Card games for 2 players
Most card games are written for four. These 16 are the ones that still work when it is just the two of you: 12 need nothing but regular playing cards, and the rest are boxed games you may already own. Filter by the time you have, then pick one.
If you only want one answer
- Have a regular deck and an evening: Gin Rummy. It was made for two, and every draw is a real choice.
- Want something you can play for years: Cribbage. Harder to learn, but the counting gets quicker every game and the strategy keeps going.
- Have ten minutes: a few hands of Crazy Eights. You can play it here against the computer to learn it first.
- Playing with a young child: Crazy Eights again: matching a suit or a number is easy to follow, and choosing a suit for an 8 is a real decision. War teaches card ranks, but it has no decisions in it.
- Own Skip-Bo: it plays well with two, each with a full 30-card stockpile. Rules and score keeper. With only normal cards, Spite and Malice is the traditional game it is based on.
The list
Gin Rummy
- 2 players
- 30 to 45 min
- A few rules to learn
The classic two-player rummy: build sets and runs, then knock when your loose cards add up to 10 or less.
Why it works for two: Built for exactly two people. Each hand takes a few minutes, there is a real decision on every draw, and a game to 100 fits an evening without dragging.
Cribbage
- 2 to 4 players
- 30 to 45 min
- Takes a game or two to learn
Count fifteens, pairs and runs, peg your points around a board, and race to 121.
Why it works for two: The best-known two-player card game in America for a reason: every hand has a choice about what to throw in the crib, and the counting gets quick after a few games.
Spades
- 2 to 4 players
- 45 to 75 min
- A few rules to learn
A partnership trick-taking game where you bid how many tricks you will win and spades are always trump.
Why it works for two: Usually a four-player partnership game, but the two-player version (you draw your hand one card at a time and decide what to keep) is a fine bidding game on its own.
Crazy Eights
- 2 to 7 players
- 10 to 20 min
- Easy to learn
Match the top card by suit or rank; eights are wild and let you name the next suit.
Why it works for two: Deal seven cards each. With two players every eight you hold is a weapon, and a hand takes about five minutes, so it works for a quick game while dinner cooks.
Play online against the computerPlay at home: full rules page coming. We publish a game's page only once its rules and score keeper are both done.Speed
- 2 players
- 5 to 10 min
- Easy to learn
No turns: both players race to play cards one higher or one lower onto two center piles.
Why it works for two: Pure reflexes for two. Nobody waits for a turn, a game lasts a few minutes, and it is the easiest way to get a reluctant teenager to play cards.
Play at home: full rules page coming. We publish a game's page only once its rules and score keeper are both done.Casino
- 2 to 4 players
- 20 to 40 min
- A few rules to learn
Capture cards from the table by matching them or building sums, with bonus points for spades, aces and two special cards.
Why it works for two: An old fishing game that plays best head to head. You need to keep track of what is on the table and what your opponent is building, so it rewards attention more than luck.
Play at home: full rules page coming. We publish a game's page only once its rules and score keeper are both done.Kings in the Corner
- 2 to 4 players
- 15 to 20 min
- Easy to learn
A shared solitaire-style layout: build down in alternating colors, kings go in the corners, first to empty their hand wins.
Why it works for two: Feels like solitaire with company. Easy enough for a seven-year-old, and with two players you can see almost every move your opponent could make.
Play at home: full rules page coming. We publish a game's page only once its rules and score keeper are both done.Golf (six-card)
- 2 to 6 players
- 20 to 30 min
- Easy to learn
Six face-down cards each; swap and flip to get the lowest total over nine holes, and matching pairs in a column cancel out.
Why it works for two: Nine short "holes" make a natural stopping point, and the luck of the face-down cards keeps a beginner in the game against someone who has played for years.
Play at home: full rules page coming. We publish a game's page only once its rules and score keeper are both done.Rummy 500
- 2 to 8 players
- 45 to 75 min
- A few rules to learn
Rummy where you score the cards you meld, can lay off on anyone's melds, and can dig deep into the discard pile.
Why it works for two: Longer than Gin Rummy and more forgiving. Being able to take a whole stretch of the discard pile gives two players big swings and comebacks.
Play at home: full rules page coming. We publish a game's page only once its rules and score keeper are both done.Spite and Malice
- 2 players
- 20 to 40 min
- A few rules to learn
Race to empty your pay-off pile onto shared center piles that run Ace to Queen, with kings wild.
Why it works for two: The traditional two-player game the boxed game Skip-Bo grew out of. If you like Skip-Bo but only have regular cards, this is the one to learn.
Play at home: full rules page coming. We publish a game's page only once its rules and score keeper are both done.Egyptian Ratscrew
- 2 to 6 players
- 10 to 20 min
- Easy to learn
Flip cards into the middle and slap the pile on doubles and sandwiches; face cards force a challenge.
Why it works for two: Loud, quick and physical. With two players the pile changes hands constantly, so a game rarely stalls.
Play at home: full rules page coming. We publish a game's page only once its rules and score keeper are both done.War
- 2 players
- 15 to 45 min
- Easy to learn
Both flip a card and the higher card takes both; a tie starts a war.
Why it works for two: Honest note: there are no decisions, and a game can run long. It earns its place as a first card game for young children who are learning which cards beat which.
Play online against the computerPlay at home: full rules page coming. We publish a game's page only once its rules and score keeper are both done.5 Crowns
- 1 to 7 players
- 45 to 60 min
- Easy to learn
Eleven rounds of rummy where the wild card changes every round.
Why it works for two: Plays as well with two as with six, because each round is just you against the deck. The rising hand size means even a big lead is never safe.
Phase 10
- 2 to 6 players
- 60 to 120 min
- Easy to learn
Work through ten required combinations of sets, runs and colors; the first to finish phase 10 wins.
Why it works for two: Works with two, though games run long. The official shorter variant (agree to play fewer phases) is the better choice for a weeknight.
Skip-Bo
- 2 to 6 players
- 30 to 45 min
- Easy to learn
Build shared piles from 1 to 12 and race to empty your stockpile first.
Why it works for two: With two players each of you gets a full 30-card stockpile, so the game is long enough to plan your discard piles properly.
Rummikub
- 2 to 4 players
- 30 to 60 min
- A few rules to learn
- Tiles, not cards
Rummy with numbered tiles, where you can rearrange everything already on the table to fit your tiles in.
Why it works for two: Tiles, not cards, but it belongs on any list of games for two. The fewer players, the more you can plan a big rearrangement of the table.
How we chose these
A game made this list only if it plays well with exactly two people, not just "can be played" with two. That ruled out games like Hearts and Euchre, which need three or four to work, and it is why Spades is listed with its two-player draw-and-keep deal rather than the usual partnership game.
Times are for one complete game between players who know the rules. Your first game of Cribbage or Rummikub will take longer while you learn.
A few tips for two-player card games
- Count the deck in your head. With only two hands in play, you can often work out what your opponent holds by what they pick up and what never appears. Gin Rummy, Casino and Cribbage all reward this.
- Follow each game's deal rule. In Cribbage the deal alternates because the crib belongs to the dealer; in Gin Rummy the winner of each hand deals the next.
- Play a set length. Agree on "first to 100" or "best of five" before you start. Two-player games are short, and it is easy to keep going until whoever is behind catches up.