Sunday, March 15, 2015

Sunday, sunday, sunday: Super Fight!

The day after a mediocre house warming is making me feel a bit sad. We stopped really early on in the night and I got a headache/too tired too quickly. I basically scurried away to the bedroom at 11:30. Waited all week, prepared all day just to turn around and hit the hay early. It just puts so much disappointment on myself that I couldn't handle being with people as much as I love to play games and be with my friends.

On the flip side, we did get the chance to play a new game called Super Fight. I'm pretty jealous my friend got the promo for free but glad someone in the group has their hands on it because it's actually a pretty fun game. So to review what little bit of playing we did do, I'd rate it 7/10.

Not a particularly meaty game, it's a lot like CAH or A-channel but everyone's a judge instead of one person. Also it seems HIGHLY customizable for house rules (as well as actual other set rules to vary the game play). Since you play 1 round from each hand and entirely discard I think it also helps to stave off the 'stale hand' problem of ending up with a hand of junk. You tend to want to play the best cards from your hand right away since those leftovers will be going into the discard pile anyway which makes it more interesting. Even if you do have to throw off, it's only for one round.

Replay value seems high as there are A LOT of cards, although discarding your hand makes you more familiar with the cards faster, it doesn't diminish the replay value because with good shuffling, the combinations won't get stale. You might have a card you know is in there and you'd love to play it but this game you just didn't get a good combo. The next (shuffled) game around you will have the chance to play it all over again but we possibly better cards.

Also I would be amiss if I didn't mention this game includes BLANK CARDS. A crowd favorite. The only downside I see to blank cards is that they typically end up game group specific. You play with the same group of people, inside jokes are bound to ensue. These end up as cards. You try the game out with a different group of friends and no one is named Shane, it leaves everyone else begging to question "what's so great about Shane's literal penis?" Still, as long as there is opportunity to buy more blank cards in the future (because making your own cards from stock are far too obvious) you will be in a good spot for tailoring your game experience to group attendance which tends to just make the game better.

So that being said, why only a 7? It's a what I like to call a 'light card' game. Meaning it won't have much value unless the group actually WANTS to play. Much like CAH, you can't force a group to play it or it will just crumble and die to the sweet allure of DBZ abridged playing in the background. Unlike games that include pieces to play beyond cards, it's a light pick-me-up game that anyone can join at any time but requires little time investment and little interest because you can actually just throw some combo of cards and still win, which kills game play for me, personally. I like to see people excited about their choices, second guessing their hand and sneaking advice from the player next to them because their cards are just too good to choose from.

http://www.superfightgame.com/

So I'm 2/3 in terms of posting goals. I'll keep trying to make the effort to hit Sundays and then increase from there. I'm not sure how interesting things like "look at what I cooked!" "look at what I painted!" would be but I may have to add some filler like that because my weeks aren't terribly interesting, especially the ones I have to work evenings. Either way I will make an effort to actually go out and do things with people or just the bf so I have something to talk about.

Thanks for reading!

1 comment:

  1. The guy that designed the Superfight game is the guy that wrote this infamous burrito post: https://medium.com/@luckyshirt/dear-guy-who-just-made-my-burrito-fd08c0babb57

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