In 2022, celebrating its tenth anniversary, Stonemaier Games released a small cooperative game called Smitten. Initially conceived as a pleasant bonus for fans, the project unexpectedly gained popularity thanks to its elegant gameplay and the ability to finish a session in just 10-15 minutes. Three years later, the publisher decided to build on that success and introduced Smitten 2 - a fully standalone game that does not require ownership of the original.
The game offers players a fresh take on a familiar core idea, new tactical challenges, and a completely new visual style. This is not simply a sequel, but a thoughtful reworking of the original concept. The design is more flexible, cleaner in structure, and noticeably more variable, while retaining its accessibility and fast pace.
Smitten 2 is designed for short sessions, is easy to explain, and avoids overwhelming players with rules. At the same time, it does not rely on randomness alone. The main enjoyment comes from decisions shaped by the behavior of other players rather than mechanical calculation or optimization.
Players work together with limited information and restricted communication. The primary objective is to build two identical 3x3 card grids.
Each card in the deck has a specific position within the grid and dictates how it must be played. The challenge lies in the fact that cards appear in a random order, and players are not allowed to openly discuss the contents of their hands. Instead, they communicate only through signals that express willingness or reluctance to take certain actions.

The core mechanic is built around interaction. When you play a card, you often provide instructions to your partner. Unlike the original game, where these instructions were relatively straightforward, Smitten 2 shifts the focus toward variability. Cards now frequently offer your partner a choice of actions rather than a single clear directive.
This design change, introduced by designer Ryan S. Davis, adds meaningful depth and strategic weight to the experience, requiring players to analyze the table state more carefully and anticipate how their partner might interpret each option.
Who This Experience Is For:
Players who value interaction
The experience revolves around observing others and reacting to their decisions. Passive play is rarely effective.
Those who appreciate timing and context
The strength of a move depends less on the card itself and more on when it is played and what is happening at the table.
Fans of compact card games
Short sessions, simple rules, and a high density of meaningful decisions without unnecessary complexity.
Players looking for replayability without expansions
Each session evolves differently based on card combinations and player behavior rather than additional content.
Those who prefer indirect competition
Interaction is constant but avoids harsh attacks or sudden, punishing swings.
Solo players
High replayability emerges from card combinations and shifting patterns, with sessions rarely unfolding the same way even when played repeatedly.
Smitten 2 is a clear example of how a small game can feel rich and expressive. It does not aim to be complex, yet consistently presents players with meaningful choices. As a result, each session feels personal and slightly unpredictable.

If interaction, emotion, and decisions shaped by the people at the table matter to you, Smitten 2 confidently deserves attention. Try the game on Tabletopia and see what connections take shape this time.
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