This is part 1 of a 2-part article! I found so many 2-player conversions that I wanted to talk about that I couldn’t fit them all in to this one space so look out for part 2 coming soon!
Splendor vs Splendor Duel

Splendor Duel lays the gems out on a 5×5 board bringing a brand new geometric aspect to the game
Splendor Duel isn’t just a 2-player version of Splendor, it also takes the opportunity to develop the original game’s basic idea. Some features of Splendor Duel could easily be back-ported to the original game. For example, the pyramid structure of the market, where instead of 4 cards of each tier being available for purchase, only 3 cards are available in the top tier, and 5 in the bottom tier.
The cards in the market are themselves more interesting, and the victory conditions more interesting. In Splendour, you win at 15 points, every card gives you a discount on the cost of future cards, and some cards are also worth points. You can feel the symmetry throughout the deck, and that can feel bland once you’re used to it.
In Duel, you win at 20 points or 10 crowns or 10 points on cards of a single colour, giving you different directions to go in if you feel you’ve fallen behind. Some cards don’t give you discounts from future purchases because they are worth disproportionally many points or have a different ability that triggers when you buy them. That makes the turn of the mrket more exciting.
The gem collection part of Splendor Duel is completely different, with the gems arranged on a market board that you take 3-in-a-row from, meaning that you can’t always take the perfect combination of gems, and what you do take has a real impact on what your opponent is then able to take, raising the interaction level in a very satisfying way.
Verdict: If you’ll only ever play this 2-player go for Splendor Duel - it’s not much more complicated to get into and the extra additions are well worth it. If you think you’ll play with more than 2 players, you’d be entirely justified in owning both Splendor and Splendor Duel. Treat yourself.
7 Wonders vs 7 Wonders Duel

The pyramid of choice - should I concentrate on what I want, or play to keep you away from that Science card?
Here is a Duel game which stands as a shining example of why Duel games need to exist. Whilst it is possible to play the original 7-Wonders game 2-player, the variant isn’t great. They try to maintain the unknown features of the draft structure by introducing a dummy third player, and you each take turns picking for the dummy, meaning you draft one card for yourself, and another card to take away from your opponent.
7 Wonders Duel is a Wonderful conversion of that drafting game into a 2-player space. You’ll lay out cards in a grid formation, some face-up and some face-down, such that drafting available cards reveals new picks to your opponent, so you must at least consider when you take a card both how good that card is for you, and how good the card you reveal to your opponent may be for them.
Both games have in common the same 3-Act structure of building up resources through Act-1, utilising build chains through act 2 and 3 to get sneaky free builds, and topping out with Guild cards rewarding the various strategies you can go down. You also have the same options with each card you draft - build it, use it to build a Wonder, or discard it for money.
With multiple routes to victory in Duel, either through establishing military dominance or scientific breakthroughs at any point in the game, or by winning on cultural points when all the cards have been drafted, you have to be on the ball throughout. Clever design makes it such that even if you don’t achieve a military or scientific victory outright, getting close can force your opponent into suboptimal card picks to prevent you, and benefits earned along the way can give you the cultural victory anyway.
Verdict: You need both of these games. 7 Wonders is a great card drafting civilisation building game that can add many players without substantially increasing the game length. It just can’t work with 2-players out of the box, so the conversion to 7 Wonders Duel makes a tepid 2-player experience into an amazing one.
Everdell vs Everdell Duo

It’s cute, it’s Everdell in a small form factor, but those limited actions bring the stress!
Sometimes a small change in a mechanic can give a game an entirely different feeling. In Everdell, combining cards feels amazing. Anything I can do to earn extra resources or take cheeky extra actions is rewarding. In Everdell Duo, where actions are severely limited and act as a timer on the game, those same plays that make me feel clever in Everdell make me feel awkward and stupid in Everdell Duo.
Take the Crane for example. In both games, the Crane is a Construction card that you can build that can later be built over to make a new building, with a discount from the cost. However, in each game the implications of that are very very different.
Let’s say I already have the Courthouse in play and a pebble in my supply. In Everdell, I could use that Stone to play the Crane, earning me a building resource (which could even be the Stone I just spent). I could use a door to bring the Architect into play for free. Then I could build over the crane with another building, triggering the Courthouse again for another resource, and use a door to bring another critter into play. I would have needed some luck for the 2 critters to be available at just the right time, but I could have set this up ahead of time with some card draw perhaps. The net result - for 1 pebble I have fuelled actions that have put 3 new cards into my city, and either gained resources along the way or put something expensive into play. This resource economy is rewarded, meaning I’m free to place workers to gather even more resources and eventually get even more cards into play.
However, in Duo, every action taken advances a marker towards the end of the season. The sun moves for worker placements, the moon moves for card play, and the season ends when both markers reach the end of the path. This same sequence of moves in Duo would firstly be impossible because doors are a limited resource so I would have to spend workers to obtain doors to make this play, but wouldn’t be as economical because despite using a small number of resources, I’ve still used 4 actions to get only 3 cards into play, making that all I could do this season. Suddenly I’ve gone from being rewarded for being very economical with resources, to essentially being punished for using a card play action on a temporary card.
Now don’t get me wrong, I’m all for valuations of cards changing in different circumstances. I just can’t square up the feeling that Everdell and Everdell Duo are using the same name, look to be from the same universe, and have such opposing views on resource economy versus action economy.
Everdell Duo does have one unique thing going for it - there is a co-op campaign. However, it’s hard. Really hard. I have a friend who is something of a board game masochist. He loves nothing more than an incredibly hard co-op game that hates you and makes you want to suffer. I think he’d like Everdell Duo’s co-op campaign. Don’t be afraid to house rule some of the scenarios to reduce their difficulty, like maybe keep the seasonal goals but don’t worry if your end score falls short.
Verdict: If you have played one of these and like it, I would wager that you won’t like the other version quite as much. If you have Everdell and crave more, head toward the standalone Everdell Farshore. If you want Everdell in a smaller, faster, simpler package, My Lil’ Everdell has got you covered. And if you really crave a 2-player campaign to play though, the fan made Heroes Saga is a great shout, though that is a competitive campaign, not co-op.
And if you do play the co-op campaign and find it easier than I’ve made it out to be, drop me a line at [email protected] to tell me what I’m doing wrong!
Flamecraft vs Flamecraft Duals

