2-Players Games

Agricola : All Creatures Big and Small

Agricola All Creatures Big and Small c

Agricola: All Creatures Big and Small is a new take on Uwe Rosenberg's Agricola designed for exactly two players and focused only on the animal husbandry aspect of that game. So long plows and veggies!

In Agricola: All Creatures Big and Small, you become an animal breeder of horses, cows, sheep and pigs and try to make the most of your pastures. Players start with a 3x2 game board that can be expanded during play to give more room for players to grow and animals to run free. Sixteen possible actions are available for players to take, with each player taking three actions total in each of the eight rounds.

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Mfg Suggested Ages 13 and up

 

 

Android Netrunner LCG Core Set

Android Netrunner LCG Core Set c

Welcome to New Angeles, home of the Beanstalk. From our branch offices in this monument of human achievement, NBN proudly broadcasts all your favorite media programming. We offer fully comprehensive streaming in music and threedee, news and sitcoms, classic movies and sensies. We cover it all. Ours is a brave new age, and as humanity hurtles into space and the future with an astonishing series of new advances every day, NBN and our affiliates are keeping pace, bringing you all the vid that's fit to view.

Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.

Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.

In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.

The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.

Game Playing :

# of Players 2 - 2
Playing Time 60 minutes
Mfg Suggested Ages 14 and up

Android Netrunner LCG Cyber Exodus Data Pack

Android Netrunner LCG Cyber Exodus Data Pack c

In Android: Netrunner - Cyber Exodus – the third Data Pack in the Genesis Cycle, featuring sixty new cards (three copies each of twenty individual cards) – the high-stakes of cybercrime in Android: Netrunner push runners and corporations to find the latest and greatest advancements in stealth and security. As the game's seven factions fixate on bleeding edge technology, they find upgraded ice, new hardware for runners, new research, and ambushes. This new tech derezzes the limits of the possible while it reinforces the efficiency of each faction's standard methods of operation.

Game Playing :

# of Players 2 - 2
Playing Time 60 minutes
Mfg Suggested Ages 14 and up



 

 

 

 

 

Android Netrunner LCG Trace Amount Data Pack

Android Netrunner LCG Trace Amount Data Pack cThe cards in Android: Netrunner - Trace Amount – the second Data Pack in the "Genesis Cycle", with sixty cards (three copies each of twenty different cards) – enable players to dabble with bold new deck configurations, even as they reinforce the core mechanisms and personalities of the game's seven factions. Runners gain new events while corporate executives look to fund new operations. Players will also find new hardware, resources, icebreakers, ice, agendas, assets, and upgrades. Trace Amount is a perfect Data Pack for fans of bluffing as its many events and operations open new surprises and synergies, and prove in more than one way that a card in the hand is worth two or more actions on the table. And as one might expect, in a Data Pack all about bluffing and surprises, Jinteki features prominently, gaining a new identity.

Game Playing :

# of Players 2 - 2
Playing Time 60 minutes
Mfg Suggested Ages 14 and up

 

 

 

Burger Joint

Burger_Joint_cIn this two-player game, each player runs a chain of fast-food joints: one specializes in burgers and the other in pizzas. As each expands, he takes on some of the menu items of the other in order to compete for customers. Later, each can open family restaurants and even high-class dining establishments. The most successful chain will win in the end!

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

Cold War: CIA Vs. KGB

Cold_War_cManipulate local factions of influence to get your coup d'etat up and running. Double-cross and eliminate your opponent's leaders. World War II has left the world in upheaval, and many nations' futures are filled with uncertainty. The USA and the USSR are the only Superpowers who can lead the world toward a better future.

Game Playing :

# of Players 2 - 2
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

 

 

 

Elk Fest

Elk_Fest_cPlayers attempt to help their moose across a river by flicking wooden disks into position so as to create 'stepping stones' from one end of the table to the other. If you flick well, you'll be able to move your moose quicker than your opponent. But you must be careful not to make the gap too large, as the miniature wooden moose can only span a relatively small distance.

Game Playing :

# of Players 2 - 2
Playing Time 15 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

Famiglia

Famiglia_cThe players collect gangsters, with the goal of collecting the higher-valued gangsters. With the exception of the smallest gangsters (the “0” cards), a player normally needs two identical gangsters (same family, same value), to be able to take a gangster with the next higher value of the same family into his hand. When he does this, he places one of the smaller gangsters from his hand into his play area (the area near him on the table). To get the higher gangsters in a faster way, the player may use the special abilities of the different families, but at the cost of placing more gangsters in his play area. By doing so, however, a player may reduce his options and so must carefully plan these actions so that he can end the game with the most influential gang.

