
- BGG rank
- BGG #5,370
- BGG rating
- 6.4
Ghostbusters: The Board Game
- 1–4 players
- 30–120 min
- Complexity 2.3/5
- 2015

2016
Rules assistance for Adventure Time Card Wars: Doubles Tournament
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 4 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Adventure Time Card Wars: Doubles Tournament is a board game released in 2016 for 4 players, 30–45 minutes per game, and ages 10 and up. It was designed by Matt Hyra and Mataio Wilson and its main mechanics are Variable Player Powers and Team-Based Game.
Adventure Time Card Wars: Doubles Tournament takes the familiar format of Adventure Time Card Wars and doubles up on everything as players compete against one another in teams of two. Play as Jake (Cornfield/NiceLands) and Charlie (Blue Plains/NiceLands) vs. Grand Prix (SandyLands/IcyLands) and Moniker (Useless Swamps/IcyLands) with new cards that excel in a team environment, although you can also swap these cards into other Adventure Time Card Wars titles. In this game, each player has their own deck and sits across from their partner between two opponents. Two of your landscapes point left, the other two right. Each team has 40 hit points, and to win you need to bring the opponents down to zero. Gameplay is identical to the 1v1 version of Adventure Time Card Wars, but now you need to guard against attack from two opponents while trying to help out your partner when needed. One special addition to this set is Teamwork cards, which don't occupy a lane. Each player can control one, and these cards give you and your partner a benefit turn after turn...if you play your cards right.
Adventure Time Card Wars: Doubles Tournament supports 4 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Adventure Time Card Wars: Doubles Tournament is 30–45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Adventure Time Card Wars: Doubles Tournament for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Adventure Time Card Wars: Doubles Tournament has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Adventure Time Card Wars: Doubles Tournament belongs to these categories: Card Game and Movies / TV / Radio theme. Its main mechanics are Variable Player Powers and Team-Based Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Adventure Time Card Wars: Doubles Tournament are: Matt Hyra and Mataio Wilson. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Adventure Time Card Wars: Doubles Tournament as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.