The Most Popular Card Games for 2 Players: 29 Fun Games that Require 2 Players & a Deck of Cards
By Taylor Smith
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About this ebook
Discover 29 of the best 2-player card games, all in one book!
Cards are perfect for having fun, passing the time, and engaging your brain. But what if you can't remember the rules? Or can't decide what to play?
Make your next card game night the best one yet:
- There's something for everyone—Spend an evening with a friend or family member playing Crazy Eights, War, or Rummy, just to name a few.
- It's simple to find what you're looking for—Check out the list of games at the beginning of the book for a brief overview of each game. You'll be able to easily find what you're looking for.
- Easy to understand instructions, guaranteed!—You'll be able to figure out how to play each game in 5 minutes, or less.
This book breaks down 29 of the most popular card games that can be played with 2 players, from kids to adults. It's easy to get game night going and keep things running smoothly! Have some fun with family or friends!
Get ready to shuffle and deal out the cards with this book of the most popular 2-player card games.
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The Most Popular Card Games for 2 Players - Taylor Smith
Introduction to the Book
If you're looking for a book with simple, easy-to-follow rules for some of the most popular card games that require just a deck of cards and 2 players, you're in the right place! Learn 29 card games, ranging from ones that are perfect for little kids (War) to ones that require more strategy like Rummy or Crazy Eights.
Have a look on the next page for a quick introduction to each game, and then get your friend, deck of cards, and get ready for hours of entertainment!
List of Games (With Summary)
Check out this list of 2-player games that will be described in more detail in this book. I've included a quick summary of each one so you can find one that suits your needs. Happy playing!
War
War is a very simple two-player card game based entirely on luck. The deck is split evenly, and players flip the top card simultaneously. The higher card wins both cards, which are placed at the bottom of the winner’s pile. If there is a tie, a war
occurs: each player places additional cards face down and another face up, with the higher card taking everything. The game continues until one player wins all the cards. War is easy to learn, making it a classic game for kids.
Double Solitaire
Double Solitaire is a competitive version of traditional solitaire, adapted for two players. Each player has their own 52-card deck and sets up the classic solitaire layout. Both play simultaneously, racing to build foundation piles in the center of the table, which can be shared. Players can place cards from either deck onto these piles if they fit in sequence and suit. The challenge comes from speed and observation, since cards disappear quickly once played to the shared piles. The winner is the first to successfully play all their cards, though scorekeeping systems can also be used.
Rummy
Two-player Rummy follows the same melding and laying off rules as larger-group Rummy, but with only two opponents. Each player is dealt a hand, and the goal is to form sets or runs of three or more cards. Players draw and discard in turns, managing their hands while preventing the opponent from finishing first. The game emphasizes memory and strategy: watching discards, tracking suits, and anticipating which combinations the opponent may be building. Points are scored when one player goes out, with opponents penalized for unplayed cards. It is slower paced than Gin Rummy but equally strategic.
Gin Rummy
Gin Rummy is a streamlined two-player version of Rummy, focused on efficiency and skill. Each player receives ten cards, and the aim is to form melds of runs or sets. Unlike Rummy, players don’t lay cards down during the game; instead, they keep their hand secret until knocking or going gin. A player may knock when their unmatched cards total ten points or fewer, ending the round. Going gin means using all cards in melds. Opponents can lay off cards during scoring. Gin Rummy rewards sharp memory, anticipation, and efficient hand management, making it highly competitive and widely loved.
Crazy Eights
Crazy Eights for two players uses the same rules as the popular family game. Each player is dealt five to seven cards, and they take turns discarding onto a central pile by matching either suit or rank. Eights are wild
and allow the player to change the suit. With fewer players, strategy focuses on carefully holding back eights and anticipating what suits may block the opponent. Play continues until one player empties their hand. Scoring can be added, with opponents penalized for unplayed cards. The two-player game is faster paced but still offers plenty of tactical choices.
Go Fish
Go Fish adapts surprisingly well to two players, though with more memory involved. Each player is dealt a starting hand, and the rest forms a draw pile. Players take turns asking the opponent for specific ranks. If the opponent has them, they must hand them over; otherwise, the asking player goes fish
by drawing from the pile. The objective is to collect books of four cards of the same rank. With only two players, careful memory and deduction play a bigger role, since every card is either in the opponent’s hand or the draw pile. The game ends when books are complete.
