Super Punch Fighter is a game of arena battle and video-game powers for 1-6 players. Choose a fighter, grab their deck, and start knocking your opponents off the stage. Each knockout earns you a star, and grabbing an achievement card earns you extra stars. The first player to reach nine stars wins!
In more detail, each turn players can use any of the button cards in front of them to gain extra movement, draw more cards, perform extra attacks, and block damage from opponents. Every time you press a button, you put a thumb token on that button card to show it's been used. You can press as many buttons as you like, but you can remove tokens from at most four cards at the end of your turn. Every other card with a thumb token still on it is then discarded, so pick your buttons wisely!
Aside from mashing buttons, you can play cards from your hand by paying the button cost of the card. Fighter cards are powerful and unique to your fighter. You can play multiple fighter cards on your turn as long as you have the buttons to pay for them, and if the last button on a fighter card matches the first button on the next card you play, you need to put a thumb token on that button only once! Pick the best cards to string together for a super-powered hit!
Super Punch Fighter includes a 1-2 co-operative mode called "Minion Rush" in which waves of minions try to overwhelm the board. Total your stars at the end to determine your rank, from lowly amateur to grand champion.
- Does a good job of emulating a video game with its button press mechanics.
- The combo system is cool, allowing for chaining attacks and conserving resources.
- Character designs and aesthetics are on point.
- The use of thumb tokens to show exhausted buttons is a clever mechanic.
- The game can be very explody with large point swings.
- Balance issues exist, with some characters (Queasy Cheesy) needing nerfs and others (Business Lizard) needing buffs.
- Combos can leave you depleted of resources for future turns.
- The game can end very quickly due to spectacular turns or completed achievements.
- Combat and strategy
- Fighting game arena
- Character-driven combat scenarios
Mechanics (from transcript analysis)
- Area Control (positioning) — Positioning on the board is important for attacks and avoiding damage.
- Card drawing — Players can draw button cards or fighter cards.
- Combo Activation — Players use button cards (A, B, C, D) to activate fighter cards and chain combos.
- Movement — Players can move up to four spaces on the board.
- Resource management (buttons) — Buttons are exhausted after use and discarded at the end of the turn if not removed from thumb tokens, requiring players to manage their availability.
- Set Collection (Achievements) — Players earn victory points by completing achievements.
Video topics + discussion points
Quotes (from this video)
- Got me under pressure.
- I know you are dealing with a complete incompetent co-host.
- It's like when you get stuck into one genre of music to expand your horizons and listen to different things and realized there's a lot of good stuff out there.
- It's not like we're trashing the system we're just saying that if you've never played any RPGs you're gonna have a bit of a learning curve here if you have played there's still a little bit of a learning curve just causes a little bit of the confusion over I think it's I think is a decent beginner box.
- I'm kidding people getting no he's not actually I actually just want side note here we've had to do this a couple times where we've had things that we want to ship and we can only ship to the US and people who are outside the US I mean that stings I can't participate.
- The game can end very quickly because somebody just gets a spectacular turn where they complete reduced everybody to zero health which should give you four victory points and then complete all achievements which would potentially give the other five to win you the game.