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Quick Look: Kill Chain
Designers: James Byrge, Sean Howard
Publisher: Fallen Dominion Studios, LLC
Year Published: (Launching on Kickstarter, 1 September 2026, link at bottom of review!)
In the not-so distant dystopian future…
A chaotic Cyber War rages across the vast digital expanse of the web. Society is starkly divided between the Cogs in the relentless grinding machinery of the five ruthless Mega-Corporations that rule the system, or you’re the few remaining Renegades who prowl the lawless fringes of the dark web, just beyond the reach of the Mega Corps.
The Societal Rift has created the ultimate high-stakes game of hunter and hunted. Only a few elite renegades rise to become heads of international hacking syndicates, powerful and resourceful enough to thwart the Mega Corps system of oppression and to strike fear into the Very hearts of these diabolical corporate giants.
In this high-stakes game of power and deception, the line between hero and villain blurs, but one thing remains certain: the future belongs to those who control the code.
Review:
A futurist cyberpunk-themed game? You can just about always count me in for those!
I must admit that when I first came across Kill Chain, I was lulled into thinking its world and theme would be a 1:1 match for the Shadowrun universe. After all, it seemed to be aiming to capture the hacker/decker roles in infiltrating mega corporations…
But in all truthfulness, that’s where all of the similarities end ; You are all simply just rival syndicates trying to outdo each other.
So while there was initially a round of disappointment that I wouldn’t be fighting against corporate orgs and dragons, I was eventually forced to face the fact that this game is all about competitive heists and hacking.
Now I have a few cyberpunk themed games in my collection, some of which are among my personal favorites of all time, and I do need to admit that I am somewhat attached to the methods of some of them. Being that I am particularly enamored with Shadowrun : Crossfire, one of the big draws for Kill Chain seemed to be that it at least partially employed a deck building mechanic, which I hoped would be similar. It turns out that the games operate quite a bit differently.
Because Kill Chain simultaneously employs Euro / Worker placement mechanics as well, making for a sharp contrast in how both games feel. If anything, Kill Chain reminds me much more of an old game called Nightlancer that I reviewed, but with much better potential component quality. Just keep in mind that for Kill Chain, I have been granted a working prototype where things can very much be subject to change.
So what is the game like?
The game is played in competitive rounds, where each player takes turns during 3 distinct phases.
—The first phase is a preparation phase that allows using cards/resources to stage benefits (and perhaps detriments) that will persist for the rest of the game.
—The actions phase : Players take turns performing one or two actions until all players pass. This can include everything from drawing more cards, playing cards, placing your worker / hacker meeples on the board, taking on more jobs, attacking multiple enemy corporations with (or even other players) with a clever card and dice based skill check, developing better hacks and viruses, deploying viruses, creating mods for your player board and more.
— Reboot Phase : Taking consequences and prizes, end of round bonuses. Then reset to prepare for the next round.
This may sound like a lot, and to an extent, it is. But if you are familiar with Euro mechanics, thankfully you realize that the process means that there are strategic considerations that give plentiful opportunities to win.
The end game is triggered when one player obtains 15 Reputation points. This doesn’t mean the first person to achieve this is guaranteed to win, however, as there are many other cards and abilities that can give players an end-game bonus that can propel them into the lead if you do not consider carefully when to trigger the end of game.
The Breakdown of what is good about Kill Chain :
—Kill Chain does have a lot going for it. The art fantastically matches the theme (which is spot-on), and conceptually matches perfectly with the quality of components.
—Saturated with options and choices, with ways of not only scoring but preventative measures that can be taken to prevent others players from gaining an advantage.
—The 3-tiered nature of attacking corporations presents good opportunities for all players to interact with them. What this means is that each enemy corporation that can be “hacked” has three distinct levels of security that can be breached. If one player has successfully taken down one level, there are still two others that can be exploited.
—There is good interaction on the board, especially with regards to predicting and countering your human opponents.
—Fuses deck building and euros nicely.
—Good length of time per game, expect about 2 hours.
—Components have the potential to be superb if things continue along as presented.
Now for the things that may not resonate as well with players:
—Kill Chain can at times be directly competitive. You can directly attack each other’s viruses, for example, to stake a claim on a corporation.
—The First Player token is way too small. Maybe this will change for the final version, but in my mind, this is needing a big beefing up.
—Unclear Meeple Distinction between Workers and Hackers. It was very hard to tell differences between these two types sometimes, this was mostly evident for darker colors such as purple. Hopefully this gets remedied for the full version.
—The rulesets have very obviously undergone many revisions. While a physical printout came with the prototype, they didn’t always match up with what was on the boards. I was sent the most current rules via PDF later, which greatly streamlined the gameplay, but I did notice that once again there were some cases where some of the latest rules revisions were not being explained sufficiently or matching up with components that were listed to be used in the game. While once again this is merely a prototype, it will be vital for all of these inconsistencies to be thoroughly vetted prior to publishing.
—The game is a Euro. While not a negative per se, I think it is fair to say that Kill Chain can represent both the best and worst aspects of Euro Gaming for people. While highly cerebral and strategic, this may be a turn off for gamers coming off of more action-themed cyberpunk games such as Shadowrun : Crossfire. For us , coming off of Shadowrun, Kill Chain does feel a bit slower and to lose some impact from the otherwise awesome theme, which by its nature seems to evoke “fast action” for us.
Other thoughts to consider:
There are also other expansions that promise to deliver greater asymmetry for multi-player games, and also solo-ability for one-person gamers. I have a few of them in my possession for examination, and they do seem to accomplish what they intend. Of worthy note is the Root Access expansion that adds a sort of new “Hacker Hero” for each player that each has their own distinct special abilities, lending to more strategic viability for everyone.
Final Thoughts :
Given the unfinished nature of this particular prototype, I do not wish to attach a final score to Kill Chain given the potential for further change, but rather present a summary of our impressions.
So far Kill Chain is, as the case with many other games, excelling in its presentation and immersion with theme. The gameplay itself is what matters most though, and at this stage, in an effort to give the most honest assessment I can of our impressions, it is what I would describe as “satisfactory”. It is not my intention by this to mean “mediocre”, but rather that Kill Chain seems to envelop what I envision many people may have come to associate with Euro games ; Even with its implementation of Deck Building, it still primarily carries a Euro essence with it, and that may or may not be a good thing depending on who you talk to. So if you like the crunchy, thought-provoking decision making that can accompany each and every turn you take, Kill Chain may just be for you…
Thanks much to Fallen Dominion games for supplying the prototype for this game, I look forward to seeing how the full production version turns out!
After reading Jazz’s review, if this sounds like a game for you at the time of this posting K!LL CHAIN: Exploit Escalate Retaliate will be live on KICKSTARTER beginning 1 September, check it out and click to get notified so you can back it on day 1 HERE.
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