I highly recommend this game for a good number of reasons. From the art to the layout, to the setting and the rules Capers is a game that is a delight to play and really clever in how it marries the source material to the actual gameplay and mechanics of the game itself.
In terms of gameplay mechanics, rather than having the player role dice, players each use a deck of standard playing cards to resolve actions. The number you have for an ability is how many cards you can draw to try and get the best possible result for a check. Higher numbers are better, and certain suits are more favorable than others in terms of the results. I feel like this mechanic has a nice risk vs rewards to it. Do you stick with the first card you get, succeding the check but not having the best possible outcome, or do you try and risk it to get a better card and suite for the best result possible? In some ways I like this better than just rolling dice, in that even if the first card you draw is garbage, you're not stuck with the result.
The setting is an alternate reality version of the 1920's prohibition era where people suddenly started manifesting super powers. As a setting, it is an extremely vibrant and fun. A good number of major U.S. cities are represented here, which allows for a good number of settings and backdrops to choose from in terms of where you set your game. Players can choose to either work for famous gangsters from real history such as Al Capone and Lucky Luciano or work on behalf of law enforcement and bring these dangerous super-powered criminals to justice. A
Which leads us to the powers. You get a wide variety of powers and abilities to choose from, everything from super strength and speed to probability manipulation and teleportation. Powers make the characters feel powerful, but not broken. Powers have limits in terms of their strength. Sure you can teleport, but only within line of sight for example.
The layout in the book is goregous, oozing with a 1920's art deco style that really makes the pages pop. This is one of the few RPG games where given the choice between getting the hardcover copy of the book and getting the pdf...I got both. These are full color pages with lots of goregous pictures throughout the book. The artist Beth Varni added a lot of nice little visual touches to things, like the burnt edges of the map for the city of Chicago (because of the Great Chicago Fire).
From a Game Master perspective, the book gives you everything you need and nothing you don't. It doesn't tell you how to be a GM, but it gives you all the things a GM wants to have when they get ready to run a game. There are optional settings, NPCs and equipment if you want to run your Capers game in a more futuristic setting, or a more dystopian setting. There are full stat blocks for every kind of NPC you could want to put in your game as well as all the major players in each of the big cities like New York, Chicago and Atlantic City. The back of the book includes helpful rules summaries which you can hand out to your players and blank character sheets, or you can also download those sepeartely from Drive-Thru along with random encounter tables and a power trigger sheet if you'd like to get into how the characters developed powers in the first place.
I Kickstarted this game as soon as I heard about it, and have ran the Preview Edition at several conventions this year. Players always have a blast playing this game. I know I always have a lot of fun running it for people. I highly recommend it for anyone who enjoys role-playing games, and for someone who's never played the rules are very easy to get into after only a session or two. DEFINTELY pick up a copy of this game.