Caper is a two-player card strategy game in which each player recruits thieves, equips them with gear, and tries to steal from popular places across Europe.
Caper plays over six rounds with a colorful, quirky design that combines card drafting and set collection with area control. Players are met with challenging decisions such as drafting particular thieves, giving them specific gear, and stealing precious works of art. The game changes depending on what city you’re playing in, giving you unique ways to play every time.
ajewo
Drafting, tug of war game for two players where players compete over 3 spots for majority (mix between 7 Wonders and Battle Line). Like 7 Wonders, this game has a lot of iconography and comes with a separate player aid book. Good variability (a lot of different location cards). # Take-that # Some iconography to learn
ekloff
Caper is an attractive game, but the gameplay is brutally cutthroat. Borrowing elements of Battle Line type games like Balloon Cup (Pinata), and Air, Land & Sea, Caper has you competing in three head-to-head heists. This is handled through hand-drafting, which is a new take for the genre and gives Caper a unique air. Hate drafting is essential, which I generally appreciate, but it feels a bit out of place here. Perhaps because there are also several impactful take-that elements which make Caper more erratic than dynamic. Additionally, the iconography is prolific and not intuitive enough to parse without repeated reference to two different booklets. Its quite a simple game, but poorly written rules, and persistent icon reference draw the game out to its detriment.
cbazler
I love the art and look of the Keymaster printing: the sheer number of unique images is impressive and the production is top-notch. Unfortunately, I am not a big fan of the gameplay: I have already been tiring of drafting for a few years now, since it has a pretty high memory requirement. Add to this a lot of iconography that makes the game hard to learn and teach, and game falls a little more. Add to THAT some "take-that" cards and a heavy dose of area control (also two of my least favorite mechanisms), and the game just doesn't work for me at all. I can see why some people really like it, and there is a lot of replayablility here with all of the card and location combinations, but it's just not my thing.