Challengers! is an interactive deck-management game for 1-8 players that plays in about 45 minutes independent of player count. With the tournament gameplay style, you meet another opponent every round.
In the Deck Phase, you choose new members and add them to your deck, which might consist of a wizard, alien, cat, gangster and kraken. 75 distinct characters with more than 40 exciting effects create a unique experience every game. Choose from six different sets and discover new strategies and synergies every game.
In the Match Phase, stay in flag possession to win the trophy of that round. Try to get the most fans and trophies over the course of seven rounds to be able to qualify for the final. If you can best your opponent in the final, you win Challengers!
(If you think that all sounds a lot like a board game adaption of a digital Autobattler, we are proud to tell you that this is the first of its kind!)
—description from the publisher
- Fast, engaging deck-building duel with simultaneous play
- Scales from 1 to 8 players with a solid two-player mode
- Drafting and deck-building dynamics feel satisfying and tense
- May feel lighter in weight compared to the other nominees
- Not as weighty or strategic as Iki and Planet Unknown for some players
- competitive deck-building duel
- Tournament-style duels with head-to-head matches
- abstract, duel-focused
- Iki
- Planet Unknown
Mechanics (from transcript analysis)
- Deck building — start with a basic starter deck; draft and add new cards each round; cap of six unique named cards at the drafting area
- deck-building — start with a basic starter deck; draft and add new cards each round; cap of six unique named cards at the drafting area
- hand management — players compare values to beat the opponent's top card to capture a flag
- hand-management — players compare values to beat the opponent's top card to capture a flag
- head-to-head simultaneous play — rounds proceed with players drawing/playing cards in sequence to outpace the opponent; success wins the round and a trophy
Video topics + discussion points
Quotes (from this video)
- these are three Dynamite games I think they did a great job picking them
- the game is all in the cards and really how you're making your deck building it exactly the way you want to build it
- Planet Unknown totally takes it
- I think Challengers is a great game
- I think Iki is a really good game and a game that's going to stay
- this is a real treat it is a real delight
References (from this video)
- Clear and engaging deck-building core that scales from 2 to 8 players without slowing down.
- Strong thematic integration with the American Ninja Warrior vibe, including the head-to-head format and fan-table dynamic.
- Fast-to-learn rules with quick rounds that encourage social interaction and table talk.
- AI deck option keeps play accessible for smaller groups or when players are missing a friend.
- High replayability due to varied card pools and the ability to customize strategies across seven rounds.
- Luck of the draw can influence outcomes, particularly early deck luck shaping round momentum.
- Fan stand mechanic, while flavorful, could feel fiddly or overly punishing in some groups.
- The head-to-head, tournament-style structure may not appeal to players who prefer fully co-op or purely competitive play without simultaneous elements.
- American Ninja Warrior-inspired obstacle-course competition blended with deck-building and crowd/fan dynamics.
- Tabletop, shared play area with 2–8 players, simultaneous matches, and a tournament-style progression echoing off-season American Ninja Warrior ramps.
- Competitive, fast-paced, and strategic; emphasis on evolving decks and head-to-head contests within a larger event structure.
Mechanics (from transcript analysis)
- capture_the_flag_style — Winning a round earns a trophy/flag; flags are accumulated and can be fought over across the seven rounds, driving a sequential objective track.
- Deck building — Players construct and upgrade their own decks across rounds; cards drawn and played determine outcomes, with limited control over order after a round begins.
- deck_size_resource_management — Deck-building decisions include discarding or keeping cards; removed cards are out of the game for the entire match, increasing long-term planning pressure.
- deck-building — Players construct and upgrade their own decks across rounds; cards drawn and played determine outcomes, with limited control over order after a round begins.
- fan_stand_slot_management — Players place cards into a fan base display with slots that must be unique by card name; exceeding variety reduces available slots and strategic options.
- head-to-head_challenges — One-on-one or pairwise confrontations occur on the table, with adjacent players competing across the same course-like setup.
- scalability_and_ai — Supports 2–8 players with an AI deck for odd player counts, preserving timing and ensuring balanced play when players are uneven.
- Simultaneous Actions — All players reveal and resolve cards on the same timeline, enabling a consistent pace from two to eight players and reducing downtime.
- simultaneous_play — All players reveal and resolve cards on the same timeline, enabling a consistent pace from two to eight players and reducing downtime.
Video topics + discussion points
Quotes (from this video)
- Challengers is my American Ninja Warrior game of 2023 season 15.
- This head-to-head challenge is brand new and exactly the kind of gameplay Challengers offers.
- It's a real table pleaser, fast game to play, quick game to pick up.
- Everything is simultaneous, so no matter how many players you have, the pace stays solid.
- I love the deck-building aspect and the fan stand mechanic—the cards you choose shape your fate across seven rounds.
References (from this video)
- Accessible and straightforward to learn
- Fun thematic flavor with wacky characters
- Includes two-player and solo modes with robot option
- Clear setup steps and structured round flow (deck phase then match phase)
- Learning curve due to multiple deck types and card abilities
- Setup is component-heavy and potentially lengthy for larger player counts
- Bottom-of-deck discard nuances may be fiddly for new players
- Capture-the-flag competition with fan tokens and trophies; lighthearted, humorous framing.
- Tournament-style arena where players harness a deck of wacky characters to capture a flag and earn fans.
- Array
Mechanics (from transcript analysis)
- Compound Scoring — Fans and trophies determine finalists and eventual champion after seven rounds.
- Deck building — Players draft and manage cards from multiple decks, with round-based draw and discard rules.
- Deck phase vs. match phase — Two distinct phases guide how decks are manipulated and how combat unfolds each round.
- Deck-building (A/B/C decks) — Players draft and manage cards from multiple decks, with round-based draw and discard rules.
- Flag possession combat — Reveal cards to reach the required attack power to seize the flag.
- Flag toss / start player — Determine initial advantage by a flag toss; flag possession influences future actions.
- Robot mode / solo play — Bot variants and solo card sets enable play against an AI opponent with progressive difficulty.
- Scoring via fans and trophies — Fans and trophies determine finalists and eventual champion after seven rounds.
Video topics + discussion points
Quotes (from this video)
- players are building a deck of wacky and wonderful characters to win a capture the flag tournament
- the robot does not gain fans and cannot make it to the final match
- just use the two player rules against the bot
- deck phase and match phase
References (from this video)
- clever four-matches-at-once structure
- fast rounds and quick play
- attractive, varied card artwork and themes
- replay potential with deck-building customization
- supports large group play and family settings
- heavy luck factor and reliance on random card draws
- limited meaningful decisions during play (mostly top-deck reveals)
- deck-building feels shallow; pre-round choices exist but in-round play is largely predetermined
- described as fluffy with little substance
- not enriching or deeply strategic; similar to War with added luck
- tournament-style competition using a deck-building mechanic and fan-based scoring
- Competitive family game night with four simultaneous matches that determine a championship
- Array
- War
- King of Tokyo
- Quacks of Quedlinburg
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "Challengers is not quite War but ... it's about as fun as just playing War over and over again."
- "this is a fluffy game it has no substance"
- "I do not recommend Challengers"
- "four simultaneous games"
- "clever"
- "I think families will like it"