an ambitious cartel boss, they don’t stop until they’ve taken over the entire gaming environment. Have you ever thought of a fun deck idea but then realized “I need a (insert card here) in this deck”? Whenever the entire competitive scene is filtered through dealing with 1 card or combo first, that’s the sign your game might have a broken mechanic. If players are faced with the deckbuilding ultimatum of:

  1. Do we fall in line and join the new order by playing the card or combo?
  2. Or do I start a rival faction and try to counter it?

…then, it’s a good chance you’ve been taken over by broken cards. Unlike organized crime though, where it’s rarely a positive thing, why is this bad for card games? Does it really matter what a player wins with and why are former competitive players (like me), always whining about the importance of game balance?

That’s what I want to explain here. Broken cards are terrible for card games and will leave a trail of disgruntled players in their wake, forcing some to quit their favorite game altogether.

Player Agency & Choice

Game balance is a subjective concept and cards are always balanced relative to each other. There is no such thing as a perfectly balanced game and even if there was, there’s zero guarantee you’d want to play that version. Rock, Paper, Scissors (RPS) which I’ll be referring to later is a very balanced game…but I haven’t met too many people that are regular RPS tournament players or organizers. The general rule we follow for balancing is therefore, whatever is the most fun.

Some of my earliest examples of this type of fun came from my first tournaments (at age 13 and I was terrible!), exchanging stories with my brother about the decks we encountered and how one silly concept didn’t work, while others totally crushed us. Some were so creative, we couldn’t fathom coming up with ideas like these next level players. I didn’t know what I was experiencing then, but it wasn’t unique to my brother and I at all. In fact, it’s so common that it’s actually a fundamental reason a lot of us enjoy playing TCGs. Now picture this same experience but instead everyone we played against had one major strategy they were playing. Those conversations would have turned into complaints from frustration, rather than a sense of wonder or interest in how players were thinking. 

This is why OGs like me push the idea of deck diversity so hard, because we want every player to have that same experience. It is one of the fundamental ways card games are fun. It’s the challenge of not just coming up with a solution to a problem but the creativity and self expression that come with that solution. I get to make my deck, play my way, and use a series of tricks that I came up with. The more options we provide players, especially in an RPG-ish game like OverPower, the higher the chances they’ll find something that feels like it’s for them. 

Broken Cards Break Games

Concepts such as Deck diversity and player choice are the same in that  they all refer to the fun we have when customizing our world of TCGs. Broken cards warp this diversity. They crush it so badly that instead of the innovation coming from the entire card pool, the choice becomes to use the broken cards to level the playing field, or try to win an uphill battle using whatever’s left that might counter it. The second option isn’t always viable either, it depends on how broken the game ended up. Everything else becomes irrelevant. There can be innovation with what’s left of the card pool and dedicated players will find some cool ideas, but it’s usually at the cost of a ton of casual interest leaving out of boredom. You can’t really blame the casuals either because imagine if you’re forced to eat hot dogs for every meal and the options you have to make the 500th hot dogs palatable are combos of ketchup and mustard. Only the most dedicated hot dogs lovers will choose to keep going and most of us will bail long before 500.

What Do We Watch For & What Do We Do About It?

Now that I’ve talked about the why, here are some guidelines on what to avoid in the design phase and signs that a card might have issues. 

  1. It Does Too Much…compared to other cards. Cards are balanced relatively amongst each other. If we set a precedent in our designs that an 11 will be the largest attack in our game and it’s a One Per Deck (OPD), giving a character a non-OPD “11, if successful draw 2 cards” would be a hilariously broken card. When most of us think of broken cards and examples, this is the type of design we tend to imagine. Power creep is a valid design tool and the goal is to give players new toys to play with. Good power creep should increase as gradually as possible. When cards like this break a format, it’s usually because the power creep accelerated too quickly and the sudden spike caught the rest of the card pool off guard. 

  2. It’s Too Cheap & Easy To Play…compared to the return on the investment. In general, powerful effects are fine, as long as the player is ‘earning’ them. If a player chose to play with a handicap, they should get a positive benefit from this exchange. Think of it as trading an arm for an extra leg because you need your deck to run faster. Or the idea of a glass canon, trading defense/durability for even more offense. These are all balanced ideas and work. Where this can go awry though, is if the penalty and benefit aren’t of equivalent value. Or if the downside is so niche that it’s not providing any handicap to work around. -Using the same analogy, this would be like trading fingernails for 4 legs in the same race.

