Schotten Totten – Board Game Review

by | Jan 31, 2026 | Board Game Reviews, Reviews

I adore Lost Cities. It’s the perfect 2 player game for my wife and I. Competitive without being directly mean, random enough to make your risks feel like you’ve hit the lottery if you win, but also don’t really feel too bad if they don’t pan out, and I end up with a bucket of negative points. In my opinion, it’s my favourite game designed by Renier Kenizia. What I didn’t know until somewhat recently was that in the same year that Lost Cities came out, Schotten Totten was also released. Schotten Totten has players manage a hand of cards, playing them to your side of a line, trying to claim control of either the majority of the spaces, or three consecutive spaces. From an abstract view, it’s pretty comparable to Lost Cities, but when it comes to how the games feel, they couldn’t be more different.

A deck of Schotten Totten consists of 54 cards, numbered 1 to 9 in six different colours, and 9 stone tokens. The stone tokens are laid out in a line between the players, the deck is shuffled, and each player is dealt 6 cards. On your turn, you play a card to any of the 9 stones, and then draw a card to replace the one you just played. Any card can go on your side of any stone, but each stone has a capacity of 3 cards per side. Once a stone is full, it’s evaluated, and whoever has the stronger showing on their side of the stone claims it for themselves.

The strength of your side is determined by which cards you put on your half of the stone. A colour run is the strongest, 3 consecutive cards of the same colour. Then, three of a kind is the next strongest, 3 cards of the same value. Then any flush, three cards of the same colour, then a run, 3 consecutive cards of any colour, and finally, a sum. 3 non-consecutive cards of different colours.

Image Credit: Scott Darrington via BGG

Schotten Totten is a masterclass in tension in a 2 player game. It’s incredibly tactical, as you only have access to 6 cards at a time, the likelihood of you drawing a run or flush is fairly low. This forces the player to place cards and hedge their bets that the next card they need is going to show itself eventually. At the start of the game, you’ll place a card here and there, but before you know it, suddenly every card you play is starting to remove options from the future. You have to play a card, but doing so might mean closing off the opportunity for a run on a particular stone. Using a red 5 for three of a kind on one stone means the red 3 that was waiting for the red 4 to show up might end up being a weaker plain red flush instead of the powerful flush run you were hoping for. Before when the 9 stones looked like a wide open field, suddenly the battle line has become clogged and claustrophobic.

One way you can put the screws to your opponent even harder, is if you can prove that there is no way for your opponent to win a stone from you. Say you have three of a kind on your side, and your opponent has a yellow 9 and grey 8. All 3 of a kinds beat all runs, so you can just claim that spot as your own. Not only does that add to your victory conditions, but it also removes a potential schluff spot from your opponent, as once a stone has been called, you can’t play any more cards to that stone. Now, if they need to burn a card from their hand as they search the deck for cards they actually want, they’re going to have to make further sacrifices on their other stones.

For all its tactical brilliance and excitement, Schotten Totten feels quite a bit more confrontational than Lost Cities. In Lost Cities, it’s possible for both players to come out positively on a single colour, should they both choose to chase that suit. Schotten Totten is a zero-sum game. In order for you to win territory, your opponent has to lose it. And honestly, that just feels bad. It’s the kind of bad feelings that makes me not want to play a game with certain players, such as my spouse. I realize that the reasons I prefer Lost Cities will be the same reasons that someone else with slightly different proclivities will prefer Schotten Totten.

Schotten Totten Components, unboxed, with a quarter for scale. From left to right in the foreground: 9 "stone" tiles; clan cards; tactics cards; and two player aids.

Image Credit: C. via BGG

Schotten Totten is a great game, but it’s a great game that demands a certain temperament. It thrives on denial, pressure, and the quiet cruelty of watching your opponent’s options evaporate one card at a time. For players who relish that kind of direct confrontation, it’s a masterclass in tight, tactical design that has aged remarkably well and that perfect package of endlessly replayable in a real small box.

For me, though, I’ll always reach for Lost Cities first. I value the tension of risking points without the discomfort of taking something away from the person across the table, especially when that person is my wife. That preference doesn’t diminish what Schotten Totten accomplishes; if anything, it highlights just how precisely it delivers its intended experience. Nearly three decades on, few two-player card games generate as much sustained drama from such a small deck. Schotten Totten knows exactly what it is, and for the right pair of players, it’s pure tactical perfection.

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