Disclosure: Meeple Mountain received a free copy of this product in exchange for an honest, unbiased review. This review is not intended to be an endorsement.
Insert Coin To Continue
I wasn’t alive for the arcade boom of the ‘80s, but I still had my fill of coin-operated cabinets growing up. You could find me at The Simpsons Arcade Game, Virtua Fighter, House of the Dead II, Time Crisis, or Marvel vs. Capcom. While these still exist in the world, we also have cardboard versions of arcade fights like Unmatched, Ivion, Marvel Dice Throne, Summoner Wars, and Guilty Gear Survive. In fact, the design of Neon Reign comes from Dice Throne veterans Aaron Hein and Manny Trembley.
Neon Reign drips with all the nostalgic flair that speaks to the inner arcade kid in all of us. From the flashy neon styling to the card pixelation, it throws simple callbacks to those old cabinet fighting controls. It’s a full-on trip down the aisles of bright lights and booming sound effects.
This one-to-two-player dueling game comes to us from Chip Theory Games’ new offshoot studio, Neon Knights. Departing from their big-box, poker chip-filled adventure games, this one brings us flashy cards and charming art. The only thing missing is a 16-bit soundtrack and sore fingers from excessive button mashing.
Show Me Your Moves
Neon Reign plays until one player loses all their health and gets KO’d. A match can also end in a tie if both players power up their “special” at the same time, leading to a dramatic double KO. Players start with a hand of seven cards and can play between one and three to form an attack combo.
Joystick cards indicate a direction and often generate stars (used to fuel special attacks), heal damage, or cause discards. Button cards (in the classic X, B, A, Y variety) dish out straight damage. The magic of the game comes from the way you combine the joystick and button cards together. Don’t worry—there’s no need to memorize combos or scrawl them on an index card like I did back in the day. The player aid handily outlines the possible combos that grant extra damage, healing, or consumable shields.
But it wouldn’t be a fighting game without some good ol’ c-c-c-c-combo breakers. The opponent can play defense cards to knock out joystick or button cards, interrupting your combo. There’s even a dedicated “Combo Breaker” card that cancels the entire combo and lets the opponent counter with a single strike.
Card management is key. The only way to draw new cards is by passing your turn and refreshing your hand to the limit. If you collect the required number of stars shown on your character card, you trigger your special—often an unblockable, devastating move with additional effects. Denying your opponent those stars is crucial.
There’s also a solo mode where you face a CPU-controlled character, and even a 2v2 “hero mode” where you must defeat both of your opponents’ characters to claim victory. Though I wish this mode had a “tag in/tag out” mechanic like in video games.
FINISH HIM!
I absolutely adore this game. In all honesty, I’m terrible at head-to-head games and usually end up on the losing side. But somehow, I found myself winning more often than not in Neon Reign. Maybe it’s all those years spent practicing in arcades?
Thematically, it nails the arcade fighter vibe. Calling out your directional-button combos is incredibly satisfying and reminds me of friends shouting moves mid-match. (Though I was more of a button-masher—mashing buttons randomly and praying for a combo.) Every match seems to come down to the final turn or two. Drawing cards isn’t just passing—it’s a tactical decision to prepare a defense against a brutal combo. Getting caught empty-handed means watching your HP bar nosedive.
The game includes twelve heroes, each with their own fighting style and unique powers. Some of those abilities feel wildly strong, but just like in video games, if you learn your opponent’s moves, you’ll know how to counter them.
I don’t have many complaints—aside from wanting more Neon Reign content. Maybe future expansions could introduce d-pad or trigger-based combos? And hey, who else still remembers the Konami Code by heart? (For reference: Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start.)

My only real gripe is the card composition. While I appreciate the high-quality glossy finish, my god, are they slippery. One bad shuffle and your entire deck’s flying off the table like confetti. And don’t bump your deck during play—same deal.
Other than that, the game’s a knockout. It stands out in a crowded field of card battlers, and fans of retro arcade games will be totally charmed by the presentation. Matches only take 10–15 minutes, but it’s super easy to fall into a best-of-three… or five… or beyond. You’ll want to try every character.
I think CTG and Neon Knights have a home run on their hands with this first venture outside their typical game lineup. Whether you’re an old-school brawler or just someone who appreciates tight, tactical card play wrapped in a neon-soaked package, Neon Reign has something to offer. I truly hope this becomes a full-fledged franchise. Until then, I’ll gladly keep stepping into the pastel cyberpunk arena, ready to unleash my next awe-inspiring combo. Just don’t expect me to go easy on you, I’ve got quarters lined up and something to prove.
Add Comment