    Other than a handicap, we can also balance powerful abilities by decreasing the frequency that they work (making it an OPD is an example of this). Similarly, we can force the effects to only trigger when niche characters or weaker cards are played with it. The options for how to balance are only limited by the creativity of the designers. In Overpower specifically, Threat Level can be a decent tool for preventing the stacking of certain effects but only when the interactions you’re trying to prevent, are limited to just a few characters. Otherwise it can limit the characters playability and this in turn can restrict player choice more broadly than is needed to fix the issue. It’s still a good tool, but the goal is to never apply a broad fix to a specific problem. The problem we’re trying to solve is limited player choice, so we don’t want the solution to create another version of the same problem. 

  3. Card Type Locks, Flood Gates, Freeze Effects and Oppressive Control. To be clear, locks are not what OverPower players call “lock out” cards, though some lockouts can be viewed as this archetype. A flood gate (which originated as a Yugioh term, I believe) is a card that prevents your opponent from playing a type, or class of card. If the effect shuts off 3 cards in a 60 card deck, then it’s not a Flood Gate, think more like 70% of the same deck. They’re typically a single (or at most 2 card) action, which renders key pieces of a hand unplayable. Or if it’s less broad but specifically targets cards that are key to the player making progress. This is why, out of any card design, these are among the most hated by players. Devourer of Worlds was the most infamous OverPower example. The hate comes not from just losing, but how you lose. Your opponent plays their broken card, you look at your now unplayable hand and are forced to watch them decimate your deck while you might get to play a card or 2. Being forced to watch a smiling opponent take apart your personal creation, piece by piece, while you’re helpless to do anything – is why many players just opt to forfeit and take the quick and painless loss. Now, if that’s not cartel behavior, I don’t know what is.


    Here’s a ridiculous Overpower example of this type of mechanic: “Opponent may not play Special cards for the battle and this card is immune to Specials”, what does my opponent counter that with? What makes this example the worst type of failure, is that the only way to stop it is with a Special card, so it blocks its own counter. Believe it or not, there are cards designed like this (Devourer of Worlds, yes Galactus, again this is you). A much better design for this type of effect is to remove the restriction and swap it for a penalty. Your opponent can still play the game, but the card will still have a deterrent effect. So instead of “No special cards may be played…”, we create a venture/damage bonus that could increase each time your opponent plays a Special card. Or another more fair design, is to charge the opponent a couple cards from their Draw Pile for each Special they choose to play. At least these alternatives give us levers to pull and balance with. Your opponent still has agency with these designs and if they manage to eat that first big Venture penalty and still win, now we have a ‘pop off’ moment and a guaranteed story. Which is another fundamental reason we play TCGs, but that’s for a different article. 

  4. No Counter In The Card Pool…is related to the last point focusing on card pool diversity. For every mechanic, you want a counter and in most cases, even the counter should have a counter. This always leads to game design being compared to rock, paper scissors (RPS). Once the counter gets a counter, you’re going in a circle. In reality, a game like Overpower is way more complex and is like RPS but with hundreds of options and varying degrees of advantage, instead of win/lose being the only outcome. The definition of a Hard Counter is when that advantage gained by the matchup is bigger for one player, and is balanced by the matchup not lining up as often as other counters.  The player risks having to guess exactly what the opponent will play and then is rewarded for guessing right. If they guess wrong, they could be in for a rough tourney. The card design we want to avoid with the concept of counter design is the ‘dynamite’ or the counter that has no counter. Negates in Overpower and Counterspells in Magic are so broad, they’ve been dynamite in lots of cases. Counterspells at least have a cost to play due to Magic’s resource system but negates in OverPower, don’t have this limitation. We need counters in every game but they shouldn’t be so broad that they stop every single unique mechanic in the game. There’s also the issue that most players don’t enjoy playing with or against decks that stop every fun card the other player is trying to play. Going back to player choice and expression, while some players do enjoy this design, most of us find it uninspired. Players tend to respect tech that when discovered, nobody saw it coming or by pairing  cards no one expected to go together. Counter deck players get the bad rap (maybe valid) that they didn’t even try to find interesting combos, their goal is to just stop you from playing yours. You can see why an environment that is filled with nothing but negates or defense, can also be broken and anti-fun. Why risk being creative when a counter-deck meta actively punishes it?

