Schotten Totten 2
RULES
- Goal
- The attacker tries to breach 4 wall sections; the defender tries to stop them.
- Flow
- The attacker uses cards to try to win section majorities; only the defender can block them from claiming a wall.
- Win
- The attacker wins by breaching 4 wall sections; the defender wins if the deck runs out first.
- Twist
- The defender can pour boiling oil to force card discards, and the attacker can retreat and try again.
Evolving the original 'Schotten Totten's' classic poker-hand system into a fully realized asymmetric siege game, this 2-player-only strategy card game by legend Reiner Knizia has one player as an attacker trying to breach castle walls and the other as a defender holding the fort, fighting an asymmetric duel over 7 wall sections. Building on the original's counting and battle-line fun, each section now demands different card counts and hand requirements, and powerful new defensive variables like pouring oil add a more three-dimensional, nerve-wracking mind game.
※Skip it when a third player joins, since this is strictly a 2-player game, or when a peace-minded player feels burdened by the pressure of the offense/defense asymmetry and the tight, direct 1-on-1 needling of relentlessly probing the opponent's wall.
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Scores by situation
New faces+−
♡♡☆☆☆ [Awkward/entry barrier] The rules are intuitive since they're poker-hand based, but the asymmetric attack/defense elements and wall conditions take about 5-10 minutes to explain. Since it's more about staring down each other's position 1-on-1 than easing into warm, friendly conversation among strangers, it's unsuited as an icebreaker card.
Close friends+−
♡☆☆☆☆ [Library mode] A very quiet, intense, cerebral game with none of the loud bluffing or lively comedy tension you'd expect from a close-friends gathering. In a group setting, only two people end up deep in thought while everyone else waits, so it's best not to bring this out to liven up a multiplayer friend gathering.
Strategy+−
♡♡♡☆☆ [Strategist's bridge] The taut back-and-forth of the attack/defense seesaw and the depth of the tactics have improved over the original. It's an excellent 1-on-1 bridge/warm-up card for mid-level strategists to heat up the brain before or after their main strategy game.
Couple+−
♡♡☆☆☆ [Fight starter] Tension peaks between the attacker trying to breach the wall and the defender pouring oil to hang on by a thread. If a couple wanted a cozy, peacefully reassuring healing game, the blood pressure spikes and nerve-wracking tension every time a wall falls could risk souring the mood.
Duel+−
♡♡♡♡☆ [Friendship destroyer] Thanks to far more varied wall conditions and finishing moves like pouring oil compared to the original, the brain-burn thrill of cornering an opponent explodes. With offense and defense clearly divided, it's a perfect 2-player head-to-head classic for competitive rivals to clash intensely.
Gateway+−
♡♡♡♡☆ [Recommended gateway] An excellent bridge for intuitively learning board gaming's fascinating systems of asymmetry, hand-building, and risk management. With even more theme and tactical flavor than the original, it's a recommended pick for showing motivated beginners the true taste of strategy card games.
Frequently asked questions
How many players does Schotten Totten 2 need?
2 players, and it is at its best with 2. It also works as a two-player game.
How long does a game of Schotten Totten 2 take?
About 20–25 minutes per game, plus roughly 5 minutes to teach the rules.
Is Schotten Totten 2 hard to learn?
It sits at 2 out of 5 on rules weight. The balance is 20 luck / 60 skill / 20 read, so the stronger player usually wins.
Who is Schotten Totten 2 good for?
It fits Duel and Gateway especially well. One caveat: Skip it when a third player joins, since this is strictly a 2-player game, or when a peace-minded player feels burdened by the pressure of the offense/defense asymmetry and the tight, direct 1-on-1 needling of relentlessly probing the opponent's wall.
How do you win Schotten Totten 2?
The attacker wins by breaching 4 wall sections; the defender wins if the deck runs out first. The goal is The attacker tries to breach 4 wall sections; the defender tries to stop them.
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