Top 50 Two Player Board Games
50. Summoner Wars: Master Set
- For 2 players
- Plays in 60 minutes
- Box is designed to hold all your Summoned Wars decks
- Includes new neoprene game mat
“Summoner Wars is a fast-playing, action-packed card game for 2-4 players in which they take on the role of Summoners: powerful beings who harness the power of mysterious Summoning Stones to lead their race to conquest on the war-torn planet of Itharia. These Summoners wield terrible magic on the battlefield, freezing their foes in place, draining their enemies of power, and even bringing rains of fire down from the heavens. But most notoriously, they summon their great race’s hordes of warriors to the battlefield, to clash in the never-ending struggle for supremacy. A Summoner is both mage and general, and must combine their wizardly might with clever tactics to defeat the enemy Summoner on the opposite side of the battle.“
49. Exit: The Game – The Abandoned Cabin
- Escape Room game for the home
- 1 to 4 players; 1 to 2 hour playing time
- Includes materials for single use
- This game can be played only once, because you markup, fold, and tear the game materials
- English (Publication Language)
“Everyone meant to use the cabin only as a shelter for the night, but come the morning the door has been secured by a combination lock, with no one knowing the combination of numbers that will let them leave. The windows are barred as well. An enigmatic spinning code dial and a mysterious book is all that you have to go on. Can you escape from this abandoned cottage?
In Exit: The Game – The Abandoned Cabin, players must use their team spirit, creativity, and powers of deduction to crack codes, solve puzzles, collect objects, and earn their freedom bit by bit.”
- Features: Superior artwork, Tons of different strategies of game play, 3 different difficulty levels in one game
- Manage your energy between seasons and adapt your game play
- Mix cards to create unique combinations to give you more chances to win
- For 2 to 4 players
- 60 minutes of playtime
“The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge!
Seasons is a tactical game of cards and dice which takes place in two phases:
The first phase “Prelude” consists of a card draft: the goal during this phase will be to establish your own 9-card deck for the main part of the game and with it the strategy.
Once the Prelude is complete, each player must separate their 9 cards into 3 packs of 3 cards. They will begin the second phase of the game with their first pack of three cards, then gradually as the game progresses, they will receive the other two packets of three cards.
Next comes the Tournament: at the beginning of each round a player will roll the seasons dice (dice = number of players +1).
These cubes offer a variety of actions to the players:
- Increase your gauge (maximum number of cards you may have placed on the table and in play)
- Harvesting energy (water, earth, fire, air) to pay the cost of power cards
- Crystallizing the energy (during the current season) to collect crystals. Crystals serve both as a resource to pay for some cards, but also as victory points in the end.
- Draw new cards
Each player can choose only one die per turn. The die not chosen by anyone determines how many fields the “time track” would move forward.
In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes – also the “”exchange rates”” of energy to crystals vary during seasons – the energy not present on the dice in any given season is also the best paid during the season
At the end of the game, the crystals are summed with victory points granted by the cards (minus some penalties, where applicable). The highest score wins.”
- Wunderschön illustriertes 2er-spiel mit einfachen regeln und weitreichenden entscheidungen.
- Autor: Kota nakayama
- Spieldauer: 15 minuten
- Spieleranzahl: 2
- Empfohlenes alter: Ab 10 jahren
“Welcome to the most famed Geisha street in the old capital, Hanamikoji. Geishas are elegant and graceful women who are skilled in art, music, dance, and a variety of performances and ceremonies. Greatly respected and adored, Geishas are masters of entertainment.
In Hanamikoji, two players compete to earn the favor of seven illustrious Geishas by collecting each Geisha’s preferred performance item. With careful speculation and a few bold moves, can you outsmart your opponent to win the favor of the most Geishas?
Jixia Academy features the same gameplay as Hanamikoji, but with different artwork.”
46. Imperial Settlers
- Easy to learn strategy board game for 1 to 4 players, age 10+, with a playing time of 45 - 90 min.
- Great to play with the family or to enjoy as a solo game.
- Choose your empire - Roman, Japanese, Barbarian or Egyptian, each with its own thematic deck of cards. Construct buildings to strengthen your economy, find mines and fields to gather resources, build barracks and training grounds to train soldiers.
- Engine building civilization game with 4 asymmetrical factions and 220 cards, providing huge replay-ability.
“Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins…
Imperial Settlers is a card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points.”
45. 1960: The Making of the President
- Product is for use in the GMT Games table top game
- Product Number: GMT 1706
“”Sometimes the history of a nation can be defined by the relationship between two individuals. The Election of 1960 is the story of two men, John F. Kennedy and Richard M. Nixon. One is the scion of a wealthy, politically powerful family from New England. The other is the son of a Quaker grocer in Whittier, California. While they belong to opposing political parties, they start out as friends. The complex development of that friendship, however, would shape a pivotal presidential election and cast a long shadow over American history for the remainder of the 20th century.
“In 1960: The Making of the President, you take on the role of one of these great protagonists vying for the right to lead his country into the heart of the Cold War. However, it is not just foreign policy that poses a challenge to American leadership; this is also an era of great social turmoil and progress. As the United States continues to build upon the promise of its founding, candidates must contend with the question of civil rights and balance their positions on social justice against the need for valuable Southern electoral votes. Of course, the ever-present issue of the economy also rears its ugly head, and both Nixon and Kennedy will compete to be the candidate with the voters’ pocket books in mind.
“The contest is fought out on an electoral map of the United States as it stood in 1960—a map where Louisiana and Florida share the same number of electoral votes, as do California and Pennsylvania. Using a card-driven game system, all the major events which shaped the campaign are represented: Nixon’s lazy shave, President Eisenhower’s late endorsement, and the ‘Catholic question’ are all included as specific event cards. The famous televised debates and final election day push are each handled with their own subsystems. Candidates vie to capture each state’s electoral votes using campaign points in the four different regions of the country. At the same time, they must build momentum by dominating the issues of the day and attempt to gain control of the airwaves.
“As with any election campaign, the challenge is to adapt your game plan as the ground shifts out from under you. There are never enough resources or time to do everything, but you need to make the tough calls to propel yourself into the White House. This fast-playing strategy game for two players challenges you to run for the most powerful elective office in the world, at one of its most unique crossroads. Will you recreate history, or rewrite it? 1960: The Making of the President provides you the opportunity to do both.”“
44. Hero Realms
- This Bundle includes the Hero Realms adventuring deck building game and all its major expansions, INCLUDING the large storage box.
- As rival forces conspire to destroy your realm, the time for heroes is now. Cast powerful spells, perform mighty feats, and gather legendary champions at your side. Defeat your opponents, and prove your valor!
- Each character pack replaces a player’s personal deck or With the Ancestry pack, Play as a Dwarf, Elf, Ogre, Orc, or Smallfolk! Your lineage grants you powerful new abilities and unique items
- The Journeys set includes 4 expansion packs. Conquest and Discovery add the new quest and artifact types. Quests are secret objectives players may complete to earn artifacts! Hunters and Travelers add new champions and actions to the game
- 90 Minutes / 1-5 Players / Ages 12+
“Hero Realms is a fantasy-themed deck-building game that is an adaptation of the award-winning Star Realms game. The game includes basic rules for two-player games, along with rules for multiplayer formats such as Free-For-All, Hunter, and Hydra.
