2 Duel 2 Cardia
The duel is the purest expression of our desire to compete. One person against another, clashing over how fast we can run, hard we can fight, and how tactically we can think. Ancient games like Chess, Draughts, and Go are the rarest expressions of this in the tabletop hobby, but our culture is lousy with examples. Over the last few years we’ve seen games originally intended for many players distilled down into duel variants. This trend started with 7 Wonders Duel in 2015 and carries on to this day with versions of Azul, Splendor, King of Tokyo, and even the famously multi-player Cosmic Encounter.
Duel for Cardia is a small box clash for two players that I was introduced to at Tabletop Scotland in 2025 by Dougal from Ancient Robot Games. I played it, enjoyed it, then forgot it. When I arrived at the convention in 2026, the thought that I should give the game a proper look arrived unbidden in my brain. I’m glad I did as this small, unassuming box of cards has many hidden delights inside. It is fast becoming a new favourite.
I bought Duel for Cardia with my own money. This review is not associated with the publisher.
Duel for Cardia is designed by Matthieu Rivero and Faouzi Boughda with beautiful illustrations from Dominik Mayer, Jonas Schmutzler, Ingram Schell, Qistina Khalidah, and Florian Herold. It is published by Hans im Glück. It pits two players against each other in the city of Cardia, I name that is a bit on the nose. You are trying to win factions over to your side, at least that is what the back of the box tells us. For my only bit of negative feedback to the designers, it doesn’t feel like this is what is happening in play. What you are actually doing is playing cards in a series of encounters trying to win 5 signets by playing the highest card in each clash.

Each player has the same deck of cards, numbered 1 – 16. This value is called the card’s influence. Each card represents a character like the Assassin, the Treasurer, or the Pupeteer. You’ll shuffle these cards up and end up with 5 of them in your hand at the start of the game. Every encounter you’ll each play a card face-down then reveal. Highest influence wins, and gets one of those precious signets. Draw a new card, and go again. The loser doesn’t leave empty handed from the encounter however. They get to activate the power of their card.
These powers are the core of what makes Duel for Cardia tick. They can manipulate the value of cards, discard others, and generally empower you to pull off all sorts of fun combinations. They don’t always do that to just the current encounter however. Wins you thought were safe can come back into play, and future losses can become victories. In the city of Cardia, the past and the future can be manipulated.
You find yourself 3 signets deep to your opponent’s single point. You won that last encounter by 2 but here comes your opponent’s Clockmaker with 11 influence. You played the Magistra against it, winning the encounter and activating the Clockmaker’s ability. This adds 3 to their previous card, suddenly winning that encounter. Now you are level with your opponent at 2 signets each. The game has turned on a dime.

This is just a simple example of how things can suddenly change in Duel for Cardia. Every encounter has the ability to change the dynamics between opponents, making every clash feel tense. Abilities intermingle in fun ways with every card just waiting for the right moment to come into its own. I’ve played a good few games of this now, and I am still seeing different ways I can manipulate the cards I end up with. Each one feels like a tool and it is up to you to decide how best to use them to execute your vision.
I am a huge fan of what is known as multi-use cards. These are games where each card can be utilised in a variety of fashions: as a resource, for its power, in combinations, etc. The cards in Duel for Cardia are not of this nature. However, they feel like they are. As each one arrives in your hand new possibilities open up. You can see new ways to use them in the little engine builder you are creating in this row of battles. Each card is seemingly simple, but their complexity is revealed when combined with the whole. It is a wonderful moment when the revelation hits that you can do this or that with a card in ways you hadn’t considered before.
You can’t even guarantee that any plans you come up with in your hand will survive contact with the table. Sure you can predict, guess, and bluff your way into a position where you are almost certain the card you play will give you its power, or snag you a signet but that small percentage of doubt is bound to nag away at the edge of your mind. Draws are a possible outcome of any matchup, so not even the lowly 1 in your deck is guaranteed to fire its power. Each turn is a lovely, agonising decision point as you try to discern a direction of play.

The encounters, and the range of powers they can bring, are not the only source of drama and tension in Duel for Cardia. You can also snatch victory if your opponent can’t play a card, or you manage to play one that tells you that you can win. The Djinn is a 16 value card, the highest in the game, with the instant ability “You win the game”. Thatdoesn’t fire unless I lose of course. If only there was some way to do that within the powers we have already discussed. Anticipating that potential combo is nail biting, leading to bold plays and glorious misdirects.
I hope by now that I’ve convinced you of the merits of this tight, little box of cards. Duel for Cardia is not satisfied with just showing you one set of powers though, it has a lot more than that tucked away. We’ve been talking about just the first deck of cards, but a second one is also available for play with a completely different set of abilities that manipulate the game in new ways. I won’t spoil the surprises. You can also take one of the factions from deck one and replace it with the same faction from deck two, or vice versa. You could do this with more than one faction. You can chop and change the make-up of your decks as much as you like, as long as both players have exactly the same one when they get to duelling.
Duel for Cardia also offers you different locations to fight in. I played a game recently in the Foggy Swamp, which meant we didn’t reveal cards from the encounter we just played, but instead revealed those of the previous encounter. If you are anything like me this led to instantly forgetting what I played, not taking advantage of the confusion this rule could bring, and staring in headache at this new set of choices imposed upon me. I loved it. The locations have an associated difficulty with them, allowing you to choose your own level of challenge.

In an age of over the top production, numerous expansions for every crowdfunded game, and prices creeping ever upwards, it is refreshing to see a game give so much with so little fuss. There is nothing fancy or flashy here, just great decisions executed well. The art is evocative of a strange place, while not being too cliche in its fantasy trappings. The tokens are all useful, being double sided to show positive and negative adjustments to influence, and are chunky enough to easily pick up. The cards are easy to read with a rulebook that clears up some of the stranger interactions.
Duel for Cardia is one of the best games I’ve played in a while. It’s an incredibly well considered game with a tight combination of tactics, bluffing, and hilarious combos rippling out across the battlefield to change what was, what is, and what could be. I am always a great admirer of games that set out to do a particular thing, and then hit that straight in the bullseye, and Duel for Cardia is just that. It’s one of those games that is going to make its way into my convention bag to show folk how good games can be when they are laser focused and just do their ‘one thing’ with style and confidence.
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