  5. Mind The Skill Gap…Skill gaps are great because they prove that you’re running a merit based game. The more you play, the better you get and the more rewarded you should be. Broken cards risk even this basic concept. Let’s say a pro plays a weaker player and has a normal record of winning 70 out of 100 games. That’s a win rate of 7 out of 10 ( 70%). If the broken deck is handed to the weaker player, and their win rate climbs to 50% or more, we might have an issue. There’s no way the player improved this quickly over 100 games, so the issue has to be the cards. The matchup can’t be at fault because the pro’s win rate shouldn’t be that high in a bad matchup to begin with. Could it be variance then? Not over 100 games and especially because good players do everything to eliminate variance as a factor. Let’s say we give the same decks to 2 players that are really close in skill, now what happens? What’s weird is that we went from variance not being a factor, to it being the ONLY factor. Neither player can overcome the other in plays and the variance optimizations will be similar too. All that’s left is the variance and who got the better shuffle. The key factor that’s missing vs balanced environments is the deckbuilding. This gives both skilled players an option within their control and they can get an edge through creativity and deck innovation. 

Final Thoughts

Just remember that broken cards are a relative problem and there’s no such thing as a broken card without an ecosystem of other cards and interactions it can exploit. There are as many solutions as there are ideas for cards.

What designers hate to acknowledge, is that this process is also reactive. Cards will slip through the cracks and playtesting with the best players and biggest teams still has limits. It’s just as important to listen to player feedback after a release, as it is during playtesting. We never want a large volume of errata but some errata is better than an alternative where players love the game but refuse to play because a rule or card is taking their fun away. Our goal moving forward is to have a watch/ban list and to make sure players are aware if we’re going to take action. We fully understand that changes like bans can affect travel plans to events, investments in cards and your next tournament results, so we don’t take them lightly and there will be a strong data component to back up any bans. 

Weappreciate you taking the time to read and we hope it gives you more ‘behind the scenes’ looks at our processes moving forward. Here at Lazarus Rising Games we love giving our community visibility behind the curtain so to speak.

Thank you and venture well! 

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NAOL and LRG 2025 Tournament Schedule https://overpowercardgame.com/naol-and-lrg-2025-tournament-schedule/ Wed, 19 Mar 2025 14:03:52 +0000 https://overpowercardgame.com/?p=3281 We’re thrilled to unveil the official 2025 OverPower Tournament Circuit Schedule – Season Zero! Get ready for an action-packed season beginning with the launch of the Edgar Rice Burroughs and the World Legends OverPower set.  This season promises new players, old rivalries, new cards and the exceptional streaming coverage that you’ve come to expect from […]

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We’re thrilled to unveil the official 2025 OverPower Tournament Circuit Schedule – Season Zero! Get ready for an action-packed season beginning with the launch of the Edgar Rice Burroughs and the World Legends OverPower set. 

This season promises new players, old rivalries, new cards and the exceptional streaming coverage that you’ve come to expect from Lazarus Rising Games. Buckle up as the NAOL and LRG takes you on a wild ride! Below, you’ll find all the event dates, locations, and more!

NAOL—Western Shootout

Dallas, Texas

May 9/10

NAOL—Peacebridge Memorial

Niagara Falls, Ont

June 20/21

LRG Regional #1

Location TBD

July 18/19

NAOL—OP Cup

Columbus, Ohio

August 8/9

LRG Regional #2
Location TBD

August 29/30

NAOL—West Coast Melee

Seattle Washington

Sept 26/27

NAOL—Valhalla

Location TBD

Oct 10/11

LRG Regional #3

Location TBD

Oct 31/Nov 1

NAOL—Battle for Boston

Boston, Ma

Date TBD

LRG Regional #4
Location TBD

Nov 21/22

LRG National

Happening at the beginning of 2026Location TBD

It’s going to be a legendary season, so mark your calendars, study the meta, and get ready to bring your deck to the first new season of OverPower in 25 years!

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Lazarus Rising Games at GAMA Trade Show 2025 https://overpowercardgame.com/lazarus-rising-games-at-gama-trade-show-2025/ Wed, 19 Mar 2025 14:03:52 +0000 https://overpowercardgame.com/?p=3280 This year, Lazarus Rising Games proudly joined the Game Manufacturers Association as an official Voting Member—Publisher. To kick off the year in style, our team had the incredible opportunity to attend the GAMA Expo from February 23rd to 27th. The GAMA Expo is the premier gathering for industry professionals, attracting over 300 exhibitors, game designers, […]

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This year, Lazarus Rising Games proudly joined the Game Manufacturers Association as an official Voting Member—Publisher. To kick off the year in style, our team had the incredible opportunity to attend the GAMA Expo from February 23rd to 27th.

