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Two Crowns box art

Two Crowns

Players

2

Time

?-?

Age

8+

Weight

1.4

Rating

5.75

Fit

Teach 2.8

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Two Crowns has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. While there is some level of cooperation required, it is not the main focus of the game.

Replay value

Two Crowns has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, striking a balance between accessibility and depth. Overall, Two Crowns has a strong replayability score of 7.9.

Luck profile

Two Crowns has a moderate level of luck involved in the game. Random elements such as card draws and dice rolls have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Two Crowns strikes a good balance between luck and strategy.

Overview

In the two-player card game 'Two Crowns', you lay siege to your opponent's castle (represented by a 20-sided die) with a strategic mix of tactical insight and skillful bluffing. Luck is a minor factor in battle. By cleverly choosing when to go on the offensive with your knights, and by spending gold on special units like vassals, bishops or catapults, you can gain the upper hand in this strategic card battle between two medieval lords. Both players receive a deck consisting of the same cards. Players start the game with 7 cards in their hand. Players take turns after each other, switching between offensive and defensive roles. Attacking player may choose to attack or draw new cards. Defending player may choose to defend. To attack your opponent's castle die, choose up to four knight cards – which have 1-3 attack points – from your hand and place them face down in front of you. The defending player may choose to defend his castle by playing up to four cards from his hand face down in front of him. Whoever has the most combined attack points wins the battle – but both the attacking and defending player can use special cards, which cost gold, to turn the tide: Feint: lets you temporarily remove your opponent's strongest Knight Card. Vassal: doubles the combined attack points of your Knight Cards. Bishop: steals your opponents strongest Knight Card. Catapult: deals 10 damage directly to opponents castle die. If the attacking player doesn't attack he may draw cards from his deck in one of two ways: Large Draw: if you have less than 7 cards on hand, draw up to 7. Precise Drawif you have 7 or less cards on hand: discard 1 card, then draw 2 cards and pick one to take on hand. Discard the other. The game ends when one of the players loses by not having any remaining points on his Castle die OR when a players loses by running out of cards to draw and is unable to attack.

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Credits

Designers

3
Wubbo Bos Stefan Hoek Matthijs van der Zande

Artists

1
Stefan Hoek

Publishers

1
Quantuum Magic

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