Popcorn – Board Game Review

by | Jan 17, 2026 | Board Game Reviews, Reviews

This review is based off my plays on Board Game Arena. If I play it in person in the future and my opinions change, I’ll be sure to amend this review.

I’m a sucker for a good theme, and there are few themes that connect with me better than Movie theatres. Back in my early adulthood, a combination of sudden disposable income and lack of post secondary educational prospects, I saw almost every movie that hit the theatres that summer. Popcorn, designed by Maxime Demeyere and published by Iello, embraces the theme of running your own movie theatre, complete with spoof-filled movie posters, and I’m here for it.

Even before I knew how it played, I wanted to play it. When it popped up on Board Game Arena, the cartoon art and cheeky parodies of blockbuster films had me grinning before I’d even looked at the rules. At its heart, Popcorn is about efficiency through bag-building. You start with a small mix of generic and coloured meeples, who make up your initial offering of loyal moviegoers. Each round, you’ll draw from your bag, fill your seats, and activate bonuses from both the seats and the movies, if you manage to get the colours to sync up. Those bonuses will see you earning coins, hooking new customers, and popping the titular popcorn, which count as victory points.

The gameplay loop is simple but satisfying. During the pre-show phase, you can buy new movies to fill your theatres, replace the seats in your three theatres, and activate promotion tokens, which allow you to fill your bag with more meeples, either from the supply, or directly from your opponent’s discard piles. During the movie phase, you assign your meeples to seats, then activate each theatre, getting the bonuses I described above. After nine rounds, the player with the most popcorn wins, with bonus awards for everyone’s secret award cards, and some bonus points for the player who spent the most money on their theatre.

Popcorn game components

Image taken from Iello’s website

One mechanic that I found interesting was that in-between your showings, your movies slowly expire. You slide a little audience token up the side of the movie, covering actions from the bottom up. This encourages you to swap out an old film to keep your theatre humming.

Also in-between the showings is your chance to buy one new film and one set of new seats for your theatre. The markets here are quite limited, 6 total films, and 9 seats. If the colours or actions you’re desperately seeking after one of your shows has it’s actions exhausted by time doesn’t show up, you’re really up the creek without a paddle.

Popcorn sits comfortably in the “light euro” category, generally rewarding good planning but never really punishing you for making a mistake or taking a slight gamble. The obvious star of the show is the bag building mechanic, which I’ve been a fan of every time I see it employed (see Automobiles and Orleans). In Popcorn, the bag building represents you curating your audience, trying to lean into one of the genres to maximize the number of actions you get during every showing. Of course, randomness plays a major role. A bad draw at the wrong time can kneecap your plans, leaving you poor going into a new round while your movies are quickly expiring. For players who prefer full control in their euros, that unpredictability may be a deal-breaker.

For a light euro game, Popcorn does have a surprising streak of mean-spiritedness. When the visitor supply runs out, players can “borrow” guests from each other’s theatres. And I say borrow, but the reality is that you’re wholesale stealing them. Likewise, if you draft last in a round, the options for new movies might be slim pickings, but at least the rotating first-player marker keeps things fair across the session.

That said, the luck factor is real. Money is tight, and one of my plays taught me that if you run out of cash, and don’t have a seat power to generate some, you are effectively out of the game. The award cards, while perhaps adding some replayability, can feel uneven. Some are straightforward and lead into natural engines, while others depend on some lucky draws or specific combination of theatres and guests. And while the shared market of films makes for fun tension, it does mean turn order can be everything. Sitting late in a round often means your best-laid plans are eaten alive by hate-drafting opponents.

Popcorn game setup

Image taken from Iello’s website

Whatever mechanical complaints might exist, Popcorn nails its presentation. The artwork is an absolute standout, every movie card is a spoof of a real blockbuster, complete with witty taglines and tongue-in-cheek flavour text. Looking at pictures and videos of the physical production, The components themselves are just as charming. The first player token, a vintage popcorn bucket character that looks pulled right from the Steamboat Willy era of animation, is thematic perfection. The dual-layer theatre boards look to keep everything stable, and each player gets their own charming popcorn bucket to store their victory points.

There’s a sweetness to Popcorn that reminds me of games like Quacks of Quedlinburg or Cubitos. It’s light, colourful, and just a little bit unruly. You can teach it in five minutes, play it in an hour, and still have room for dessert afterward. But perhaps a bit like empty calories, while it was satisfying in the moment, there was little of substance that made me want to come back. Many modern euro games are great to play once, and I feel that Popcorn is one of those examples. It looks and plays great the first time you get it to the table, but there’s little there to pull me back in. The variability in gameplay comes from the movie market and award cards. The game feels the same every single time, and there’s precious little in the way of system mastery to be explored here. Just, hope the luck plays out in your favour.

Popcorn is the perfect game to play at a board game café. It has some clever ideas that are fun to explore, great humour in the cards, and the game doesn’t overstay it’s welcome. It doesn’t reinvent the bag-building mechanism, but it does manage to feel fresh right out of the box. It’s a good game to play once, especially if you have a particular fondness for the cinema.

0 Comments

Submit a Comment

Your email address will not be published. Required fields are marked *

Recent Posts

Final Fantasy X-2

Final Fantasy X-2

I initially didn’t plan on playing Final Fantasy X-2. But one of my friends decided to join me on my Final Fantasy X playthrough. And by join me, we played our games separately and texted each other our exciting and frustrating moments. When we both finished, I mentioned I was going to play Final Fantasy XII next. He suggested I wait a bit so he could have a bit of a JRPG detox, then he’d join me on that one as well. So with all the wonderfully deep and melancholic feelings in my heart from the end of Final Fantasy X, I decided to spin up Final Fantasy X-2. I wasn’t really ready to leave Spira, I really liked the world and the characters and the story. I was interested in what the first direct sequel in the Final Fantasy franchise would hold.

Jaipur – Board Game Review

Jaipur – Board Game Review

The two-player-only category of games is a crowded genre. It’s crowded with a lot of extremely good games, and I’m not even talking about games that play more players but also happen to play really well at two, like Race for the Galaxy or Innovation. I’m talking about games that are specifically designed for two players and two players only. 7 Wonders Duel, Targi, Star Realms, Splendor Duel, Patchwork, you know the ones. Among all those two-player games, one of the first 2 player games I ever played, and to this day remains one of the best 2 player game in my mind, is Jaipur, designed by Sébastien Pauchon in 2009.

dnup – Board Game Review

dnup – Board Game Review

dnup (Pronounced Down-Up (Holy cow does it ever feel wrong to not capitalize the name of the game)) is the latest game from Kei Kajino, the designer of the wonderfully brilliant and unique game Scout. dnup also uses the two-cards-in-one concept where a card has one number on one half, and if you flip it upside down, there’s a different number on the other side. But this time there’s no theme. I suspect that after every single review lamented how the circus theme in Scout just didn’t make any sense, he said, “f*** it,” and just made a great new card game.