Games: 7 Wonders Duel
- Core Set: 7 Wonders Duel
- Manufacturer: Repos
- No of Players: 2
- Playing Time: 20 to 30 Minutes
- Minimum Age: 10
- Release Date: 2020
In many ways 7 Wonders: Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.
What’s different about 7 Wonders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it’s not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for three coins, or used to construct a wonder.
Overview of the game
In 7 Wonders Duel, each player is leading a civilization and will, over the course of 3 ages, construct Buildings and Wonders.
Each age card represents a Building which will help the player to strengthen their army, make scientific discoveries, and develop their city.
3 ways to win
MILITARY SUPREMACY, SCIENTIFIC SUPREMACY, CIVILIAN VICTORY
Each shield represented on the military Buildings (red cards) or Wonders allows its owner to immediately move the Conflict pawn one space in the direction of the opposing capital. The Conflict pawn is therefore likely to move back and forth on the track.
When the Conflict pawn enters a zone (defined by dotted lines), the active player applies the effect of the corresponding token, then returns it to the box.
If the Conflict pawn enters the space of your opponent’s capital, you immediately win the game via military supremacy.
The Organization of the card board
At the beginning of each Age, lay out 20 cards according to the structure of the current Age. Some cards are laid out face up, and others face down.
There are 7 different scientific symbols in the game.
Each time you gather a pair of identical scientific symbols, you may immediately choose one of the Progress tokens on the game board. That token will be kept in your city until the end of the game.
If you gather 6 different scientific symbols, you immediately win the game.
A game ends immediately in the case of a military supremacy, a scientific supremacy, or at the end of Age III.
If no player has won a victory through supremacy before the end of Age III, the player who has the most victory points wins the game.
Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.
Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.
A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent’s capital, giving you a bonus at certain positions. If you reach the opponent’s capital, you win the game immediately. Similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately. If neither of these situations occurs, then the player with the most points at the end of the game wins.
- 1 game board
- 23 Age I cards
- 23 Age II cards
- 20 Age III cards
- 7 Guild cards
- 12 Wonder cards
- 4 Military tokens
- 10 Progress tokens
- 1 Conflict pawn
- 31 coins
- Rule book
- Help sheet