There’s a party brewing in the Kingdom of Colours, and you’ve been put in charge of managing the flow of guests. Sounds nice, right? Except the guests are picky blobs of colour, and if two of the same kind end up next to each other, they explode. Not metaphorically. Properly explode.
POP! is a fast-playing card game with a little puzzle at its core. It’s light, colourful, and comes with a good dose of “Oh no, I didn’t see that coming.” You can play it competitively, cooperatively, or solo, and each version puts a different spin on the same idea. It’s unpredictable in a way that can be both fun and slightly frustrating, depending on how much control you like in a game.
👥 1-5 players, ages 8+
⌛ Playing time: 10-20 minutes
📝 Designers: Kamoto & Mr.Kou
🎨 Artwork: Michi
🏢 Publisher: Musoka Studio (review copy provided)

How the game works
In the standard competitive mode, you play three rounds of eight turns. Each player gets a hand of cards from a deck of 50, numbered 1 to 50 and in five colours. Some cards have arrow icons that influence the order of play. Others have explosion icons, which are bad news if you’re trying to win.
Five cards are laid out in a line to form the party queue. If any matching colours are next to each other, you swap one out. Then you place five queue cards below the row, marked A to E. Each player is dealt nine cards. If you’re playing with five players, the full deck is dealt and there’s no draw pile. In games with fewer than five players, the multicolour chief card comes into play. It acts like an extra player and adds some unpredictability and chaos.
Each turn, players choose and reveal a card at the same time. If two or fewer arrow icons appear, cards are placed left to right in ascending order. If three or more arrows are shown, you place them right to left in descending order. Once placed, you check for adjacent cards of the same colour. If a match occurs, the card explodes and the player collects all connected cards of that colour. Cards above drop down to fill the gaps, which can cause more explosions. These chain reactions can get out of hand quickly.
After eight turns, each player has one card left. That marks the end of the round. You add up the explosion icons on the cards you’ve collected. The player with the lowest total wins the round. After three rounds, the player with the lowest total overall wins the game.


Team play
In the cooperative mode, three to five players work together to complete the game without triggering a single explosion. The structure stays the same, but now you’re all on the same side. You can talk to each other, but not about numbers. You can say things like “mine is green” or “I’d like to go in slot C” but you can’t say “I’ve got card 41.”
This limited communication shifts the focus to timing and group coordination, making players think carefully about each move without relying on full information. Every turn feels a bit risky, and there’s always that moment of silence before someone places a card and you all hold your breath. If an explosion happens, the game ends immediately. If you manage to place all your cards without any trouble, the team wins. The game gives you a little title at the end, ranging from beginners to legendary guardians, depending on how many cards you managed to play.
We found this version surprisingly tricky. It requires good communication, careful guessing, and a bit of luck. Expect a few early losses before you get the hang of it.
Playing solo
In the solo version, you take on the role of the evil guardian. Your goal is no longer to avoid explosions but to cause them. You win by clearing the board entirely.
The setup depends on your chosen difficulty, with one to four rows of cards to start. You draw ten cards, choose five to play each round, and aim to create chain reactions. After each turn, you draw back up to ten cards, and the game continues until either the board is clear or you run out of cards.
There’s also a puzzle variant where you start with a preset layout and must clear the board in a single turn. It becomes more of a logic puzzle than a typical game session, and it’s quite a nice change of pace if you enjoy planning things out carefully.

Visuals and components
POP! has a bright, cheerful design that helps the game run smoothly. The five colours are easy to tell apart, and each one has a little cartoon mascot that gives it some personality. The cards feature large numbers in the centre and small icons to indicate arrows or explosions.
Queue cards are marked A to E and have a simple lantern design. The multicolour chief card fits in well with the rest. The overall visual presentation is neat and consistent. There’s not a lot of extra flair, but the clarity helps players avoid mistakes and speeds up play.
Our experience
We’ve played POP! with different groups and in all modes, and it settled comfortably into the category of quick, light games that are easy to bring to the table.
With three or four players, it plays at a good pace. Everyone is involved each turn, and the reveal moment always brings some excitement or mild panic. The chain reactions feel satisfying when they work in your favour and slightly ridiculous when they don’t. Either way, they keep the energy up.
Two-player games work fairly well, although the multicolour chief can sometimes be a bit too unpredictable. It keeps things interesting, but we found the game slightly more satisfying with more players.
Co-op mode added some proper pressure, especially when people were clearly about to do something risky but couldn’t explain it. It’s surprisingly easy to misunderstand each other even when you think you’re being clever. We didn’t win it often, but when we did, it felt genuinely rewarding.
The solo mode was a pleasant surprise. It feels more like a puzzle than a traditional card game and works well when you want something quiet and thoughtful. The puzzle variant especially felt like a nice little brain teaser for a tea break or solo gaming moment.
Overall, POP! worked best for us as a filler game. It’s easy to get into, doesn’t overstay its welcome, and keeps players engaged without needing deep concentration. Ideal for family tables or game nights with mixed experience levels.


Final thoughts
POP! is a colourful, flexible little game that’s easy to learn and quick to play. It’s not trying to be a heavy strategic game, and it’s better for it. The different modes give it a bit of variety, and it’s a good fit for players who enjoy light puzzle games with a bit of chaos thrown in.
There’s definitely a fair amount of luck involved, especially with how cards are revealed and how explosions chain together. Some turns feel like you’re in control, others feel like damage control. That balance won’t be for everyone, but it fits the tone of the game.
We wouldn’t call it a must-play, but it earns its place as a solid filler or casual game. It doesn’t pretend to be more than it is, and it delivers on what it sets out to do. It’s fun, a little chaotic, and plays well across different player counts.
And honestly, how many games let you say, “Well, there goes another chain reaction” like it’s no big deal?
📝 We received a review copy of POP! from Musoka Studio.





