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The playable character oversized cards, referred to as Super Heroes in the main series, Heroes in Middle-Earth games, Super-Villains in Forever Evil/Crisis 3, Characters in Naruto Shippuden and Cartoon Network Crisis Crossover, and Team Captains in NHL Power play.

Each main set, for its "First Printing", comes with an additional Super Hero card plus any associated Main Deck cards if applicable, noted below as "Promo only."


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Cerberus Engine: Heroes (DC Comics)

     Introduced in DC Comics 

Aquaman

You may put any cards with cost 5 or less you buy or gain this turn on top of your deck.

Main Deck card: King of Atlantis: You may destroy a card in your discard pile. If you do, +3 Power. If you choose not to, +1 Power.

Batman

+1 Power for each Equipment you play during your turn.

Main Deck card: Dark Knight: +2 Power / gain all Equipment in the Line-up. If you play or have played Catwoman this turn, you may put any one card you buy or gain this turn in your hand.

Cyborg

If you play one or more Super Powers during your turn, +1 Power. If you play one or more Equipment during your turn, draw a card.

Main Deck card: High-Tech Hero: If you play or have played a Super Power or Equipment this turn, +3 Power. Otherwise, +1 Power.

  • Red Mage: Cyborg combines a fraction of Superman's Super Power +Power boost with a Bat Family Equipment draw.

Green Lantern

If you play 3 or more cards each with different names and cost 1 or more during your turn, +3 Power.

Main Deck card: Emerald Knight: Remove a card from the Line-up and play it, then return it at the end of your turn.

Superman

+1 Power for each different Super Power you play during your turn.

Main Deck card: Man of Steel: +3 Power / Put all Super Powers from your discard pile into your hand.

The Flash

You go first. The first time a card tells you to draw one or more cards during your turn, draw an additional card.

Main Deck card: Fastest Man Alive: Draw two cards.

Wonder Woman

For each Villain you buy or gain during your turn, draw an extra card at the end of your turn.

Main Deck card: Princess Diana of Themyscira: Gain all Villains with cost 7 or less from the Line-up.

Martian Manhunter (Promo only)

If you play 2 or more Heroes during your turn, +3 Power. If you play 2 or more Villains during your turn, +3 Power.

Main deck card: J'onn J'onzz: Play the top card of the Super-Villain stack, then return it to the stack.

     Introduced in Heroes Unite 

Batgirl

Once during each of your turns, you may discard a Punch card. If you do, draw a card.

Main deck card: Daughter of Gotham City: +1 Power. Put up to two Punch cards from your discard pile into your hand.

Black Canary

+1 Power for each different Villain you play during your turn.

Main deck card: Sonic Siren: +2 Power. You may destroy a card in the Line-Up and replace it.

Booster Gold

+1 Power for each Defense card you play during your turn. When you avoid an Attack, draw a card.

Main deck card: Hero of the Future: +2 Power and an additional +2 Power for each Defense card you play or have played this turn.

Hawkman

+1 Power for each Hero you play during your turn.

Main deck card: Winged Warrior: +2 Power. If you play or have played another Hero this turn, additional +3 Power.

Nightwing

The first time you play an Equipment during your turn, +1 Power. The second time you play an Equipment during your turn, draw 1 card.

Main deck card: Wonder of the Knight: Put an Equipment from your discard pile into your hand. Draw 1 card.

Red Tornado

Once during each of your turns, if there are four or more different card types in your discard pile, +2 Power.

Main deck card: Crimson Whirlwind: +2 Power. You may put your deck into your discard pile.

Shazam!

You may pay 4 Power. If you do, gain the top card of the Main Deck. You may put it on top of your deck or into your discard pile.

Main deck card: World's Mightiest Mortal: +5 Power. Reveal the top two cards of the main deck. Put any number of them into the Line-Up and the rest back on top in any order.

Starfire (Promo only)

Once during each of your turns, if there are no Super Powers in the Line-Up, draw a card.

Main deck card: Warrior Princess: +3 Power. If you play or have played one or more Starbolt cards this turn, gain a card from the Line-Up and put it in your hand.