Each player starts the game with a ten-card personal deck containing gold (for buying) and weapons (for combat). You start each turn with a new hand of five cards from your personal deck. When your deck runs out of cards, you shuffle your discard pile into your new deck. An 80-card Market deck is shared by all players, with five cards being revealed from that deck to create the Market Row. As you play, you use gold to buy champion cards and action cards from the Market. These champions and actions can generate large amounts of gold, combat, or other powerful effects. You use combat to attack your opponent and their champions. When you reduce your opponent’s score (called health) to zero, you win!
Multiple expansions are available for Hero Realms that allow players to start as a particular character (Cleric, Fighter, Ranger, Thief, or Wizard) and fight cooperatively against a Boss, fight Boss decks against one another, or compete in a campaign mode that has you gain experience to work through different levels of missions.”
- 2 players
- 30 minutes to play
- Western theme
- Part of the Gipf project
- Combinable with any game in the series
“In YINSH, the players each start with five rings on the board. Every time a ring is moved, it leaves a marker behind. Markers are white on one side and black on the other. When markers are jumped over by a ring they must be flipped, so their color is constantly changing. The players must try to form a row of five markers with their own color face up. If a player succeeds in doing so, he removes one of his rings as an indication that he has formed such a row. The first player to remove three of his rings wins the game. In other words, each row you make brings you closer to victory-but also makes you weaker, because you have one fewer ring to play with. Very tricky!”
- Completely redesigned rulebook to make learning the game easier
- Introduces the Abbot mini expansion and a new version of the river
- Game and expansions have sold over 10 million copies worldwide
- 2 – 5 players
“Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of their meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner.
During a game of Carcassonne, players are faced with decisions like: “”Is it really worth putting my last meeple there?”” or “”Should I use this tile to expand my city, or should I place it near my opponent instead, giving him a hard time to complete their project and score points?”” Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities.”
- CLASSIC STRATEGY GAME: Originating 4,000 years ago, Go is one of the most complex games in the world
- BAMBOO GO BOARD: Traditional 47x44cm oblong table board, 2cm thick, made with pressed, natural bamboo
- REVERSIBLE BOARD: Standard 19x19 playing field on the top, 13x13 beginner's board on the bottom
- 361 BAKELITE STONES: Two bamboo bowls hold the included 361 single-convex bakelite stones (180 white, 181 black) aka goishi stones
- PREMIUM QUALITY: Matching, dark wash wood stain; deep, engraved lines; total product weight over 11 pounds
“By all appearances, it’s just two players taking turns laying stones on a 19×19 (or smaller) grid of intersections. But once its basic rules are understood, Go shows its staggering depth. One can see why many people say it’s one of the most elegant brain-burning abstract games in history, with players trying to claim territory by walling off sections of the board and surrounding each other’s stones. The game doesn’t end until the board fills up, or, more often, when both players agree to end it, at which time whoever controls the most territory wins.
The earliest mention of Go (appears in the “Analects” of Confucius (551-479 BC), while the earliest physical evidence is a 17×17 Go board discovered in 1952 in a tomb of the former Han dynasty (206 BC- 9 AD). There is a tangle of conflicting popular and scholarly anecdotes attributing its invention to two Chinese emperors, an imperial vassal and court astrologers. One story has it that Go was invented by the legendary Emperor Yao (ruled 2357-2256 BC) as an amusement for his idiot son. A second claims that the Emperor Shun (ruled 2255-2205 BC) created the game in hopes of improving his weak-minded son’s mental prowess. A third says the person named Wu, a vassal of the Emperor Jie (ruled 1818-1766 BC), invented Go (as well as games of cards). Finally, a fourth story suggests that Go was developed by court astrologers during the Zhou dynasty (1045-255 BC).
A Go set, consisting of a very general-purpose grid and colored stones, can also be used to play a variety of other abstract strategy games, such as Connect6, Go-Moku, and Pente.”
40. Star Realms: Colony Wars
- Colony Wars is a stand-alone expansion for the hit Star Realms deckbuilding game.
- Colony Wars can be played as a stand-alone 2 player game or combined with the original Star Realms Deckbuilding Game to support an additional 1-2 players.
- This box contains a complete 2 player game with rules and 128 cards, including an all new 80 card track deck.
- English (Publication Language)
“Colony Wars is a deckbuilding game in the Star Realms series which is both a standalone box set for two players (featuring an 80-card trade deck, as in the original) and an expansion for the base Star Realms set that allows it to be played as a four-player game.
In Colony Wars, as in Star Realms, players will start with a fleet (deck) of 10 basic ships, and can spend Trade to acquire more powerful ships and bases from a central trade row of 5 cards. This row is continuously replenished by random draws from the trade deck. Many ships and bases deal Combat damage which you can use to attack your opponent and/or destroy their bases. When you reduce your opponent’s Authority to zero, you win.”
- Santorini is a strategy-based board game that’s exhilarating and intellectually challenging! Play together and make family game night even more fun!
- Play against an opponent or team up and play two against two.
- Race to build your way to the top of a stack of blocks! Use builder pieces and move one space in any direction.
- Each player is dealt a God Card to be used strategically. When you find yourself in a tight spot, break or bend the rules!
“Santorini is a re-imagining of the purely abstract 2004 edition. Since its original inception over 30 years ago, Santorini has been continually developed, enhanced and refined by designer Gordon Hamilton.
Santorini is an accessible strategy game, simple enough for an elementary school classroom while aiming to provide gameplay depth and content for hardcore gamers to explore, The rules are simple. Each turn consists of 2 steps:
- Move – move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels.
- Build – Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play.
Winning the game – If either of your builders reaches the third level, you win.
Variable player powers – Santorini features variable player powers layered over an otherwise abstract game, with 40 thematic god and hero powers that fundamentally change the way the game is played.”
38. Sekigahara: The Unification of Japan
- Fourth Printing Note: This printing is identical to the third printing, including the deeper (3") box.
“The battle of Sekigahara, fought in 1600 at a crossroads in Japan, unified that nation under the Tokugawa family for more than 250 years.
Sekigahara allows you to re-contest that war as Ishida Mitsunari, defender of a child heir, or Tokugawa Ieyasu, Japan’s most powerful daimyo (feudal lord).
The campaign lasted only 7 weeks, during which each side improvised an army and a strategy with what forces their allies could provide. Each leader harbored deep doubts as to the loyalty of his units – for good reason. Several daimyo refused to fight; some even turned sides in the midst of battle.
To conquer Japan you must do more than field an army – you must be sure it will follow you into combat. Cultivate the loyalty of your allies and deploy them only when you are confident of their allegiance. Win a battle by gaining a defection from the ranks of your opponent.
Sekigahara is replete with unusual mechanics:
No dice are used
Cards represent loyalty and motivation. Without a matching card, an army will not enter battle.
Allegiance is represented by hand size, which fluctuates each turn.
Battles are a series of deployments, from hidden unit stacks, based on hidden loyalty factors. Loyalty Challenge cards create potential defection events.
Sekigahara is a 3-hour block game based on the Japanese campaign waged in 1600. The 7-week war, fought along Japan’s two major highways and in scattered sieges and backcountry skirmishes, elevated Tokugawa Ieyasu to Shogun and unified Japan for 265 years.
Sekigahara is designed to offer an historically authentic experience within an intuitive game mechanic that can be played in one sitting. Great effort has been taken to preserve a clean game mechanism. (Despite a healthy amount of historical detail, the ruleset is a brief 6 pages.) Chance takes the form of uncertainty and not luck.
