Board Games / Two Player Games

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7 Wonders Duel 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 card 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 that 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 neither of these situations occurs, then the player with the most points at the end of the game wins.
2 Players
Ages 10+
30 minutes


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...and then, we held hands. ...and then we held hands. is a co-operative game about finding balance. To win, the two players must complete objectives and reach the center of the board.

The players take turns trying to fulfill the current common emotional objective by discarding emotion cards to move from node to node. They must do this without verbal communication, empathizing and always considering each other's situation when making a move.

A player can use their own cards or their partner's, but if their move causes their partner to be unable to move, the players lose and the game ends. While moving from node to node, their balance shifts, and they are not able to refill their hand.

The game features a card-splaying mechanism in which players change their "perspective" to reveal a new set of options.

The players win by meeting in the center while in a balanced state and within one turn of each other - something quite difficult, and therefore very rewarding when achieved.

...and then we held hands. features art by beloved French illustrator Marie Cardouat, known for the art found in beautiful games such as Dixit, Steam Park, and Marrakech.
2 Players
Ages 12+
30-45 minutes


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Battle Line Battle Line is a card game of "capture the flags" using an ancient battle formation theme. It plays like rummy or poker, is easy to learn, and has strategy and the ability to provide surprises to your opponent. The leaders of both sides direct forces along the battle line to gain tactical advantages. The first player to win three adjacent Flags or any five Flags is the winner. Based on Reiner Knizia's original design published in Germany as Schotten-Totten, Battle Line enhances and expands the game with more options and fun.
2 Players
Ages 12+
30 minutes


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Castellan In Castellan, two players work together to build a castle. Finely-detailed wall and tower pieces link together to form courtyards, and the player who finishes a courtyard claims it with a Keep, scoring points for that courtyard equal to the number of tower pieces surrounding it. In more detail, each player starts the game with two decks of cards: a wall deck and a tower deck. Each card allows a player to play the components shown on it, with the wall deck cards always depicting at least one wall (and some combination of walls/towers) and the tower deck cards always depicting at least one tower (and again some combination of walls/towers). On a turn, a player can play as many cards as she wants, but she draws only one card at the end of her turn. The goal is to create courtyards – and subdivide existing courtyards – while keeping your opponent from doing the same. Players have the same cards in their decks, so the challenge is all about what to use when. The game ends when all the castle pieces are used up, and the player with the most points wins.
2 Players
Ages 6+
45 Minutes

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Dice Masters: Civil War 2 Player Starter Marvel Dice Masters: Civil War is a collectible dice-building tabletop game designed by Quarriors! creators Michael Elliott and Eric M. Lang.

Based on the Marvel comic book Civil War story line, the set will include iconic characters from both sides of the conflict, like Spider-Man, Captain America, and Iron Man. It will also introduce new mechanics for the game: Thunderbolts, Enlistment, and New Warriors.
2 Players
Ages 14+
60 minutes


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$14.99
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Dice Masters: Marvel - Age of Ultron 2 Player Starter Marvel Dice Masters: Age of Ultron is a collectible dice-building tabletop game designed by Quarriors! creators Michael Elliott and Eric M. Lang.

In this game, each player fields one of the superhero teams, with each hero — Rocket Raccoon, Groot, Captain Marvel, Daredevil, Kang and more — being represented by custom-tooled dice; each team must be composed of 15 dice, and a player can "purchase" dice only from his team. Each hero also has one or more character reference cards, which show the special abilities for the characters based on the die rolls. Different versions of these cards will be available in booster packs, allowing for more customization of your team. Players use these dice to collect energy, recruit new heroes, and battle head-to-head. In addition, each player brings two basic action cards to the game, which are placed in the center of the table; both players can purchase these cards. A player wins once the opposing player has been reduced to zero life.

The Marvel Dice Masters: Age of Ultron starter set comes with 44 custom dice, 38 cards, two dice bags, and a core rulebook.
2 Players
Ages 14+
15 minutes


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$14.99
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Dice Masters: Marvel - The Amazing Spider-Man 2 Player Starter The Marvel Dice Masters: The Amazing Spider-Man Starter Set features fan favorite characters like Spider-Man, Ghost Rider, Kingpin, and more! Marvel Dice Masters: The Amazing Spider-Man premieres the Sinister Six, Allies, Underdogs, and other exciting mechanics!