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

Fantasy

Fantasy_cThe Fantasy forest is in a state of upheaval! Fed up with all the chaos, the inhabitants have decided to elect their own leader. Gathered together in the middle of the forest, dryads, elves, goblins, hobgoblins and leprechauns are engaged in a fierce struggle to see who will become Grand Master of the Woods.

Game Playing :

# of Players 2 - 2
Playing Time 20 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

Game of Thrones Card Game (HBO Edition)

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Based on the epic HBO series, Game of Thrones is a card game in which two players wage war in the fields of Westeros and conspire to crush their opponents at court in King's Landing. Two fixed, fifty-card decks allow players to take control of either House Lannister or House Stark. Each deck includes the show's most recognizable characters and locations, including Eddard Stark, Cersei Lannister, Robert Baratheon, Littlefinger, and Jon Snow.

Game of Thrones streamlines the rules of A Game of Thrones: The Card Game, the core set of the living card game series, to make it more accessible to a wider audience.

Game Playing :

# of Players 2 - 2
Playing Time NIL
Mfg Suggested Ages 12 and up

 

Lost Cities

Lost_Cities_c

Lost Cities is a card game from the Kosmos two-player series. The object is to mount profitable expeditions to one or more of the five different lost cities. Card play is quite straightforward, with a few agonizing moments sprinkled through what is mostly a fast-moving game. If you start a given expedition, you'd better make some progress in it, or it'll score you negative points. If you can make a lot of progress, you'll score quite well. After three rounds, the highest total score takes the day.

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

Mage Wars

Mage_Wars_c

What would it be like for Mages of vastly different schools and philosophies of magic to come together in an arena and fight to the death? How would an Illusionist battle a Druid? Or a Warlock fight a Beastmaster? Or a Priestess fare against a Wizard?

Mage Wars pits powerful Mages against each other in deadly arena combat. Each Mage uses his own fully-customizable book of spells to achieve total victory over his opponent. Summon mighty creatures to do battle in your name; cast powerful spells to attack your foe and thwart his every plan and strategy; use hidden enchantments to turn the tables and rule the day; adorn yourself with mighty weapons, armor, and arcane artifacts – all of this and more awaits you in the arena of Mage Wars!

Mage Wars is a tactical board game, a combination of a card game and miniatures game, combining the best elements from each genre. The game is played on an arena game board divided into square areas called "zones", which regulate movement and the placement of objects. Each Mage (player) starts in a corner of the arena, opposite his enemy.

Each player holds a spellbook, from which spell cards are pulled out as they are cast during the game. This has the feel of being a real Mage, turning the pages of your tome of magic, as you plan your strategy each turn. A point system allows you to choose spells for your spellbook, with more powerful spells and spells outside your schools of training costing more points. You have full access to cast any spell you want each turn, allowing for an unprecedented level of rich strategy and tactics. Many of these spells – such as creatures, equipment, and enchantments – are placed on the board and become objects in the game. Creatures can move around the arena, and attack each other and the enemy Mage. Attacks deal damage, as well as interesting special effects such as Burn, Corrode, Stun, Daze, Push, Cripple, Paralyze, etc. Creatures can be destroyed when they receive too much damage, or can be controlled by powerful curses and enchantments, or contained by walls and other creatures.

Every Mage comes from a different school of magic, each with unique spells and strategies:

  • The Beastmaster will try to rush and swarm the enemy with his hordes of animals, buffed by his nature enchantments.
  • The Warlock will go right for the throat, armed with his powerful Lash of Hellfire, Helm of Fear, and Demonhide Armor. Along the way to the enemy Mage he'll use his curses and fire attacks to contain and destroy enemy creatures.
  • The Wizard is a trickster, a master of meta-magic: countering, stealing, redirecting, and destroying enemy spells and mana. He's also a master of teleportation and portals/gates.
  • The Priestess will defend with knights and angels, and powerful healing and protection spells. She'll wear down the enemy, then overwhelm them in the end.

The base game comes with all you need to get started: spellbooks, extra spells to customize with the spellbooks, arena game board, dice, markers, etc.

New Mages will be released every few months to add new spells, powers, and variety to the game. The game is NOT collectible, but is fully customizable!

