Board Games BuzzVerdict

Challengers!

3.8 / 5

2022 · 1-8 Players · ~45 min · Competitive


Challengers! takes the auto-battler concept from video games and turns it into a card game tournament that plays eight people in forty-five minutes. You build a team by drafting cards between rounds, then your team fights opponents’ teams automatically, with no decisions during combat itself. Cards flip from each side’s deck, comparing values and triggering abilities, and the first team to fill the opponent’s bench loses. The spectating, the reactions, the unlikely comebacks, these generate a social energy that most card games can’t touch.

The game won the Kennerspiel des Jahres in 2023, and community response reflects a design that found an audience traditional hobby games had underserved: large groups who want strategic engagement without heavy rules. Players praise the simultaneous tournament format, the social atmosphere, and how well it scales to its maximum player count. Criticism focuses on the lack of agency during combat and the luck-dependent nature of fights that can make the best-drafted team lose to an inferior one through unfavorable draw order.

Eight Players, Zero Downtime

The tournament structure is the design’s masterstroke. Rounds pair off all players simultaneously, so an eight-player game has four matches happening at once. Everyone is engaged at all times, either fighting their own match or spectating and reacting to adjacent tables. The energy this creates at full player count is unlike anything in tabletop gaming. Cheering, groaning, and laughing erupt continuously as improbable victories and devastating losses play out across the room.

The drafting between rounds is where all the strategy lives. After each match, winners and losers draft from separate pools, with losers getting slightly better options as a catch-up mechanism. Building your team means balancing card synergies, managing your bench capacity, and reading what strategies your likely opponents might be assembling. The drafting decisions are genuinely meaningful, and the difference between a well-constructed team and a random collection shows across a full tournament.

Card abilities create emergent combinations that produce the game’s best moments. A card that duplicates itself paired with a card that powers up when duplicates are present can create an unexpected chain reaction that wins a match that looked lost. These combinations emerge from the drafting rather than being executed through play decisions, but the surprise and delight when they trigger provides the dopamine hit that keeps people reaching for the box.

The benchmark system at the end, where the final two players face off in a climactic match with the full table spectating, creates a finale that no other game at this player count achieves. The stakes feel real because everyone has watched these two players’ journeys through the bracket, and the outcome matters because the entire table has emotional investment in the result.

When the Cards Fight Themselves

The absence of decisions during combat is the game’s most polarizing element. Your team fights automatically, and once the match starts, you’re a spectator to your own cards. For players who equate strategic engagement with active decision-making, this feels hollow. The strategy exists in the drafting, not the fighting, and if the combat is where you expect to exercise skill, the game will disappoint you.

Match outcomes can feel arbitrarily determined by draw order. Two identical teams fighting each other could produce different results based on which cards happen to flip first, and the randomness of combat means the best-drafted team doesn’t always win. Over a full tournament, the better drafter tends to finish higher, but individual matches can feel decided by luck rather than preparation.

At lower player counts, the game loses the social energy that defines the experience. A four-player tournament has only two simultaneous matches, and the atmosphere that makes the game special at six or eight simply doesn’t materialize with fewer players. The mechanisms still work, but the experience feels like a shadow of what the design intends.

The game’s replayability depends heavily on card variety. The base game includes enough sets to sustain many plays, but the fixed card pools mean experienced players eventually recognize optimal drafting patterns. Expansions add variety, and the game benefits from them, but the base box has a visible ceiling for groups that play frequently.

The Party Game That Isn’t

Challengers! occupies a space between party games and strategy games that didn’t exist before it arrived. The rules are simple enough for non-gamers, the player count rivals party games, and the social atmosphere matches the best party experiences. But the drafting decisions are genuine, the team construction rewards knowledge, and the tournament format creates stakes that pure party games can’t generate.

Should You Play Challengers!?

Play this at six to eight players for the full experience. It’s perfect for game nights with large groups, for gaming events, or for any situation where you need a strategic game that accommodates more than the usual four or five players. The drafting provides enough depth for hobbyist gamers while the auto-combat keeps non-gamers engaged. Skip it if you primarily play at two to four, if lack of combat decisions bothers you philosophically, or if you need tight strategic control over outcomes.

The Verdict

Challengers! solved a problem nobody had formally articulated: how do you make a strategic game for eight players that finishes in under an hour and keeps everyone engaged simultaneously? The auto-battler combat creates social moments that manual combat couldn’t, the drafting provides genuine strategy, and the tournament format generates atmosphere that justifies gathering a large group. It’s not a deep strategy game, and it’s not trying to be. It’s the best large-group competitive experience in modern tabletop gaming.