     Introduced in Crisis 1 
  • CombatAndSupport/SupportPartyMember: The Crisis! versions of Super Heroes are all partially this, as their abilities revolve primarily around making sure nobody on the team is lagging too far behind (or alternately, each working to power up a single teammate to attack the current Super-Villain).
  • Promoted to Playable: Green Arrow, Robin, Swamp Thing, and Zatanna Zatara from the original Main Deck.

Crisis Aquaman

Crisis Batman

Crisis Cyborg

Crisis Green Lantern

Crisis Martian Manhunter

Crisis Superman

Crisis The Flash

Crisis Wonder Woman

Animal Man

During you turn, if you have played 2 or more card types, +2 Power.

Main Deck card: Animal Man: +2 Power and choose a card type. Reveal the top card of your deck. If it has that card type, draw it.

Constantine

Once during each of your turns, reveal the top card of your deck. If its cost is 1 or greater, you may play it and it has +1 Power. If you do, destroy it at the end of your turn.

Main Deck card: John Constantine: Reveal the top two cards of your deck and draw one of them. Put the other on top of your deck or destroy it.

Green Arrow

Once during each of your turns, you may discard a Punch card. If you do, you pay 2 less to defeat Villains and Super-Villains this turn.

Main Deck card: Green Arrow (DC Comics): +2 Power / This card is worth 5 VPs at the end of the game if you have four or more other Heroes in your deck.


Robin

The first time a card tells you to draw one or more cards during your turn, you may instead put an Equipment from your discard pile into your hand.

Main Deck card: Robin (DC Comics): +1 Power / Put an put an Equipment from your discard pile into your hand.

  • Dynamic Entry: Robin's Super Hero image, and arguably his Main Deck card image.
  • Wall of Weapons: Subverted, as no more than 1 piece of Equipment is necessary for Robin to use his ability.

Swamp Thing

During your turn, you are considered to control all Locations in the Line-Up and in play.

Main Deck card: Swamp Thing (DC Comics): If you control a Location, +5 Power. Otherwise, +2 Power.

Zatanna Zatara

Once during each of your turns, you may put a card with cost 1 or greater from your hand on the bottom of your deck. If you do, draw a card.

Main Deck card: Zatanna Zatara (DC Comics): +1 Power / You may put up to two cards from your discard pile on the bottom of your deck.

     Introduced in Forever Evil 
  • Promoted to Playable: All of the below.

Bizarro

Main Deck card: Bizarro (DC Comics): +3 Power. At the end of the game, this card is worth 2 VPs for each Weakness in your deck.

Black Adam

Main Deck card: Black Adam (Heroes Unite Super-Villain): +2 Power for each different card type you play or have played this turn. First Appearance – Attack: Each player destroys a Hero in his hand or discard pile.

Black Manta

Deathstroke

Harley Quinn

Main Deck card: Harley Quinn (DC Comics): +1 Power. Attack: Each foe puts a Punch or Vulnerability in his discard pile on top of his deck.

Lex Luthor

Main Deck card: Lex Luthor (DC Comics Super-Villain): Draw 3 cards. / First Appearance – Attack: Each player gains a Weakness for each Villain in the Line-Up.

Sinestro

Bane (Promo only)

Main Deck card: Bane (DC Comics): +2 Power / Attack: Each foes chooses and discards a card.

     Re-introduced in Rivals 1 

Batman

The Joker

     Introduced in Crisis 2 

Star Sapphire

(Under construction)

     Introduced in Crossover 1 

Power Girl

(Under construction)

     Introduced in Teen Titans 

Beast Boy

Red Robin

Starfire

  • Mirror Match: Not counting Crisis Mode, this is the second time Starfire was a Super Hero, the first being a Promo card in Heroes Unite.

Wonder Girl

(Under construction)

     Introduced in Crossover 2 
Applicable to all five:

Felicity Smoak

John Diggle

Oliver Queen

Sara Lance

Roy Harper

  • Power Nullifier: Good luck getting Heat Vision and Super Strength before Roy Harper magics them out of existence.

