Great news! The Supreme Appliance is dead! You've made your mournful public statement ("tragic day," etc), and now you're ready to hatch your devious plot to steal the newly vacant Supreme Seat and claim Absolute Power for yourself. You only need to outmaneuver your fellow ministers - but they're a heap of low-watt gizmos, how hard could that be? Let the machinations begin!
Power Vacuum is a 1-5 player trick-taking game with some treacherous twists. The game is played over several rounds, and in each round players use tricks to adjust the Power levels of other players to work toward their hidden Agenda cards. Power is gained by winning tricks with the highest number of the led suit, but it is also gained, lost, and exchanged between players through shrewd use of the Control Board, which is manipulated by the player of the lowest card of ANY suit. If at the round's end you have fulfilled your Agenda card, successfully picking the players with the most and/or least amount of Power, you get a large bonus payout. End-of-round points are exchanged for pieces of a great statue you are building to yourself. The first player to complete their statue becomes the next Supreme Appliance!
Power Vacuum is not about winning every trick, but choosing the right card at the right time to engineer the rise or fall of your opponents in the short term so that you can profit the most in the long term. Additionally, each card's suit is visible on the back side, reducing the need to count your opponent's cards, so you can focus instead on the most cunning move - but watch out for Spies, the fifth suit hiding amongst the other four which will trump the trump suit. In this game, timing is everything.
Power abhors a vacuum - will you plug it?!
—description from the publisher
- Innovative twist on trick-taking with power manipulation
- Delightful art style and humorous character design
- Solid player interaction and strategic depth
- Hidden agendas add long-term planning and bluff elements
- Complex to learn; initial round may feel chaotic
- Requires 2-5 players; not ideal for solo play
- Scoring and tracking can be fiddly for new players
- Power, manipulation, hidden agendas, and strategy
- A satirical, high-stakes political power struggle among ministers in a stylized leadership court
- Humorous, cabal-like plotting with spies and secret agendas
Mechanics (from transcript analysis)
- control board manipulation — Players move power between factions via plugs on a board to influence outcomes.
- Secret Agendas — Hidden agenda cards create personal goals and scoring twists.
- spy cards and trumping — Black back spy cards are hidden; red cards trump spies and other suits.
- statue construction scoring — Points are earned to assemble a statue; different body parts score differently.
- Trick-taking — Winning tricks determines power and triggers scoring on the control board.
Video topics + discussion points
Quotes (from this video)
- Power Vacuum is not about winning every trick but choosing the right card at the right time to engineer the rise or fall of your opponents in the short term so that you can profit the most in the long term.
- it's a real chess game
- The game is really quirky and the characters are quirky and funny going off of Russia
References (from this video)
- Ambitious, bold reinterpretation of trick-taking that serves a larger modular game
- Humorous, well-produced theme and art direction
- Interesting hub of strategy with agendas, alliances, and a climactic end condition
- Some rounds can feel unsatisfying due to middling hands and limited mitigation
- Not strictly a trick-taking game; the central power board can overshadow card play
- Balance nuances and edge cases can lead to inconsistent rounds
- Power struggles among household appliances in a satirical corporate-ladder world.
- A tongue-in-cheek future where appliances compete for power after the vacuum cleaner's demise, with toaster and telephone factions vying for supremacy.
- Humorous, self-referential, tongue-in-cheek
- Arcs
Mechanics (from transcript analysis)
- Agenda cards and delayed scoring — Each player receives an agenda that directs which faction should have the most/least power; reveal timing affects scoring and end-game evaluation.
- Central control board with power manipulation — Tricks determine which factions gain or lose influence on a central board, moving power between sides and driving future turns.
- Power tokens and statue end condition — Power is earned and traded for high-value tokens; collecting ten tokens yields a statue; reaching a statue ends the game at round end.
- Spies and non-trump interactions — Spies provide a counterpoint to the trump mechanic, allowing non-trump cards to beat the red suit under certain conditions.
- Trick-taking with color-led leads and a red trump/special spy mechanic — Players follow the lead suit; red trump beats other suits; spies can beat the trump if trump is out, adding a counterpoint to classic trick-taking.
Video topics + discussion points
Quotes (from this video)
- "It's an odd duck."
- "It's a very tongue-in-cheek theme here."
- "Not a very standard trick-taking game."
- "Power Vacuum getting a high score of a seven."
- "This is not a great comparison by any means, but like if you think about a game like Arcs..."
References (from this video)
- unique twist on trick-taking
- family-friendly theme
- engaging power dynamics
- rule complexity
- setup time
Mechanics (from transcript analysis)
- Trick-taking — players use tricks to adjust power levels and influence hidden agenda cards
Video topics + discussion points
Quotes (from this video)
- we're all safe and we hope everybody else out there in other parts of the country are safe
- this hobby is for any and everybody who wants to participate
- we're going to keep coming with love... diversity inclusion having fun in this board game lifestyle
- look at that front page news yeah we were front page for the Wednesday Omaha World hero yes we were so excited about the story
References (from this video)
- Engaging blend of trick-taking and area-control with tension from hidden agendas
- Fun thematic flavor around power tokens and appliances that invites playfulness
- Solid player banter and live-stream energy enhances entertainment value
- Rule nuances (spies vs red trumping) can be confusing for new players
- Scoring can feel opaque until the board is set and the agenda timing is understood
- Can run long if players over-explore the mechanics or argue over board manipulations
- Power politics, resource control, deception, and dynamic area influence
- A stylized, retro-futuristic control room where players manage power tokens to influence districts as a competitive grid and timer-driven agenda scoring.