Game Playing :

# of Players 2 - 2
Playing Time 90 minutes
Mfg Suggested Ages 8 and up

 

Mage Wars Forcemaster Vs. Warlord Expansion

Mage Wars Forcemaster Vs. Warlord Expansion Set c

Mage Wars: Forcemaster vs. Warlord is the first two-mage expansion set for Mage Wars, focusing on two schools of magic not emphasized in the core set: the Mind School and the War School.

 

The Forcemaster is a master of telekinetic force and mind magic. With her keen intellect and supreme control over telekinesis she can manipulate the world around her. She is more of a lone warrior, but her powers more than make up for her lack of creature support. All battles are won in the mind first, and the Forcemaster has the greatest mind of all.

 

The Warlord is a master of the art of War, trained in both the War and Earth schools of magic. Strong soldiers bend to his every wish, goblin minions build siege towers and manufacture devastating demolitions, and his retinue of legendary warriors follow him wherever he goes. The Warlord is first and foremost a commander of troops. He summons humanoid soldiers to do his bidding, then calls upon the power of Akiro, God of War, to give his troops favor in battle.

 

Game Playing :

# of Players 2 - 2
Playing Time 90 minutes
Mfg Suggested Ages 13 and up

 

Martinique

Martinique_cAn ancient legend says a great pirate treasure is buried on the island of Martinique. Pirates would have attacked various merchant vessels, confiscated their loads and eventually sunk the ships. Afterwards they would have brought the stolen jewels, objects and coins to the island to bury the treasure over there. Many have tried to find the Lost Treasure, but nobody has succeeded so far. You are the captain of a pirate ship heading for Martinique. After dropping anchor in the morning, you set off in a rowboat towards the island with four of your most loyal pirates to find the Lost Treasure. Will you unravel the legend and add your name to the illustrious list of great pirates and rulers of the seven seas.

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

 

 

Nature of the Beast City vs Suburb

Nature_of_the_Beast_City_vs_Suburb_cPlayers recruit animals, promote leaders, purchase equipment, find locations, enlist legendary animals, and befriend human allies. Players also keep track of two tallies during the game: Favor and Fury. Favor indicates how much 'pull' you have with humanity. Fury indicates how much of a threat humanity sees you as. Fury is gained by attacking your opponents.

Game Playing :

# of Players 2 - 2
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

 

Nature of the Beast Farm vs Forest

Nature_of_the_Beast_Farm_vs_Forest_cPlayers recruit animals, promote leaders, purchase equipment, find locations, enlist legendary animals, and befriend human allies. Players also keep track of two tallies during the game: Favor and Fury. Favor indicates how much 'pull' you have with humanity. Fury indicates how much of a threat humanity sees you as. Fury is gained by attacking your opponents.

Game Playing :

# of Players 2 - 2
Playing Time 60 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

 

 

 

Okko: Era of the Asagiri

Okko_Era_of_the_Asagiri_c

Okko is a 2 players miniature game that is played on a board with squares. It simulates skirmishes between Samurai and other typical Japanese-inspired characters (Ninjas, Geishas !!!) in the empire of Pajan. Each player controls a band of 3 to 6 characters to lead Demon Hunters or to control Evil Creatures

 

Game Playing :

# of Players 2
Playing Time 40 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

 

Perry Rhodan

Perry_Rhodan_cThis game is set in the Perry Rhodan universe, a hugely popular German space-opera book series published since 1961.In this game the players take on the roles of traders who transport goods between planets. Occasionally one can carry also passengers, which brings additional yields. Players can invest in cargo space, transmitters or faster drives to improve their spaceships.

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

Pocket Battles - Macedonians vs. Persians

Pocket_Battles_-_Macedonians_vs._Persians_c

The ancient armies of Macedonia and Persia are yours to command in Pocket Battles: Macedonians vs. Persians, a tile-based war game. You'll fight on three fronts with armies you create for each battle, making every battle a new experience. Each Pocket Battles game depicts two armies. The rules for combat are the same in each Pocket Battles game so you can have armies from different series fighting: Elves vs. Romans! WW2 soldiers vs. Napoleonic forces! It's all possible with Pocket Battles. The basic rules of the game are fairly simple; two armies face each other in battle. The armies are split into three columns and two rows. Players must decide, at the start of the game, how many points they will give to their armies, determining how many points it will take to defeat the opponents army. (At least half of the points). On you turn; you have to choose which faction of your army you will send off to battle! Attacks are made by using Order Tokens. If no Order Tokens are present on a unit, it costs just 1 token to issue orders to that unit. Issuing orders to the same unit in the same Battle Round would cost you the number of tokens present on the unit, plus 1. (So if there is one token on you unit, it would cost you two more tokens; if you had three, it would cost you four tokens, and so on).

