7 Wonders Duel

Players

2 - 2

Weight

Medium

Duration

30-30 min

Game language

English

Shelf category

2-Player

In many ways 7 Wonders Duel resembles its parent game 7 Wonders. 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. Players do not draft cards simultaneously from decks 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 it can with bonus moves that allow the player to take a second card immediately. As in the original game, each acquired card can be built, discarded for coins, or used to construct a wonder. Each player also 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 they are acquired, the cost for those resources increases for the opponent, representing the owner's dominance in this area. You can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital (also giving you a bonus at certain positions). If you reach the opponent's capital, you win the game immediately. Or if you acquire six of seven different scientific symbols, you achieve scientific dominance and win immediately. If none of these situations occurs, then the player with the most points at the end of the game wins.

BGG Categories:

AncientCard GameCity BuildingCivilizationEconomic
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FAQ

7 Wonders Duel

We collect all the questions you players have asked us and put them on this page so we can share the answers with everyone.

Military conflict is tracked on a conflict pawn that moves towards either player's capital based on their military strength. Reaching the opponent's capital results in an immediate military victory.

Science tokens are acquired by collecting sets of specific science symbols. Collecting six different symbols grants an immediate scientific victory. Certain pairs also grant special effects.

Guild cards provide victory points based on the opposing player's city or resources, offering a way to capitalize on your opponent's strategies.

Each Age presents a different card structure: Age I uses a face-down pyramid, Age II a mix of face-up and face-down cards, and Age III a fully face-up pyramid, offering increasing information and strategic possibilities.