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Jaipur
About 30 minutes. Sell early to claim the higher-value tokens or wait until you have enough cards for a bulk bonus. Camels change how much you can take from the market. The small rules load makes this a good first duel, and the order of the goods changes when to risk waiting.
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Patchwork
About 30 minutes. Buy a fabric piece with buttons, fit it on your board, and spend time placing it. A cheap piece can leave an awkward hole or keep the better shape from your rival. The shared ring of patches gives a separate puzzle board just enough competition.
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7 Wonders Duel
About 30 minutes. Take an accessible card while watching which hidden card your move may uncover for the other player. Science or military dominance can end the game early. A different arrangement of cards makes it worth replaying even when both players know the available strategies.
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The Lord of the Rings: Duel for Middle-earth
About 30 minutes. Race along the quest track while fighting for presence on the map or alliances with the peoples of Middle-earth. Taking one card exposes another, so even a good purchase can set up a move for your rival. Pick it if you want a quick duel where the threats are visible.
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Watergate
Usually 30 to 60 minutes. The editor tries to connect sources to the president, while the administration tries to hold its position long enough. Every card competes with its own event for how you use it. Switch roles for a rematch, because what counts as a good turn changes with your side.
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KLASK
About 10 minutes. Move the striker with a magnet beneath the board and try to get the ball into your opponent’s goal. Let two loose white magnets stick to your striker and your opponent gets a point. Pick it for a fast physical duel where a steady hand matters as much as good aim.
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Splendor Duel
About 30 minutes. Take gems in a straight line on the central board, then use them to buy cards. A scarce pearl can matter more than several ordinary stones. Win by points, a strong single color, or crowns, so watch what your opponent is building before choosing your haul.
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Targi
Give it about an hour. Place workers on the perimeter, then claim cards at the intersections they mark. Opposing placements can shut off a plan before you finish making it. Try it when you want worker placement where one opponent can see exactly which card you’re aiming for.
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Hanamikoji
About 15 minutes. Four actions make you divide gifts between cards you can save and offers your opponent gets to choose from. The rules fit a quick teach, but deciding which gifts to reveal is a slow-burn bluff. Try another round immediately to see how your opponent changes their offers.
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Tokaido Duo
About 20 to 30 minutes. Each die sends one of your three characters around the island. The pilgrim visits sites, the merchant trades, and the artist paints and gives away work. The shared dice draft means taking your preferred move also changes which character your opponent can use.
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The Duke: Lord's Legacy
Move a tile and then flip it to reveal a different movement pattern. Your control of a square can change the moment you use it. Learn the diagrams as you go, and pick this when you like the directness of chess but want your formation to develop differently each time.
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Hive
About 20 minutes. Your insect tiles make the board as you add them, and the queen is caught when all six sides are occupied. Try it for a compact abstract match that fits wherever you can spread the pieces. Positioning changes the legal moves on both sides.
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Onitama
About 15 minutes. Play a movement card and it will eventually become available to your opponent. Win by taking the opposing master or reaching the opponent’s temple. Each set of five shared moves changes how the same little board plays.
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SHŌBU
About 15 to 30 minutes. Make a safe move on one board, then copy the direction and distance on another board where you can shove a stone off the edge. A small move on one side can force a compromise on the other. Push all four of your rival’s stones off any one board to win.
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Lost Cities: The Card Game
About 30 minutes. Start an expedition only when you think its cards can earn back the entry cost. A high card can strand lower cards in your hand, but discarding it might help your opponent. Choose it for a quick duel with a hard decision on almost every turn.
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The Fox in the Forest
About 30 minutes. Special cards let you change the trump suit or hand the lead to your opponent. Taking too many tricks can score worse than taking very few, so both players have a reason to lose a hand on purpose. Each deal tests how well you can read the other person.
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Air, Land & Sea
About 15 to 30 minutes. Both players get a short hand to fight over three theaters. A card can be played openly for its effect or face down to add strength where you need it. Withdraw early and you concede fewer points, so knowing when to quit is one of the best ways to win the match.
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Unmatched: Houdini vs. The Genie
Fight across the map with a deck built for your character. Houdini gets extra effects from cards spent to boost moves, while the Genie can spend cards to take another action. Swap fighters after the first game so each player has to think about a different use for the same hand.
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Star Wars: The Deckbuilding Game
About 30 minutes. Buy cards from a shared row for your faction, or hit an opposing card there so your rival can’t buy it. Each destroyed base takes you closer to the win. Choose this for deck building where the marketplace feels like part of the fight.
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Radlands
About 20 to 40 minutes. Spend water to play people or events while you protect three camps. You can discard a card for a smaller immediate benefit, so a tempting future play might fund your only good answer now. A different set of camps changes what you can afford to risk.
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Fugitive
About 10 minutes. The fugitive hides a sequence of numbered cards while the marshal guesses the missing hideouts. A sprint can widen a gap and give the marshal something new to reason from. Swap sides after the first game to see how each role reads the same clues.
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