OverPower — Learn to Play
Learn to Play
The complete intro · 10–15 min · play a real game

You command 4 legendary characters pulled from across myth, history, and legend. So does your opponent. You’ll fight battle after battle — and every battle is a bet on your mission. Win enough, and the story ends your way.

Let’s start with the part you can feel immediately: the fight.

New here?Start at Act 1 and go in order.
Played the 90-sec demo?You know Act 1 cold — skim it and jump to Act 2 the moment it clicks.
Act One

The Fight

Everything in this act is a complete, winnable game on its own. Learn it first — the rest builds on it.

Setup

Open your starter deck and pull out the 4 character cards and all the single-stat Power cards — that’s everything you need for Act 1. Stand the characters up on your side of the table, shuffle the Power cards, and set them beside your lineup as your draw pile. Your friend does the same with their starter.

Draw Pile
front line
front line
front line
reserve
Your four legends are face-up on the table — both players can always read every character’s power numbers. Michonne starts in reserve; she taps in when a front-liner falls.
  • 3 on the front line — these fight.
  • 1 in reserve, behind your middle fighter — your backup. Tags up to the front line the next battle after a front-liner is knocked out.
  • Your draw pile to the left of your front line.

That’s the whole table. Four legends and a deck.

Your Characters

Each character has 4 numbers — one per power type. These four types are the game’s whole vocabulary of attack and defense:

Energy
Combat
Brute Force
Intelligence

A character’s number in a type is how hard they hit, and how well they block, in that type.

Invincible
Energy3
Combat4
Brute Force7
Intelligence3
Same four numbers, right on the card — no memorizing. Invincible’s a Brute Force 7: he hits hardest with raw power.

Higher number = bigger attacks of that type. Your four characters are all different — some hit harder, some are tougher. Learn what each one is good at.

Your Ammo: Power Cards

Power cards are numbered 1–8 in the four types above. To attack: pick a character, play a Power card of a type they’re strong in, and point it at one enemy.

A character can play a Power card up to their number in that type. Michonne is a Combat 7 — she throws any Combat card 1 through 7, but can’t throw a Combat 8.

Here’s what all that damage is for: pile 20 or more points onto one enemy character and they’re knocked out. Keep that number in your head — it’s the goal behind every swing. (More on knockouts below.)

Your Turn

Start: draw 8 cards — this is your hand for the battle. (A “battle” is one hand of fighting — you’ll play many over a game.)

Then, on your turn, take one action:

  • Attack — one character, one Power card, thrown at one enemy. One swing. You don’t attack with your whole team at once.
  • or Pass — you can pass only if you’re out of playable attacks. Got a legal attack? You must throw it.

If you attack, they get to try to defend before taking their turn. Then it’s their turn. Back and forth, one action at a time.

Defending

When they swing at one of your characters, defend on that character’s behalf:

  • Block — play a Power card of equal or higher value. Attack stopped. You don’t need to defend with the same power type as the attack — any type blocks, as long as the number is high enough.
  • Avoid — play a card that says “avoid” and the attack misses, no matter how big.
  • …or take it — every character has 20 hit points. Sometimes eating a hit is smart — it saves a card you can attack with on your own turn.

Can’t defend it? The damage lands and stays. Damage is the wear of battle — it piles up on a character and never heals off on its own for the rest of the match (barring a special card or effect). Every hit brings that character closer to a knockout.

The Rhythm: Hands Come and Go

You fight from your hand of 8 — and you don’t refill mid-fight. When both players pass in a row, the current hand is over:

  1. Discard whatever’s left in your hand.
  2. Damage on characters stays — tucked in as permanent wear.
  3. Both players draw a fresh 8.
  4. Keep fighting.

You’ll often stop with cards still in hand — passing just means “nothing left you can throw with.”

Duplicates go by number. Two Power cards of the same number are duplicates — even across types. Drew a level-3 Energy and a level-3 Combat? Those count as duplicates. You can only keep one — set the other aside.
3 Power Types
= Spectrum KO
Land 3 hits of 3 different power types on one character — Energy and Combat and Brute Force, say — and they’re KO’d, even under 20 damage. This is how most characters go down.
20 Damage
= Knockout
Or just pile 20+ points on one enemy → they’re KO’d too. Either path works. If it was a front-liner, their reserve tags up the next battle.

You Could Win Right Here

Knock out all 4 enemy characters and you win the fight outright. But KO’ing four legends is hard — they block, they avoid, they hit back. Most real games aren’t won by wiping the table.

So how do you win when nobody gets knocked out? That’s what you’re really playing for. Read on.

Act Two

The Venture

You’re not just fighting. You’re betting on the fight.

Remember how, in Act 1, a hand ended when both players passed? That exact moment is where the real game settles a bet.

What You’re Fighting For

You have 7 Mission Objective cards — the steps of your story. They start in your Reserve pile. Get all 7 into your Completed pile and you win the game. That’s the goal behind every punch.

Completed
winning — get all 7 here
win the fight
Reserve
start here
lose the fight
Defeated
losing
Deeper strategy Down isn’t out
An objective that falls into Defeated isn’t lost for good. Later on, you can wager objectives you’ve already Completed to fight a defeated one back up the track. So losing a battle stings, but it never locks you out of the win — there’s always a road back. We’ll leave the full rescue rules for when you’re ready; for now, just know: down isn’t out.

Every Battle Is a Bet

You met the word battle back in Act 1 — one hand of fighting: draw 8, trade blows, both players pass. Here’s the twist that makes it matter: each battle, you bet objectives on who wins it.

