Items46The creator’s order
- 1
JaipurAbout 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.0
- 2
PatchworkAbout 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.0
- 3
7 Wonders DuelAbout 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.0
- 4
The Lord of the Rings: Duel for Middle-earthAbout 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.0
- 5
WatergateUsually 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.0
- 6
KLASKAbout 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.0
- 7
Splendor DuelAbout 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.0
- 8
TargiGive 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.0
- 9
HanamikojiAbout 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.0
- 10
Tokaido DuoAbout 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.0