The GAMA Expo is the premier gathering for industry professionals, attracting over 300 exhibitors, game designers, and industry leaders. With seminars, dynamic panel discussions, product showcases, and live demos, it’s where the latest innovations in gaming come to life. Lazarus Rising Games was thrilled to be part of this outstanding event, rubbing shoulders with some of the brightest minds in the industry.

Joseph Gagnepain, CEO of Lazarus Rising Games, and President Ronald Pozzi met with both new and long-time partners, including key retailers like Battlegrounds Game Center and Flying Monkey Comics and Games—who are hoping to have help bring OverPower to shelves across North America. A huge shoutout to Stefan Bridges and Matt Ferrell for their support!

This is just the beginning! We’ve got a full slate of conventions and events lined up for 2025 as LRG gears up to get products into the hands of gamers across the US and Canada once Kickstarter fulfillment wraps up in early April.

Stay tuned to our social media channels to find out where we’ll be appearing and to schedule an in-person meeting. If you’re interested in becoming an OverPower retailer partner, get in touch with us at [email protected].

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Mastering Combat: OverPower’s New Era of Strength and Strategy https://overpowercardgame.com/mastering-combat-overpowers-new-era-of-strength-and-strategy/ Wed, 19 Mar 2025 14:03:50 +0000 https://overpowercardgame.com/?p=3282 written by Doug Taylor For many years now, OverPower decks that focused on Energy and Strength have ruled competitive play.  The other two Power Types, Fighting and Intellect, were much more challenging to build around. Now Lazarus Rising Games is bringing us the World Legends and Edgar Rice Burroughs set, and Combat (formerly Fighting) and […]

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written by Doug Taylor

For many years now, OverPower decks that focused on Energy and Strength have ruled competitive play.  The other two Power Types, Fighting and Intellect, were much more challenging to build around.

Now Lazarus Rising Games is bringing us the World Legends and Edgar Rice Burroughs set, and Combat (formerly Fighting) and Intelligence (Intellect) get their chance to shine as well.

Combat is particularly strong, with many dependable characters having amazing Specials.  Playing with two characters with an 8 stat, along with your third Front Line character able to wield a 7, means the best attacks (and defense) for the deck will be with Combat.  With this Power Type as a focus, it can also fuel cards like Zorro’s “3 Quick Strokes,” which allows you to carve up an opposing character with Combat cards (Power cards, or even other Combat Specials like “Elite Swordsmanship” or “Rapier”).  The brilliance of “3 Quick Strokes” is that it immediately KOs any character, regardless of other cards and effects in the game that would otherwise prevent it.  You just have to land at least one of the three attacks and have 15 damage or more on the target, by the time the “3 Quick Strokes” are over.  This is one of the reasons why we have included so many high value Combat cards. Additionally, you’ll notice that these Combat Power cards can all be used to attack or defend by anybody on the team, and they are effective in taking out an enemy with cards such as “3 Quick Strokes”.

Zorro’s “Riposte” is great for either offense or defense (protecting the entire team!) and provides a solid off-color Power Type. With so many Combat cards in the deck, it’s important to have some other color type offense to get spectrum knockouts.  “Riches of Don Diego de la Vega” is a big attack that potentially moves any Mission card (that wasn’t ventured) all the way to the top.  Play it at the right time and it can win you the game!

Leonidas also has outstanding Specials.  “300” is really solid and can be used to land a big hit on the opponent or defend Leonidas.  With multiples of this card, you’ll often have an 8 Power card and “300” placed to Leonidas, which means the opponent is staring at two 8s that could defend him; they will often choose an easier target at that point.  “For Sparta” has a good effect whether it hits or misses.  If you can land it, the character it hits can’t play Special cards that battle; so target someone with a great Special placed (like a negate) and if they block it “For Sparta” reshuffles back into your deck.  “Give Them Nothing” works together with “300” to make Leonidas the team’s defensive stalwart.  Don’t underestimate the strength of “Shield Phalanx” either.  Even with only one copy, that +1 to Power card defense works for the entire team for the rest of the game.  Attach this and don’t forget it’s there.  It’s a big advantage to be able to block an 8 with a 7!

