There are two card types: characters and powers. We came across a wide variety of characters, from a Samurai, to an Emperor Penguin, to a Girl scout. The characters were all paired with equally interesting “powers,” from superglue with a firehose, to a glitter shooter, to the pope-mobile. In our short two-round game, we found endless amusing combinations.
While there are many ways to play Superfight, we decided to use an individual judging method. In our gameplay, two players from our group randomly chose a character card and a power card. With the other members listening, they debated the outcome of a battle between the two characters for approximately three minutes. By strengthening our reasoning skills, we were able to find logic within the illogical, silly scenarios and present arguments to convince our listeners why certain characters would win in the contest. Once the debaters’ three minutes were up, the listeners had a minute to discuss the arguments and decide the outcome of the battle. After playing, our Pittsburgh team discussed the possible ways to play Superfight, from team to tournament style, in addition to the recommended four gameplay types. There seems to us no one-way to play this game; rather, it can be easily modified to fit any size group or setting.
To create additional challenges, expansion packs are available that include locations and different themes. Who would win if a glitter-shooting Pikachu fought an emotional George Foreman while riding a rollercoaster? I would be interested in seeing the orange deck that specifically references sci-fi and fantasy trivia (Anyone want to see Martha Stewart armed with the One Ring battle Spock who is trapped inside a giant hamster wheel?), or the purple deck that adds an extra something to your scenarios (are you ready for a contest on a floor made of lava?).
There are some power cards that may not be suitable for all classrooms. The game is centered around fighting (some power cards involve “knife throwing,” “armed with nunchucks,” etc.). However, these violent cards can be removed from your deck, leaving the silly power cards to be used, including “afraid of their own shadow” and “drank five energy drinks.” To further remove violence, the rules advocate for changing the purpose of the debate from who would win a battle to who is the funniest or would be a better nanny. You can even decide who might make the better plumber: a racoon who is really good at parkour or King Kong who can fly at the speed of molasses? There are many ways to make Superfight appropriate for any classroom.
With the endless possibilities available with this game, students could make their own versions to enhance their classroom knowledge. How interesting would it be to play a game like this in a History class (In a contest between Alexander the Great and Napoleon, who might win?), or in an English class (Which character is more idealistic: Don Quixote or Jane Bennet?)?
Though it was one of the most amusing games I’ve ever played, as a group, we decided we might not want to play Superfight all the time; location and audience factor into the enjoyment of gameplay. However, we all agreed we would love to play this game in the future and it would be great in an educational setting!