     Introduced in Crossover 3 

Cosmic Boy

Lightining Lad

Saturn Girl

(Needs expanding)

     Introduced in Crossover 4 

Nite Owl

Rorschach

Silk Spectre

(Needs expanding)


Non-DC Comics Cerberus Engine: Heroes

     Street Fighter 
Everyone from Street Fighter II except Dee Jay and T.Hawk.
  • Face–Heel Turn: Any unused Super Heroes become Super-Villains in this game.
  • Villain Protagonist: All 15 playable characters in this set are called Super "Heroes," even though 4 of them are red instead of blue and are Villains in the Main Deck.

Akuma

Ultra Combo: : +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card:

Balrog (M.Bison in Japan)

Ultra Combo: : +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card:

Cammy

Ultra Combo: : +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card:

Chun-li

Ultra Combo: Hosenka: +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card: Strongest Woman in the World

Dhalsim

Ultra Combo: Yoga Catastrophe: +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card: Mystic Yogi: Draw a card and play it twice.

E.Honda

Ultra Combo: Ultimate Killer Head Ram: +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card: Hot-Blooded Sumo: If you draw or have drawn one or more cards this turn, +4 Power. Otherwise, +2 Power.

Fei Long

Ultra Combo: Rekkashingeki: +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card: Fei Long, Hong Kong Action Hero

  • Overly Long Name: Fei Long, Hong Kong Action Hero. The text after "Fei Long" is shrunk.

Guile

Ultra Combo: Sonic Hurricane: +2 Power / Attack: / Defense:

Counter-Attack: Reveal the top card of your deck. If its cost is 1 or greater, put it under your Super Hero.

Main Deck card: Soldier of Justice

Ken

Ultra Combo: Shinryuken: +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card: Ken Masters: +1 Power / For each other Hero you play or have played this turn, you may destroy a card in your hand or discard pile.

M.Bison (Vega in Japan)

Ultra Combo: Psycho Punisher: +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card:

Ryu

Ultra Combo: Metsu Hadoken: +2 Power / Attack: / Defense:

Counter-Attack:

Main Deck card: Tireless Wanderer

Sagat

Ultra Combo: Tiger Destruction: +2 Power / Attack: Each foe gains a Weakness and an additional two Weaknesses for each card you have destroyed this turn. / Defense: You may shuffle this card into your deck to avoid an Attack. If you do, draw a card and Counter-Attack against your attacker.

Counter-Attack: Put a Super Power in your discard pile or in play under your Super Hero.

Main Deck card: Sagat: +2 Power / You may destroy a card in your hand. If you do, additional +Power equal to the destroyed card's cost.

Vega (Balrog in Japan)

Ultra Combo: Bloody High Claw: +2 Power / Attack: / Defense:

Counter-Attack: Put an Attack card in your discard pile or in play under your Super Hero.

Main Deck card: Vega: +3 Power and an additional +1 Power for each other Villain you play or have played this turn.

  • Zerg Rush: Vega's Ultra and Villain cards enable this.

Zangief

Ultra Combo: Ultimate Atomic Buster: +2 Power / Attack: / Defense:

Counter-Attack: Put 4 Starter or Weakness cards in your discard pile or in play on top of your deck.

Main Deck card: Red Cyclone: +2 Power / You may put a card in the Line-Up under your Super Hero and then replace it.

Blanka (Promo only)

Ultra Combo: Lightning Cannonball: +2 Power / Attack: / Defense:

Counter-Attack: Gain a Weakness for each card with cost 6 or greater in your discard pile.

Main Deck card: Jungle Warrior: +2 Power / At the end of the game, this card is worth 5 VPs if you have five ore more different Super Powers in your deck.

     Naruto Shippuden 
Characters are armed with Chakra Points, card types on the border of their oversized card that, when cards are played into them, generate +1 Chakra, a secondary resource that enables the use of abilities both on Character and Main Deck cards. All Character cards in this set have the text "+1 Chakra for each filled Chakra Point" and an inherent ability that costs 3 Chakra.

