Zenith Game Review

A to Zenith
Playpunk is a new publisher, small but mighty. Coming off the massive success of Captain Flip, Zenith has come into the fold as their sophomore title. I had my first chance to check out Zenith at GAMA (Game and Manufacturers Association) Expo earlier this year, and I’ll be honest, I wasn’t thoroughly impressed. I looked across the mostly white landscape of a modular board with some colorful, Necco wafer-esque planets. It was described as a “push and pull,” tug-of-war game where no two plays shake out the same. I only saw a few demo turns and thought it was neat, but nothing super spectacular. I’m glad to have been humbled many months later, after playing a couple of full games on both Board Game Arena and at Gen Con.
I yearn to grow my collection of two-player games, as I more often play games with my wife. Readers may know that she isn’t a fan of head-to-head games, so that cuts out a good chunk of the offerings. The tug-of-war mechanic treads the line, much like 7 Wonders Duel, Watergate, and Twilight Struggle. Zenith features a space struggle for unification among the humans, robots, and animods. Using agents from all three factions, the race to influence five planets is…
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