No dice are used; combat is decided with cards. Blocks = armies and cards = motivation. The combination of army and motivation produces impact on the battlefield. Armies without matching cards don’t fight. Battles resolve quickly, but with suspense, tactical participation, and a wide range of possible outcomes.
Legitimacy is represented by hand size, which fluctuates each week according to the number of castles a player holds. Certain events deplete legitimacy, like force marches and lost battles. Recruitment, meanwhile, is a function of a daimyo’s control over key production areas. Objectives (enemy units, castles, resources) exist all over the map.
The initial setup is variable, so the situation is always fresh. Concealed information (blocks and cards) lends additional uncertainty. In this way the game feels like the actual campaign.
Blocks are large and stackable. Every unit on the board is visible at once, and the strategic situation is comprehensible at a glance. Components use authentic clan designations and colors, and have a Japanese feel.
True to history, the objectives (castles and economic centers) and forces (armies of allied daimyo) are dispersed. Support for one front means neglect for another. The player is pulled between competing priorities. Each side wonders where his opponent wants to fight, and where he is unready. There is a great deal of bluff in the game.
Each player must rally the several daimyo of his coalition, managing the morale and motivation of each clan. The forces are dispersed, and while there are reasons to unify them, the objectives are also dispersed, and the timeframe compact, so skirmishing will occur all over the island.”
37. Codenames: Duet
- 400 all new words compatible with original codenames
- New cooperative gameplay
- Campaign mode to record your progress
- Variable difficulty to challenge even the greatest spies
- Great with two players, or more
“Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you’re working together as a team to find all of your agents. (Why you don’t already know who your agents are is a question that Congressional investigators will get on your back about later!)
To set up play, lay out 25 word cards in a 5×5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5×5 grid on the card, with nine of the squares colored green (representing your agents) and three squares colored black (representing assassins). Three of the nine squares on each side are also green on the other side, one assassin is black on both sides, one is green on the other side and the other is an innocent bystander on the other side.
Collectively, you need to reveal all fifteen agents — without revealing an assassin — before time runs out in order to win the game. Either player can decide to give the first one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose! Unlike regular Codenames, they can keep guessing as long as they keep identifying an agent each time; this is useful for going back to previous clues and finding ones they missed earlier. After the first clue is given, players alternate giving clues.”
36. Aeon’s End: War Eternal
- Aeon's end: War eternal is a cooperative deck building game for 1-4 players that feels like an epic video game boss battle
- Aeon's end: War eternal is a standalone game that includes everything needed to play
- Aeon's end: War eternal is compatible with aeon's end. The depths and the NAMELESS expansions
- Every game you will face a different nemesis, each with a unique set of abilities requiring a different strategy to defeat
“Gravehold remains the last bastion of The World That Was. As the otherworldly incursions from the creatures known only as The Nameless intensify, a cadre of strange survivors emerge from the void itself. Will they be Gravehold’s salvation or its undoing?
War Eternal is a standalone game compatible with the cooperative deck-building game Aeon’s End. Players struggle to defend Gravehold from The Nameless and their hordes using unique abilities, powerful spells, and an all-new cast of dynamic characters. Featuring a number of innovative mechanisms, including a variable turn order system that simulates the chaos of an attack and deck management rules that require careful planning, War Eternal can be played alone or combined with other Aeon’s End content for a game experience like no other.”
35. Combat Commander: Europe
- Card driven board game covering tactical infantry combat in the European Theatre of WWI
- One player takes the role of Germany, another of Russia or the USA
- Includes 12 historical scenarios!
- Includes 6 mapsheets
- Age 12+
“Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more “Fate” cards from their hands in order to activate his units on the mapboard for various military functions.
Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific “Objective” chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge.
A game of Combat Commander is divided into several measures of Game Time. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card “Orders” conducted by the active player. Fate Card “”Actions”” may generally be conducted by either player at any time. “”Events”” — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.
SCALE: Each hex of a Combat Commander map is roughly 100 feet of distance (about 30 meters). Each complete Player Phase abstractly represents several seconds of real time. Each complete measure of Game Time abstractly represents several minutes of real time.
Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios — and individual weapons larger than a pistol, rifle or BAR — are represented by their own counters.”
- BOARD GAME FOR ADULTS AND FAMILY - You are an artist competing to create the most beautiful stained glass window in the Sagrada Familia.
- EASY TO LEARN - Each round (out of 10 rounds), players will pick dice, cleverly matching the pattern in their board to create a beautiful stained glass window. Think stained-glass sudoku!
- BEAUTIFUL AND FUN - Sagrada is a thought provoking, wonderfully fun board game for the entire family that looks stunning on the table. Your friends will be hooked the first time! Learn in minutes, play over and over!
- IN THE BOX - 90 Beautiful Dice, 4 Player Boards, 24 Stained Glass Window Patterns, 12 Tool Cards, 15 Objective Cards, Dice Bag, Round Track, Score Markers and 24 Glass Favor Tokens
- ABOUT SAGRADA - Sagrada is a 1-4 player board game that plays in about 30 minutes for players ages 13+. Search for Sagrada Expansion to include more players and new challenges! Solo-play available, too.
“Draft dice and use the tools-of-the-trade in Sagrada to carefully construct your stained glass window masterpiece.
In more detail, each player builds a stained glass window by building up a grid of dice on their player board. Each board has some restrictions on which color or shade (value) of die can be placed there. Dice of the same shade or color may never be placed next to each other. Dice are drafted in player order, with the start player rotating each round, snaking back around after the last player drafts two dice. Scoring is variable per game based on achieving various patterns and varieties of placement…as well as bonus points for dark shades of a particular hidden goal color.
Special tools can be used to help you break the rules by spending skill tokens; once a tool is used, it then requires more skill tokens for the other players to use them.
The highest scoring window artisan wins!”
33. Paths of Glory
- Paths of Glory allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918.
“They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The bloody battles fought in the trenches of the Western Front, the icy plains of Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the world we know today. We are all orphans of the Great War.
Paths of Glory: The First World War, designed by six-time Charles S. Roberts awards winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful ‘place in the sun.’ As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war ‘to end all wars.’ Both players will find their generalship and strategic abilities put to the test as Paths of Glory’s innovative game systems let you recreate all the dramatic events of World War I.”
32. Detective: A Modern Crime Board Game
- Complex detective investigation using clues general knowledge and Antares Database
- 5 crime cases to solve all interconnected and telling one compelling story
- A fully cooperative immersive game night experience
- 1 to 5 Players ages 16 and up
- 120 to 180 minutes playing time
“In Detective: A Modern Crime Board Game you are going to solve FIVE different cases and find out what connects them, you are going to BREAK THE 4th WALL by using every resource you can, you are going to browse the game’s DEDICATED DATABASE simulating your agency’s resources, you will enter a city maze of old mysteries and fresh CRIME, and you will be able to COOPERATE with other agents or solve the mystery on your own.
Take the job of a real detective in a modern setting! In Detective: A Modern Crime Board Game, 1-5 players take on the role of investigators, solving mysterious crimes while working as an Antares National Investigation Agency team members. This board game tell rich stories – stories you will participate in. Let’s hope that you will be able to deduce the end, before there is another crime… The game will challenge you with five different cases, that have to be played in order. Seemingly unconnected at first, they will unveil an immersive meta-plot based on facts and fiction alike.
Detective: A Modern Crime Board Game brings classic, card-based, puzzle-solving gameplay into the 21st century with the introduction of online elements. You will gain access to the online Antares database that contains data about suspects, witnesses, and documentation from arrests and trials related to your case. Use every tool at your disposal to solve these crimes – consult the Internet, check the facts and constantly discover new clues. You are not playing a detective; you ARE a detective!”
