I suppose I should state my experience with the extended Dorfromantik universe upfront. I’ve played the video game for about 2 hours, but I have not played the first board game. Dorfromantik: The Duel is the two player competitive follow-up to the 2023 Spiel des Jahres winning board game. Designed by Michael Palm and Lukas Zach with art by Paul Riebe, and published by Pegasus Spiele in 2023, this version of the game was perhaps the game that most people were expecting when sitting down to play Dorfromantik.
You see, in the original game, players cooperatively build a single landscape, discussing tile placements to try and earn the most points while satisfying various tasks spread out across the land. In Dorfromantik: The Duel, each player is building their own landscape, and competing against the other one to earn the most points.

The game starts with one player laying all of their landscape and task tiles face up on the table where both players can see them. The other player shuffles their tiles, and is the drawer. Before every tile is drawn, players need to assess how many tasks they both have on the go. If either landscape has less than 3 tasks, then a task tile must be drawn. The drawer draws a tile, and the other player needs to find the matching tile, then both players build out their landscapes. The task tiles also have the drawing player revealing a random task number, which the players need to match a certain number of terrain tiles together to complete the task.
The tiles can contain plain pastures, yellow fields, green forests, and townships. Matching the terrain types is not necessary for general placement, but the tasks do require a certain number of each terrain type to be adjacent. Some tiles also contain flags, which will earn you 1 point per tile of the matching terrain, assuming you manage to close it off before the end of the game. There are also river and train tracks, which cannot just end against a terrain type, but can be placed in such a way that you could have multiple train or streams dotting your landscape.

Players continue flipping tiles in Dorfromantik: The Duel, until the landscape tiles run out. The score is the sum of the tasks you completed, plus the length of your longest train and river, and the points each of your flags earns you. The player who has the most points at the end of the game is crowned the winner.
I’m starting to really rebel against the trend of “cozy games”. These are games that endeavour to make you feel cozy and unchallenged throughout the play time. There is absolutely no grit in Dorfromantik: The Duel, nothing to really make you care about the landscape you’re building. The tasks are there, but they’re easy to complete. Without restrictions on non-matching landscapes, a la Carcassonne or Isle of Skye, every tile placement feels pretty arbitrary.
My biggest gripe with the game has to do with how much of a table hog it is. With one player displaying their 80 tiles, it takes up half my table. Then both players need to slowly build up their landscape, each one sprawling in each direction, eventually either running off the table, or into the other player’s village (and sometimes both).
Another annoyance I had come up, was trying to find the tile that the drawer had picked. It’s annoying enough that I’m sifting through my tiles, trying to find the one tile that has two field spots and one forest spot amongst all the tiles that have fields and forests, but it’s another that the villages have different coloured roofs between the two players, making it surprisingly tricky to always find the matching tile. I realize that last part is a minor thing to complain about, but it still made me feel frustrated. I personally believe the tiles should be numbered, like in Karuba, that would at the very least assist the non-drawing player in finding their tile quickly.

Those gripes aside, Dorfromantik: The Duel is undeniably pleasant. The art is charming, the turns are breezy, and there’s never a sense of pressure. You won’t agonize over a tile placement, and for some players, that’s exactly the appeal. It’s a game that asks very little of you, other than to sit back, relax, and build a countryside for half an hour.
But for me, that’s where it falls flat. I want games that push me, that reward clever planning and punish sloppy mistakes. I want tension in my decisions, a sense that the landscape I’m building matters. Dorfromantik: The Duel offers almost none of that. It’s easygoing to the point of being forgettable. It’s a cozy diversion rather than a compelling contest. And while I can see its value as a low-stakes, charming board game, I’ll be looking elsewhere when I want a duel worth remembering.







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