Spotlight on Games > Ludographies
Games for Two vs. Two
Tue Aug 4 19:30:44 UTC 2009

Games featuring a two-player partnership competing against another two-player partnership always tend to be fun. Maybe it's because one isn't going into it alone, but has a partner to share any tough times that may pop up along the way? Or is it that when things go wrong there is a partner to blame?! Whatever the case, these games are particularly interesting when each partner has his own sub-goals to pursue (in cards this is maximizing the viability of the hand), but must also help out their partner at the same time. In addition, it's often the case that partners need to marry their different playing styles, usually a mind-stretching/learning experience. Another factor is the need to cope with a great deal of partial information, perhaps even employing some level of deduction. Finally, these types of games make good vehicles for two or three couples playing a game as they neatly avoid the problem of one member of a couple unconsciously trying to help (or detract from!) the efforts of the other.

Balmy BalloonistsBridgeBrusCanal GrandeCanastaCanasta CalienteCarolus MagnusCarromClaimCompatibilityDeluxe RookDia de los MuertosDiggingNEW: Doctor Jekyll & Mr. HydeDogDoppelkopfDouble TwixtEdison & Co.Ein Arsch Kommt Selten AlleinNEW: Einfach GenialExpressEuchreFarfalia5005ive StraightFocusForty-FiveFrank's ZooNEW: IngeniousInkognitoKentucky DiscardKing of SiamKontorKorsarLinie 1Lost CitiesMini-InkognitoMü & Mehr: MüMusMystery Rummy Nr. 2: Murder in the Rue MorgueMystery Rummy Nr. 4: Al Capone and the Chicago UnderworldNanuuk!Njet!OctiPachisiPasswordPictionaryPloyQuartier LatinRosenkönigSan Francisco Linja 1Schieber-JassScreaming EaglesSequenceShiftSkip BoSpadesSplitStrand-CupStreetcarTa YüTabooTabula RasaTake It AwayTexasTichuTime's Up!Tin SoldiersTrucoTurnierTwilightTzurisVectorVictory & HonorWeatherslamWho Stole Ed's Pants?Wikinger Kommen, DieWizardsZoff im Zoo

Games for 3 Couples


Balmy Balloonists [description]
Players do not know which cards their partner is holding and must pay careful attention to what they may be doing. Can the partner help one out of a dire situation? If so, make sure that the pawn moves to oneself, but otherwise, try to avoid the pawn. Similarly, is the partner self-sufficient or does he or she appear to need help?

Bridge [description]
Actually, the game only gets into this page by cheating. All four players only participate in the bidding portion of the game. During actual card play, one sits out. Still, if one can get beyond the difficult demands of bidding, divining the message of the partner is a fascinating challenge.

Brus Have not had a chance to try. If you have an opinion on its suitability, let me know. P

Canal Grande [description]
This game was not originally intended for four, but the publisher's website offers a four-player partnership variant by the original inventors. This requires two game sets and plays it mainly by the book, the only real change being that partners both play to the contest. It's somewhat disappointing that no more interesting partner interactions, such as those claiming cards being able to decide how to divide them, were added. Moreover, the much larger deck of district cards can now skew so broadly that maybe one side monopolizes a given color, easily giving the single color victory condition (which has not been made harder).

Canasta/Canasta Caliente [description]
One significant partnership aspect, later incorporated by the game Express is that a partner's cards in hand count negatively when a player "goes out". If you are able to go out but unsure whether to do so, you may ask your partner "may I go out?". Your partner must answer yes or no, and the answer is binding. It is not compulsory to ask your partner – if you wish, you can just go out without consultation. [Buy it at Amazon]

Carolus Magnus [description]
Although there are partnership rules provided, they seem to offer considerably less decisionmaking than the two-player version and so this game does not seem to work as well as others for two against two.

Carrom Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Claim Have not had a chance to try. If you have an opinion on its suitability, let me know. Said to be similar to Halma. L

Compatibility Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Deluxe Rook Have not had a chance to try. If you have an opinion on its suitability, let me know. Also known as Tournament Rook. [rules] L

Dia de los Muertos [description]
It is interesting to see if you can, using the Swap and Ask cards, along with observations of his playing behavior, figure out the state of your partner's hand and thus defeat the competition. Website includes variant rules borrowed from Truco permitting partners to physically signal one another.

Digging Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Dr. Jekyll & Mr. Hyde [description]
The unique feature here is that if one wishes, a player may demand that another player at the table play a card for him, and that player need not even be the partner. This innovative rule is so mind-stretching and challenging. This is a re-make of Twilight.

Dog Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Doppelkopf [description]
Players must decide when their hand is strong enough to reveal their identity and when it is better to lay low. P

Double Twixt The popular connection game Twixt also contains rules for a partnership game of this name. This version of the game includes a special rule whereby once per game a player may call "Privilege!" At this time, the player who would otherwise go next must yield his turn to the caller's partner. [Rules] L

Edison & Co. [description]
Although not required, is probably best played as a partnership game where there is at least a little bit more control.