31. Res Arcana
- By acclaimed designer tom lehmann (race for the galaxy)
- Innovative resource growth and transformation gameplay
- Multiple strategies, and endless replayability
- Beautiful artworks and presentation
“In a high tower, an Alchemist prepares potions, using vials filled with otherworldly fluids. In a sacred grove, a Druid grinds herbs for a mystical ritual. In the catacombs, a Necromancer summons a bone dragon… Welcome to the world of Res Arcana!
In it, Life, Death, Elan, Calm, and Gold are the essences that fuel the art of magic. Choose your mage, gather essences, craft unique artifacts, and use them to summon dragons, conquer places of power, and achieve victory!
Designed by Tom Lehmann and richly illustrated by Julien Delval, Res Arcana offers a unique gaming experience!”
30. Commands & Colors: Ancients
- Great strategy game for 1-2 players
- For 2 players
- Takes about an hour or more to play
“From the designer (about his Commands and Colors system, C&C: Ancients, and Memoir’ 44):
Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray stylized battles from this time in history. The 15 battles, showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama.
The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time.
Unlike its older brother, Battle Cry by Avalon Hill Games, Inc., Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour.
The command card system, drives movement, creates a true fog of war and presents both challenges and opportunities. There are four types of command cards: Leadership cards, Section cards, Troop cards and Tactic cards.
The battle dice system resolves all combat efficiently and quickly. Each battle die has one Light, one Medium, one Heavy, one Leader, one Flag and one Swords symbol.
The game mechanics, although simple, will still require strategic card play, historical tactics, timely dice rolling, and an aggressive yet flexible battle plan, to achieve victory.”
29. Memoir ’44
- 17 historical scenarios
- Easy to learn and fast-paced
- Historical World War II game
- 17 historical scenarios
- Easy to learn and fast-paced
“Memoir ’44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes.
Memoir ’44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units — infantry, paratrooper, tank, artillery, and even resistance fighters — to their greatest strength.
By design, the game is not overly complex, says Memoir ’44 designer, Richard Borg. The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory. In addition to the large, double-sided gameboard, Memoir ’44 includes 144 amazingly detailed army miniatures – including historically accurate infantry, tanks and artillery; 36 Obstacle pieces, 60 illustrated Command cards, 44 Special Terrain tiles, and 8 Custom Wooden dice.
Memoir ’44 is designed for 2 players but easily accommodates team play. And with Memoir ’44 Overlord scenarios, players can use multiple boards and up to 8 players to conduct large scale operations, experiencing the challenges of troop coordination and military chain of command on a large scale battlefield. Average game length is between 30 and 60 minutes, encouraging match play where players can command first one side and then the other.
The Memoir ’44 series consists of the base game and a number of expansions.
This game is based upon Richard Borg’s Command and Colors system.”
28. Chronicles of Crime
- Chronicles of crime is cooperative game of crime investigation, mixing VR experience and board gaming.
- With the same physical components (board, locations, characters and items), players will be able to play plenty of different scenarios and solve as many different crime stories.
- They will start the app, choose the scenario they want to play, and follow the story. The goal being to catch the killer of the case they have been given in the shortest short time possible.
- Using the scan&play technology, Each component (locations, characters, items, etc.) has a unique QR code, which, depending on the scenario selected, will activate and trigger different clues and stories. That means players will be able to get new stories way after the game is release Simply by downloading the app's updates, without any shipping of new physical components involved.
- 1-4 players, 60-90 minutes playing time, ages: 12 and up
“Chronicles of Crime is a cooperative game of crime investigation, mixing an app, a board game and a touch of Virtual Reality.
With the same physical components (board, locations, characters and items), players will be able to play plenty of different scenarios and solve as many different crime stories.
Players start the app, choose the scenario they want to play, and follow the story. The goal being to catch the killer of the current case in the shortest time possible.
Using the Scan&Play technology, each component (locations, characters, items, etc.) has a unique QR code, which, depending on the scenario selected, will activate and trigger different clues and stories. That means players will be able to get new stories way after the game is released simply by downloading the app’s updates, without any shipping of new physical components involved.
The VR experience only requires a mobile phone. Players simply put the VR glasses (optional buy) onto their mobile device, and put the VR glasses on their nose, holding their mobile device in front of their eyes, to immerse themselves in the game’s universe and search for clues in a virtual world.
The game comes with 1 tutorial and 5 scenarios, but more can be downloaded directly inside the app!
Each session last around 1h to 1h30 minutes and many scenarios are connected to each others in order to tell a much bigger story.”
- A classic, award-winning card game by Sebastian pauchon
- New, beautiful artwork by Vincent Dutrait. Same great gameplay
- Easy to learn game that offers a lot of depth and strategy.
- The first game in space cowboy 2-player collection.
“You are one of the two most powerful traders in the city of Jaipur, the capital of Rajasthan, but that’s not enough for you because only the merchant with two “seals of excellence” will have the privilege of being invited to the Maharaja’s court. You are therefore going to have to do better than your direct competitor by buying, exchanging, and selling at better prices, all while keeping an eye on both your camel herds.
Jaipur is a fast-paced card game, a blend of tactics, risk and luck. On your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking one card from the market, or swapping 2-5 cards between the market and your cards.
If you sell cards, you get to sell only one type of good, and you receive as many chips for that good as the number of cards you sold. The chips’ values decrease as the game progresses, so you’d better hurry! On the other hand, you receive increasingly high rewards for selling three, four, or five cards of the same good at a time, so you’d better wait!
You can’t sell camels, but they’re paramount for trading and they’re also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.”
26. That’s Pretty Clever!
- Kennerspiel des Jahres 2018 nominee
- Dice game fun for all ages
- All play at the same time
- English rules
- 1-4 players
“Choose your dice well in Ganz schön clever to enter them into the matching colored area, put together tricky chain-scoring opportunities, and rack up the points. The dice you don’t use are as important as what you do because every die that’s smaller than the chosen one can be used by the other players, keeping everyone in the game at all times.”
Top 25 Two Player Board Games
25. The Lord of the Rings: The Card Game
- The first cooperative LCG
- Build your decks from the 4 spheres of influence tactics, lore, spirit and leadership
- Build a party of heroes from an assortment of notable characters from the beloved novels by
- Number of players 1 to 2 (or up to 4 with 2 core sets)
- Playing time 30 to 90 minutes
“The Lord of the Rings: The Card Game is a cooperative adventure game in which the players attempt to complete a scenario, each with three heroes of their choice and a deck of allies, events and attachments to support them. Each round, players send their heroes and allies to quest or to fight with enemies that engage them. However, as the heroes and allies exhaust after questing, defending, or attacking, the players’ options are typically insufficient to deal with everything at once. Therefore, players need to determine whether it is more urgent to quest and make progress in the scenario while the enemy forces gain power, or to take down enemies while making no progress, not knowing what will come next.
The Lord of the Rings: The Card Game is the base game of a Living Card Game for which new adventure packs are released monthly. The base game contains three scenarios, twelve famous characters from the works of J.R.R. Tolkien (including Aragorn, Legolas, Gimli, Denethor and Eowyn), and four pre-constructed player decks. Players can either use one of these decks or construct their own deck to increase their chances to be successful in the more challenging scenarios. The monthly adventure packs contain a new scenario, a new hero, and new player cards to be used in their deck. The base game is for 1-2 players, but with an additional base game the scenarios can be played with up to four players.
