Designer: Jason Tagmire
Number of Players:2-6
Playtime: 20 minutes
Price (approx.): 15 Euro
Aliens fighting Dragons, fighting Samurai, fighting Demons, fighting Werewolves, fighting Pirates. Yes, you are eight years old again.
What you get for your money:
The rules and 106 cards: location cards, reference cards and cards you can throw on a table or on the floor.
How do you play the game:
Everybody takes a deck of cards, the Pirate deck for instance. You put some locations cards on the table and everybody, in turn, throws one card. The card has to touch another card.
Each card contains a number of symbols. Attack, steal, throw a second card or throw again, draw, a miss is not a miss and some pips. Every six pips are a point.
Each deckhasa different distribution ofsymbols.When it’s your turn again, you check if some symbols on you cards are fully visible. You add your points to your total and carry out the actions corresponding with the symbols. Then you throw again. You try to keep your own symbols visible and cover the others up.
When everybody runs out of cards the game ends. There is one more scoring round and the one with the most points wins Maximum Throwdown.
It’s about one character fighting the other and you do that by throwing your cards on the cards of another player and performing certain actions…. But a real strong theme? No.
Maximum Throwdown is a dexterity game with very simple rules. There is a little skill involved and a lot of luck. A tiny, tiny breeze can mess up your prefect throw and then it’s all randomness (says someone who can’t throw cards).
The different symbol distribution for every faction is a nice idea, but it does not really matter in the end. Although, you can try different strategies, if all your throws are well aimed.
The different actions you can perform are well thought of. Everybody goes through their decks quicker and they make the game a little more interesting, more dynamic. I would have done it with maybe one or two fewer symbols, because the symbol bookkeeping, when there are a lot of cards on the table, takes more time than desired.
The leader will always be targeted. But, when you fail in doing that, the game will suffer from a runaway leader ‘problem’.
There are too little decisions in the game to make the game very ‘re-playable’. I think the quirkiness, one of the things that makes the game attractive at first, will wear off after a while.
The illustrations on the cards are nice, but they are from other games. Furthermore, the symbols are clear.
Quality of the game parts
The cards are just fine, but there is no score tracker included with the game. That’s a minus. (You can download an app, if you want to. I have. Works fine.)
It all depends: do you like the idea of throwing cards on a table? If not, don’t bother. Do you think it sounds like fun, buy it.
No, wait. Wait!
How do you want your filler? Do you want decisions? Strategy? Then you’ll be disappointed. In the end, it’s just throwing cards and a tiny amount of strategy.
Everybody starts with the same thought: ‘Oh, we are really going to throw cards!?’ Some people aren’t able to get that thought out of their head. ‘What am I doing here? This isn’t a game!’ Others will enjoy the game after a couple of throws and laugh and have fun.
This isn’t a game for everybody.
I thought it was quite fun. At least for a couple of times.
Maximum Throwdown is a nice, quick game to start or end a game night, maybe with a small beverage. Play with two friends or more, laugh at each others bad throws and steal and discard each others cards. A chaotic and relaxed game at the same time. Do I recommend this game. No. It’s quirky, so it’s probably fun for a while, but in the long term I don’t think it’s a keeper.