Old Maid
Old Maid is a lighthearted game of chance and bluff. A single queen (the Old Maid
) is removed from the deck, leaving one unmatched card. Players deal out the rest and discard any pairs. Then, they take turns drawing a random card from the opponent’s hand, discarding new pairs if formed. The game continues until all pairs are gone, leaving one unmatchable card. The loser is the player holding the Old Maid at the end. In the two-player version, it’s especially suspenseful, since each draw directly determines who will end up stuck with the lone card.
Spit (or Speed)
Spit, also called Speed, is a frantic, fast-paced card-shedding game for two players. Each player has a stock pile and several face-down piles, with only one card face up on each. In the center, two piles are built simultaneously by both players, with cards placed one rank higher or lower regardless of suit. There are no turns—both players act at once, racing to get rid of their cards first. When neither can play, new central cards are flipped. The winner is the first to eliminate their entire stock. Reflexes, observation, and quick decision-making are crucial.
Egyptian Rat Screw
Egyptian Rat Screw is a chaotic, energetic game that combines War with quick reflexes. Players divide the deck and take turns placing cards face up onto a central pile. If a face card or ace is played, the next player must respond with another face card within a limited number of tries, or the pile is captured. The twist is slapping: if certain combinations appear (like doubles, sandwiches, or other agreed patterns), players can slap the pile to win it. In two-player versions, it becomes a rapid duel of reflexes and anticipation. The winner collects all cards.
Slapjack
Slapjack is a simple, reflex-based two-player game. The deck is dealt evenly, and players take turns flipping their top cards face up into a center pile. Whenever a jack appears, both players race to slap it. The first to slap correctly wins the pile; if someone slaps incorrectly, they must give a card to the opponent. The game continues until one player collects the entire deck. In the two-player version, Slapjack is especially fast and intense, relying on sharp reflexes and attentiveness. It’s a great game for kids but often ends in laughter and friendly competition.
Casino
Casino is a traditional fishing-style card game that works well for two players. Each player is dealt cards, and four are placed face up in the center. On a turn, a player may capture cards from the table by matching their value or by building combinations that can later be claimed. The strategic goal is to capture the most cards and specific valuable ones like spades or aces. Points are awarded for captured sets and the largest share of cards. The game requires memory and strategy, with players tracking builds and anticipating the opponent’s possible moves.
Sixty-Six
Sixty-Six is a classic German two-player trick-taking game played with a 24-card deck (9 through ace). Each trick earns points, with aces and tens being the most valuable. The target score is 66 points per hand. Players may declare marriages (king and queen of the same suit) for bonus points, and trump cards add further strategy. The first player to reach 66 points can stop play, earning additional bonuses. If the opponent hasn’t scored enough, they suffer heavy penalties. Sixty-Six balances memory, risk-taking, and tactical card play, making it a long-standing favorite among trick-taking enthusiasts.
Bezique
Bezique is an intricate two-player trick-taking game using a 64-card deck made from two standard packs with low cards removed. Players aim to score by winning tricks and by declaring specific combinations such as marriages, four-of-a-kind, or the namesake bezique
(queen of spades with jack of diamonds). Trick-taking strategy combines with careful management of melds, as only one declaration may be made per turn. Points accumulate across deals, and games are often played to 1,000 or more. Though more complex than Sixty-Six, Bezique is highly rewarding, requiring memory, planning, and timing to balance trick wins with declarations.
Piquet
Piquet is one of the oldest and most respected two-player card games, played with a 32-card deck (sevens through aces). It is divided into phases: declaring, exchanging cards, and playing tricks. Players earn points for the longest sequences, highest sets, and winning tricks. A strong hand offers advantages in declarations, but clever play can offset weaknesses. The game is rich in tradition and strategy, requiring a blend of memory, foresight, and tactical play. Scoring is intricate, and matches are usually played to 100 points. Piquet has long been considered a benchmark of two-player card skill and sophistication.
Euchre
Though traditionally for four players, Euchre can be adapted for two. A 24-card deck
