A 15-minute light strategy game for adults of duck matching, a UFO, and logic! Players are all interns on an alien UFO, working for an intergalactic corporation that has one main function: abducting ducks. (For research purposes, duh).
But, ducks need to be collected in specific formations, and you'll have to use spatial logic and cunning to rearrange your ducks before your opponents to win!
Abduct (collect) ducks in specific formations by using action cards to move your (or your opponent's) ducks around. Each player gets an individual stream board that can hold 10 ducks. Put the ducks into patterns by moving them around with action cards. When your ducks in a single color match a pattern on one of the shared formation cards, you earn the card and abduct the ducks into the UFO. Grab more ducks out of the UFO and try to make another pattern before the cards run out.
Playthrough | Abducktion
- Amazing components, especially the UFO and the ducks.
- Funny and unique theme.
- Good organization with the insert.
- Solo mode offers a nice puzzle experience.
- The host had a very successful and long solo session, scoring many points.
- Solo mode can be very luck-driven and tough.
- The game is rumored to not be as good with more players, with weight being too random.
- Can have issues at most player counts.
- Some patterns are hard to achieve and require specific card draws or luck.
- duck kidnapping
- space
Mechanics (from transcript analysis)
- Bag Building/Drawing — Ducks are drawn from a UFO (bag), and when patterns are completed, used ducks are returned to the UFO to be re-shaken and drawn.
- hand management — Players use action cards from their hand to manipulate duck positions and fulfill patterns. There is a hand limit of five cards.
- Pattern Building — Players try to fulfill specific patterns with the ducks on their board to score points.
- Push Your Luck — Players try to fulfill patterns, and if they cannot, they might lose or need to discard cards to try again.
- set collection — Players collect cards by fulfilling patterns, which represent points at the end of the game.
- Variable player powers — Different action cards provide unique abilities like rotating ducks, swapping ducks, removing ducks, or manipulating duck colors.
Video topics + discussion points
Quotes (from this video)
- Then if we shift all of these downstream, I should be able to match these two rows here. Look at this. Pink, pink, white, white, yellow, yellow. That is amazing. That was one of the best moves I've ever done in this game.
- Abduction, a weirdly strategic duck kidnapping game.
- You know, I like like the less known games, the weird games, right?
- This is a very simple game.
- This game really does well is the theme, right?
- In terms of components and also the like funny theme and the organization, this game is great.
- In terms of gameplay, you will have to figure that out for yourself if you like the gameplay enough. I think it's pretty cool.
References (from this video)
- Extremely cute components and a charming theme
- Very quick to learn and play; great for families
- High appeal to euro-style gamers and casual players alike
- Expansion adds variety and can increase replayability
- Price is on the higher side for a small abstract/duo-family title
- Expansion adds complexity and is not strictly necessary
- No Mulligan or forgiving recourse if you run out of actions; you may discard all cards to reset
- Pattern matching competition using adorable ducks in a space-themed pond
- Space Pond with a duck-pattern matching motif
- Array
Mechanics (from transcript analysis)
- card management — You draw up to three cards per turn and must manage a hand to maximize opportunities before the board advances.
- duck/board movement — Ducks descend the board in a pond-like fashion; your actions influence how ducks align with patterns.
- End-game trigger — The round ends after all a player’s cards have been claimed; then points are totaled to determine the winner.
- expansion dynamics — Using the expansion introduces a fifth player and glitter ducks, speeding up play and introducing more complex patterns.
- hand management — You draw up to three cards per turn and must manage a hand to maximize opportunities before the board advances.
- pattern matching — Match the cards in your hand to the central pattern cards to fulfill configurations and score.
Video topics + discussion points
Quotes (from this video)
- abduction is an adorable pattern matching game for one to five players
- this is an adorable great pattern matching game
- the theme and the component quality of this just makes it so ridiculously adorable
- it's very simple it's very quick
- it's just so ridiculous of a pattern matching theme and everything that it just works so well