Boardgames

7 Wonders Duel

7 Wonders Duel: A captivating 2-player game where you build civilizations, acquire resources, and race to achieve military or scientific dominance to win.

30
minutes

2 - 2
player(s)

Medium

About the game

7 Wonders Duel is an exciting two-player game that takes you through three ages of civilization-building. The game is a spin-off of the popular 7 Wonders board game, but specifically designed for head-to-head play.

The theme of 7 Wonders Duel is ancient civilization. You and your opponent take on the roles of leaders of rival civilizations. Your task is to establish the greatest civilization, from its humble beginnings in the Age of Antiquity, through the Middle Ages, and into the Age of Modernity. You’ll achieve this through a combination of strategic planning, resource management, and military conquest.

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Setup and rules summary

Game components Unboxing the fun!

The game of ‘7 Wonders Duel’, a two-player version of the popular game ‘7 Wonders’, includes a variety of components that each play an essential role in the game. Here is a detailed list and description of each component:

1. Game Board

The game board serves as the main playing area and is divided into three different ages, each represented by a different layout of cards. The cards are arranged in specific structures for each age and provide the resources, military power, scientific advancements, and civic buildings that players can build.

2. 66 Age Cards

The Age Cards are divided into three ages: Age I, Age II, and Age III. They are drawn and placed on the game board at the start of each age. These cards represent buildings and structures that players can construct to gain resources, military power, scientific advancements, and victory points. The cost to construct these structures is depicted on the cards.

3. 7 Wonder Cards

These cards represent the seven wonders of the world that players can choose to build during the game. Each wonder provides a unique benefit to the player, such as providing resources, victory points, or special abilities.

4. 12 Conflict Tokens

Conflict tokens are used to track the military conflict between the two players. As a player gains military power, the conflict pawn is moved towards the opponent’s capital, potentially earning conflict tokens and causing the opponent to lose coins.

5. 4 Military Tokens

Military tokens are awarded when the conflict pawn reaches the space of the military token on the opponent’s side of the military track. They provide victory points at the end of the game.

6. 10 Progress Tokens

Progress tokens are awarded when a player obtains a pair of identical scientific symbols. Each progress token provides a different benefit, such as extra coins, reduced building costs, or additional victory points.

7. 1 Conflict Pawn

The conflict pawn is moved along the military track each time a player gains military power. The position of the conflict pawn can grant military tokens or inflict a loss of coins on the opponent.

8. 31 Coins

Coins are the currency in the game. Players start with a certain number of coins and can earn more throughout the game by constructing certain buildings or wonders, or as a result of certain progress tokens.

9. 1 Score Notepad

At the end of the game, the score notepad is used to calculate the players’ final scores based on the buildings and wonders they’ve constructed, their military power, their scientific advancements, and their coins.

10. 2 Wonder Boards

Each player receives a wonder board where they place the wonder cards they choose to build. The board also helps to keep track of the resources that the player’s city produces.

11. 24 Free City Tokens

Free city tokens are awarded when a player constructs a building for free. These tokens are used to mark the free city buildings on the player’s wonder board.

Game setup Lay it out, line it up, let’s go

‘7 Wonders Duel’ is a two-player game where each player takes on the role of a leader in one of seven ancient civilizations. Here’s a step-by-step guide on how to set up the game:

Step 1: Unpack the Game Components

  • Remove all the game components from the box. You should have 66 Age cards, 7 Guild cards, 12 Wonder cards, 4 Military tokens, 10 Progress tokens, 1 Conflict pawn, 31 coins, 1 score booklet, and 2 Wonder boards.

Step 2: Distribute the Initial Resources

  • Each player should receive a Wonder board and 7 coins as their initial resources. The remaining coins are placed within reach of both players.

Step 3: Prepare the Age Decks

  • Separate the Age cards into three decks (I, II, III) according to the numbers on their backs. Shuffle each deck separately.
  • From the Age I deck, draw 4 cards and discard them without looking. Do the same for the Age II and Age III decks, but only discard 3 cards from each.

Step 4: Prepare the Guild Decks

  • Shuffle the Guild cards and draw as many as the number of players. Place them on the Age III deck.

Step 5: Prepare the Wonder Cards

  • Shuffle the Wonder cards and distribute 4 to each player. Each player selects a card and passes the remaining cards to their opponent. Repeat this process until each player has 4 Wonder cards.

Step 6: Set Up the Game Board

  • Place the Conflict pawn in the center of the game board and the Military tokens on their corresponding spaces. Arrange the Progress tokens in a circle around the game board.

Step 7: Prepare the Structure of the Ages

  • Arrange the Age cards in the structure shown in the game rulebook. For Age I and II, some cards are placed face down and others face up. For Age III, all cards are placed face down.

Note: The setup of the game introduces a random element as the Age and Guild cards are shuffled and a portion is discarded unseen, so the exact composition of playable cards will be different in each game.