After a round of battle, you may choose to redeploy you units. (Units may move from the back of the row to the front of the same row, from the back of a row to the back of and other row, or from the front of a row to the front of and other row). Redeployment will not cost you any Order tokens.

The battle is over when one army defeats the other.

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Mfg Suggested Ages 13 and up

 

 

Pocket Battles: Orcs vs Elves

Pocket_Battles_Orcs_vs_Elves_c

A war game that fits in the pocket!

When pressed for time and table space and the hankering for battle hits, this is the perfect remedy - and it is portable!

Tiles represent troops and troops make up units in your army: just determine the size of the battle and create your own army from a pool of existing troops.

Each tile hits on certain rolls, and some can only melee while others can shoot. Some tiles also have special traits which can affect their whole unit or their whole army.

Armies fight in three sectors - the battlefield. The goal is to eliminate at least half the value of your opponent's army.

Pocket Battles: Orcs vs Elves is the second game in the series of "Pocket Battles", after Pocket Battles: Celts vs. Romans.

The series is designed to have each army fully compatible with any other, so it will be possible, for example, to fight with orcs against Romans, or to have a mixed army of elves and Celts.

The basic rules of the game are fairly simple; two armies face each other in battle. The armies are split into three columns and two rows. Players must decide, at the start of the game, how many points they will give to their armies, determining how many points it will take to defeat the opponents army. (At least half of the points).

On you turn; you have to choose which faction of your army you will send off to battle! Attacks are made by using Order Tokens. If no Order Tokens are present on a unit, it costs just 1 token to issue orders to that unit. Issuing orders to the same unit in the same Battle Round would cost you the number of tokens present on the unit, plus 1. (So if there is one token on you unit, it would cost you two more tokens; if you had three, it would cost you four tokens, and so on).

After a round of battle, you may choose to redeploy you units. (Units may move from the back of the row to the front of the same row, from the back of a row to the back of and other row, or from the front of a row to the front of and other row). Redeployment will not cost you any Order tokens.

The battle is over when one army defeats the other.

Game Playing :

# of Players 2 - 2
Playing Time 20 minutes
Mfg Suggested Ages 8 and up

 

Scary Tales Deck 1: Little Red Riding Hood Vs. Pinocchio

Scary_Tales_Deck_1_cThe setting for Scary Tales is a kingdom, where a battle awaits as the king has died, leaving no heir. While the enchanted forest is feared and the castle is covered in dark clouds, corruption has affected the town and only those with the utmost abilities in Strength, Wisdom, Magic and Luck will be able to collect enough relics from the stories of long ago to prove themselves worthy of being the new leader.

Game Playing :

# of Players 2 - 2
Playing Time 20 minutes
Mfg Suggested Ages 10 and up

 

 

Scary Tales Deck 2: The Giant Vs. Snow White

Scary_Tales_Deck_2_cThe challengers are sharp, indomitable, and devious - and with each match-up, it is uncertain who will win the crown. Each character comes with it's own unique ability which may be used once per game, a color coded set of dice. A set of power cards and fortune cards, a fairy card and a die associated with said fairy, comprise the contents of the game.

Game Playing :

# of Players 2 - 2
Playing Time 20 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

Settlers of Catan Card Game

Settlers_of_Catan_Card_Game_cIn this unique card game, each player acquires resources from the lands surrounding their cities and can spend those resources on new cities, roads, knights, and civic improvements. Every civic improvement serves some useful function or adds victory points or both. Action cards, drawn from the same decks as city improvements and knights, have more direct and temporary effects and serve to mix things up a bit.

Game Playing :

# of Players 2 - 2
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

Star Wars X-Wing Miniatures Game Core Set

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Star Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission!

Whatever your chosen vessel, the rules of X-Wing facilitate fast and visceral gameplay that puts you in the middle of Star Wars fiercest firefights. Each ship type has its own unique piloting dial, which is used to secretly select a speed and maneuver each turn. After planning maneuvers, each ship's dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you'll be in total control throughout all the tense dogfighting action.