Ein Arsch Kommt Selten Allein Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Einfach Genial [description]
The two vs. two player mode is actually the best and most interesting way to play. Some even refuse to play otherwise. The challenge is to guess what kind of capabilities your partner is holding, which can be done, sort of, based on the way he has been playing. For example, at a certain point it's necessary to cut off a lucrative row of tiles, but which partner should do it? Highly recommended. L

Express [description]
In this game, cards are passed between partners as locomotive cards. Not only does one work hard to decide just which to pass, but often must consider whether to start another set just for purposes of being able to send more information. And just as in Canasta, to ask permission is to seek denial.

Euchre [description]
The partnership connections are not so strong in the bidding as they are in Bridge, but players do need to pay very careful attention to the probable contents of the partner's hand during actual play.

Farfalia [description]
This is not a very good trick-taking game in general, being too subject to luck of the deal and offering too few hands for the luck the even out.

500 [description]
The game might have been a nice, less demanding version of Bridge, but doesn't quite work because each bid is too much of a commitment. Whereas in Bridge there is a range of seven bid levels, here there are only four. Moreover, once one passes on a bid, it is impossible to come back in. Thus any real communication with one's partner is mostly impossible.

5ive Straight [description]
Partnership play is not really all one would want as there is not much ability to communicate intentions. Strategically, it is probably a good idea to get rid of high-numbered cards as soon as possible to avoid having dead cards in hand which can severely limit a player's options.

Focus Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Forty-Five Have not had a chance to try. If you have an opinion on its suitability, let me know. P

Frank's Zoo English edition of Zoff im Zoo. L

Ingenious English version of Einfach Genial

Inkognito [description]
It is possible to have very good or bad luck in one's initial showing and some missions are easier than others, but there are interesting situations, particularly in trying to figure out what is going on just by observing the behavior of the pawns on the board. Frequent communications between two particular players may be a reliable indication that they are partners, or are they merely bluffing?

Kentucky Discard Original version of Deluxe Rook. Also known as Kentucky Rook. P

King of Siam [description]
While this game can be played singly by two or three, with four players this is played in partnership. This can be rather difficult to do well just because it's necessary to discern exactly what the partner's plan is. There are four different possibilities added to the possible fifth, that he is just trying to help you pursue what he construes to be your goal.

Kontor [description]
Partners must choose the cards to play without benefit of knowing the other's plans, but as there is no way of really knowing what cards are held, this tends to be mostly hit and miss. The two-player format seems to be preferable for this game.

Korsar [description]
Partnership rules don't work very well because the ability to examine the partner's hand takes out all the challenge. But disallowing this would swing things too far the other direction. Untried would be a solution involving not looking, but allowing each player one card trade per turn.

Linie 1 [description]
Actually this game does not include any partnership rules, but it seems like it might be a fun idea to try. Both the partners would share the same starting and ending stations as well as stops. I would probably reduce the hand-size to three. This might be a good way to play the game if one has six players as normally it is rated for only five. L

Lost Cities [description]
The web-published four-player partnership rules with card passing make for a very interesting experience, layering communication issues on top of the hand management issues. L

Mini-Inkognito [description]
In this one, the fundamental point of the game is to figure out who one's partner is. It has a nice mysterious atmosphere, but the game itself is quite light. A little luck in the combination of what one learns from other players and the ambassador can give the game away rather easily and without the player needing much skill at all.

Mü & Mehr: Mü [description]
Partnerships revolve depending on the bidding and whim of the winner of the bids. Although it is playable with four players, the five-player game seems to be a bit more balanced.

Mus Have not had a chance to try. If you have an opinion on its suitability, let me know. P

Mystery Rummy Nr. 2: Murder in the Rue Morgue [description]
Although individual play is allowed, the four-player partnership version seems to be the most interesting. Figuring out the best cards to pass to the partner can be tantalizingly maddening. There is also an interesting partnership tactic when one is decided which card to give to the organutan. If it is a good card for your partner, then the clever thing to do is leave it atop the deck and place a juicy morsel on the discard pile so that the opponent takes it instead. This allows your partner to get the goodie.

Mystery Rummy Nr. 4: Al Capone and the Chicago Underworld [description]
This is essentially Canasta, with the addition of the special power gavel cards so familiar from the other games in the series.

Nanuuk! [description]
Through our misunderstanding of the rules, we also invented a partnership variant of the introductory game which excludes all the hunting, retains the cracking ice and makes for a very accessible and interesting challenge for team play. In this one, each Inuk starts on an igloo and the winning team is the first to have one of their team unable to move.

Njet! [description]
Figuring out what the partner is holding is made more interesting by being able to made deductions from what choices were made in the pre-game. This can be done more easily using a variant.

Octi [description]
Have not had a chance to try the partnership version. If you have an opinion on its suitability, let me know. L

Pachisi [description]
Have not had a chance to try the partnership version. If you have an opinion on its suitability, let me know. L

Password [description]
One of the earlier word games is still of interest. for those who love words.