Robin Hood is yet another character that has good Specials, most of which have multiple functions.  “Master Archer” allows additional attacks.  “Band of Merry Men” can be used to attack or defend and can be combined with a Universe card.  “Steal from the Rich”, “Hero of Nottingham”, and “Master Thief” all have at least the potential for a discard, with the latter adding a phenomenal draw ability that allows you to keep duplicates!

All but one of the Teamwork cards can be thrown by any of the four characters, and the 7 Any Power can be used by any of your Front Line Characters.

If the Event, “Call of Cthulhu: The Cost of Knowledge is Sanity” comes into play, consider not using an Intelligence follow-up to your Teamwork attacks if you don’t have to, and use Multipower cards, the Training card (if it is paired with an Intellect Power card), or Zorro’s “Riposte” Special defensively.

Once this deck has been played a few times, you will be amazed at how strong Combat can be in the new environment!

Home Base

  • The Round Table

Characters

  • Leonidas
  • Robin Hood
  • Zorro
  • Dr. Watson (Reserve)

Mission

  • Call of Cthulhu


DECK (56)

Allies (2)

  • Allen Quartermain
  • Professor Archimedes

Aspect (1)

  • Any Homebase Amaru: Dragon Legend

Events (1)

  • The Cost of Knowledge is Sanity

Power Cards (20)

  • 1 Brute Force
  • 1 Energy
  • 2 Brute Force
  • 2 Energy
  • 3 Brute Force
  • 3 Multipower
  • 4 Intelligence
  • 4 Multipower
  • 5 Any Power
  • 5 Intelligence
  • 5 Multipower
  • 6 Combat x3
  • 7 Combat x3
  • 8 Combat x3

Specials (26)

  • Any Character Disorient Opponent
  • Any Character Fairy Protection
  • Any Character Freya: Goddess of Protection
  • Any Character Grim Reaper
  • Any Character Merlin’s Magic
  • Any Character Mystical Energy
  • Any Character The Gemini
  • Any Character Valkyrie Hildr: Select the Slain
  • Any Character Wrath of Ra
  • Dr. Watson English Gentleman
  • Leonidas For Sparta
  • Leonidas Give Them Nothing
  • Leonidas Shield Phalanx
  • Leonidas 300 x2
  • Robin Hood Band of Merry Men
  • Robin Hood Hero of Nottingham
  • Robin Hood Master Archer
  • Robin Hood Master Thief
  • Robin Hood Steal from the Rich
  • Zorro Elite Swordsmanship
  • Zorro Rapier
  • Zorro Riches of Don Diego de la Vega
  • Zorro Riposte x2
  • Zorro 3 Quick Strokes

Teamworks (5)

  • 6 +0/+0 Any Power
  • 7 +0/+1 Any Power
  • 4/6 C +0/+1 BF/I
  • 4/7 C +1/+1 BF/I
  • 4/8 C +1/+2 BF/I

Training (1)

  • 5 or less E/I +4

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Champ of Champs 2025 Recap https://overpowercardgame.com/champ-of-champs-2025-recap/ Wed, 19 Mar 2025 14:03:49 +0000 https://overpowercardgame.com/?p=3283 The 2nd Annual Champ of Champs took place recently at the Greater Columbus Convention Center, courtesy of Heroes and Games and owner Doug Simms. Doug put on an incredible event that not only delivered a fantastic experience, but also shattered the attendance record, with 28 players participating in the Qualifier event on Friday night alone. […]

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The 2nd Annual Champ of Champs took place recently at the Greater Columbus Convention Center, courtesy of Heroes and Games and owner Doug Simms. Doug put on an incredible event that not only delivered a fantastic experience, but also shattered the attendance record, with 28 players participating in the Qualifier event on Friday night alone. Just a few years ago, having 28 players in the main event would have been considered an amazing turnout—this year, it was just the warm-up!

Doug selected 10 players from the qualifier to advance to the main event, and it was clear that the competition was fierce. The diversity of decks reached an all-time high, with one Max Six deck making it to day two, and an impressive two decks featuring Hobgoblin making it to the final four! OverPower has never seen a meta this healthy, nor so many tournament-ready decks featuring never-before-seen characters.

The Champ of Champs is an exclusive event where players must qualify, and with limited slots available, the stakes are high. The tournament consists of five rounds of Swiss, followed by a cut to the Top 8. With participants including the best of the NAOL tournament winners and the highest-ranked players from the NAOL yearly standings. Players had to bring their A-game from round one, as two losses could knock them out of the running for the top spots.