Although this game is set in Tolkien’s Middle Earth, the scenarios do not represent scenes from the books, but rather take place in the seventeen years from Bilbo’s 111th birthday until Frodo’s departure from the Shire.
The scenarios from saga-expansions do represent scenes from the books. Saga-expansions will form the Campaign Mode so that you can play all the saga quests that deal with the trilogy (+ Hobbit) together in one marathon campaign.”
- Worker placement game for 2 players
- 7. 6 Board Game Geek Rating | Top 100 Ranking
- Solo Variant
- Skill Level: Intermediate
“Theme and overview:
Unlike in other cultures, the desert Tuareg men, known as Targi, cover their faces whereas women of the tribe do not wear veils. They run the household and they have the last word at home in the tents. Different families are divided into tribes, headed by the ‘Imascheren’ (or nobles). As leader of a Tuareg tribe, players trade goods from near (such as dates and salt) and far (like pepper), in order to obtain gold and other benefits, and enlarge their family. In each round their new offerings are made. Cards are a means to an end, in order to obtain the popular tribe cards.
The board consists of a 5×5 grid: a border of 16 squares with printed action symbols and then 9 blank squares in the centre onto which cards are dealt. Meeples are placed one at a time on the spaces at the edges of the board (not including corner squares). You cannot place a meeple on a square the opponent has a meeple on already, nor on a square facing opponent’s meeple. Once all meeples are placed, players then execute the actions on the border squares the meeples are on and also take the cards from the centre that match the row and column of the border meeples.
The game is predominantly scored and won by playing tribal cards to your display. These give advantages during the game and victory points at the end. Usually cards are played (or discarded) immediately once drawn. A single card can be kept in hand but then requires a special action to play it (or to discard it to free the hand spot for another card). Each card has a cost in goods to play. Goods are obtained either from border spaces or from goods cards.
The display (for scoring) consists of 3 rows of 4 cards that are filled from left to right and cannot be moved once placed (barring some special cards). There is also a balance to be found between the victory point score on the cards themselves (1-3 VP per tribal card) and in the combinations per row (a full row of 4 identical card types gets you an additional 4 VP, and a full row of 4 distinct card types gets you 2 VP).
The winner at the end of the game is the player with the most victory points.”
23. Star Realms
- Fun Amazingly rich yet easy to learn game play
- Portable The whole game comes in a deck box that can fit in your jacket pocket
- Expandable One copy supports 2 players Add additional copies for multi player games of up to 6 players
- Beautiful Rich full color artwork brings this science fiction universe to life
- English (Publication Language)
“Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle (The Battle for Hill 218) and Rob Dougherty (Ascension Co-designer).
Star Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent’s score (called Authority) to zero, you win!
Multiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios. Also, in the newest version, there are new ways to play that allow up to 6 players with modes like Boss, Hunter, and Free for All. You can also add Star Realms Colony Wars to the deck to make it 4 players. This is the first game of the Star Realms series.”
22. Star Wars: X-Wing Miniatures Game
- A game of tactical space combat in the Star Wars universe for two players
- Take control of the most advanced starfighters in the galaxy
- Contains three detailed, painted miniatures: one X-wing and two TIE fighters
- Build your squadron selecting from thirteen Ship cards and five Upgrade cards
- Straightforward quick-play rules will have you battling in mere minutes
“Star Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission!
Whatever your chosen vessel, the rules of X-Wing facilitate fast and visceral gameplay that puts you in the middle of Star Wars fiercest firefights. Each ship type has its own unique piloting dial, which is used to secretly select a speed and maneuver each turn. After planning maneuvers, each ship’s dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you’ll be in total control throughout all the tense dogfighting action.
Star Wars: X-Wing features (three) unique missions, and each has its own set of victory conditions and special rules; with such a broad selection of missions, only clever and versatile pilots employing a range of tactics will emerge victorious. What’s more, no mission will ever play the same way twice, thanks to a range of customization options, varied maneuvers, and possible combat outcomes. Damage, for example, is determined through dice and applied in the form of a shuffled Damage Deck. For some hits your fighter sustains, you’ll draw a card that assigns a special handicap. Was your targeting computer damaged, affecting your ability to acquire a lock on the enemy? Perhaps an ill-timed weapon malfunction will limit your offensive capabilities. Or worse yet, your pilot could be injured, compromising his ability to focus on the life-and-death struggle in which he is engaged…
The Star Wars: X-Wing starter set includes everything you need to begin your battles, such as scenarios, cards, and fully assembled and painted ships. What’s more, Star Wars: X-Wing’s quick-to-learn ruleset establishes the foundation for a system that can be expanded with your favorite ships and characters from the Star Wars universe.”
21. The Lord of the Rings: Journeys in Middle-earth
- A fully cooperative, app supported board game set in J.R.R; Tolkien’s iconic middle earth for 1 to 5 players
- Form your own fellowship as you become heroes of the free peoples of Middle Earth, preparing your skills and testing you might and wisdom in combat against the dark forces threatening the land
- The immersive companion app guides you through each scenario and tracks your progress through entire campaigns
- Choose from 6 iconic heroes, increasing your power and customizing your skills over the course of your adventures
- Journey across 22 map tiles and do battle against 25 beautifully sculpted enemy miniatures
“Embark on your own adventures in J.R.R. Tolkien’s iconic world with The Lord of the Rings: Journeys in Middle-Earth, a fully co-operative, app-supported board game for one to five players! You’ll battle villainous foes, make courageous choices, and strike a blow against the evil that threatens the land — all as part of a thrilling campaign that leads you across the storied hills and dales of Middle-Earth.
Each individual game of Journeys in Middle-Earth is a single adventure in a larger campaign. You’ll explore the vast and dynamic landscapes of Middle-earth, using your skills to survive the challenges that you encounter on these perilous quests. As you and your fellow heroes explore the wilderness and battle the dark forces arrayed against you, the game’s companion app guides you to reveal the looming forests, quiet clearings, and ancient halls of Middle-Earth, while also controlling the enemies you encounter. Whether you’re venturing into the wild on your own or with close companions by your side, you can write your own legend in the history of Middle-Earth.”
Top 20 Two Player Board Games
20. Grand Austria Hotel
- For 2-4 players
- 45-60 minute playing time
- Great strategy game
“In the thick of the Viennese modern age, exquisite cafés are competing for customers. Inspiring artists, important politicians, and tourists from all over the world are populating Vienna and in need of a hotel room. This is your opportunity to turn your little café into a world famous hotel. Hire staff, fulfill the wishes of your guests, and gain the emperor’s favor. Only then will your café become the Grand Austria Hotel.
The start player rolls the dice, sorting them by the rolled number and placing them on the corresponding action spaces. On a turn, a player chooses one of the six actions and carries it out. The number of the available dice in the corresponding action spaces determines how much the player gets from the action. They then remove one of the dice and can carry out additional actions. With the different actions, a player can get the necessary drinks and dishes, prepare the rooms, or hire staff.
But no hotel can grow without guests. To choose wisely which guests to attract and to complete their orders brings some important bonus actions. The staff cards also have different advantages, but the game ends after seven rounds and no player can do everything they want, so whoever makes the right decisions and finds the best way to create bonus actions will win.
With 116 different cards and a new set-up in each game, Grand Austria Hotel provides a huge replay value. Each game stands on its own and demands new tactics and strategies.”