Hinata

Chakra Points: Ally, Ally, Equipment, Technique

Chakra (3): Draw two cards.

Jiraiya

Chakra Points: Ally, Enemy, Technique, Technique

Chakra (3): Gain the top card of the main deck.

Kakashi

Chakra Points: Ally, Enemy, Equipment, Technique

Chakra (3): Play a card with cost 4 or less from the Line-Up, and then return it to the Line-Up at the end of your turn.

Killer Bee

Chakra Points: Ally, Equipment, Equipment, Technique

Chakra (3): Attack: Each foe may discard a card with cost 1 or greater. If he does not, he discards two cards instead.

Naruto

Chakra Points: Starter, Ally, Enemy, Enemy

Chakra (3): You pay 3 less to defeat Archenemies this turn.

Sakura

Chakra Points: Ally, Ally, Enemy, Technique

Chakra (3): Destroy a card in your discard pile.

Shikamaru

Chakra Points: Ally, Ally, Enemy, Equipment

Chakra (3): Reveal the top card of your deck. If its card type matches one of your Chakra Points, +3 Power. If not, you may discard it.

Minato (Promo only)

Chakra Points: Starter, Ally, Equipment, Technique

Chakra (3): Put any number of cards you buy or gain this turn on top of your deck.

Mecha-Naruto (Cross-promotion, came with Naruto Shippuden: Ultimate Ninja Storm Revolution)

Chakra Points: (?)

Chakra (3): +2 Power

  • More Dakka: There is no real strategy or trick to Mecha-Naruto's Chakra Ability. It's just more +Power.

     Cartoon Network Crisis Crossover 

Clarence

During each player's turn, the first time you discard a card from your hand or pass a card, draw a card.

Courage (the Cowardly Dog')

+1 Power for each card you discard from your hand during your turn.

Dexter (Dexter's Laboratory)

+1 Power for each Equipment you play during your turn.

Finn & Jake (Adventure Time)

You pay 1 less to buy Fist Bump cards. Each time you Fist Bump a foe, you may discard a card. If you do, draw a card.

(Samurai) Jack

The first time you play a Defense card during each of your turns, draw a card. Discard a Pratfall: Avoid an Attack.

Johnny Bravo

You pay 1 more to buy Female Heroes and Female Villains. The first time you play a Female Hero or Female Villain during each of your turns, +2 Power.

Mordecai & Rigby (Regular Show)

You pay 1 less to buy Rock-Paper-Scissors cards. For each round of Rock-Paper-Scissors you play during your turn, +1 Power.

Steven Universe

Each time you play a Super Power during your turn, look at the top card of your deck. You may discard it or leave it.

  • Acrofatic / Stout Strength: Steven is a fat but Super Power-oriented character.

The Wattersons (The Amazing World of Gumball)

Pay 4 Power: Gain the top card of the main deck. (If you gain an Event this way, ignore it and remove it from the game.)

Main Deck cards: Anais Watterson: Draw a card; Darwin Watterson; Gumball Watterson; Nicole Watterson: +1 Power / Defense: You may discard this card to avoid an Attack; Richard Watterson.

Dee Dee (Dexter's Laboratory/Promo only)

Once during each of your turns, you may destroy an Equipment in your discard pile. If you do, draw three cards.

     Attack on Titan 

TBA


Cerberus Engine: Middle-Earth

     The Lord of the Rings: The Fellowship of the Ring 
  • Crutch Character: Each Hero is distinguished only by a single card in their deck that becomes increasingly rare as the game goes on.
  • Signature Move: As opposed to Super Hero abilities, each The Lord of the Rings Hero (not The Hobbit) has one Hero Starting Card in their deck.

Aragorn

Starting Card: Aragorn's Sword: For each different cost among cards you play or have played this turn, +1 Power.

Main Deck card: Strider™ the Ranger: +3 Power / Quest: At the end of the game, this card is worth 5 VPs if you have five or more other Allies in your deck.

Boromir

Starting Card: Boromir's Sword: +Power equal to the current Archenemy's level.

