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Build your statue, brag your victory.

Power Vacuum didn’t come out of an established publisher’s catalog. It funded on Kickstarter in April 2024, asking for $11,500 and closing at more than $145,000 from over 3,100 backers in under a month, the kind of overfunding that usually means a pitch landed with people who’d never heard of the game a week earlier.
Kaleb Wentzel-Fisher built the trick-taking engine underneath it, Malachi Ray Rempen handled the illustration and ran the campaign itself, and the whole thing shipped later that year under their own Keen Bean Studio banner.
Power Vacuum hands you information most trick-taking games would never give up. Every suit is printed on the back of every card, so by the second trick you already know who’s sitting on a fistful of Money and who hasn’t got a single Violence card to their name. It should feel like playing poker with everyone’s hand turned face up. It doesn’t, because the suits on the back are a decoy. The real game sits somewhere else entirely.
Win a trick and you get a clean choice: bank a point, or pocket the card for your next hand. That part is ordinary trick-taking currency. The real prize is for playing the lowest card in the trick, win or lose, because that earns you control of the Power Cable, and the Cable decides who ends the round with the most and least Power, which is exactly what your hidden Agenda is betting on, which is where the points actually live. Seven games in, I can call the outcome before it happens.
Somebody locks in two good plugs early, muscles the board toward the result their Agenda already predicted, and the other three or four players spend the rest of the round watching a decision that’s already been made. There’s no rubber band here, nothing punishing the leader or boosting whoever fell behind. Miss one trick, misjudge one plug, and you’re not catching up. You’re finishing out a game somebody else already won.
Ask the people who built this what Power Vacuum is about and they’ll say it plainly: you’re not playing your hand, you’re playing the other people at the table. That’s the right way to think about it, and it’s also the hardest part to teach.
A newer group I heard about ran into the failure mode from the opposite direction: nobody could get a read on the social layer, so every trick turned into a race to play the lowest card and grab the Cable, trick-taking abandoned entirely in favor of board control. Both outcomes point at the same design problem. The visible suits promise a legible game where you can plan around what everyone’s holding.
The Cable quietly overrides all of it, and once you understand that, the visible-hand gimmick starts to feel like a magic trick’s misdirection more than a real strategic layer.
None of that stops me from wanting another round, and the reason is mostly physical. Trading in ten points of Power for a plastic piece, then stacking foundation, bottom, torso, and head into your own ugly little monument, is a better scoring track than a pad of paper has any right to compete with.
The art does real work too, five overthrown household appliances plotting a coup with genuine menace in their eyes is a funnier premise than it should be, and it never winks at you hard enough to undercut the game underneath it.
At thirty to forty-five minutes with a full table, or solo against two scripted appliances that are honestly a little vicious about chasing their own Agenda, it doesn’t ask for much of your evening.
It asks a lot of your table’s attention instead, and that’s the trade a three out of five is pricing in: genuinely fun when everyone’s locked in, and a rough sit the moment somebody isn’t.
Anyone building out a shelf of strategy board games that reward reading the room over optimizing a hand should find room for it, with that caveat firmly attached.
Power Vacuum is a trick-taking game played over rounds of eight tricks each.
The first player to complete all four Statue pieces wins immediately once the current round ends. Ties go to total points, then to whoever built the better-looking statue.
π Rulebook