19. Sherlock Holmes Consulting Detective: The Thames Murders & Other Cases
- A new standalone box for Sherlock Holmes consulting detective
- Cooperate with your friends to solve each case in a shared deductive experience
- An utterly unique game structure draws you into the World of Sherlock Holmes
“Have you ever had the desire to walk the streets of Victorian London with Sherlock Holmes in search of Professor Moriarty? To search the docks for the giant rat of Sumatra? To walk up Baker Street as the fog is rolling in and hear Holmes cry out, “Come, Watson, come! The game is afoot!”? Now you can! You can enter the opium den beneath the Bar of Gold, but beware, that may be Colonel Sebastian Moran lurking around the corner. You can capture the mystery and excitement of Holmes’ London in this challenging and informative game. You, the player, will match your deductive abilities against your opponents and the master sleuth himself, Sherlock Holmes.
In Sherlock Holmes Consulting Detective, you are presented with a mystery to solve, and it is then up to you to trace the threads of evidence through the byways and mansions of nineteenth century London. You will interview suspects, search the newspapers for clues, and put together the facts to reach a solution.
Why were two lions murdered in Hyde Park? Who is responsible for the missing paintings from the National Gallery? Who murdered Oswald Mason and why? These are just a few of the cases that will challenge your ingenuity and deductive abilities.
This is not a board game: No dice, no luck, but a challenge to your mental ability. The game has been thoroughly researched for Holmesian and Victorian accuracy so as to capture a feeling of that bygone era.”
“In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9×9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons — the currency/points in the game — and someone is chosen as the start player.
On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch’s location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You’re free to place the patch anywhere on your board that doesn’t overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player’s time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent’s time token, then take one button from the bank for each space you moved.
In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn “button income”: sum the number of buttons depicted on your personal game board, then take this many buttons from the bank.
What’s more, the time track depicts five 1×1 patches on it, and during set-up you place five actual 1×1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board.
Additionally, the first player to completely fill in a 7×7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn’t happen in every game.)
When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.”
17. Paladins of the West Kingdom
- 1-4 players ages 12+
- 90-120 minute playing time
- Enlist the help of your Paladins to defend your city From increasing threats
- Multiple paths to victory, thanks to the suspicion system, attribute tracks and wide array of potential townsfolk and Outsider combinations
- Just the right amount of player interaction, with no take-that mechanisms
“Paladins of the West Kingdom is set at a turbulent time of West Francia’s story, circa 900 AD. Despite recent efforts to develop the city, outlying townships are still under threat from outsiders. Saracens scout the borders, while Vikings plunder wealth and livestock. Even the Byzantines from the east have shown their darker side. As noble men and women, players must gather workers from the city to defend against enemies, build fortifications and spread faith throughout the land. Fortunately you are not alone. In his great wisdom, the King has sent his finest knights to help aid in our efforts. So ready the horses and sharpen the swords. The Paladins are approaching.
The aim of Paladins of the West Kingdom is to be the player with the most victory points (VP) at game’s end. Points are gained by building outposts and fortifications, commissioning monks and confronting outsiders. Each round, players will enlist the help of a specific Paladin and gather workers to carry out tasks. As the game progresses, players will slowly increase their faith, strength and influence. Not only will these affect their final score, but they will also determine the significance of their actions. The game is concluded at the end of the seventh round.”
16. Aeon’s End
- Aeon's end is a cooperative deck building game for 1-4 players that feels like an epic video game boss battle
- Your deck is never shuffled, a variable player order simulates the chaos of battle, and deck management makes all of your decisions meaningful
- Every game you will face a different nemesis, each with a unique set of abilities requiring a different strategy to defeat
“The survivors of a long-ago invasion have taken refuge in the forgotten underground city of Gravehold. There, the desperate remnants of society have learned that the energy of the very breaches the beings use to attack them can be repurposed through various gems, transforming the malign energies within into beneficial spells and weapons to aid their last line of defense: the breach mages.
Aeon’s End is a cooperative game that explores the deckbuilding genre with a number of innovative mechanisms, including a variable turn order system that simulates the chaos of an attack, and deck management rules that require careful planning with every discarded card. Players will struggle to defend Gravehold from The Nameless and their hordes using unique abilities, powerful spells, and, most importantly of all, their collective wits.”
15. Five Tribes
- For 2 to 4 players
- Takes 40 to 80 minutes to play
- Gamer game that's fun for all
- English (Publication Language)
“Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala. The old sultan just died and control of Naqala is up for grabs! The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state. Will you fulfill the prophecy? Invoke the old Djinns and move the Tribes into position at the right time, and the Sultanate may become yours!
Designed by Bruno Cathala, Five Tribes builds on a long tradition of German-style games that feature wooden meeples. Here, in a unique twist on the now-standard “worker placement” genre, the game begins with the meeples already in place – and players must cleverly maneuver them over the villages, markets, oases, and sacred places tiles that make up Naqala. How, when, and where you dis-place these Five Tribes of Assassins, Elders, Builders, Merchants, and Viziers determine your victory or failure.
As befitting a Days of Wonder game, the rules are straightforward and easy to learn. But devising a winning strategy will take a more calculated approach than our standard fare. You need to carefully consider what moves can score you well and put your opponents at a disadvantage. You need to weigh many different pathways to victory, including the summoning of powerful Djinns that may help your cause as you attempt to control this legendary Sultanate.”
14. Fields of Arle
- Designed by Uwe Rosenberg, creator of Agricola
- Contains high quality game board and game components
- For 1-2 players
- Ages 13 and up
“Welcome to Arle
In Fields of Arle, created by Uwe Rosenberg, one to two players live as farmers in the small and peaceful town of Arle in East Frisia. The flax grown in the land surrounding the village makes it a profitable place to work and live. Fields of Arle takes players through four and a half years of this era of prosperity, with different opportunities available as the seasons change. Farm the land to capitalize on the demand for flax, or find other ways to make the most of the small town’s prosperity.
Work the Land
Whether you delve into flax farming or leverage other areas of expertise, always make sure that you have the land to build up your village. Construct dikes to keep the waters at bay and expand your fields. Dry out bogs to harvest peat and then clear the land for cultivation. Create more fields for your livestock, buildings, or future crops; after that, you can decide whether to house animals or cultivate a forest for timber. Perhaps you’d like to take up some flax farming for yourself, or diversify and try out a little bit of everything.
Tools of the Trade
At the outset of each half year, you’ll choose how you’d like to spend that time working. There are many ways to build your fortune. Use the Master space to increase the tools at your disposal, focus on the Cattle Trainer to make the most of your livestock, or build up your fleet of vehicles and ship out goods. Taking stock of your progress differs depending on the season. You may milk your existing livestock or care for a bunch of newborn animals. You could harvest your flax in the fall, and sheer your sheep in spring. At the end of each half year, you’ll need to take stock of your progress by unloading your vehicles and feeding your family and animals, so keep an eye on the season and do your best to keep the farm growing and everyone well fed!
Travel and Prosper
Once you’ve made headway in clearing fields and stocking up goods, it’s time to make your products available to potential buyers. The more vehicles you have, the more goods you can ship. Send things into the wide world to increase your Travel Experience and grant you points over the course of the four and a half years of the game. Build up your farm and your vehicles and get your goods out into the world to make the most of every season. There are many roads to success in Fields of Arle, so pick your path, work the land, and enjoy the friendly competition as you strive to make your fortune!””