Game flow Round and round we go

7 Wonders Duel is a strategic board game designed for two players. The game progresses through three Ages, with each Age represented by a deck of cards. The game ends either at the end of the third Age, or when one player achieves a military or scientific victory.

The game structure is as follows:

Setup:

  • Each player gets four wonder cards, of which they can build a maximum of seven during the game.
  • The Age I deck is shuffled and cards are laid out in a predetermined pattern.

Gameplay:

  • Players take turns choosing cards from the structure, with the goal to either gather resources, build structures, strengthen their military, make scientific discoveries, or build their wonders.
  • Each card taken can be used in three ways: it can be constructed if the player meets its building requirements, it can be discarded for coins, or it can be used to construct a Wonder.
  • A player can only take a card if it’s not covered by any others, so strategic planning is necessary.

End of an Age:

  1. When all cards from the structure have been taken, the Age ends.
  2. Any remaining face-down cards are removed from the game and the structure for the next Age is built.
  3. If it’s the end of the 3rd Age and no one has won by military or scientific victory, the player with the most victory points wins.

Military and Scientific Victory:

  • One player can win at any time if they acquire either a full set of six different scientific symbols or if their military marker reaches the opponent’s capital on the conflict track.

Scoring:

  • If no player achieves a military or scientific victory, points are scored at the end of the 3rd Age.
  • Points are awarded for blue building cards, money, wonder cards, military conflicts, scientific advancements, and guilds.
  • The player with the highest score wins.

Players'turn One turn to rule them all

In the game ‘7 Wonders Duel’, a player’s turn is composed of three main actions: taking a card, constructing a building, or discarding a card for coins. Each of these actions has a profound impact on the strategy and progression of the game.

Taking a Card

The first possible action a player can take is to select a card from the structure. This action involves a few strategic considerations:

  • Card Visibility: A player can only take a card that is fully visible, meaning no part of the card is covered by another card.
  • Future Cards: When a player takes a card, they may reveal new cards for their opponent. Players should carefully consider which cards they will make available.

Constructing a Building

After taking a card, a player can choose to construct a building. This action has several strategic implications:

  • Resource Availability: To construct a building, a player must have the necessary resources. The resources required are depicted on the taken card.
  • Card Cost: If a player does not have the required resources, they can purchase them for two coins per resource. However, this can be an expensive strategy in the long run.
  • Building Benefits: Buildings can provide a variety of benefits, such as victory points, additional resources, or military power. The strategic value of these benefits can influence which cards a player chooses to build.

Discarding a Card for Coins

If a player does not wish to or cannot construct a building, they can choose to discard the card for coins. This option has its own strategic elements:

  • Coin Value: The player receives coins equal to the current age (1, 2, or 3) plus two.
  • Future Purchases: By discarding a card for coins, a player can accumulate wealth for future building constructions, especially when resources are scarce.
  • Denying Resources: Discarding a card can also be a strategic move to deny an opponent a card they need.

Finally, it’s important to note that the player’s turn ends after they have taken one of these actions. The game continues with the opponent’s turn, and so forth. The strategic choices a player makes during their turn can significantly shape the course of the game, requiring players to think ahead and consider their opponent’s potential moves.

End of the game All good games must come to an end

7 Wonders Duel is a strategic game that ends when one of the following three victory conditions are met:

  1. Military Supremacy: If a player moves the conflict pawn into the opponent’s capital (the last space of the military track), they win immediately by military supremacy.
  2. Scientific Supremacy: If a player manages to gather six different scientific symbols, they win immediately by scientific supremacy.
  3. Civilian Victory: If all three Ages (rounds) have been played and no player has won by military or scientific supremacy, the game ends. The player with the highest total score wins. This is often referred to as a Civilian Victory.

Before the final scoring in a Civilian Victory, players must perform the following actions:

  • Count the victory points from the blue civilian buildings: Each blue building card has a number of victory points depicted on it. Add up all these points.
  • Count the victory points from the wonders: Some built wonders provide victory points. These are added to the player’s total score.
  • Count the victory points from the yellow commercial buildings: Some yellow buildings provide victory points based on certain conditions (like having a set number of brown or gray cards).
  • Count the victory points from guilds (purple cards): Guilds can provide a large amount of points, depending on the condition of the guild card.
  • Count the victory points from progress tokens: Some progress tokens provide victory points.
  • Count the victory points from money: Every three coins is worth one victory point.
  • Adjust the score for military conflicts: The position of the military conflict pawn on the military track shows how many points are subtracted from the player with fewer shields and added to the player with more shields.

The player with the highest total score is declared the winner. In case of a tie, the player with the most coins wins.

Scoring Did you outsmart your rivals?

