
Claim 2
- Players
- 2
- Best withThe player count this game plays best at.
- 2 players
- Play timeHow long a full game runs once everyone knows the rules.
- 25 min
- AgeThe minimum age printed by the publisher.
- 10+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 1.6 / 5
- Year
- 2018
About the game
Claim 2 is a standalone sequel to Claim, a compact two-player card game about deciding who becomes the new king after the old one dies mysteriously. It plays out in two distinct phases: first, players recruit followers using a hand of cards, then in phase two those followers compete to win over five factions, each with special powers that shift between phases. Whoever secures the majority in a faction wins its vote, and controlling at least three factions wins the game. It runs about twenty-five minutes and can be combined with the original Claim's factions for variety. Its trick-taking-adjacent structure packs meaningful decisions into a small box.
Hobbli's Notes
Claim 2 packs a surprising amount of push-and-pull strategy into a tiny two-phase design, and the fact that faction powers change between phases keeps players on their toes. It's a great little travel game for couples or duo gaming groups who enjoy trick-taking-style tension. The strictly two-player format is its biggest limitation, but within that space it delivers a lot.
What we like
- Clever two-phase design blending recruitment and trick-taking.
- Extremely low downtime keeps both players engaged throughout.
- Compact and portable, well suited for travel.
- Standalone sequel that can still combine with the original Claim.
Keep in mind
- Strictly two-player, with no support for larger groups.
- Fantasy theme is mostly cosmetic rather than deeply integrated.
- May feel slight for players wanting a longer strategic experience.
Who it's for
Great for two players who enjoy quick, strategic trick-taking-style card games, ages 10 and up.