13. Race for the Galaxy
- For 2-4 players
- 60 minute playing time
- Check out all the great expansions to Race for the Galaxy
- For 2 to 4 players
- Play time of 60 minutes
“In the card game Race for the Galaxy, players build galactic civilizations by playing game cards in front of them that represent worlds or technical and social developments. Some worlds allow players to produce goods, which can be consumed later to gain either card draws or victory points when the appropriate technologies are available to them. These are mainly provided by the developments and worlds that are not able to produce, but the fancier production worlds also give these bonuses.
At the beginning of each round, players each select, secretly and simultaneously, one of the seven roles which correspond to the phases in which the round progresses. By selecting a role, players activate that phase for this round, giving each player the opportunity to perform that phase’s action. For example, if one player chooses the settle role, each player has the opportunity to settle one of the planets from their hand. The player who has chosen the role, however, gets a bonus that applies only to them. But bonuses may also be acquired through developments, so you must be aware when another player also takes advantage of your choice of role.”
12. Marvel Champions: The Card Game
- Marvel Champions: The Card Game brings the heroes of the Marvel universe to life in a cooperative adventure
- Escalating scenarios provide plenty of replayability, as players can select a difficulty that fits how they want to play the game
- Choosing between jumping into the action as a hero or plotting your next move in your alter ego makes gameplay tense and tactical
- Simple deckbuilding and Hero Packs that come with pre-built decks help players get started
- As a Living Card Game, continuing releases of Hero Packs and Scenario Packs give you new ways to play, while Story Boxes offer a larger addition to the game
“”With great power, there must also come great responsibility.” –Stan Lee, Amazing Fantasy #15
Iron Man and Black Panther team up to stop Rhino from rampaging through the streets of New York. Captain Marvel and Spider-Man battle Ultron as he threatens global annihilation. Do you have what it takes to join the ranks of these legendary heroes and become a champion?
Jump into the Marvel Universe with Marvel Champions: The Card Game, a cooperative Living Card Game for one to four players!
Marvel Champions: The Card Game invites players embody iconic heroes from the Marvel Universe as they battle to stop infamous villains from enacting their devious schemes. As a Living Card Game, Marvel Champions is supported with regular releases of new product, including new heroes and scenarios.”
11. Android: Netrunner
- With more than 240 cards, the revised core set immerses you in this age and its high-stakes cybercrime.
- In this future of monolithic Mega Corps and augmented runners, the all-encompassing Network is both one of humanity's greatest assets-and one of its deadliest battlefields.
- Every moment offers new choices, and the revised core set comes with everything two players need to dive deep into this acclaimed living card game!
“Welcome to New Angeles, home of the Beanstalk. From our branch offices in this monument of human achievement, NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and threedee, news and sitcoms, classic movies and sensies. We cover it all. Ours is a brave new age, and as humanity hurtles into space and the future with an astonishing series of new advances every day, NBN and our affiliates are keeping pace, bringing you all the vid that’s fit to view.
Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.
Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with “”ice””. These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation’s virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.
In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It’s not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort’s defenses, there’s no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.
The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.
The Revised Core Set for Android: Netrunner released in late 2017 includes cards from the original Core Set released in 2012 as well as cards from the Genesis Cycle and Spin Cycle series of Data Packs. While the cards in this set have been released previously, the art on some of them is new.”
Top 10 Two Player Board Games
10. Underwater Cities
- For 1-4 players
- Ages 13+
- 90+ minute playing time
- Components: 1 Game board, 180 era cards, 83 resource tokens, 30 domes, 47 tunnel tiles, 16 metropolis tiles, 111 structure tokens, 4 player info cards, 4 player boards, 4 scoring cards, 4 assistant cards, 4 multiplier tiles, 12 action tiles, 1 action cloning tile, 1 era marker, 12 player markers, 8 government contracts, 25 special cards, 35 credit tokens, 1 rulebook
- Build and develop underwater metropolises by constructing kelp farms, desalination plants, laboratories and tunnels to connect them.
“In Underwater Cities, which takes about 30-45 minutes per player, players represent the most powerful brains in the world, brains nominated due to the overpopulation of Earth to establish the best and most livable underwater areas possible.
The main principle of the game is card placement. Three colored cards are placed along the edge of the main board into 3 x 5 slots, which are also colored. Ideally players can place cards into slots of the same color. Then they can take both actions and advantages: the action depicted in the slot on the main board and also the advantage of the card. Actions and advantages can allow players to intake raw materials; to build and upgrade city domes, tunnels and production buildings such as farms, desalination devices and laboratories in their personal underwater area; to move their marker on the initiative track (which is important for player order in the next turn); to activate the player’s “”A-cards””; and to collect cards, both special ones and basic ones that allow for better decision possibilities during gameplay.
All of the nearly 220 cards — whether special or basic — are divided into five types according to the way and time of use. Underwater areas are planned to be double-sided, giving players many opportunities to achieve VPs and finally win.””
- High quality components and fun, accessible gameplay
- Fun tile drafting and tile placement mechanics
- For 2 4 artisans, age 8 and up
- Game plays in 30 40 minutes
“Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora.
In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they’ve placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player’s score. The player with the most points at the end of the game wins.”
8. Arkham Horror: The Card Game
- A living card game of eldritch mystery or 1 to 2 players (or up to 4 with 2 core sets)
- Blurs the line between the traditional card gaming and role playing experiences
- Players assume the roles of unique investigators marked by specific strengths and weakness
- Investigators are opposed by the challenges from adventure specific encounter decks
- Campaign rules grant additional depth to your decisions and allows you to “level up” your deck between adventures
“Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!
In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you’ve dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you’ll be scarred by your encounters with a ghoulish cult.
No matter what compels you, no matter what haunts you, you’ll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world’s most terrifying mysteries.
Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You’ll find cultists and foul rituals. You’ll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world…
The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham’s landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand — and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.”
7. Gloomhaven: Jaws of the Lion
- Playable as a stand-alone game or as an expansion to Gloomhaven
- Cooperative campaign game of tactical combat set in the Gloomhaven universe
- Players will assume the roles of 4 new hardened mercenaries and work together to fight through a new prequel campaign full of choices, challenges, and twists.
- New built in tutorials, learn-to-play guide, and play-surface scenario books allow players to jump into the action more quickly and easily than ever before.
- English (Publication Language)
“Gloomhaven: Jaws of the Lion is a standalone game that takes place before the events of Gloomhaven. The game includes four new characters — Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind-control), and Quatryl Demolitionist (melee damage, obstacle manipulation) — that can also be used in the original Gloomhaven game.
The game also includes 16 monster types (including seven new standard monsters and three new bosses) and a new campaign with 25 scenarios that invites the heroes to investigate a case of mysterious disappearances within the city. Is it the work of Vermlings, or is something far more sinister going on?
Gloomhaven: Jaws of the Lion is aimed at a more casual audience to get people into the gameplay more quickly. All of the hard-to-organize cardboard map tiles have been removed, and instead players will play on the scenario book itself, which features new artwork unique to each scenario. The last barrier to entry — i.e., learning the game — has also been lowered through a simplified rule set and a five-scenario tutorial that will ease new players into the experience.”
6. 7 Wonders Duel
- Similar style of play as the award winning original, 7 wonders
- Designed specifically for 2 player, head to head battles
- Build a civilization that will crush your competition and flourish for centuries
- French (Publication Language)
“In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.
What’s different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it’s not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.
Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.
Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.
A player can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent’s capital, giving you a bonus at certain positions; if you reach the opponent’s capital, you win the game immediately; similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately; if none of these situations occurs, then the player with the most points at the end of the game wins.”