However, even if you have a bad season the qualifier still gives you a shot at glory. In fact, half of the Top 8 were players who had qualified through the friday event—meaning if you play well enough on the weekend anyone can be the Champ of OverPower for the year. !

The Top 8 Players were:

  • Derek Bertrand
  • Joseph Gagnepain
  • Shawn Sawyer
  • Phil Miller
  • Justin Sadaie 
  • Carl Caroffino
  • Joe Peters
  • David McMillian

After a series of intense and grueling matches, the final showdown came down to Phil Miller, who made a dramatic comeback after starting the Swiss rounds at 0-2 then going on  to win every single one of his matches the rest of the day vs. Justin Saidie; one of the hottest newcomers in OverPower, eager to make his mark and claim his first major tournament victory. 

The game swung early in Justin’s favor, with a devastating Absorb Sound that forced Phil to discard seven cards and shredded his placing advantage. But in true OverPower fashion, you can never count out the Strangler. Phil held his resolve, slowly clawed his way back into the game, and in one of the most intense finals in OverPower history, managed to finish off Justin, taking home the championship belt in a hard-fought victory.

Full coverage and commentary of the event will be available, including 3 matches from Friday night’s qualifier. You will be able to check out the entire event on our YouTube channel soon, stay tuned to our social media channels.

All in all, the Champ of Champs was a huge success and a perfect sendoff for the old version of OverPower as we prepare for the Edgar Rice Burroughs and World Legends sets launching this April.

Venture well, OverPower fanatics!

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Become a Judge https://overpowercardgame.com/become-a-judge/ Thu, 30 Jan 2025 00:28:22 +0000 https://overpowercardgame.com/?p=3021 Launched in 1995, the OverPower CCG forged a community of players the world over. Thatcommunity kept the game alive for 30 years and Lazarus Rising Games saw the potential for somuch more than its original launch. The first official set since 1999 will be hitting shelves withEdgar Rice Burroughs, Top Cow, and World Legends characters. […]

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Launched in 1995, the OverPower CCG forged a community of players the world over. That
community kept the game alive for 30 years and Lazarus Rising Games saw the potential for so
much more than its original launch. The first official set since 1999 will be hitting shelves with
Edgar Rice Burroughs, Top Cow, and World Legends characters. This set is the first of three
already announced, along with an updated rules set that will debut with the relaunch.


As OverPower lands back in game stores in North America in 2025, organized tournaments are
set to kick off in the following weeks. These events will be supported by Tournament Kits and
will be overseen by official judges. As LRG’s tournaments ramp up, we need official judges and
so we reach out to the community that has kept the dream alive to rise up once again.


Becoming a judge is a straightforward process and comes with some fantastic rewards. Interested
individuals can visit the OverPower website to register for a Carde.io account. After signing up,
prospective judges will take a test consisting of 20 questions designed to assess their
understanding of the game’s most important rules and gameplay aspects. A passing score will
upgrade their Carde.io account to reflect their new judge status—and that’s where things get
exciting.

Once upgraded, local retailers hosting tournaments will be able to reach out via email to judges
in their area to offer opportunities to use their skills and oversee live events. Judges can also use
the store locator to find nearby events and are encouraged to proactively contact local game
stores about potential opportunities. Each event a judge supervises will earn them Power Points,
a virtual currency that can be used in the Carde.io app to purchase promo cards, apparel, pins,
playmats, and more (in addition to any compensation provided by the hosting store) shipped
right to their door. Judges will gain access to a special online store dedicated exclusively to those
in the program in addition to the regular player store. They will also receive prize packs with
some exclusive cards that can only be found from playing live at your brick and mortar stores.


Looking ahead, larger regional and national tournaments are also in the works. These events will
offer even better incentives and serve as a great opportunity for judges. Full details—including
application and event information—will be available in the coming months.


For any questions about the judge program or the process, please reach out to Head of
Organized Play James Sanderson at [email protected].

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Ambassadors Wanted https://overpowercardgame.com/ambassadors-wanted/ Thu, 30 Jan 2025 00:24:53 +0000 https://overpowercardgame.com/?p=3019 The greatest team up ever starts with you. Build a deck, build friends, build your own story with OverPower! The first new set of the OverPower CCG in 25 years is almost ready. We need your help! Lazarus Rising Games (LRG) is calling on our passionate OverPower fans who want to help teach the game, […]

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The greatest team up ever starts with you. Build a deck, build friends, build your own story with OverPower!

