I have as
I’ve gotten deeper into the hobby; found more and more opportunity for gaming
in groups, like my weekly board game club, the bi-weekly meet-up in my area, as
well as frequent invites to game nights at friends’ places, and hosting my own, of course.
However, even with all these, the player combination I play the most is two
players, usually due to frequently gaming with my flatmate, and playing games
one on one with various family members whenever I go home for a visit. Because
of this I don’t often buy games that won’t work with two players in some way,
shape or form, as this means the games will have a harder time hitting the
table. However, I don’t generally seek out two-player only games either, because I do
have all those other venues for gaming, and I prefer my collection to primarily
catering to both situations.
Saying that I’d rather play these games with just two doesn’t necessarily mean I won’t play them with a larger player count. There are even some games that I might have included on this list at an earlier point in the hobby, such as Lords of Waterdeep, which I do really enjoy playing two player, but the more I have thought about it, the more I think that particular game, while excellent with two, probably is at its best with three. As for the games actually on the list, some of them I might enjoy a lot regardless of player count, and the two-player experience simply outshines the rest for one or two specific reasons. It might be down to variant rules, to how player count affects what I can do in the game, or other reasons.
My Village

When you
play the game with two players, you use the same amount of dice as you would
with four players, and each player ends up taking two turns in any single
round. This might not seem like it does much, but it actually changes
everything. It leaves enough dice in the pool to make your first action be
something worthwhile, something you actually want to accomplish, and because of
that you don’t care too much if the second one is more of a throw-away action.
It also turns the taking of the starting player hand more of a timing matter
than a necessity as you let the story points build up, and then hope you will
be able to claim it at the right time. I say ‘hope’ because while the starting
player is prohibited from grabbing the starting player hand with their first
action, they are allowed to grab it with their second one to secure the story
points.
This is the
only game on this list that I will not play more than two for exactly this
reason. It just gets too limiting, too unfair. With two players, however, it’s
simply excellent.
Five Tribes

When you
play this game with two players, you bid for two spots on the turn order track,
and that is how the game gets even better with two, as you can try positioning
yourself on the turn order track so that you get two turns in a row, allowing
yourself to both set up and cash in a good move. This makes the game even more
analytical as you are not just trying to see the moves that are already there,
but also what could be there if you add the right meeples to the right spots.
It does make the game potentially AP prone, so always be mindful of who you play two players with.
A Castle for All Seasons

You always
have to play two out of eight possible cards, and you don’t get to pick your
card up until you play the master builder, so it’s easier to suss out if an
opponent is likely to play a card that will either compete with you for something (being the first to put down a trader, or take resources from the tower, or build buildings and buy spots on the board) or a card you might get
to take advantage of (like a stone mason
buying a resource from a worker, or the master builder earning points from
opponents building or discouraging your opponents to build that turn).
This game
works really well with other player counts for sure, but I just enjoy it that
much more, because I get to do twice as much during my game when it’s just two.
Fields of Green

While
traditional drafting has the benefit of no players being ‘first’, having the
open ‘pool’ just works so well, as both players are operating on the same
information the whole time and never know what might be turned over next. The
first player does have the benefit of always having dibs on the new cards in
the ‘pool’, but it’s the second player that really determines the final card
distribution of the hand in the first place, as they always pick their cards
after the first player picks theirs, meaning they can use the knowledge of what
the first player picked to determine what they contribute to the common deck.
Kingdomino
Let me
preface this by saying that I do really love this game with any player count,
so much that I almost left it off the list. However, the more I thought about
it, while I will happily play any player count, there is one two-player variant
that just really outshines the rest in my eyes. In this game you are building
up your kingdom which consists of domino-like landscape tiles, however you are
restricted to a five by five grid, so placement is essential. Every turn a set
amount of tiles are placed in ascending numerical order (all tiles have
different numbers on the bag) and apart from the first round where the player
meeples are randomly drawn to determine order, player order is determined by
the position of the tile they chose the previous round. When placing tiles,
players need to either place it adjacent to the wild castle tile they started
with, or match one or more of the adjacent landscapes already in their kingdom.
If they cannot legally place a tile, it will be discarded.
Kingdomino

The way the
regular game is played, the amount of tiles used in the game depends on the
player count. Usually in a two or three player game a set amount of tiles are
removed before the game starts, which makes the regular two-three player game a
lot different from the full four player game where players are operating on the
knowledge that every single tile in the game will be coming out at some point.
This makes the regular two or three player game a little more prone to luck, as
a player may build up a certain type of landscape and not have a single scoring
tile for that landscape come up – which isn’t that much of a problem as this is
very much a quick game.
However, there is a two-player variant that comes in the box that combines the best of two worlds. By extending the grid size from the regular five by five to a seven by seven, you can play with the full amount of tiles. You retain the strategy of the four-player game, while still getting to do more as a player. The expanded grid size is an additional bonus, as it doesn’t so quickly limit your options for tile placement. It is overall the most enjoyable way to play the game, and the reason why I would rather play this game with only two.
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What about you guys? Are there any games you would rather play with just two? What is it that makes them so much better with just two players? Are there any of my picks you disagree with? If so, what player count do you think is better?
However, there is a two-player variant that comes in the box that combines the best of two worlds. By extending the grid size from the regular five by five to a seven by seven, you can play with the full amount of tiles. You retain the strategy of the four-player game, while still getting to do more as a player. The expanded grid size is an additional bonus, as it doesn’t so quickly limit your options for tile placement. It is overall the most enjoyable way to play the game, and the reason why I would rather play this game with only two.
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What about you guys? Are there any games you would rather play with just two? What is it that makes them so much better with just two players? Are there any of my picks you disagree with? If so, what player count do you think is better?
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