Type of Game | Strategic games |
Number of Players | 1-2 players |
Age Rating | 12+ |
The game 7 Wonders: Duel is designed for two players, draws on the well-known game 7 Wonders of the World, and the goal of the players will be to surpass their opponent in the fields of science, military, and statesmanship.
Game preparation:
For each game, 5 progress tokens, 2x 4 wonders are randomly drawn, 3 cards are removed from each epoch deck, and 3 random guild cards are added to the deck of the third (last) epoch. Players choose wonder cards in a "1-2-1" system in two rounds, each time 4 wonders are available for selection and the starting player takes turns. Then the initial pattern of cards for the first epoch is laid out.
Game progress:
The game consists of player moves. A player's move means taking one card from a pattern that is always created at the beginning of a round (epoch) from the cards of that epoch. Some of the cards are turned face up, others face down, and the cards overlap each other. It is important to note that a player may only take a card that is not covered by another card. If a card that is face down is revealed, it is turned face up. The card that the player has taken may be used in three ways:
He places it as a building in his city
He will use it to build a wonder
He throws it away and gets coins.
As in 7 Wonders, among the cards you will find brown and gray (production), red (military), green (technological), yellow (commercial), blue (civilian) and finally purple (guild) buildings. The number of types of resources and goods is limited here (3+2 compared to 4+3 in 7 Wonders) and any resource/good can be bought from the bank for coins, but the more expensive the more of this good the opponent produces. Each player also has 4 wonders of the world at their disposal, each of which is built by sacrificing exactly one card. However, there can be a maximum of 7 wonders in the game, so once one of the players builds their fourth wonder, the other player is not allowed to build their fourth wonder until the end of the game. Wonders bring one-time effects in the game and victory points.
If a player plays two technology cards with the same symbol, they may choose one of the progress tokens drawn at the beginning of the game. These can provide one-time or permanent benefits for the rest of the game.
The round (epoch) ends when all cards are dealt. A new pattern is prepared, the starting player is determined, and the same process continues with the cards of the new epoch.
End of the game:
The game ends after the end of the third epoch. In addition to the classic victory on points, there is a possibility of instant victory in this game - the so-called "technological" or "military" victory. The first occurs if the player collects 6 different technology symbols. The second occurs if the "conflict" between the players (resolved by moving the figure along the scale depending on the number of swords laid out; at the end of the game, it is possible to gain victory points for investing in the military) reaches the capital of one of the players - that player loses.
This online store stores cookies that help it to work properly. By using our services, you agree to their use.