With gameplay that supports two players in epic dice battles, Marvel Dice Masters: The Amazing Spider-Man will let players build their own team of heroes or villains! The Marvel Dice Masters: The Amazing Spider-Man Starter Set is perfect for the Dice Masters veteran or someone looking to jump into the game fresh!
2 Players
Ages 14+
15 minutes


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$13.99
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Dice Masters: War of Light 2 Player Starter DC Comics Dice Masters: War of Light is a collectible dice-building tabletop game designed by Quarriors! creators Michael Elliott and Eric M. Lang.

In this game, each player fields one of the superhero teams, with each hero — Batman, Wonder Woman, Hal Jordan, Mogo, Superboy Prime, Sinestro and more — being represented by custom-tooled dice; each team must be composed of 15 dice, and a player can "purchase" dice only from his team. Each hero also has one or more character reference cards, which show the special abilities for the characters based on the die rolls. Different versions of these cards are available in booster packs, allowing for more customization of your team. Players use these dice to collect energy, recruit new heroes, and battle head-to-head. In addition, each player brings two basic action cards to the game, which are placed in the center of the table; both players can purchase these cards. A player wins once the opposing player has been reduced to zero life.

DC Comics Dice Masters: War of Light debuts both the Teen Titans and new Lantern Corps never before seen in Dice Masters! With gameplay that supports two players in epic dice battles, DC Comics Dice Masters: War of Light lets players build their own team of heroes or villains!
2 Players
Ages 14+
60 minutes


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$14.99
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Dice Masters: World's Finest 2 Player Starter DC Comics Dice Masters: World's Finest is a collectible dice-building tabletop game designed by Quarriors! creators Michael Elliott and Eric M. Lang.

In this game, each player fields one of the superhero teams, with each hero — Batman, Superman, Power Girl, and more — being represented by custom-tooled dice; each team must be composed of 15 dice, and a player can "purchase" dice only from his team. Each hero also has one or more character reference cards, which show the special abilities for the characters based on the die rolls. Different versions of these cards are available in booster packs, allowing for more customization of your team. Players use these dice to collect energy, recruit new heroes, and battle head-to-head. In addition, each player brings two basic action cards to the game, which are placed in the center of the table; both players can purchase these cards. A player wins once the opposing player has been reduced to zero life.

DC Comics Dice Masters: World's Finest will introduce new game mechanics: the “Allies” keyword as well as the “Iron Will” and “Vengeance” abilities. Over 30 heroes and villains make up the new card and dice for this expansion.
2 Players
Ages 60+
14 minutes


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$14.99
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Haru Ichiban Haru Ichiban in Japanese means "The first spring wind". Two garden apprentices are competing for the coveted title of Imperial Gardener. They will have to demonstrate their skills and take advantage of this first spring wind to help their lilies bloom. The Imperial Gardener will create the most harmonious combinations.

As soon as a gardener creates a specific pattern with blossoms of his color, he scores points. 1 point for a 2x2 square, 2 points for a horizontal or vertical row of four blossoms, 3 points for a diagonal row of four blossoms, and 5 points for a row of five blossoms. As soon as a gardener has five or more points, the game ends and he wins!


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Hive Hive is a board game with a difference. There is no board! The pieces are added to the playing area thus creating the board. As more and more pieces are added the game becomes a fight to see who can be the first to capture the opposing Queen Bee.
The soldier ants battle to keep control of the outside of the hive, whilst the Beetles climb up to dominate the top. Spiders moving into holding positions as the Grass Hoppers jump in for the kill. Keeping one eye on the hive and the other on your opponents reserves, the tension builds as one wrong move will see your Queen Bee quickly engulfed; .... game over!
2 Players
Ages 9+
20 Minutes
$24.49
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Hive & Hive Pocket: The Pillbug Expansion The Pillbug is a new pair of tiles that can be added to Hive. The Pillbug moves like the Queen Bee – one space at a time – but it also has a special ability that it may use instead of moving. This ability allows the Pillbug to move an adjacent unstacked piece (whether friendly or enemy) two spaces: up on to the Pillbug itself, then down into an empty space adjacent to itself.
2 Players
Ages 9+
20 Minutes