- Abstract thematic veneer with humorous appliance-themed flavor
- Skull King
Mechanics (from transcript analysis)
- area-control — Winning tricks allows players to move power tokens along a linked board to different color regions to affect scoring regions.
- hand_management — Players decide when to reveal their agenda status and what cards to keep or draw for the next round, influencing scoring opportunities.
- resource_tracking — Power tokens and color-aligned resources are tracked on a modular board; balance between immediate VP and long-term statue building is essential.
- secret_agenda_scoring — Each round begins with agenda cards that determine scoring cues; players reveal them to score points if the revealed counts align with in-round outcomes.
- Trick-taking — Players follow suit with colored cards; red trumps other colors unless spies alter the outcome, with spies only winning when a red is present in the trick.
Video topics + discussion points
Quotes (from this video)
- Power vacuum today and that is from Keen Bean
- shoot for the moon
- Power vacuum is a trick taking area controlly type game
- Skull King strategy
- the Brave Little Toaster grew into an outstanding potential dictator
References (from this video)
- Unique thematic concept
- Interesting power manipulation mechanics
- Humorous artwork
- Strategic depth
- Complex rules
- Potentially long gameplay
- Political power struggle among household devices
- Appliance world competing for power
- Satirical
Mechanics (from transcript analysis)
- Agenda betting — Players bet on which characters will have most/least power
- Power manipulation — Players move power between different characters/devices
- Trick-taking — Players play cards to win tricks and manipulate power
Video topics + discussion points
Quotes (from this video)
- The first rule of Board Game Club is if you want a guarantee, buy a toaster.
- They're fighting over the power supply.
- Anything can happen if you let it.
References (from this video)
- Fresh twist on trick-taking through agenda-driven and monument-based scoring
- Control-board mechanic adds a tactile, area-control flavor
- Appeals to players who enjoy crunchy, strategic puzzle-solving within a familiar card game framework
- Hidden information can complicate teaching and accessibility for new players
- Two-player balance may be more punishing or less forgiving if agendas are exposed late
- Political maneuvering and abstract power control with hidden agendas
- A power-struggle among ministers within a sci-fi-tinged setting, focused on controlling a shared power board to secure a throne-like victory.
- Competitive, scheming, with a monuments-based scoring arc
Mechanics (from transcript analysis)
- Agenda cards — Each player has two colored agenda segments that influence end-of-round scoring when revealed.
- Control board — A shared power-board where players move power tokens by manipulating colored connections; the lowest card often dictates moves.
- Hidden Information — Backs on cards reveal information; spy cards introduce uncertainty with hidden color patterns.
- Monument scoring — Score towards a monument; completing a monument yields end-game victory; 40 points typically triggers endgame progress.
- Trick-taking — Traditional trick-taking hand rounds with trump-like suits; the highest in the lead suit wins the trick and power.
- Two-player push-pull — In two-player mode the board manipulation becomes tighter, increasing strategic tension.
Video topics + discussion points
Quotes (from this video)
- This game is definitely for anybody who enjoys trick taking.
- The control board almost kind of plays like area control with the power tokens.
- If you enjoy trick taking games this could be one to check out.
References (from this video)
- Neat game
- Impressive what it does with trick-taking
- Clever mechanics
- Interesting way to approach trick-taking
- Sometimes weak hand where you can't do much
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's really lightning fast
- The expansion is fantastic
- Just tremendous card game
- I quite enjoyed Brink
- Real great production, very solid game
- Absolutely fabulous game
- Eight great characters
- The expansion that we always needed but didn't know we wanted
References (from this video)
- Unique dual trick-taking scoring system
- Power manipulation adds interesting metagame
- Hidden agendas with timing rewards
- Clever balance between trick-taking and manipulation
- Has solo mode available
- Modern trick-taking innovation
- Deluxe version statue monuments not necessary
- Expensive deluxe add-ons
- Political intrigue
- Power manipulation
- Political influence in parties
- For Northwood
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you don't take my word for it folks I was watching the uh Dice Tower Essen excitement list
- I vouch for each of these quite highly
- so much game play depth in less than 15 minutes
- one of the prettiest games you will ever see
- a good tile layer needs to be so kind of connected together
- I want a statue to myself
- it just really seems like a very exciting modern trick-taking game
- beautiful and then you see the completed thing that's one of my favorite things
References (from this video)
- distinct spatial/mechanical tension
- unique theme
- hard to find copies
- industrial/energy grid
- Inside Job
- Claim
Mechanics (from transcript analysis)
- Trick-taking with area/zone control — Win tricks to move power tokens along a grid; claiming zones and building statues.
Video topics + discussion points
Quotes (from this video)
- Skull King is an incredible party-esque trick-taking game with a rowdy, highly engaging energy.
- Trick and Snipers is an incredibly fast trick-taking game.
- Inside Job is the highest cooperative trick taker on my list.