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Games for two people: Our honeymoon favorites

  • 24 hours ago
  • 5 min read


Taking a proper vacation can look very different for everyone. Some people would love to visit three cities and five museums at once, while for others, a vacation means quiet hiking through nature. In my family, on the other hand, a vacation focused on relaxing, reading, and simply being bored is at the top of the list, and I absolutely love it because I personally can only truly unwind when I'm surrounded by peace and quiet.


What we absolutely must have on our trips, though, are games! Whether quick card games, games with a pad and dice, or hours-long board game epics: we pack them all. These days, we actually need a whole Curver suitcase for them, and we'd rather save on socks (morally justifiable), sunscreen (health-wise problematic), and underwear (morally not justifiable).


On our honeymoon in Belgium this time, we only took three games with us to leave room for our camera, gouache, and sketchbooks. We actually played all three games every day, and after this intensive testing phase, we can wholeheartedly recommend them.


This mix offers something for everyone, not just for all vacationers, but also for all types of gamers:


Game 1: Hidden Leaders

Players: 2-6 | Playing time: 15-30 minutes | Ages: 10+



Having received this game as a wedding gift from a wonderful friend, it was of course immediately packed at the top of the suitcase.


The story: Chaos reigns on the island of Oshra. After the emperor's death, four factions vie for supremacy: the Hill Tribes (green), the Imperial Army (red), the Sea Folk (blue), and the Undead (black). They are embodied by unique characters found on each map. From the "biromantic bard" to the "vegetarian whale shark" to the "shivering archer," there's something for everyone.


Gameplay and Victory Conditions: The figures you can add to your crew—that is, place on the table in front of you—are incredibly detailed and humorously illustrated. But to which faction should you swear allegiance—sometimes face-up, sometimes face-up? Which creatures of which colors should you include in your crew? The answer is provided by a card you draw face-down at the beginning of the game: It determines one of the Emperor's six children, whose ascension to the throne you must then support through skillful card building.


In conclusion: Besides its truly unique design, humorous character designs, and lovingly crafted names, the game is also a lot of fun to play. Players try to act as discreetly as possible, following the advice of their starting card, and attempt to avoid being seen through by the other players in the race for the throne.

The game is designed for two to six players. However, we find it particularly entertaining and exciting with two or three players.


Game 2: Yahtzee Duel

Players: 2 | Playing time: 10-20 minutes | Ages: 6+

We also received the classic game Yahtzee as a wedding gift, but this time in a slightly newer, more modern guise, namely in the duel version.


The story: ...there isn't one here, of course. No emperor has died, no crew needs to be recruited. Nevertheless, the game offers significantly more dynamism than its established predecessor.


Game principle and winning conditions: Yahtzee Duel basically works like the classic Yahtzee, but with two crucial innovations: In addition to the two sets of five dice (included) and two dice cups (not included, so we played very professionally with AirBnB cardboard toothbrush cups), there is a small game board that makes the competition for the different dice combinations visible.

This board features the familiar Yahtzee goals such as a small straight, full house, or three of a kind. For each of these goals, there is a five-level track between the two players. A bidding stone can move from one player's safe side, through an intermediate position, to the other player's safe side. There are therefore three states: If the stone is in the center, no one has yet claimed a goal. If it is one step closer to another player, that player has "reserved" the goal.

The goal is therefore not only to roll specific combinations, but also to steal them from your opponent. For example, if I roll a small straight, I move the calling token one space towards me on the corresponding track. The small straight is then reserved for me. If I manage to roll another small straight on a later turn before my opponent moves the token back, I secure it permanently. The small straight then belongs to me and earns me a point.

The winner is the first person to secure five dice targets.


Conclusion:

The game is quite accessible and unexpectedly addictive. Of course, luck still plays a significant role, but the duel-like nature of the gameplay and the ability to strategically move the pieces make you feel much more empowered than in the classic version.

A nice game for in-between moments, suitable for young and old.


Game 3: Lord of the Rings Duel

Players: 2 | Playing time: 15-30 minutes | Ages: 10+

The story: … is probably familiar to everyone: Sauron and his bad-tempered riders against Frodo, Sam and all those who still have a little good in their hearts.


Gameplay: Visually, the game didn't initially grab me, neither in terms of its look nor its setup. Everything seemed a bit dated and, at the same time, very busy and disjointed: there's an incredible amount happening on the cover, the cards, the game components, and the game board. But first impressions can be deceiving! Once you understand the gameplay, the game proves to be extremely entertaining. Turns are quick and easy, and every single game element feels well-designed and effectively used.

One person takes on the role of the "good guys," the other plays the "bad guys" (I drew Sauron more often than average; that should give me pause.). Although the two sides are thematically very different, the gameplay is almost identical for both parties, so it hardly makes a difference which side you play.


Victory conditions: There are three different ways to win the game:

  • The Ring must be destroyed: Frodo and Sam move along a circular track on one side, while a Black Rider moves on the other. The hobbits must reach Mount Doom and destroy the Ring before the Rider catches them. Alternatively, the opposing side will, of course, try to prevent exactly that.

  • Gather allies: Green cards can be used to gain allies. The player who manages to win over all six allies wins the game.

  • Winning the battle: The third option, of course, is to command your own troops so skillfully that you gain the upper hand on the battlefield.


The actual playing field consists of a pattern of face-up and face-up cards. These are collected one by one, following a Mahjong-like principle. Drawing a card and the resulting consequences each constitute a move.


Conclusion:

It's the game we've played most often. The different winning conditions, in particular, ensure that every game remains exciting. Highly recommended!



 
 
 

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© 2023 Julia (Emma) Martschinke

Julia (Emma) Martschinke

Trettlachstraße 1a 

 91301 Forchheim

GERMANY

martschinke.emma@web.de

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