Table for two: Our favorite two-player board games
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By Aaron Zimmerman and Nate Anderson
Welcome to Ars Cardboard, our weekend look at tabletop games! Check out our complete board gaming coverage right here—and let us know what you think.
Several weeks ago, Ars Cardboard asked a seemingly odd
question: “Can you play board games if you don’t have a group?” The
answer, surprisingly, is yes.
But what if you have a gaming partner and not a gaming group? Or
maybe a non-gaming friend has been sniffing around your board game
shelf and wants to dip their toes in the water without committing to a
full-fledged game night. Again, you've come to the right place—today
we're going to look at a few of our favorite two-player games. The
majority of board and card games support two players, many of them quite
well, but certain games work best when your table is set for two.
This is not, of course, an exhaustive list of the best
two-player tabletop games on the market. We stayed away from miniatures
games and wargames, for instance, as those are a tale for another day.
Although they're certainly worth your attention, you won't find games
like the perennially chart-topping Twilight Struggle or the new hotness Star Wars: Rebellion on this list (though you can read our review of the latter here.)
If you're interested in two-player miniatures games and you don't want
to go all-in on a full tabletop wargame, we'd recommend checking out Fantasy Flight's Star Wars games.
Instead, we decided to stick mostly to new-player-friendly
card and board games that can be played in an hour or less. Most of our
list consists of two-player-only games, although a few two-player-plus
games snuck in for good measure. If your favorite game didn't make the
cut (and with the endless supply of good two-player games, it may not
have), share your picks with us in the comments.
Hive (2001)
Here's the elevator pitch for Hive: "Like chess but with
bugs—and no board." Depending on your entomological proclivities, that
may sound amazing or like an idea worthy of being squashed. But if
you're in the former camp, give Hive a chance; it's a winning
two-player-only game that's compact enough to be played at a cafe and
short enough to break out when you have just a few minutes of downtime.
In Hive, each side, white and black, must protect
its queen bee while simultaneously moving to encircle the opposing
queen. The "board" is simply any flat surface; pieces are placed in
alternating turns, with each hex-shaped slab of chunky bakelite growing
the "hive" in organic fashion. Different pieces show different insects,
and each kind of bug moves differently—worker ants can move at will
around the edges of the hive, while beetles can clamber up and over
other pieces—so the hive morphs constantly. Play itself has only a few
simple rules about unit placement and movement, which are easily
mastered even by many children (my nine-year-old can play well).
But Hive isn't simple. Moving your queen out of
harm's way before it's pinned inside a ring can force an opponent to
rethink an attack strategy. Grasshoppers can come leaping huge distances
across the board. The "one hive" rule—which forbids any break, even a
temporary one, in the unity of the growing hive—can be used to pin down
enemy pieces. Games are quick enough that defeat doesn't sting; instead,
you'll find yourself pleading for just one more match. Highly
recommended to anyone who likes abstract gaming.
—Nate Anderson
Jaipur (2009)
The best gaming partner you have access to might just be your
real-life partner. And unless your significant other is as much of an
uber-gamer as you are, you'll need to pull out something less
intimidating than Terra Mystica when you want to get a game in. Atop the pantheon of two-player games sits the storied "couples game," and Jaipur,
a game about trading goods in India, is perhaps the perfect realization
of the form. It’s a snap to teach, it plays in about 30 minutes, and
it's interactive in the best of ways.
At the beginning of the game, both players are dealt a hand of cards
representing various goods—spice, silk, leather, etc.—and camels, which
aren't goods but can be used in trades. A central market of five more
goods cards is dealt to the middle of the table. On your turn, you're
presented with a deceptively simple choice: get new goods or sell the
goods you already have. To get goods, you can either trade cards with
the market or take a card from the market without giving anything up. If
you decide to sell, you'll discard all the goods of a certain type and
be rewarded with tokens representing money. The value on the money
tokens goes down as more and more goods are sold, so you want to sell
quickly to get the best price. But conflicting with this "SELL NOW"
mentality are the stacks of bonus tokens. The more goods you sell at
once, the better bonus you'll get. Do you sell your two silk now to get
the best price, or do you hold out and hope to collect more so you can
get that nice, juicy five-card bonus token? Jaipur is a great game of tug-of-war that provides a
surprising amount of tense decisions within a small decision space. It's
the only game my wife has ever set up by herself and asked me to play. I
don't think I've ever beaten her. —Aaron Zimmerman
Patchwork (2014)
A light, two-player game about quilting from the designer best known for the heavy serf farming epic Agricola, the heavy Frisian farming epic Fields of Arle, and the heavy dwarf farming epic Caverna? Yup—and it couldn't be better. Patchwork is a two-player game about picking up fabric
pieces and assembling them, Tetris-like, onto your personal square game
board while simultaneously trying to maximize the number of "buttons"
(essentially, money) that these pieces deposit in your personal
treasury. The game uses a wonderful circular movement mechanic to ensure
that on each turn, players have a choice of just three fabric
pieces—but that these three change constantly.
The rules can be explained in a couple of minutes, the gameplay is
quick (20 minutes) and non-confrontational, and play is smooth and
engaging. Quilt away! —Nate Anderson
Lost Cities (1999)
The best two-player games are titles that could only exist as two-player experiences. Lost Cities is one of those games.
The gameis nominally about explorers setting off on
expeditions to discover mythological cities lost to time. What it's
really about, though, is two players trying to score points through
careful hand management, a judicious amount of luck-pressing, and
knowing when to cut your losses.
Players set off on expeditions by playing cards—which come
in five different colors and are numbered 2-10—in ascending order on
their side of a central board. When you play a card to start an
expedition, you're putting yourself on the clock—committing to a color
puts you at a 20-point deficit until you can claw your way back to the
positives. Cards score their face value, so you'll need to play three or
four cards before you break even. "Handshake" cards can be played
before you commit to a suit and act as multipliers for your score in
that color, both positive and negative. Instead of playing a card, you
can discard a card you don't want, but be careful—your opponent can grab
your discards on their turn.
There's a bit of luck involved, but that's part of the
game's draw. The only real downside is that its scoring can be a bit
opaque and mathy, which is at odds with the game's simple, elegant
ruleset. Still, there's a ton going on in this little game, and I highly
recommend it. You can also check out the excellent iPhone version for $3.99.
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