The first new set of the OverPower CCG in 25 years is almost ready. We need your help!

Lazarus Rising Games (LRG) is calling on our passionate OverPower fans who want to help teach the game, spread the word, and make the community even stronger. It’s easy to get involved, and Ambassadors will unlock exclusive rewards like promo cards, apparel, playmats, and much more!

How to become an Ambassador:

  1. Sign up on the OverPower website and create a Carde.ioaccount;
  2. Take a quick 5-question quiz that covers the essential gameplay rules;
  3. Pass the test and get your Cardio account upgraded, along with Power Points to use in the app’s store;

You can also earn Power Points by:

  • Signing up new players on OverPower’s player network portal through Carde.io. Each player that signs up with your referral code gets you additional points which can be redeemed at our online store.
  • Participating in events at your local game stores by bringing fresh faces in to play!

In addition to Power Points, Ambassadors will be able to earn Prize Packs at in-person events by teaching players the game, assisting with the event, or by generally being a positive presence. These packs have exclusive common and rare cards that can only be obtained by participating in tournaments or gatherings at your local brick and mortar store. Each season, marked by a new set release, will have new promos and prizes available and more reasons to get involved!

Becoming an OverPower Ambassador is perfect for anyone who wants to dive deeper into the community and wants to focus on playing the game. There’s no obligation, but the more active you are, the bigger the rewards!

If you have any questions about the Ambassador program or the sign-up process, reach out to Head of Organized Play James Sanderson at [email protected].

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What it takes to be an OverPower Champion—Andrew “The Prodigy” Taylor https://overpowercardgame.com/what-it-takes-to-be-an-overpower-champion-andrew-the-prodigy-taylor/ Thu, 30 Jan 2025 00:17:49 +0000 https://overpowercardgame.com/?p=3012 The Battle for Boston was my second significant OverPower tournament (third if you include the Friday evening playtest, when Shawn Sawyer defeated me for first place after thwarting his deck earlier in the tournament). I was still new to the competitive scene, eager to prove myself and showcase a unique, non-meta approach. Valhalla, my first […]

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The Battle for Boston was my second significant OverPower tournament (third if you include the Friday evening playtest, when Shawn Sawyer defeated me for first place after thwarting his deck earlier in the tournament). I was still new to the competitive scene, eager to prove myself and showcase a unique, non-meta approach.

Valhalla, my first tournament, taught me valuable lessons. Veteran players possess a deep understanding of fundamentals – far better than I did. Precise card placement, strategic concedes, and continuous battle reevaluation. I often defaulted to “all-in” or conceding before the battle, while they expertly adapted to each action.

I dislike relying on established meta decks. While “Cadillac” style decks offer easy piloting, I find greater satisfaction in winning with unconventional strategies, and busting out unexpected tricks. My usual preference is for aggressive, high-KO decks, but Valhalla inspired me to explore a different path.

I began with events, recognizing their game-altering potential. Annihilation Affair stood out: “No cards with a strength icon may be used to attack” effectively counters many meta decks, and the “Discard all multipower cards” event also seemed potent, as most players heavily rely on versatile multipower cards. It often nabbed 1-4 cards from my opponent, and always got exactly 0 of mine.

Inspired by Marcel’s podcast, and bringing none of them to Valhalla, I focused on negator characters. After playtesting, I realized teamworks in classic OverPower have a significant value, and I wanted to maximize the impact of powerful 6-attack teamworks. Galactus, often overlooked, emerged as the ideal candidate. His 8 grids make him an excellent battery for launching numerous teamwork or powerful follow-up cards. Dr. Strange provides crucial 6-or-less avoid and has an 8 Energy, backing up Galactus’ grid. To further disrupt opponents, I included Mojo and Beast the Brute, two potent negator characters.

Huge thanks to Dave McMillan who encouraged me to playtest my battlesite, which was too tricky for this already interesting deck. It had some fun stuff, but lacked defense, and my lack of powerful specials in the deck meant my battlesite tricks would likely be negated. We landed once again on the tried and true, The Outback.

The Outback provided additional defensive layers, and the deck felt remarkably cohesive. I had numerous options to disrupt opponents while consistently threatening with high-impact teamworks. My opponents struggled to adapt, often not sure if they should target Galactus, or avoid him.

The tournament was a grueling 14-hour endurance test. Micro-mistakes can easily cost games, but so can your opponent’s errors. I emphasized careful decision-making, minimizing misplays (though they still occurred). Constant evaluation, considering future turns, and tracking card draws were crucial. Breaks and refreshments were vital for maintaining focus.