Star Wars: X-Wing features a number of unique missions, and each has its own set of victory conditions; with such a broad selection of missions, only clever and versatile pilots employing a range of tactics will emerge victorious. What's more, no mission will ever play the same way twice, thanks to a range of customization options, varied maneuvers, and possible combat outcomes. Damage, for example, is determined through dice and applied in the form of a shuffled Damage Deck. Each time your fighter sustains a hit, you'll draw a card that assigns a special handicap. Was your targeting computer damaged, affecting your ability to acquire a lock on the enemy? Perhaps an ill-timed weapon malfunction will limit your offensive capabilities. Or worse yet, your pilot could be injured, compromising his ability to focus on the life-and-death struggle in which he is engaged...

The Star Wars: X-Wing starter set includes everything you need to begin your battles, such as scenarios, cards, and fully assembled and painted ships. What's more, Star Wars: X-Wing's quick-to-learn ruleset establishes the foundation for a system that can be expanded with your favorite ships and characters from the Star Wars universe.

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Mfg Suggested Ages 14 and up

 

 

Summoner Wars Master Set

Summoner Wars Master Set c

Summoner Wars is a fast-playing, action-packed card game for 2-4 players in which they take on the role of Summoners: powerful beings who harness the power of mysterious Summoning Stones to lead their race to conquest on the war-torn planet of Itharia. These Summoners wield terrible magic on the battlefield, freezing their foes in place, draining their enemies of power, and even bringing rains of fire down from the heavens. But most notoriously, they summon their great race's hordes of warriors to the battlefield, to clash in the never-ending struggle for supremacy. A Summoner is both mage and general, and must combine their wizardly might with clever tactics to defeat the enemy Summoner on the opposite side of the battle.

The Summoner Wars Master Set contains six new and different complete factions from which to choose:

Play as the Shadow Elves and conceal your plans in swirling darkness!

• Choose the Benders and confound your foe, turning his own troops against him!

• Command the Vargath, mountainous goatfolk who call lightning from the heavens!

• Select the nefarious Sand Goblins and delight in malicious trickery!

• Muster the Deep Dwarves and control the forces of Geomancy!

• Lead the ferocious Swamp Orcs to war and hack upon your foes as they are snared in your vines!

Strategy shapes the composition of each deck of cards and how they are used. Tactics determine the effectiveness of those cards in battle. Call walls of stone to protect you in combat and serve as magic portals for you to summon your warriors. Call your forces forth and send them in a surging wave against your enemy. Cast spells that bolster your forces and cut down those who would oppose you. Victory can come only from the death of your opponent's Summoner...

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Mfg Suggested Ages 9 and up

 

 

 

 

Timestreams Deck 1 - Stone Age vs. Future Tech

Timestreams_Deck_1_cThis multiplayer time-travel card game has players assign inventions to different time periods and then score points for appropriate combos and matching the correct eras for those inventions. The first pair of decks are Stone Age and Future Tech, and contain over 120 unique pieces of original art.

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Suggested Ages 12 and up

 

Timestreams Deck 2 - Medieval vs. Modern Day

Timestreams_Deck_2_cThe second set of decks in the Timestreams series, these two decks contain the inventions and innovations of Modern Times and the Classical World. Play against the decks against each other, or against the Stone Age and Future Tech decks!

Game Playing :

# of Players 2 - 2
Playing Time 30 minutes
Suggested Ages 12 and up

 

 

 

UWO

UWO_cUWO's (unidentified walking objects) are residents of the planet Znorf. There are two kinds of UWO; The Gnorfs and the Pnorfs. Both of them are able to morf. But that is something that will be explained later on. The Gnorfs think that the Pnorfs are a group of ugly creatures and that feeling is completely mutual.

Game Playing :

 

# of Players

2 - 2

 

Playing Time

45 minutes

 

Mfg Suggested Ages

10 and up

 

 

 

Top Speed

 

Top_Speed_cHas two players racing to place their cards on eight rows. Cards have two attributes - color and icon. On each row, there can be only one card with each color and each icon. Once one of the players empties their hand, the game ends. Rows are scored (they are worth one to five points) so that the player who played the last card wins the row. If there's a mistake, the first player to make a mistake loses the row.

Game Playing :

# of Players 2 - 2
Playing Time 10 minutes
Mfg Suggested Ages 8 and up

 

 

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