5. The Castles of Burgundy
- A fun game for all the family to play together
- This item includes 164x six-sided tiles, 42x goods tiles, 20x silverlings (game's Currency), 30x worker tiles, 12x bonus tiles, 4x victory tiles, 8x playing pieces, 9x dice, 1x game board, 16x player boards, 1 x set of instructions
- This game is suitable for 2-4 players
- Suitable for ages 12 years and up.
- Playing time: 30-90 minutes
“The game is set in the Burgundy region of High Medieval France. Each player takes on the role of an aristocrat, originally controlling a small princedom. While playing they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travelers.
The game is about players taking settlement tiles from the game board and placing them into their princedom which is represented by the player board. Every tile has a function that starts when the tile is placed in the princedom. The princedom itself consists of several regions, each of which demands its own type of settlement tile.
The game is played in five phases, each consisting of five rounds. Each phase begins with the game board stocked with settlement tiles and goods tiles. At the beginning of each round all players roll their two dice, and the player who is currently first in turn order rolls a goods placement die. A goods tile is made available on the game board according to the roll of the goods die. During each round players take their turns in the current turn order. During his turn, a player may perform any two of the four possible types of actions: 1) take a settlement tile from the numbered depot on the game board corresponding to one of his dice and place it in the staging area on his player board, 2) take a settlement tile from the staging area of his player board to a space on his player board with a number matching one of his dice in the corresponding region for the type of tile and adjacent to a previously placed settlement tile, 3) deliver goods with a number matching one of his dice, or 4) take worker tokens which allow the player to adjust the roll of his dice. In addition to these actions a player may buy a settlement tile from the central depot on the game board and place it in the staging area on his player board. If an action triggers the award of victory points, those points are immediately recorded. Each settlement tile offers a benefit, additional actions, additional money, advancement on the turn order track, more goods tiles, die roll adjustment or victory points. Bonus victory points are awarded for filling a region with settlement tiles.
The game ends when the last player finishes his turn of the fifth round of the fifth phase. Victory points are awarded for unused money and workers, and undelivered goods. Bonus victory points from certain settlement tiles are awarded at the end of the game.
The player with the most victory points wins.”
4. Spirit Island
- Suitable for 1 to 4 players
- Playing time ranges from 90 to 120 minutes
- Complex and thematic cooperative game
“In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power – and when they do, the land itself will fight back alongside the islanders who live there.
Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit’s elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island.
The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present.
The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you’d hoped. Some Powers work through the islanders, helping them (eg) drive out the Invaders or clean the land of blight.
The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history.
At game start, winning requires destroying every last settlement and city on the board – but as you frighten the Invaders more and more, victory becomes easier: they’ll run away even if some number of settlements or cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory.
The game includes different adversaries to fight against (eg: a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.”
3. War of the Ring: Second Edition
- For 2 4 players
- Takes about 2 hours to play
- A massive 70 x 100cm Game Board in two sections, 16 Action Dice, 5 Combat Dice and 76 Cardboard Counters
- Also included are 110 Event and Character Cards, Game Rules and 2 Player Aids
- 204 Plastic Figures representing Armies and Characters (more than 30 different sculptures)
“In War of the Ring, one player takes control of the Free Peoples (FP), the other player controls Shadow Armies (SA). Initially, the Free People Nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other Companions, before they start to fight properly: this is represented by the Political Track, which shows if a Nation is ready to fight in the War of the Ring or not.
The game can be won by a military victory, if Sauron conquers a certain number of Free People cities and strongholds or vice versa. But the true hope of the Free Peoples lies with the quest of the Ringbearer: while the armies clash across Middle Earth, the Fellowship of the Ring is trying to get secretly to Mount Doom to destroy the One Ring. Sauron is not aware of the real intention of his enemies but is looking across Middle Earth for the precious Ring, so that the Fellowship is going to face numerous dangers, represented by the rules of The Hunt for the Ring. But the Companions can spur the Free Peoples to the fight against Sauron, so the Free People player must balance the need to protect the Ringbearer from harm, against the attempt to raise a proper defense against the armies of the Shadow, so that they do not overrun Middle Earth before the Ringbearer completes his quest.
Each game turn revolves around the roll of Action Dice: each die corresponds to an action that a player can do during a turn. Depending on the face rolled on each die, different actions are possible (moving armies, characters, recruiting troops, advancing a Political Track).
Action Dice can also be used to draw or play Event Cards. Event Cards are played to represent specific events from the story (or events that could possibly have happened) that cannot be portrayed through normal game-play. Each Event Card can also create an unexpected turn in the game, allowing special actions or altering the course of a battle.”
2. Twilight Struggle
- 2-player game
- Great strategy game
- Takes about 3 hours to play
- Historical simulation game
- 2-player game
“”Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are – but a call to bear the burden of a long twilight struggle…”” – John F. Kennedy
In 1945, unlikely allies toppled Hitler’s war machine, while humanity’s most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new “superpowers” scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.
Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT’s other card-driven games, decision-making is a challenge; how to best use one’s cards and units given consistently limited resources?
Twilight Struggle’s Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab-Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.”
1. Star Wars: Rebellion
- A board game of epic conflict between the Galactic Empire and Rebel Alliance for 2 - 4 players "
- A classic Star Wars experience, in which the actions of a few heroes (or villains) decide the fate of the galaxy "
- Contains more than 150 plastic miniatures to represent your military forces
- English (Publication Language)
“Star Wars: Rebellion is a board game of epic conflict between the Galactic Empire and Rebel Alliance for two to four players.
Experience the Galactic Civil War like never before. In Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance. You must command starships, account for troop movements, and rally systems to your cause. Given the differences between the Empire and Rebel Alliance, each side has different win conditions, and you’ll need to adjust your play style depending on who you represent:
As the Imperial player, you can command legions of Stormtroopers, swarms of TIEs, Star Destroyers, and even the Death Star. You rule the galaxy by fear, relying on the power of your massive military to enforce your will. To win the game, you need to snuff out the budding Rebel Alliance by finding its base and obliterating it. Along the way, you can subjugate worlds or even destroy them.
As the Rebel player, you can command dozens of troopers, T-47 airspeeders, Corellian corvettes, and fighter squadrons. However, these forces are no match for the Imperial military. In terms of raw strength, you’ll find yourself clearly overmatched from the very outset, so you’ll need to rally the planets to join your cause and execute targeted military strikes to sabotage Imperial build yards and steal valuable intelligence. To win the Galactic Civil War, you’ll need to sway the galaxy’s citizens to your cause. If you survive long enough and strengthen your reputation, you inspire the galaxy to a full-scale revolt, and you win.
Featuring more than 150 plastic miniatures and two game boards that account for thirty-two of the Star Wars galaxy’s most notable systems, Rebellion features a scope that is as large and sweeping as any Star Wars game before it.
Yet for all its grandiosity, Rebellion remains intensely personal, cinematic, and heroic. As much as your success depends upon the strength of your starships, vehicles, and troops, it depends upon the individual efforts of such notable characters as Leia Organa, Mon Mothma, Grand Moff Tarkin, and Emperor Palpatine. As civil war spreads throughout the galaxy, these leaders are invaluable to your efforts, and the secret missions they attempt will evoke many of the most inspiring moments from the classic trilogy. You might send Luke Skywalker to receive Jedi training on Dagobah or have Darth Vader spring a trap that freezes Han Solo in carbonite!”