In many ways 7 Wonders Duel resembles its parent game 7 Wonders. Over three ages, the two players acquire cards that provide resources or advance their military and scientific development, growing their civilisation and building wonders. The difference with 7 Wonders Duel, as the title suggests, is that the game is designed exclusively for two players.
In many ways 7 Wonders Duel resembles its parent game 7 Wonders. Over three ages, the two players acquire cards that provide resources or advance their military and scientific development, growing their civilisation and building wonders. The difference with 7 Wonders Duel, as the title suggests, is that the game is designed exclusively for two players.Instead of drafting cards simultaneously from hands of cards, the players pick from a layout of cards that are face up or face down at the start of each round. A player can only take a card if no other card is covering it, so timing matters, and bonus turns let you take another card immediately. As in the original, each acquired card can be built, discarded for coins, or used to construct a wonder. Both players start with four wonder cards, and building a wonder gives its owner a special ability. Only seven wonders can be built, so one player will end up with one fewer.Players can buy resources from the bank at any time, or acquire cards during the game that provide resources for future construction. Once a player has them, the cost of those resources goes up for the opponent, reflecting the owner's dominance in that area.In 7 Wonders Duel you can win in one of three ways: each time you acquire a military card, you move the military marker towards your opponent's capital (and gain a bonus at certain positions). If you reach your opponent's capital, you win immediately. If you collect six of the seven different science symbols, you achieve scientific supremacy and also win immediately. If neither happens, the player with the most points at the end of the game wins.
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