Main Deck card: Boromir, Captain of the White Tower: +4 Power.

Frodo Baggins™

Starting Card: The One Ring™: +2 Power / Defense: You may reveal this card from your hand to avoid an Attack or Ambush. If you do, reveal the top card of the main deck and put it on the bottom of the main deck. If it's an Enemy, gain a Corruption. This card can't be destroyed.

Main Deck card: Frodo Baggins™ the Ringbearer: +2 Power / If you play or have played another Ally this turn, you may destroy a card in your hand or discard pile.

Gandalf™

Starting Card: Gandalf's Staff: +1 Power / You may destroy a card in the Path. If you do, replace it with the top card of the main deck. Ignore any Ambush effects from that card.

Main Deck card: Gandalf™ the Grey: +3 Power and draw a card.

Gimli

Starting Card: Gimli's Axe: +2 Power / You may discard a card. If you do, you pay 2 less to defeat Archenemies this turn.

Main Deck card: Gimli, Son of Gloin the Dwarf: +2 Power / You pay 2 less to defeat Archenemies this turn.

Legolas

Starting Card: Bow of the Galadhrim: +2 Power / If there are ten or more cards in your discard pile, draw a card.

Main Deck card: Legolas Greenleaf™: For this and each other Ally you play or have played this turn, +2 Power.

Samwise

Starting Card: Samwise's Bravery: +1 Power / For every firve cards in your discard pile, additional +1 Power.

Main Deck card: Samwise Gamgee™: +2 Power / Destroy a Corruption in your hand or discard pile.

     The Lord of the Rings: The Two Towers 
Applicable to all or most Heroes:
  • By the Power of Grayskull!: Hero Starting Cards this time around are all Maneuvers, and consequently, quotes from the movie.
  • Full-Name Basis: More characters' full names appear on their Hero or Ally cards than in Fellowship.
  • Mirror Match: Most of the characters from Fellowship return, albeit with new starting cards (and therefore different abilities).
  • Re-Power

Aragorn™

Starting Card: There is Always Hope: +1 Power / You may destroy a Despair or Corruption in your hand.

Main Deck card: Aragorn™, Isildur's Heir: +2 Power and an additional +2 Power for each Artifact you play or have played this turn.

Frodo Baggins™

Starting Card: It's Getting Heavier: If The One Ring™ is not in play, put it in front of you.

Main Deck card: Frodo Baggins™ the Courageous: +2 Power / You may put The One Ring™ in front of you. If you do, and you do not have a Corruption in your hand or discard pile, gain one.

Gimli

Starting Card: Very Dangerous Over Short Distances: +2 Power / At the end of your turn, if you did not spend all of your power, you may put this card on the bottom of your deck.

Main Deck card: Gimli the Axe-Wielder: Gain the top card of the main deck. If it's an Artifact, you may put it on top of your deck.

King Théoden

Starting Card: Dark Have Been My Dreams: +1 Power / Corruption and Despair cards you play or have played this turn have +1 Power.

Main Deck card: King Théoden, Lord of the Mark: +1 Power and draw two cards. Ambush: If The Wall has not been breached, destroy each Ally in the Path.

8 Feed It with Fire: Dark Have Been My Dreams.

Legolas Greenleaf™

Starting Card: Something is Out There: reveal the top card of the main deck. +Power equal to the VP value of that card (*=3). If you reveal a 0 VP card, gain it.

Main Deck card: Legolas, the Archer: +1 Power / You may put one card you buy or gain this turn on top of your deck. / Defense: You may discard this card to avoid an Attack or Ambush. If you do, draw a card and put a random Wall card on the bottom of The Wall deck.


Merry & Pippin

Starting Card: Our Friends Are Out There: You may gain a card with cost 2 or less from the Path and put it into your hand. If you choose not to, +1 Power.

Main Deck card: Meriadoc Brandybuck: +1 Power / Reveal the top card of your deck. If it's an Artifact, draw it.

Main Deck card: Peregrin Took: +1 Power / You may put an Artifact from your discard pile on top of your deck.