‘7 Wonders Duel’ is a two-player strategy game where players accumulate points in various categories throughout the game. The player with the highest total score at the end of the game wins. Here’s a detailed breakdown of the scoring system:

1. Military Conflict:

  • Each shield symbol on the red cards counts as 1 military point. At the end of each Age, if one player’s total military points is greater than their opponent’s, that player advances the conflict pawn towards their opponent’s capital on the conflict track.
  • The player who moves the conflict pawn into the opponent’s capital immediately wins the game, regardless of points.
  • If the game ends without a military victory, the position of the conflict pawn determines the military points awarded: 2, 5 or 10 points to the player whose capital the pawn is closest to, and -1, -2 or -3 points to the other player.

2. Treasury Contents:

  • At the end of the game, each player receives 1 point for every 3 coins in their treasury.

3. Wonders:

  • Each Wonder that has been constructed by a player grants that player the number of points shown on the Wonder.

4. Civilian (Blue) Buildings:

  • Each blue card has a number of victory points printed on it. At the end of the game, these points are simply added to a player’s score.

5. Commercial (Yellow) Buildings:

  • Some yellow cards grant victory points, which are added to a player’s score at the end of the game.

6. Guilds (Purple) Cards:

  • Each purple card has a unique scoring method, detailed on the card itself. These points are added at the end of the game.

7. Progress (Green) Cards:

  • Progress cards score in a quadratic manner: the points awarded are equal to the square of the number of symbols of each type a player has. For example, if a player has 3 tablet symbols, they score 9 points.

Tie-Breaking Rules:

In case of a tie at the end of the game, the player with the most conflict points wins. If there is still a tie, the player who played second wins.

Particular Cases and Exceptions Wait… is that legal?

7 Wonders Duel is a two-player game where players draft cards to build civilization. Although the game’s rules are straightforward, there are some special rules, exceptions, and clarifications that are important to understand.

Building Structures: In 7 Wonders Duel, a player can build a structure in three ways – by paying its cost, discarding it to obtain coins, or constructing a Wonder. The special rule here is that a player cannot build two identical structures. Each card in the game is unique by name.

  • Constructing Wonders: A player can construct a Wonder by discarding a card and paying the construction cost of the Wonder. However, a player cannot construct more than one Wonder in a turn nor can they construct more than 7 Wonders in total.
  • Purchasing Resources: A player can purchase missing resources from the bank at the start of their turn. The cost is two coins per missing resource. It’s important to understand that resources purchased in this way are not stored – they are used immediately, and cannot be used in later turns.
  • Scientific Achievements: If a player ever acquires a set of six different scientific symbols, they immediately win the game. This is a rare, game-ending condition that can surprise new players.

Military Conflicts: In the game, military conflicts occur when the military marker enters the opponent’s capital (reaches the last space of the conflict pawn’s track). A player immediately loses if their capital is taken. This is another instant game-ending condition that can often be overlooked.

  1. Progress Tokens: These special tokens provide players with unique abilities. However, each token can only be owned by one player at a time. If a player takes a progress token that their opponent owns, the opponent loses their token and any benefits it provided.
  2. Card Availability: At the start of each Age, shuffle the Age’s deck and lay out the first cards. Some cards are placed face down and only turned face up when they become available. This introduces an element of unpredictability and strategy to the game.

Understanding these special rules and exceptions is essential for mastering the strategic depth of 7 Wonders Duel. With this knowledge, players can plan their moves more effectively and increase their chances of winning.

Tips and tricks Play smarter, not harder!

Advanced Strategies:

  • Try to keep a close eye on your opponent’s civilization. If you see them hoarding a certain type of card, try to prevent them from acquiring more of the same type.

  • Always be aware of the military and science tracks. A victory can be achieved by advancing to the end of either track, so don’t neglect them.

  • Make use of your Wonders. The benefits they provide can give you a substantial edge over your opponent.

Beginner Tips:

  • Focus on a balanced strategy. It may be tempting to specialize in one area, but a balanced civilization tends to perform better in 7 Wonders Duel.

  • Make sure to keep an eye on what your opponent is doing. If they’re collecting a lot of one type of card, consider trying to block them.

  • Don’t forget about your Wonders. They can provide a significant advantage if used effectively.

Common Mistakes to Avoid:

  • Don’t neglect the military and science tracks. It’s easy to get caught up in other aspects of the game and forget about these, but they can be a quick path to victory if your opponent isn’t paying attention.

  • Don’t forget to keep an eye on your opponent’s civilization. If you’re not careful, they can sneak up on you with a surprise victory.

  • Don’t focus too much on one strategy. It’s important to have a balanced civilization in 7 Wonders Duel.

Ways to Optimize Gameplay:

  • Always be thinking a few moves ahead. Try to anticipate what your opponent will do and plan your strategy accordingly.

  • Use your resources wisely. Don’t waste them on cards that won’t benefit your civilization in the long run.

  • Keep a close eye on the available cards. Try to plan your moves in advance so you can grab the cards you need when they become available.