How You Climb: Venturing

Before the fight starts, you venture — put one or more objectives on the line. This is a real bet, and it cuts both ways. You’re not choosing to win or lose; you’re choosing how much to risk on the fight. The fight decides which direction they move:

  • Win the fight → every objective you put on the line moves up, toward Completed.
  • Lose the fight → those same objectives slide down, toward Defeated.

So venturing is the gamble at the heart of the game: bet big and win, you leap ahead; bet big and lose, you fall back. You must put at least 1 on the line every battle — there’s no sitting out. Now passing isn’t just “I’m out of attacks,” it’s “I’m ready to settle this bet.”

The cost of a big bet: venturing 1 or 2 objectives is free. But for each objective above 2 you put on the line, your opponent draws an extra card. Venture 3 and they draw 1; venture 4 and they draw 2. Betting big hands your opponent more firepower to beat you with — so the deeper you reach for a fast climb, the harder that battle gets.
Who wins the fight? Whoever has the higher Venture Total when both players pass — that’s just the total damage you dealt the enemy this battle. Dealt more than they dealt you? You win the fight, and the objectives you put on the line advance toward Completed. Dealt less? You lose the fight, and they slide toward Defeated instead. (You can also win by making them give up — see Conceding.)
Play it Battle 1
  1. Venture 1 objective from your Reserve pile. Turn it sideways — it’s on the line, win or lose.
  2. Fight using everything from Act 1. Trade attacks until both players pass.
  3. Compare Venture Totals. Higher damage total wins the fight.
  4. Move the objective. Won the fight? It advances to Completed. Lost? It falls to Defeated.
  5. Redraw 8 and go again.
That’s the whole game in one battle. Now do it again — but raise the stakes.
Raise the stakes Battle 2

This time, venture 2 objectives. Bigger bet, bigger swing — win and you jump two steps closer; lose and you’ve dug a hole. To help win the bigger bet, two new kinds of cards join your deck:

★ Special Cards — your signature moves
Each character has Specials only they can play — a hero’s defining power. Some hit like a Power card; some do something the normal rules don’t allow. Play them on your turn like any attack.
+ Basic Universe — a bonus stapled to an attack
Play one with a Power card to boost the hit — turning a punch into “hurl a truck at them.” The bonus makes the attack harder to block. One per attack.

Fight Battle 2 with these in the mix. Feel how a Special or a bonus swings a close fight.

■ Conceding — knowing when to fold

Sometimes you look at your hand and know you’ll lose this one. Instead of fighting and taking damage you can’t afford, concede before the battle starts — fold the hand. You lose that battle (your ventured objectives fall back), but your characters take no damage. Live to fight the next battle with a full team. Folding a bad hand to protect your legends is a winning habit, not a surrender.

That’s the whole game — you now know every rule. There’s nothing more to learn. From here, you just repeat the battle loop: draw 8, venture, fight, settle, redraw. Each battle wears the enemy team down a little more and inches your objectives along the track. Play it out again and again, and eventually one side reaches the finish. Here’s what that looks like.

The Home Stretch — the moment you’re playing for

(You won’t grind all 7 in this short demo — but it’s the same loop you already know, just played to the end.)

Picture a few battles from now. You’ve stacked 6 objectives in Completed. One left in Reserve. Your opponent is down two characters and reeling. You venture your last objective for the win. You draw, you swing, you land the hits — and when both players pass, your Venture Total is higher — you win the fight. That 7th objective slides into Completed.

Complete All 7
= You Win
Every fight is a bet · every bet is a step · the last step is glory

You just walked the first two steps.
The real game is where you climb the rest yourself.

Act Three

Quick Reference

The cheat sheet — keep this handy at the table.

A Battle, Start to Finish

  1. Draw — 8 cards each.
  2. Venture — bet at least 1 objective. (Then decide: fight, or concede?)
  3. Fight — one action per turn, back and forth, until both players pass.
  4. Settle — higher Venture Total wins the fight; ventured objectives advance if you won, fall if you lost.
  5. Reset — discard leftovers, draw a fresh 8, next battle. Damage carries over.
Two ways to KO a character: 3 hits of 3 different power types (the common one), or 20+ total damage.

Your Three Objective Piles

Every objective lives in one of three piles. Win fights to push them up; lose fights and they slide down.

Completed
all 7 here = win
Reserve
start here
Defeated
down, not out

Three Ways to Win the Game

Path 1 · main
Complete all 7 of your objectives.
Path 2
Defeat all 7 of your opponent’s objectives.
Path 3
KO all 4 of your opponent’s characters.

Card Types at a Glance

Three card types do the heavy lifting. Here’s when each one earns its slot:

■ Power — your bread and butter, and most of your deck. Numbered 1–8 in the four types. Handy when: always — every attack and every block starts here. Remember the ceiling: a character can only play a card up to their number in that type, so a big card is dead weight in the wrong hands.
★ Special — a character’s signature card, playable only by them. Handy when: you need a big swing a Power card can’t give, or an effect that bends the normal rules (extra damage, ignoring a block, hitting multiple targets). Save them for the moment that decides a fight.
+ Universe — a bonus stapled onto an attack (one per attack). Handy when: you want a hit to punch above its number or be harder to block. Best on an attack the opponent is likely to defend — it forces them to spend more to stop it.

One Rule We Skipped

  • Duplicates & unusable cards get discarded before each fight — you can’t hoard copies, and cards for a KO’d character become dead weight. Small rule, but it matters once you build your own deck.

What’s Next

You’ve played the core, and you now know the card types you’ll see most. The full game layers on more: Event cards that reshape a whole battle, team-up attacks (Teamwork & Ally cards), Homebases, Artifacts, and deeper venture tactics like placing a war-chest of cards for future fights. When you’re ready, the Comprehensive Rulebook and Glossary have every detail — or just ask at the table. Now go build a team and venture well.