Combo Fighter is one of those games where the idea clicks almost instantly. It’s a competitive card game inspired by old one-on-one arcade fighters, the kind where you stare at your opponent and try to guess what they’ll do next. That feeling carries over surprisingly well to the table. You pick a fighter, grab their deck, and every round feels like a small face-off inside the bigger match.
What makes it interesting is that your deck is also your health bar. Every card you spend and every hit you take eats away at the same pile. So attacking isn’t free. Defending isn’t free either. You’re always trading future options for something you want right now. Even a short combo feels like a choice you might regret two rounds from now.
A match is played as best of three fights. Each fight keeps going until someone runs out of cards and gets knocked out. The structure is simple, but every reveal feels important.
👥 2 players, ages 9+
⌛ Playing time: 15 minutes
📝 Designer: Asger Johansen
🎨 Artwork: Snorre Krogh
🏢 Publisher: Plotmaker Games (review copy provided)

Gameplay overview
At the start of a fight you choose a fighter, take their character sheet, deck, power token and staggering card. Instead of drawing randomly, you build a specific starting hand listed on your sheet. The rest of the deck gets shuffled and placed on top of the staggering card, which is basically your last life warning.
Each round both players secretly pick one card and reveal at the same time. The system is a triangle. Attack beats footwork, footwork beats defense, defense beats attack. If both cards are the same type, you check speed or priority to break the tie. If nobody wins, it’s a tie and both players deal damage but nobody can extend into a combo.
Winning a round lets you combo. You can keep playing cards as long as the icons match the previous card. The first card deals opening damage, the rest deal combo damage. Some values change depending on the fighter’s power rules, which gives each character a slightly different feel. When you stop, all damage is added and applied at once.
Taking damage means discarding cards one at a time, choosing each card from your hand or deck. That choice matters a lot. Sometimes you protect your good combo pieces. Sometimes you burn the rest of your deck just to survive the moment. If you’re forced to discard your last card, that’s it, you’re out.
After damage, all used cards are discarded. Players refill to five cards and can throw away unwanted cards first. That discard step is small but important. You start shaping your hand instead of just hoping. If you draw the last card of your deck while refilling, you become staggered. You reshuffle and keep playing, but the next time you take any damage you’re immediately knocked out. It creates an endgame where even one point of damage feels huge.
Each fighter also has signature combos printed on their sheet. To use one, you play the exact sequence and call it out loud. And that combo must be the only thing you play that round. No extra cards before or after. When it works, it ignores normal damage and deals a fixed amount instead.
Power tokens add special rules. Some even let you retroactively change a result, but you have to declare it before your opponent continues their combo. It means you’re not only guessing the card, you’re guessing what your opponent might try to pull after the reveal.


Artwork, components, and visual design
The art leans hard into comic book energy. Strong motion lines, exaggerated hits, bright colors. It looks like it wants attention. Every fighter feels like their own person, and you can tell who they are at a glance. That helps a lot during play. You’re not just pushing symbols, you’re pushing a character.
Cards are readable and color coded. Red attacks, blue defense, yellow footwork. Icons are clean, which matters because the game moves quickly and you don’t want to stop to decode a card. The layout balances art and information well. Nothing feels buried.
Character sheets double as reference boards, and that’s practical. You’re not flipping through a rulebook mid match. Everything you need is in front of you. The staggering cards and power tokens are small touches, but they follow the same visual style, so the whole thing feels consistent on the table.


Our experience
Combo Fighter feels lean. Almost stripped down. It’s trying to give you quick exchanges while forcing you to manage resources at the same time. The deck equals health idea never stops being relevant. Every combo extension is tempting. Every extra card feels like borrowing from your future. I mean, you know you shouldn’t go all in… and then you do anyway.
Rounds resolve fast. Every reveal feels like a small showdown. Nobody sits idle for long. Even when you’re losing, the next round resets the situation. For us, that pacing is what makes it work.
At the same time, the core is still a guessing game. Early plays can feel very rock-paper-scissors. Not everyone at our table loved that part. If you want heavy planning and long strategy arcs, this isn’t that. The depth comes from reading people, not calculating ten turns ahead.
We noticed the game gets better once players start conditioning each other. Repeating patterns. Setting traps. Breaking expectations. That’s when it stops feeling random and starts feeling personal. You’re not just playing cards, you’re playing the person across the table.
Hand management becomes more important over time. Discarding before refilling lets you hunt for better lines. As players learn their decks, they start recognizing what’s left and shaping their options. It feels less random over time, but it never becomes fully predictable. And honestly, that unpredictability is part of why the game stays interesting.
Endgames are where the stagger rule really shows its teeth. A staggered fighter is alive but barely. Suddenly the goal shifts to guaranteed chip damage instead of long combos. Those finishes gave us some of the closest games we played. Nobody wants to blink first.
One thing we didn’t expect is how performative the game becomes. Calling signature moves out loud is optional, but once someone starts, everyone follows. It gets silly fast. A quiet table turns into a low budget arcade. I guess that’s the intended mood, and it works.
Matches are short, usually five to ten minutes. That makes rematches automatic. You lose and immediately want another go. The rules are transparent after a few plays. There’s no hidden complexity waiting to unlock. Improvement comes from timing and restraint, not from memorizing edge cases.


Our thoughts
Combo Fighter knows what it is. A focused two player duel. Nothing more, nothing less. That clarity helps it. It doesn’t try to stretch into a big lifestyle game. It’s a sharp exchange you can pull out, play twice, and put away satisfied.
This is really for people who like bluffing and trying to read their opponent. Winning small and winning often matters more than chasing huge turns. Careful play usually beats reckless aggression. That means the game rewards patience more than spectacle, even though it looks like pure spectacle.
The complexity ceiling is modest. You’ll understand the full system quickly. The depth comes from matchups and familiarity, not from layers of rules. I know a few people who bounced off because they wanted more control and less guessing.
For me, Combo Fighter succeeds as a compact duel about nerve and reading your opponent. Less chess, more poker with punches. And yeah, sometimes you lose because you guessed wrong, and that stings. But that sting is also why the wins feel good. You earn them.
📝 We received a copy of the game from Plotmaker Games.





