Everdell Duo is a standalone one- or two-player game. The rules first teach a competitive two-player match; cooperative, campaign and solo play alter the board side, city and chapter goals. Start here for competitive turns. The cooperative and solo guide explains the changes rather than treating those modes as a second competitive score.

Set up a competitive match

Turn the double-sided board to the side marked Journey. Put Sun and Moon on the first space at the left of their track. Shuffle the 80 Critter and Construction cards, fill every Meadow spot faceup, and reveal two River tiles. Lay out the four season tiles from winter to autumn with the competitive side up. Shuffle each of the five lettered Event sets separately, draw one from each, add the Faire tile, then shuffle and place the six Events across the top; put Journey in its own space. Hare and Tortoise take their three workers and draw two cards each, then carry out the winter tile’s opening draws. The rulebook gives a specific, friendly method for assigning Hare; any fair choice works if your table agrees.

On your turn, choose one of three actions

  1. Place a worker: put an available worker on an unoccupied Farm, River, eligible Event or red Destination card, resolve that location, then advance Sun one space.
  2. Play a card: pay its cost and place it faceup in your own city, resolve its ability, then advance Moon one space. Play from hand or from a Meadow card touching either Sun or Moon. Refill a Meadow gap after its effect.
  3. Pick a card: draw from the deck or take any card from the Meadow into hand, even when neither token touches it. Refill a taken Meadow card, then advance either token that can still move.

When a token is already at the end, you cannot take an action that requires moving it. You may still use the other type while its token has space. The shared path has seven Sun/Moon positions at the Meadow card corners, so token placement changes which displayed cards can be played directly. Example: if the desired Meadow card is not touching either token, a play-card action cannot take it directly. A pick-card action can take it into your hand now, but that consumes one move of Sun or Moon and you must still spend another action to play it later.

Cards, discounts and hand management

Green Production activates on play and again at the start of spring and autumn; blue Governance triggers as written; tan Traveler is generally once on play; red Destination becomes a worker location; purple Prosperity scores at game end. Critters can be paid for in berries or played for no berries by placing an earned Occupied token onto a Construction of the same color. You do not start with Occupied tokens, and only one token may be used on each color. Star-marked discounts cannot be combined with another star discount, though some non-star effects can combine as the card says.

There is no hand limit or city-size limit in Duo. During your turn, the rulebook permits discarding two cards from hand for one resource of your choice, repeated if you discard more pairs. That exchange can bridge a cost gap, but cards spent this way no longer contribute to the Journey hand-plus-city count.

Events, seasons and the finish

An eligible Event is claimed by placing a worker on it; each can be taken by only one player. For a “more than your opponent” Event, a tie is insufficient and the printed minimum and item types still apply. Journey is different: at game end it goes to the player with strictly more cards in hand plus city, without a worker placement. Neither player receives it on a tie.

When both Sun and Moon reach the end of the track, retrieve workers, remove the current season tile, reset the tokens and apply the next season tile. Spring and autumn activate green Production and reveal new River tiles as directed; summer also changes Rivers and gives its own card draws. After both tokens reach the end in autumn, score points printed on cards, purple bonuses, point tokens and Events. Ties break by Events, leftover resources, city cards, then hand cards, in that order.

Three important corrections for original Everdell players

  • Preparing for a new season happens for both players together when both tokens finish the track, rather than independently at a player’s chosen time.
  • Meadow cards require token adjacency to play, but any Meadow card can be picked up.
  • Occupied tokens are earned and used by Construction/Critter color; do not apply the base game’s exact matching-card procedure.

Explore Everdell Duo: Overview · How to play · Competitive strategy · Co-op, campaign and solo · Duo versus Everdell.

Sources and scope: Tycoon Games’ English Everdell Duo rulebook (PDF) and publisher product page, checked October 4, 2026. Examples and tactical judgments are editorial reasoning from these rules; this page does not claim firsthand testing. Use the mode and chapter instructions in your copy for any exception.

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