GamesRadar+ Verdict
For fans of trick-taking games and those who enjoy complexity through asymmetry, Origin Story is a "super" game to add to your game night rotation – though upkeep can be overwhelming, especially with more players.
Pros
- +
Solid trick-taking foundation
- +
Great blend of theme and gameplay
- +
Excellent as a 2-player game
- +
Striking, beautiful artwork
Cons
- -
Becomes unwieldy with more players
- -
Upkeep and maintenance can be a pain
Why you can trust GamesRadar+
As a kid growing up in the Midwest United States, more specifically Michigan, learning the card game Euchre felt like a rite of passage. When our Scout Leaders banned us from playing with our Magic: The Gathering cards on camping trips, much of our free time turned to this classic trick-taking game. This genre feels like it has taken off over the past few years, and one of the newest offerings is Origin Story from Stonemaier Games. After discovering my superhero (and villain) origins a few times, it reminded me why I love Euchre so much, even if it made my head spin a bit doing so.
Origin Story features & design
Price | $30 / £24 |
Ages | 14+ |
Game type | Trick-taking |
Players | 1-5 |
Lasts | 45mins |
Complexity | Moderate |
Designers | Jamey Stegmaier, Pete Wissinger |
Publisher | Stonemaier Games |
Play if you enjoy | Fellowship of the Ring Trick-Taking Game, The Crew |
- A trick-taking game with a twist
- Mechanics make great use of the superhero theme
- Jessica Jones-style watercolor art
Adorned with lovely watercolor-inspired artwork that would make the best board games jealous, Origin Story tasks one to five players in a contest over five rounds with eight hands (tricks) per round to earn the most points (the tricks). Origin Story has a number of really nifty and thematically awesome inclusions that set it apart from your typical trick-taker. At the start of each round, before any hands are played, every player will choose whether they will pursue the path of a hero or villain, both with different methods to earn points, with heroes scoring for winning tricks and villains requiring you to lose all tricks to score. Additionally, players will draw three cards and keep one that will bestow different abilities on them, giving them unique ways to alter the game mechanics or how to win points. Each one portrays perhaps a super suit, gadget, power, or an arch-nemesis of your character, with a special Event card being drawn at the start of turn three and the big reveal of your hero at the beginning of the final fifth turn, further throwing a super-powered wrench into the mix.
Gameplay
- Abilities shake up gameplay in fascinating ways
- Excels as a two-player/solo game
- Becomes unwieldly with 4+ players
While the theme and the surface-level description of Origin Story – trick-taking with superpowers – may make it sound like this could be a good starter trick-taking option, this is anything but. The trick-taking aspect is straightforward; you have a lead player who plays a suit, and everyone has to follow that suit if they can, with a trump suit (the Heart Love cards in Origin Story's case) beating out the leading suit. Things ramp up as each character gets more powers, and what I would consider the double-edged sword of Origin Story.
As players get more and more abilities that they can ready up and use each round, it can become overwhelming and challenging to keep track of how all of the different powers trigger, the criteria for said triggers, and how they impact things like the points you win. Cards like the Gauntlet let the player earn a point whenever they lead with a Strength suit card, for example. Meanwhile, another player may get the Dexterity card with "if an opponent would win a trick with a 13 and you play a 1 of any suit, you win that trick instead." Or maybe someone just restarts that hand with the Time Travel ability and puts them in the lead seat.
Origin Story co-designer Jamey Stegmaier is a busy guy; along with running Stonemaier Games (the publisher of Wingspan and more), he's a respected creative force in his own right. His credits include alt-history strategy game Scythe and 2025's surprise hit, Vantage.
With smaller player counts, this can be a lot to keep track of (especially since players can choose which modifications are active or charged each round, changing things up), but at four or five, with everyone spread across a table, it can be unwieldy. And this is all before you throw in the one-time "Event" that happens on the third turn (it’s really weird to me that this only happens once and not every round), and then the Superhero card effects in the final round.
My preferred way of playing Origin Story has honestly been with just myself and one other person, and the game has a pretty crafty way to still make this fun. In a two-player game, each player controls not just themselves but has a sidekick that serves as a pseudo-player, as they can never lead, earn powers, etc., but are affected by the powers of the actual players. They can win tricks, though, but their wins don’t count towards their hero/villain. This fact alone makes it more novel to play a round as a villain, as they get rewarded for not winning any tricks. This lower player count also addresses my main flaw with Origin Story, which is just the upkeep and keeping track of what everyone’s heroes can do in a given turn.
Basically? I'd recommend Origin Story alongside the best 2-player board games, but not for a large group.
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Should you buy Origin Story?
I love how thematically all the ideas fit with the idea of showing off your character’s origin: by the end of the game, you are kitted out with gadgets and gizmos, allies, and maybe an arch-nemesis. Solid trick-taking foundation, but it isn’t a game I could recommend to newer or less-experienced players.
Origin Story is a wild ride, and the fact that it all fits in a box the size of the complete series of your favorite Saturday morning superhero cartoon is impressive (though I wouldn’t mind a slightly bigger box just to make things fit better). There is plenty of room for the game to grow, as Stonemaier Games loves their expansions, and they have already announced packs of new heroes to pick from coming soon.
Ratings
Criteria | Notes | Score |
|---|---|---|
Game mechanics | The mix of superpowers and trick-taking works surprisingly well, and it all culminates in a fun and intriguing game that feels both new and familiar at the same time. | 4/5 |
Accessibility | The wide variety of powers and how everything plays off of one can be a lot to sort through and figure out, making Origin Story a game that less-experienced players may feel overwhelmed by. | 3/5 |
Replayability | There are so many possibilities for how your character build will play out, you will never create the same hero from one game to the next, meaning you will also never have quite the same game, either. | 5/5 |
Setup and pack-down | While the box could stand to be a teeny bit bigger, all you need is to take a couple decks out, set up the boards and off you go on beginning your hero’s (or villain’s) origin story. | 4/5 |
Component quality | Cards have a nice shuffle feel to them, and the cardboard dials are sturdy, all packed in an equally nice box. | 5/5 |
Buy it if...
✅ You appreciate games where theme is as important as mechanics
The superhero theme of Origin Story is cleverly blended into its gameplay, combining form with function.
✅ You want a good two-player game
Origin Story is at its best when played head-to-head or solo, so is well worth adding to the repertoire for date night.
Don't buy it if...
❌ You want to play with a large group
The more players you add to Origin Story, the more troublesome it is to manage.
❌ You're looking for something simple
Its trick-taking foundation is simple, but the game as a whole can be overwhelming.
How we tested Origin Story
This review was conducted using a copy provided by the publisher.
As with all our board game reviews, our reviewer made sure they were intimately familiar with the rules before tackling multiple test sessions with a variety of player counts. This helped them see how Origin Story's mechanics worked in practice under different circumstances, along with how the experience changed with differing numbers of people.
For a full look our process, check out how we test board games or the GamesRadar+ reviews policy.
If this isn't hitting the spot, why not check out the best adult board games or the best card games?

Born and raised in Metro Detroit, Scott White has a particular fondness for RPGs, randomizers, fighting games, all things tabletop, Gundam/Gunpla, and Mega Man (OK, really anything involving fighting robots). You can find his words and videos featured all over the internet, including RPG Site, IGN, Polygon, Irrational Passions, and here at GamesRadar+! He also hosts the RPG podcast RPG University, which features guests from around the industry and more.
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