So, I’d been hearing whispers about this game, Superfight, for a while. People at gatherings would mention it, usually with a laugh. I figured, okay, another party game, probably some trivia or acting silly. I finally got my hands on a copy, thinking I’d give it a whirl, see what all the fuss was about.

First Look and Setup
Opened the box. Lots of cards. Two main types, white ones and black ones. White cards are characters, you know, like “A Kindergartener” or “A Geriatric Turtle.” Black cards are attributes or powers, things like “Armed with a Bazooka” or “Can Fly But Only Two Inches Off The Ground” or “Constantly On Fire.” Simple enough, I thought. The goal? Mash ’em together and argue who’d win in a fight.
We sat down, a group of us. First few rounds were… a bit awkward. You draw your character, you draw your powers. One person draws an extra “weakness” or “location” card sometimes. Then you just… argue. That was it. I remember thinking, “Is this it? Just yelling opinions?”
Getting the Hang of It
My first character was something like “A Plumber.” And my powers were “Wields a Wet Noodle” and “Is Made of Glass.” I was up against my friend who had “A Sentient Toaster” that was “Breathing Fire” and “Riding a Unicorn.” Yeah, I didn’t win that one. Didn’t even bother arguing much, to be honest. Seemed pretty cut and dried.
But then, a few rounds later, things started to click. It wasn’t about the cards themselves, not really. It was about how you sold it. It was about the sheer, unadulterated nonsense you could come up with. We had one round, “A Librarian Who Can Control Squirrels” versus “A Shark That Shoots Lasers From Its Eyes But Is Afraid of Water.” The debate for that one went on for a good ten minutes. It was hilarious.
This is where the “game” truly lives. It’s not in the rules, which are barely there. It’s in the creativity, the quick thinking, and honestly, how loud you’re willing to argue for your ridiculous champion.

Memorable Mayhem – My “Practice Records”
I started to sort of keep a mental log of the craziest fights. Here’s a taste:
- A Baby Who Throws Other Babies versus A Giant Hamster That Is Also A Doctor. The fight was set inside a bouncy castle. The arguments about a baby’s throwing arm versus a hamster’s medical knowledge (and size) were legendary.
- My Grandma Armed with a Portal Gun versus A T-Rex That Only Eats Vegans and is Wearing Roller Skates. The strategy discussions for Grandma were surprisingly deep. Could she portal the T-Rex into the sun? Or just get confused and portal herself into a wall?
You see? The cards are just prompts. The real fun is building these absurd scenarios and then passionately defending your creation. Sometimes the person with the objectively “worse” hand wins, just because they made a funnier or more convincing argument. That’s the charm.
What I Really Think About It Now
So, after playing it a bunch, I realized Superfight isn’t a game you play to win in the traditional sense. There’s no complex strategy, no deep resource management. If you’re looking for that, this ain’t it. This is a game about laughing. It’s an excuse to be silly with your friends. It’s a creativity engine fueled by absurdity.
Some cards are definitely duds. You’ll get a combination that’s just boring, or impossible to argue for. And sometimes, if someone isn’t in the right mood, they can drag it down by not wanting to participate in the silliness. It relies heavily on the group’s willingness to be imaginative and a bit loud.
But when it works, it really works. It’s less a “card game” and more a “structured argument starter.” And honestly, sometimes that’s exactly what you need. It’s a good way to break the ice or just unwind and be completely ridiculous for an hour or two. I’ve found it’s best with people who don’t take themselves, or the game, too seriously. Just lean into the chaos, that’s my advice.
