Super First Impressions

Super Box

Super has you running a superhero agency.

The real mission isn’t saving the city, it’s hitting 50 million followers.

Recruit Supers into your Agency, send them out on Missions, and chase down 50 million followers before your rivals get there first.

Super Game Overview

How to play Super

A quick and concise tutorial for Super.

Quick Rules Summary

Super is played around two shared lines of face-up cards: a Recruitment line of 4 Super cards and a Mission line of 4 Mission cards.

On your turn, you must play a Super, taking one of the four face-up Supers and placing it into one of the six slots on your Agency board.

You may also Go on a Mission as many times as you can manage, sending one Super or a small group whose combined Strength meets the Mission’s requirement, provided at least one of them matches the Mission’s colour as your Leader.

Bring a second Super of the Leader’s faction along, and you also trigger a Partner bonus.

Supers carry one of two power types: Lightning powers fire once, immediately, when you play the card, while Infinity powers stay active for as long as that Super sits on your board.

How do you win?

The game ends the moment a player reaches 50 million followers, with everyone finishing out the round so turns stay even, or the moment the Mission line can’t be fully refilled.

Whoever has the most followers wins, with ties shared.

Main Mechanisms

Shared-market card drafting and a bit of engine building.

Theme

A modern spin on the superhero genre, agencies chasing followers rather than villains, which is a fun enough angle.

Setup

Quick. Hand out Agency boards, player aids, and score dials, lay out the Recruitment and Mission lines, pool the Shock tokens, and you’re underway in a few minutes.

Components & Artwork

Bright, confident comic-style art across the Super cards that does a lot to sell the premise, backed by clean, readable iconography once you’ve learned what each symbol means.

Super Components

Ease of Teaching

The core loop, play a Super, maybe go on a Mission, is simple enough to explain in a couple of minutes.

The icon-heavy Super powers add a bit of reference-card checking early on, but nothing that should slow a new group down for long.

Similar Games

Saint Petersburg is the heavier comparison, doing a similar “build a tableau that keeps paying off” idea with a lot more depth and long-term payoff behind it.

Castle Combo covers the drafting-and-building side of things much better.

Super Review

Positives

The theme is a fun, fresher take on the superhero genre.

The art backs it up well.

The gameplay itself is easy to pick up and keep moving.

Negatives

It’s dull in practice. Sending Supers on a Mission discards them, which means any passive engine you’ve built up on your Agency board gets wiped out the moment you actually use it.

You’re at the mercy of whatever happens to be sitting in the Recruitment and Mission lines when it’s your turn.

Summary

A good-looking, easy-to-teach game that never quite gets going, because the moment you’ve built something worth having, the game asks you to discard it and start again.

Jesta ThaRogue

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