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Two Versus Two at the Table

Use a four-player table to understand invitations, personal control, shared points and the team Final Point restriction.

What you’ll learn

  • Use invitations without confusing who makes the choices and pays.
  • Separate friendly cards from cards you control.
  • Apply the controlled-versus-occupied scoring distinction.

Understand the concept

In , the two-versus-two format, two s share a score and win or lose together. A card’s is the player who makes its decisions; teammates still control their own cards separately. Seat A and C on one team and B and D on the other. This example follows A → B → C → D and uses three battlefields.

Set up alternating teams

A takes the first turn and contributes no battlefield. B, C and D each randomly select one of their three; reveal those three together. Teammates bring different Champion Legends and cannot bring the same battlefields as each other. A skips only the card draw in the first Draw Phase; D channels one extra Rune in the first Channel Phase only.

The team Victory Score is 11. Both teammates gain or lose points together, and both win or lose together. (experience points used by certain cards) remains personal. These shared points do not combine hands, available energy and power or card control.

Related RuleWhat Changes in a Two-Versus-Two Game?

An invitation uses the turn player’s Priority

During A’s turn, A may invite C to play a spell or activate an ability using A’s , the opportunity to play or activate at an allowed time. C performs that play or activation, makes its choices and pays its costs. C’s card or ability remains C’s; the invitation does not transfer control to A. Ordinary restrictions still apply to the timing of the action.

Example - Help during the Main Phase In a neutral open state (no Showdown or combat, and no chain of spells or abilities waiting to resolve), A invites C to activate an ordinary ability. The invitation permits that action on A’s turn. During a closed chain, however, an invitation does not make an ordinary ability a (permission to use it even while a spell or ability is waiting to resolve). This team permission is not blanket permission for C to play units on A’s turn.

Related RuleWhen Can You Play a Card or Use an Ability?

Friendly is broader than you control

A can choose C’s unit for a spell that says “ unit,” but not for one restricted to “a unit you control.” A cannot issue a to C’s unit or hide a card at C’s controlled battlefield. A’s units cannot move to a battlefield occupied by C’s units, even if a spell supplies the move. An instructed move to that invalid destination becomes a instead.

You may voluntarily show private hand information to a teammate, but this is not the game action. Cooperation does not change who controls a card or whose actions a card tracks.

Record teammate-controlled fields before scoring

At the scoring step of A’s Beginning Phase, record which battlefields C controls. Those battlefields cannot be scored by your team during A’s turn. Having C leave and then A one does not generate an extra team point from that battlefield.

Example - No handoff point C controls the left battlefield at that scoring step. Later C withdraws, and A establishes control there. The change can matter to control, but your team cannot score that battlefield this turn. The scoring exclusion is tied to the control recorded at that earlier step, not to who controls it now.

Related RuleHow Battlefield Scoring Works

For the Final Point, record occupation too

Conquer has an extra requirement when your team is at 10 or more: score every required battlefield that turn, or draw instead of gaining the point. In 2v2, exclude battlefields occupied by your teammate during that turn’s Beginning Phase scoring step. Occupied means their units are present; it is not a synonym for controlled. A teammate can occupy a contested field (where control is being contested) without controlling it.

Example - Two required battlefields Your team starts at 9. C occupied and controlled the left battlefield at A’s scoring step; A already holds the middle one. A scores the middle through , reaching 10. Later A conquers the right. Middle and right have both been scored, and left is exempt from the Final Point requirement, so the Conquer can gain point 11. A could not instead score the left through a teammate handoff. Other Final Point rules still apply, and winning requires a Cleanup check (the game’s checks after actions and between steps) with your team ahead.

Check whose turn it is

The teammate-occupation exemption for a Final Point from Conquer applies during your turn or your teammate’s turn. If your team conquers during an opponent’s turn, that exemption does not apply: use the normal requirement to score every battlefield that turn. The team still has only one score from each battlefield per turn.

Key points

  • Invitations allow teammate spells or abilities using your Priority at legal timing.
  • Shared score does not mean shared control or XP.
  • Teammate-controlled fields cannot score; teammate-occupied fields are exempt from Final Point Conquer requirements.