Some games unfolded organically, with opponents falling behind due to negated specials and devastating event effects, or poor duplication. Other games required meticulous execution and tactical maneuvering. OverPower often revolves around flashy special card usage, but my strategy relied heavily on negates to disrupt that, powerful teamworks, and consistent venture victories. I was consistently able to put pressure on each and every one of my opponents’ decks, while protecting myself with negates and defensive specials.

While variance plays a significant role, my deliberate approach and effective event usage contributed to my success. The field was incredibly tough. I do think if me and Ty play that finals match – Galactus vs Dracula, he wins 7/10 times. So for the finals, I certainly was on the right side of variance.

Going forward: I continue to train my boys in the shadows, where we listen to the OverPower Mountain Podcast and quietly refine our skills, experiment, and practice to unleash upon the world when the new OverPower is launched.

Huge thanks to Doug Taylor, who is the reason I was able to even make it, as well as for the hundreds of playtest games!  

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Battle 4 Boston Local Guide https://overpowercardgame.com/battle-4-boston-local-guide/ Fri, 01 Nov 2024 14:29:42 +0000 https://overpowercardgame.com/?p=2941 Get Ready for the Battle for Boston: The Ultimate OverPower Showdown Mark your calendars for an electrifying day of competition at the “Battle for Boston” tournament, scheduled for November 9th at the United Christ Church in Newton, Massachusetts. This premier event, hosted by the North American Overpower League (NAOL), promises a full day of strategic […]

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Get Ready for the Battle for Boston: The Ultimate OverPower Showdown

Mark your calendars for an electrifying day of competition at the “Battle for Boston” tournament, scheduled for November 9th at the United Christ Church in Newton, Massachusetts. This premier event, hosted by the North American Overpower League (NAOL), promises a full day of strategic gameplay and intense rivalries as players vie for top honors and a chance to collect Player of the Year points.

Event Details:

  • Date & Time: November 9th, Check-in starts at 9 AM, with the first hand dealt at 10 AM.
  • Location: United Christ Church, 54 Lincoln Street, Newton Highlands, Newton, MA 02461.
  • Entry Fee: $50, covering a full day of competition.
  • Format: Standard deck building with NAOL/LRG rules and the new tournament ethic guide in effect.
  • Structure: The tournament will feature 7 rounds of Swiss play. With 32 or more players, at least 12 will advance to a single-elimination championship bracket. Additionally, all players not making the finals will have the opportunity to compete in a “Second Chance” tournament free of charge, with the winner receiving a one-of-a-kind Overpower original art piece.

Prizes:

  • 1st Place: $1,000 and a unique Battle of Boston Championship Ring.
  • 2nd Place: $600.
  • 3rd Place: $200.
  • Additional prizes include commemorative pins for the top 8 and special awards for the best-performing new player.

This event is not just a tournament; it’s a celebration of the OverPower community. Players are encouraged to register beforehand to secure their spot for what promises to be one of the most exciting events of the year.

Don’t miss your chance to be part of the action, make new friends, and test your skills against some of the best players in the OverPower community. See you in Boston!

Please check out the local guide here!

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OverPower Print and Play Decks https://overpowercardgame.com/print-and-play/ Mon, 28 Oct 2024 04:00:28 +0000 https://overpowercardgame.com/?p=2903 Great news for OverPower! We are excited to offer a selection of Print and Play decks, now available for download. These decks are a fantastic way to experience the game, especially if you’re considering diving deeper into the full OverPower universe. The Print and Play versions feature a reduced number of cards, designed to give […]

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Great news for OverPower! We are excited to offer a selection of Print and Play decks, now available for download. These decks are a fantastic way to experience the game, especially if you’re considering diving deeper into the full OverPower universe.

The Print and Play versions feature a reduced number of cards, designed to give you a taste of the game’s mechanics and help you determine if it’s the right fit for you. They’re perfect for learning the basics, testing out strategies, and just having fun with friends.

To get started, simply click on the PDF links provided in this article, print the decks at home, and enjoy a game of OverPower. While these decks are streamlined compared to our official sets, they provide an introduction to the game’s dynamic play style.

With these small decks, we recommend ignoring the discarding of duplicate rules for Power cards. These decks are meant only to give you a flavor of gameplay.

Gather your team, set your strategies, and let the battles begin!

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