Capital Lux 2: Generations, a standalone sequel to the acclaimed tactical card game from 2016, introduces a range of exchangeable capital powers that can be mixed and matched as you like. This allows for a total of 256 unique power combinations. One of these combinations plays as the original Capital Lux, while the other 255 present the players new tactical challenges.
The core of the game revolves around the following dilemma: Do you play character cards in your home base for points, or contribute them to the capital to benefit from their powers? At the end of a round, you are not allowed to have a higher total value in your home base for any color than the current total value in the capital. Exceeding the limit makes you lose those cards. At the end of the third round, all cards remaining in your home base are worth points.
The game therefore turns into an act of balancing on a razor’s edge: Secure as many points for yourself without exceeding the capital’s limit — always taking into account the current capital powers.
After 3 plays Despite some production issues (box being slightly too small and graphic design not equalling the great artwork), this is a very interesting game that's captured my attention. It's much meaner than I expected, but the game zips by and the meanness doesn't feel unfair. In fact, we've even found ourselves laughing at some of the situations, which is unusual for us. The power tiles are indeed an ingenious innovation, keeping the game fresh. Until I've explored more of the game, I can't rate this more than a 7. But when I see more of the power combinations, I may just raise it to an 8. In a market full of massive kickstarters, this relatively small, humble, yet endlessly variable design deserves more attention.
Funner than it looked. Cool and simple card game with solid replayability because of variable card color abilities.