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Skybound Games

Pow - Superfight The Con Deck

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Superfight: The Con Deck is a convention-themed expansion for Skybound Games' hit party card game, adding fresh black and white cards — plus blank cards for your own in-jokes — to the absurd, argument-fuelled battles. For 3–8 players, aged 8 and up, expect about 20–30 minutes of light, hilarious play.

About the Game

Every round of Superfight sparks the same glorious chaos: players combine character and power cards to build ridiculous fighters, then passionately argue why their creation wins the brawl. The Con Deck keeps that energy going with jokes for anyone who misses conventions, while its blank cards finally let your group write in the weird inside jokes no one else will care about.

Designed for 3–8 players, a typical game runs about 20–30 minutes with light, party-friendly rules recommended for ages 8 and up. Storytelling and player judging drive the fun as the table rules on each outrageous showdown.

Created by Jack Dire and published by Skybound Games, Superfight has grown through many themed decks. The Con Deck is an expansion — it requires the Superfight core game and mixes in seamlessly with its black cards, white cards and rules sheet.

History

Superfight was designed by Jack Dire and published by Skybound Games, becoming a party favourite built on outrageous hypothetical battles between ridiculous fighters. Its popularity led to a wide range of themed expansion decks, and The Con Deck is one of these, packing in convention-flavoured jokes alongside blank cards and a rules sheet. As an expansion, it requires the Superfight core game to play.

Shipping

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Shipping details

Pow - Superfight The Con Deck

$20.00

Watch: How to play

Rules of Pow - Superfight The Con Deck

  • Setup: This is an expansion, so shuffle the Con Deck's black and white cards into your Superfight core game decks; use the blank cards to write your own characters or powers if you like.
  • Build a fighter: Each player combines a black character card with white power or attribute cards to create a ridiculous combatant.
  • Reveal and argue: Fighters are revealed, then each player makes their case for why their creation would win the brawl.
  • Judge decides: The table or a nominated judge rules on each showdown, favouring the most entertaining or convincing argument.
  • Keep it moving: Draw fresh cards, build new fighters and rotate who judges so everyone gets a turn arguing and ruling.
  • Game end: With no fixed finish line, play for as many rounds as your group enjoys; a typical session runs about 20–30 minutes for 3–8 players.

Strategy

  • Argue the combo, not the card: A weak-sounding character can win if you sell a clever story about how its powers interact.
  • Read the room: The judge's sense of humour matters more than logic, so pitch your case to what makes your table laugh.
  • Use blank cards early: Filling them with group in-jokes before or during play gives you personalised ammo for later rounds.
  • Embrace weaknesses: White cards that seem like drawbacks can become comic gold if you spin them as secret advantages.
  • Don't overthink it: Quick, confident pitches usually land better than long technical breakdowns in a light party game.
  • Lose gracefully: Accepting a ruling with good humour keeps the energy up and makes others more receptive when you judge.