Pictionary [description]
Although it works for teams of two, this game turns out to work even better for even larger groups as it is not always so easy for one mind to figure out what the partner's hand is drawing.

Ploy Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Quartier Latin Joe Huber writes:
Quartier Latin is a true partnership game, with two teams of either 2 each or 3 each. It does fit, and is rather similar to Milles Bornes. L

Rosenkönig A re-issue of Texas.

San Francisco Linja 1 Re-issue of Linie 1.

Schieber-Jass [description]
Rules by which the partners can try to communicate to decide what contract they wish to play are too primitive to bear interest.

Screaming Eagles About the only partnership aspect here seems to be agreeing with your partner about which target to gang up on. Have not had a chance to try the partnership version. If you have an opinion on its suitability, let me know. L

Sequence [description]
Rules allow playing for oneself or in teams. In either case, holding only 5 cards, it's quite difficult to plan any kind of long-term strategy. Much of the game is cooperative stopping of others so the partnership version probably is preferable. It seems like the winner is eventually someone who gets lucky by having just the right card or gets enough Jacks.

Shift Have not had a chance to try the partnership version. If you have an opinion on its suitability, let me know. L

Skip Bo [description]
Have not had a chance to try the partnership version. If you have an opinion on its suitability, let me know.

Spades Joe Huber writes in:
Spades definitely belongs; similar to Bridge, but simpler bidding / play / scoring. P

Split Have not had a chance to try the partnership version. If you have an opinion on its suitability, let me know. L

Strand-Cup [description]
Although a bit random in the luck of the draw, really does provide a realistic feeling of volleyball as each player must develop a feeling for the position and abilities of the partner, or at least their seven-card hand, from a minimum of information.

Streetcar Re-issue of Linie 1.

Ta Yü [description]
The most fun way to play is in four-player partnership mode where figuring out what your partner is doing is half the fun. It also seems to help to use the "save one tile" variant. L

Taboo [description]

Tabula Rasa Have not had a chance to try the partnership version. If you have an opinion on its suitability, let me know. L

Take It Away [description]
Since all of the information is clearly visible, this game benefits less from partnership rules than do others. There is some interest lent by the nature of the games ending which resembles a game of "chicken". Having to time this ending taking the partner into account can be quite challenging.

Texas [description]
Lookahead and ability to divine your partner's intent are rewarded in this elegant game. Strategically, rather than waiting until one is forced to use the special judge/knight ability, it often seems to be a good idea to employ it proactively in the mid-game, even if the location does not show immediate benefit but it appears that it eventually might. In any case, you will very likely have massively ruined your opponents' plans.

Tichu [description]
Partnership issues are rampant. Should Tichu be declared? How can you and your partner ensure that you do not improve an opponent's hands with your card passes. How can you best use the Dog and the Mah Jongg together when you have them? How strong is your partner's hand? If you or your partner declare Tichu and either of you has the Dog, you should give the Dog to your partner so that both know about it. Try never to play on your partner's play, well, almost never.

Time's Up! [description]
Yet another wrinkle on the fundamental concept of Password and Pictionary with about the same quality of partnership play.

Tin Soldiers [description]
The four player partnership version must be the most scientific. Your plays have a greater chance of making sense, the flag card set collection subsystem has a better chance of working and the cannons are more useful as they can preserve a win for your partner.

Truco Have not had a chance to try. If you have an opinion on its suitability, let me know. P

Turnier Succeeded by Die Wikinger Kommen.
Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Twilight [description]
The unique feature here is that if one wishes, a player may demand that another player at the table play a card for him, and that player need not even be the partner. This innovative rule is so mind-stretching and challenging.

Tzuris [description]
The four-player partnership game appears to be the best way to play this game which is very demanding of strategy and memory, although I have not yet had a chance to try it in this form.

Vector Said to involve sending a pawn bouncing around a Scrabble-like board via card play. Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Victory & Honor [description]
This one requires four players. If you can figure out something about your partner's hand, e.g. that he is long or void in a particular suit, then there are ploys one can make. Otherwise, it's difficult to have much effect. L

Weatherslam Card game with suits showing the four seasons and seasonal weather. Similar to both Hearts and Wizard. Have not had a chance to try. If you have an opinion on its suitability, let me know. [US Games Systems] L

Who Stole Ed's Pants? [description]
The system is intriguing enough to sustain repeated play, but it appears that bad luck of the draw can be a serious impediment to a fair game, especially the partnership game. Probably a larger hand size would have addressed this matter. There is a feeling of the system wanting more development, or maybe just a third round? but difficult to quantify what else to do.

Wikinger Kommen, Die Successor game to Turnier.

Have not had a chance to try. If you have an opinion on its suitability, let me know. L

Wizards [description]
The partnership version allows cooperating players to share what they have learned, swap tasks and even exchange gems when they meet. This may have the result of making the game play much more quickly. L

Zoff im Zoo [description]
Advanced rules provide for partnerships which change depending on the current score with no partners on the first round. This seems the best way to play as one has to decide how much to help the partner as well as make interesting decisions about card passing. Also works well for three couples.

See also Games for 3 Couples

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