Samwise Gamgee™

Starting Card: There's Some Good in this World: +1 Power / Defense: You may discard this card to avoid an Attack or Ambush. If you do, draw a card or put a card with cost 1, 2, or 3 form your discard pile into your hand.

Main Deck card: Samwise the Brave: If this is the first card you play this turn, discard your hand and draw five cards. Otherwise, +2 Power.

Éowyn™ (Promo only)

Main Deck card: Éowyn™, Noblewoman: +1 Power / Draw a card, then put a card from your hand on top of your deck. If you play or have played an Ally with cost 6 this turn, additional +4 Power.

     The Hobbit: An Unexpected Journey 

(Under construction)

     The Hobbit: The Desolation of Smaug 
  • Mirror Match: Legolas Greenleaf returns from The Lord of the Rings to be in The Hobbit.

     The Lord of the Rings: Return of the King 
  • Mirror Match: Aragorn returns for the third time, and if you have the Two Towers promo card, Éowyn.

Aragorn™

Starting Card: But Not This Day: +1 Power / Defense: You may discard this card to avoid an Attack or Ambush. If you do, discard any number of cards from your hand and draw that many cards, plus one.

Main Deck card: Aragorn™, the King: +5 Power / If you play or have played The Crown of the King and Arwen this turn, you win the game.

Éowyn™

Starting Card: I Am No Man: +1 Power / You pay X less to defeat Archenemies this turn, where X is the level of the current Archenemy. If you defeat an Archenemy this turn, you avoid the Group Ambush of the next Archenemy.

Main Deck card: Éowyn™, the Audacious: You may put any number of different cards with cost 6 from your discard pile into your hand. If you choose not to, +2 Power.

Gandalf™

Starting Card: Just a Fool's Hope: +1 Power / Choose a card name, then reveal the top card of your deck. If you chose correctly, you may draw it.

Main Deck card: Gandalf™, the Wizard: +3 Power / Put any number of different Manuevers from your discard pile into your hand.

Gimli & Legolas Greenleaf™

Starting Card: Side By Side With a Friend: +1 Power and an additional +1 Power for each card type of which you play or have played two or more cards this turn.

Main Deck card: Gimli, the Elf-Friend: +1 Power / You pay 1 less to buy Enemies in the Path this turn. / Quest: At end of game, this card is worth 1 VP for each different Enemy with cost 7 or less in your deck.

Main Deck card: Legolas Greenleaf™, the Dwarf-Friend: +2 Power / You pay 2 less to defeat Archenemies this turn. / Quest: At end of game, this card is worth 1 VP for each Archenemy in your deck.

Merry

Starting Card: I Offer You My Service: +1 Power / You may put a Courage from your hand into another player's hand. If you do, additional +1 Power.

Main Deck card: Merry, Esquire of Rohan: +1 Power / If you play or have played an Enemy this turn, draw a card.

Pippin

Starting Card: I Just Want to Look At It: +1 Power / Reveal the top card of your deck. If it has cost 0, additional +1 Power.

Main Deck card: Pippin, Knight of Gondor: You may gain a random Ally from the destroyed pile and put it on top of your deck. If you choose not to, +1 Power.

Samwise Gamgee™ & Frodo Baggins™

Starting Card: But I Can Carry You: +1 Power / You may put any one card you buy or gain this turn on top of your deck.

Main Deck card: Samwise Gamgee™, the Hero: +2 power and move the Ring token forward one space. / Quest: At end of game, if the Ring has been destroyed, this card is worth 3 VPs.

Main Deck card: Frodo Baggins™, the Conflicted: +3 Power and move the Ring token forward one space. If you have A Corruption in your discard pile, move the Ring token backwards one space instead and gain a Corruption.

Faramir (Promo only)

Starting Card: I Did What I Judged to be Right: If this is the first card you have played this turn, discard your hand and draw five cards. Otherwise, +1 Power.

Main Deck card: Faramir, the Valiant: +5 Power and reveal the top card of your deck. If it has an even cost, destroy this card at end of turn. (0 is even.)

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