[4] In early 1998, Marvel Interactive became the sole producer and distributor of Overpower, taking it over from Fleer.
Though fans kept playing the game, its popularity started to die off around 2001, when it had become increasingly clear through Marvel Interactive and Wizards of the Coast press releases that Overpower would no longer be supported.
However, Lazarus Rising Games has announced its full relaunch complete with prize support kits available for brick and mortar stores upon launch for their new 2024 Kickstarter.
They've also announced a player network website that will have deck building functionality, a Judge and store locator, and a player ambassador program with a store where ambassadors can redeem "Power Points" for game products ranging from binders to playmats.
A deck typically consists of any combination of four heroes and/or villains, three in the frontline and one in reserve.
The rest of the deck consists of fifty-one cards representing offensive and defensive actions that can be taken by the characters or their allies.
Each player also chooses a set of 7 mission cards, that represent their team's goals.
Finally, each player may also have a homebase and/or a battlesite that represent where their team is from and where the battle will take place.
In the initial game and its first few expansions, the only power grids were Energy, Fighting, and Strength, but in the DC Overpower Expansion Set, Intellect was introduced as the fourth type; it was needed for some of the DC characters, like Lex Luthor, whose main advantage was not their fighting or strength, or their powerful weaponry, but rather their ability to outwit their opponents.
DC Overpower also introduced hero/villain codes; most characters and specials were labeled either as villains or heroes, and mixing the two was restricted in a DC-only game (no restriction in Marvel, Image or mixed games though).
Power cards each consist of a number from 1 to 8 and a type, Energy, Fighting, Strength, Intellect, Multi-Power, or Any-Power.
Specials serve a variety of purposes; some are attacks only, others can be used for defense only, while others affect the game in other ways, for instance healing hits that heroes have taken, or affecting missions directly, or interfering with the opponent's ability to play attacks.
Universe cards come in a few categories, but generally are usable by any character that meets the usage requirement.
The others are artifact cards, which either permanently or temporarily provide a benefit to one of the team members, such as enhancing their power grid.
Locations have a name and describe a set of conditions for a team; usually, a list of six characters that can be used.
A numerical defense can be played if the number played in defense is at least as big as the attack level (so a power card can be defended by any power card of equal or higher value, but type is unimportant).
If a numerical attack isn't defended, it becomes a hit and immediately counts as damage.
Cumulative KO occurs when a character has taken 20 total damage, regardless of how many attacks or what types they are.
Most promotional cards were never released in any expansion set, but some were reprinted in Mission Control and Monumental OverPower, but with different artwork.
A list of all existing promotional cards follows: Steve Faragher reviewed Marvel Overpower for Arcane magazine, rating it a 7 out of 10 overall.