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 Balloonists – Bridge – Brus – Canal Grande – Canasta – Canasta Caliente – Carolus Magnus – Carrom – Claim – Compatibility – Deluxe Rook – Dia de los Muertos – Digging – NEW: Doctor Jekyll & Mr. Hyde – Dog – Doppelkopf – Double Twixt – Edison & Co. – Ein Arsch Kommt Selten Allein – NEW: Einfach Genial – Express – Euchre – Farfalia – 500 – 5ive Straight – Focus – Forty-Five – Frank's Zoo – NEW: Ingenious – Inkognito – Kentucky Discard – King of Siam – Kontor – Korsar – Linie 1 – Lost Cities – Mini-Inkognito – Mü & Mehr: Mü – Mus – Mystery Rummy Nr. 2: Murder in the Rue Morgue – Mystery Rummy Nr. 4: Al Capone and the Chicago Underworld – Nanuuk! – Njet! – Octi – Pachisi – Password – Pictionary – Ploy – Quartier Latin – Rosenkönig – San Francisco Linja 1 – Schieber-Jass – Screaming Eagles – Sequence – Shift – Skip Bo – Spades – Split – Strand-Cup – Streetcar – Ta Yü – Taboo – Tabula Rasa – Take It Away – Texas – Tichu – Time's Up! – Tin Soldiers – Truco – Turnier – Twilight – Tzuris – Vector – Victory & Honor – Weatherslam – Who Stole Ed's Pants? – Wikinger Kommen, Die – Wizards – Zoff im Zoo
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
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
Spotlight on Games > Ludographies