Two & Two Rulebook ™ Two & Two™ is a strategic card game for two players. Aim to make as many combos as you can, by skillfully anticipating your opponent’s next move, and utilizing powerful Effect cards to aid your victory. Overview Play Virtually Two & Two ™ is available to play online on Tabletop Simulator® , via Steam®. 7+ Two Players 5-10 Minutes Ages 7 and Up 1 36 Symbol cards 14 Effect cards 4 Example cards Official Rules Each Symbol card contains identification numbers in the top-right corners, which are visible in both orientations. They represent: 1 = Square 2 = Diamond 0 = Hole Contents Objective The goal of Two & Two™ is to complete sets by stacking Symbol cards to form one of four specific patterns when viewed top-down. A valid set matches one of the following configurations, in either color/orientation: 2 3 Symbol Cards Physical holes Each 2-Symbol card represents every unique combination of two symbols in valid positions. Number indicators Each 1-Symbol card features a single symbol in every position on the card. There are two copies of each 1-Symbol card. Symbols 20 2-Symbol cards 16 1-Symbol cards Setup Choose a starting player using any metric. 1. The starting player shuffles the deck and deals 4 cards to each player. 2. Place the remaining cards face down between the players as the draw deck. 3. The starting player flips over the top card of the deck, and places it in either orientation to begin the initial stack. 4. 4 Gameplay Play alternates between players, starting with the second player. On your turn, you may: Play a Symbol card from your hand that is valid on the current stack. Use one or more Effect cards. Draw a card if you cannot make a legal play. Mandatory Play If you have a valid Symbol card in hand, you must play it - even if it does not help complete a set. If multiple valid cards are available, you may choose one to play. If no valid card is available, you must draw from the deck. The Effect card Skip can mitigate this mandatory play rule, which will be detailed later. 5 Valid Card Placement A Symbol card may be played if it does not contradict the symbols beneath it. This means: Symbols must either match those in the stack at corresponding positions or placed over holes. Holes may cover any symbol. A card is invalid if any of its symbols contradict those already on the stack. 6 Orientation must match the top card of the stack. To simplify: In a valid 4-symbol pattern, the 1st and 4th symbols are never the same, and the 2nd and 3rd symbols are never the same. Drawing a Card If you cannot legally play any card from your hand: Draw the top card from the deck. 1. If the drawn card is a playable Symbol card, you must play it. However, if it requires flipping to be played, it is optional. 2. If still unplayable, the turn ends and play passes to the other player. 3. You may play Effect cards from your hand either before or after drawing . If you draw an Effect card, you can choose to play it right away or hold onto it for later use. Drawing Flip lets you to pair an existing Symbol card from your hand. After drawing, you're allowed to play a Skip from your hand to take an additional turn— regardless of whether it's the one you just drew or one you already had. Flip may be played to change the orientation of the Symbol card you just drew. A Wild from your hand can only be played in combination with a Skip , just like any other Symbol card, as it is treated as one. Anti-Hoarding Rule If you are found holding a playable Symbol card without playing it, you forfeit the game immediately. This rule is designed to prevent players from stalling and hoarding cards. 7 Effect Cards Effect cards assist or disrupt the game in your favor. They are placed alongside the stack when played, in an area known as the discard pile. Some effects may be stacked. Declare your intended effect when playing Effect cards. There are two types of Effect cards: Skip / Flip (8 cards) Skip Skip your current turn, useful if you don’t want to be forced to play a certain card. or Skip your opponent’s next turn, which allows you to take a second turn immediately. Flip Change a Symbol card’s orientation by flipping it upside down. This becomes the new orientation going forward, until the completion of the set. Must be used in conjunction with a Symbol card. 8 Wild / Deny (6 cards) Wild Completes a stack when 3 symbols are already filled, by acting as a stand-in for any symbol. Generally treated as a Symbol card, but cannot be flipped. Deny Negates one card played by your opponent. Can be used during your opponent’s turn. If used against a stack of effects, you choose which effect to negate. If used against an Effect card that is played alongside a Symbol card, the Effect card is negated, and the accompanying Symbol card is returned to the player’s hand. Denied cards go to the discard pile. Can be chained - Denies may deny other Deny cards. If your card is denied, you are granted another turn. The only exception is when Skip is used to skip your opponent’s next turn and it is successfully denied; in that case, your turn ends immediately. 9 10 Effect Stacking You may stack multiple Effect cards in a single turn. When you attempt to stack effects : Skip (opponent’s turn) and Flip may be used freely for stacking. However, Flip must be played in conjunction with a Symbol card. Wild is treated as a Symbol card and may only be paired with another card using Skip Deny may counter one another in sequence. 11 Hand Replenishment If your hand is empty at the end of your turn, draw 4 new cards to replenish. Your opponent then takes their turn. If the deck is depleted during replenishment, or if the deck was empty to start, your opponent proceeds with their turn as normal. Completing a Set When a stack forms one of the four valid patterns, collect all cards in the stack and the discard pile, including denied cards. Place them face down near you to track your score. 12 Starting a New Stack The player who did not complete the last set flips over the next card from the deck to start the new stack. This card may be placed in either orientation. If the flipped card is an Effect card, it is added to the player’s hand instead. Players take turns flipping cards until a Symbol card appears. If the deck is empty, this player must start the stack using a Symbol card from their hand. End of Game The game ends when the active player has no remaining legal moves and the deck has been depleted. Effect cards remain optional, even under these conditions. The player with the most completed sets is the winner. Tiebreaker If tied, the player with the largest single set (including all cards in that set) wins. If still tied, the game ends in a draw. 13 Procedural Rules The losing player becomes the starting player for the next game. Once a card is legally played, it cannot be taken back. Opponents may look at the back of your hand, but you may also hide it. Flip affects the orientation of the accompanying Symbol card, not the preceding stack. The active player chooses the resolution order of multiple stacked effects, e.g. flipping and skipping. Tips Monitor the top card of the deck to anticipate the next card, especially before using Skip Avoid bridge shuffling - the cards contain holes and are structurally delicate. Keep in mind that in a valid combo, the outer two symbols are never alike, and the inner two symbols are never alike. Contact For feedback and inquiries, please scan the QR code for email: Credits Designed and created by Brandon Wu. Thank you to all the play testers! 14 © 2025 Brandon Wu. All rights reserved. Two & Two ™ is a trademark of Brandon Wu. No part of this game, including its rules, artwork, design, or components, may be reproduced, distributed, or used in any form without the express written permission of the copyright holder.