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$9.49
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Hive Carbon This game is still the same as the award winning flagship Hive® game, but with a Carbon twist which is an alternative to the existing set of pieces for those who prefer a classic black and white color scheme. Included with this edition will be the infamous mosquito piece and a very special ladybug piece.
2 Players
Ages 9+
20 Minutes

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$26.99
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Hive Carbon: The Pillbug Expansion Hive Pillbug Carbon is a new pair of tiles that can be added to Hive. The pillbug moves like the queen bee – one space at a time – but it also has a special ability that it may use instead of moving. This ability allows the pillbug to move an adjacent un-stacked piece (whether friendly or enemy) two spaces: up on to the pillbug itself, then down into an empty space adjacent to itself.
2
Ages 9+
20 Minutes

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$9.99
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Hive Pocket Hive Pocket is the very same wonderful game we all love, but in a compact version. With all its pieces in a portable small cloth bag, this game can provide fun just about anywhere.
2 Players
Ages 9+
20 Minutes

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$18.99
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Jaipur Jaipur, capital of Rajasthan. You are one of the two most powerful traders in the city. 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. A card game for two seasoned traders! When it's your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking 1 card from the market or swapping 2 to 5 cards between the market and your cards. If you sell cards, you get to sell only one type of good per turn, and you get as many chips from that good as you sold cards. The chips' values decrease as the game progresses, so you'd better hurry ! But, on the other hand, you get increasingly high rewards for selling 3, 4, or 5 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. Jaipur is a fast-paced card game, a blend of tactics, risk and luck.
2 Players
Ages 12+
30 minutes


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Kahuna It's a two-player game, played on a board depicting twelve islands. Players use cards to place bridges between these islands or remove opponent's bridges. If you get the majority of bridges around an island, you place one of your marker stones on it and also remove any of your opponent's bridges to that island – which might cause them to lose a bridge majority on an adjacent island and lose a marker stone there.

The game is played in three rounds. A round ends when all cards from the face down deck and the three face up cards have been taken. Then points are scored for the islands with a marker stone on them. The game can also end sooner when one player has absolutely NO bridges left on the board.
2 Players
Ages 10+
30-40 minutes


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$16.99
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Lost Cities Card Game Lost Cities is a card game in the Kosmos two-player series. The game consists of a single deck of cards of rank 2–10 in 5 different colors with 3 special "handshakes" ("HS" in scoring examples below) in each suit. There is also a board which functions only to hold and organize discarded cards and is largely superfluous. Games last around 15 minutes. This is generally considered a good "couples" game and is often recommended for people with non-gamer partners.

The object the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the 5 colors. On a player's turn they must always first play one card, either to an expedition or by discarding it to the appropriate discard pile, and then draw one card. There is a separate discard pile for each color and a player may draw the top card of any discard pile or the top card of the deck. Cards played to expeditions must be in ascending order but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3.

The game continues in this fashion with players alternating turns until the final card is taken from the draw pile. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total. Expeditions start at a value of -20 so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least 8 cards played into it. The player with the most points wins the game, but it is typical to play 3 matches and add your score from each to see who wins.
2 Players
Ages 10+
30 Minutes

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$14.49
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One Deck Dungeon One Deck Dungeon is a card game "roguelike" — a dungeon delve that is different every time, difficult to survive, with a character you build up from scratch. The deck consists of various foes to combat and other perils from the dungeon. Each card, though, depicts both the obstacle to overcome and the potential rewards for doing so. When you defeat a card, you claim it as either experience, an item, or a skill, tucking it under the appropriate side of your character card to show its benefits.

The longer you take exploring the dungeon, the deeper you'll delve, and the difficulty will scale up quickly! If you make it far enough, you'll have to fight the dungeon boss. Survive, and you'll be a legend!

One Deck Dungeon is designed for 1-2 players. With multiple sets, you can add more players.


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Pixel Tactics Pixel Tactics is a head-to-head game of tactical combat for two players. Each player has an identical deck of 25 cards, from which they draft a leader. The leader's abilities alter vastly the strategy and playability of every other card in the deck, making the game playable in 25 different ways.

In the game, players take turns placing cards and attacking. Each card can activate in various ways, taking on offensive capabilities in the front rows of the unit, or support powers in the back rows. Cards can also be played as orders – powerful single-time effects that can turn the tide of battle.

Play continues until either player's leader is defeated. A typical game is best of three or five rounds.
2 Players
Ages 12+
45 minutes


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$10.49
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