Flamecraft Duals in action. It looks almost chess-like but the lookahead is massively reduced by the random bag draw.
I was initially annoyed when I first heard of Flamecraft Duals because I thought they had fallen for the classic mis-spelling of Duels. Duels are competitions between 2 people. Duals are just something made of 2 parts.
But no! It’s just a pun. They have introduced dual-coloured dragons to the Flamecraft universe, and this is also a competitive 2-player game. Phew!
Being a Kickstarter addict my copy of Duals came with extra cards to back port into Flamecraft, now sold separately.
Flamecraft Duals is undeniably in the same universe as Flamecraft, with Sandara Tang’s gorgeous art to boot. And, in a sense, it is still a game about organising artisanal dragons to assist shops. However, this game is far more abstract, playing with tokens drawn from a bag and trying to arrange them in shapes that match the shop cards you hold. What Duals does very well is allow you room to be clever on your turn - it’s a fantastic feeling when you first cash in 2 shops on the same turn (or even 3 if playing with the fancy dragon Trinity!) whilst at the same time this isn’t your classic abstract game with umpteen levels of lookahead because of that random bag draw.
Verdict: You need both of these games - they are totally different and complement each other beautifully. I have met people who don’t like Flamecraft and they are wrong.
Kingdomino vs Kingomino Duel

It’s not just a 2-player conversion, it’s now a roll-and-write!
I didn’t do my research when I traded for a copy of Kingdomino Duel, going in on it purely based on the name. I made that mistake so that you don’t have to! To my surprise, Kingdomino Duel was not just a 2-player variation of Kingdomino, it was also transformed into a roll-and-write game where 4 dice are rolled, and the 2 players draft them in a “I take one, you take two, I get the last” format, combining the 2 dice into a domino to place in their kingdom.
Familiar features of Kingdomino are here, with both games using the same scoring mechanism. Briefly, each connected area scores based on the size of the area multiplied by the number of scoring features in that area (i.e. Crowns in Kingdomino, Crosses in Duel, becaue they’re easier to draw I guess?), and there are both common areas types with rare scoring features, and rare area types commonly accompanied by scoring features.
Duel adds a new concept - a spellbook that you progress on by drafting dice that don’t score, creating a race to access powerful spells that can modify your turn or score extra points. However, it just doesn’t replace the feel you get from drafting domino tiles and the original game had an excellent 2-player format already.
Verdict: Unless you really love roll-and-write games, skip Kingdomino Duel and just play the original, even if you’ll only ever play it with 2 players. The original game is far superior, and at 2-players you even get to extend the game to a whopping 7×7 Kingdom.
Coconuts vs Coconuts Duo

Fling the monkey poo, err I mean coconuts, into the cups for fun and profit.
Coconuts is a fantastic dexterity game that involves flinging Coconuts via mechanical spring-loaded monkeys into cups. I’m yet to meet anyone who doesn’t immediately call the game monkey poo though, the squishiness of the ‘coconuts’ just sells it immediately. If you’ve played Everdell and enjoyed the bouncy berries, you’re in for a treat! I would have loved to have been part of the development process of this game - somehow the squishiness of the coconuts plus the rigidity of the cups makes for a lot of exiting near misses and bounce-outs just through sheer physics.
As for Coconuts Duo, it’s the same game as Coconuts, just with fewer pieces (2 monkeys and 9 cups) to support only 2-player play. I think you’re better off getting the 4-player version even if you think you’ll only ever play 2-player, as it’s so easy to take interested spectators and add them to the game that you may as well.
Verdict: Buy both Coconuts and Coconuts Duo together and play this with 6-players!
Ingenious vs Ingenious 2-player travel edition and Blokus vs Blokus Duo

My copy is labelled Blokus To Go, but it does also exist as Blokus Duo
Abstract games often have a feature called “forced response” (occasionally known under the Japanese term of Sente, or “stealing a tempo”). You make a move, not because that move is by itself is a good idea, but it forces a certain response from your opponent, and after their move you get to take advantage of some side effect of your first move with an immediate follow-up, almost as if you got to make all 3 moves yourself.
This is key to the abstract game experience, and why I firmly believe that abstract games are simply better played at 2-players. For Ingenious, the 2-player rules on the regular board are identical to the 2-player only board in the travel edition, so it doesn’t matter which edition you are playing (the larger edition expands the board for 3-4 player play). However, the smaller form factor of the travel edition makes it more likely to see play as it’s easier to just jam in your bag, get out on a train, etc.
For Blokus however the smaller board and central starting positions actually make Blokus Duo a distinctly better game for 2 players.
Verdict: Get Blokus Duo and Ingenious Travel edition, and play other games when you have more than 2 players.
More to come in part 2!
Have I missed your favourite 2-player conversion of a game? What do you like to Duel over? It might be covered in part 2, but let me know at [email protected] and I’ll make sure of it!
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Game details
Blokus and Blokus Duo
Coconuts and Coconuts Duo

