



Claim 2
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You recruit a Follower who will serve you later. Or maybe not: your opponent plays a higher card and takes them. At the end of the first phase, you look at the two decks you've built and realize the real game starts now.
WHAT IT'S ABOUT
The king is dead. Who will conquer the kingdom?
Claim 2 is the standalone sequel to Claim, designed by Scott Almes and illustrated by Mihajlo Dimitrievski. It introduces five new fantasy factions (Knights, Dragons, Dwarves, Shapeshifters, Ghosts) with asymmetric powers that work differently in the two phases of the game. It can be played alone or mixed with factions from the first Claim for endless combinations.
At the table, you play a game in two distinct halves: in the first, you recruit followers by playing classic trick-taking (numbered cards, highest suit wins); in the second, you use the deck you've built to conquer the five factions of the kingdom. The player who gets the majority in at least three factions wins. Each faction has a game-changing power: Dragons are worth more but are few, Dwarves let you draw extra, Shapeshifters copy other cards.
What they say abroad
"Claim 2 keeps the elegant simplicity of the original and adds more tactical depth with asymmetric powers."
Claim 2 maintains the elegant simplicity of the original and adds tactical depth with asymmetric powers.
— The Opinionated Gamers
It's a 25-minute game you understand by the third turn, but it makes you sweat until the last card. The first phase builds the problem, the second makes it explode in your face.
— FroGames
Claim 2
The five factions
Table-flipping powers
Dragons
They're worth double in majorities, but there are very few of them. Winning them is vital, losing them is a disaster.
Knights
Played in phase 2, they let you immediately play a second card. Devastating combos if you have the right hand.
Dwarves
When you win them in phase 1, you draw extra. They build you a fatter and more flexible deck.
Shapeshifters
They copy the value and suit of the previous card. A pure wildcard, but you have to play them at the right time.
Recommended sleeves 162 cards in 3 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 59 × 92 mm | 54 |
| 56 × 87 mm | 54 |
| 63 × 88 mm | 54 |
| Total cards | 162 |
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
Claim 2 is played in two distinct phases: recruitment and conquest. Same cards, opposite logic.
The active follower (from the common pool) determines the attacking suit. You play a card from your hand. The opponent responds. Whoever played the highest value of the same suit wins the trick, but the loser takes the follower (adds it to their deck for Phase 2). Repeat for 13 tricks.
After 13 cards are played, everyone has a deck of recruited followers (more or less balanced). These will be your hand for Phase 2. There's no drafting, no choice: you have what you won by losing.
Now you play classic trick-taking with the built deck. The first player chooses the suit. Whoever plays the highest value wins the trick and keeps both cards (places them in front of them). Faction powers activate differently: Knights let you play a second card, Dragons count double in final majorities.
After all cards are played, everyone counts how many cards they have of each faction. Whoever has more Dragons controls the Dragons. Whoever has more Knights controls the Knights. And so on. The player who controls at least 3 of the 5 factions wins. In case of a tie for a faction, no one controls it.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
The first trick
You play a card, the opponent responds. Whoever played the highest value in the attacking suit wins the follower from the common pool. But winning now means giving it to the other player: this is where you already understand who has read the rules and who hasn't.
Deck building
After five tricks you understand the logic: you want to lose tricks to take followers, not win them. But you can't always lose: you have to balance. Every card you give to your opponent will be a problem in Phase 2.
End of Phase 1: the count
After the 13 cards of the first phase are played, everyone counts their recruited deck. You discover you have too many Dragons (powerful but few) and zero Dwarves (who drew extra). The opponent smiles. That's not a good sign.
Phase 2: the real duel
Now you play REAL trick-taking: whoever plays the highest suit wins, and keeps the won card. Each conquered faction counts as a vote. The card powers activate differently than before: Knights let you play twice in a row, Shapeshifters copy anything. The game ends here.
Majority and throne
Count the cards by faction. Who has more Dragons? More Knights? More Dwarves? Whoever controls at least three out of five factions wins. The last trick decides everything: someone laughs, someone swears, someone is already shuffling for a rematch.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things you need to know
Phase 1 is counter-intuitive
It seems like trick-taking but works in reverse: you must lose tricks to win cards. The first two games you get everything wrong, then it clicks. If you play with a new player, explain it twice or they'll hate you.
Does it require the first Claim? No, but...
It's completely standalone. But if you have the first Claim you can mix the factions (5 from the first + 5 from the second = 10 possible combinations). Without mixing, after 15 games you start seeing the same situations.
Hidden asymmetry
The five factions seem balanced, but Dragons are worth double in the final count (even though there are few of them). Whoever controls the Dragons has a huge advantage: you need to know this before building your deck in Phase 1, or they'll trick you.
🏆Victory and defeatWhat the ending rewards▼
How it ends
Victory and defeat
The game is decided by controlling the five factions. The player who conquers at least three wins.
Victory
- You have the majority (more followers) in at least 3 out of 5 factions
- In case of a tie for a faction (same number of cards), no one controls it
- Dragons are worth double: if you have more Dragons than your opponent, that faction counts as if you had double the amount
Defeat
- You built the deck poorly in Phase 1 (too many or too few followers of a faction)
- You left the Dragons to your opponent (they count double, they are devastating)
- You played the timing poorly in Phase 2 (Knights make you play twice, Shapeshifters copy: if you get the order wrong you lose vital tricks)
It's a 25-minute duel that rewards those who build their deck already thinking about Phase 2. Every card given away in Phase 1 is a weapon you give to your opponent. Every card won is a weapon you use later.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
Claim 2 FAQ
What mechanics does Claim 2 use?
Asymmetric trick-taking in two distinct phases. Phase 1: follower recruitment (win the trick = lose the card, inverted logic). Phase 2: classic trick-taking for majorities. Dual-use cards: each follower has a different power in Phase 1 and Phase 2. Hand management and tactical timing.
Is the first Claim needed to play?
No, Claim 2 is a complete standalone game. It has five new factions (Knights, Dragons, Dwarves, Shapeshifters, Ghosts) and plays perfectly well on its own. But if you own the first Claim you can mix the factions: 5+5=10, infinite combinations. Mixing greatly increases replayability.
How long does a real game last?
The box says 25 minutes, and it's true. Phase 1 (recruitment) lasts 10-12 minutes, Phase 2 (conquest) another 10-12. The first game with the rules adds 5 minutes. After the third, you're fluid. It's perfect as a filler or as a best-of-three: in an hour you play three games and decide the champion.
Are the Dragons broken?
No, they are designed to be worth double in the final majorities (it's written in the rules). They seem overpowered but there are very few in the deck: if you focus everything on Dragons, your opponent controls the other four factions and wins anyway. The balance works, but you need to know it in Phase 1.
Is it available in Italian?
Yes, this is the Italian edition by MS Edizioni. Cards, rulebook, and texts fully translated. The five factions are: Knights, Dragons, Dwarves, Shapeshifters, Ghosts. Rules in Italian, components in Italian, all ready to play.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Claim 2 is a competitive card game for 2 players, lasting 25 minutes, recommended age 10+ years. Designed by Scott Almes, published by MS Edizioni in Italian edition. Main mechanic: asymmetric trick-taking in two phases (follower recruitment + faction conquest). Standalone sequel to Claim, it introduces five new fantasy factions with asymmetric powers. Mixable with the first Claim for infinite combinations. Perfect tactical gateway for couples and card game enthusiasts. Available on FroGames.it.

Claim 2
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
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