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7 Wonders Duel rules

Two-player civilization duel: build cities and Wonders to win by military, science, or points.

Players
2
Time
30 min
Ages
10+
Goal
Build a city of Buildings and Wonders. Win at once by military or scientific supremacy, or have the most victory points after Age III.

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How to play 7 Wonders Duel

Setup

Set up the board and tokens, draft Wonders, then prepare the Age decks.

  1. Board: Place the board between you, on one side of the play area.
  2. Conflict pawn: Put it on the neutral middle space of the military track.
  3. Military tokens: Place the 4 Military tokens face up on their spaces.
  4. Progress tokens: Shuffle all 10, place 5 face up on the board, and return the rest to the box (the Great Library may draw from them later).
  5. Coins: Each player takes 7 coins from the Bank, the shared coin supply. Coins come in values of 1, 3 and 6.
  6. Wonders: Choose a first player. Lay out 4 random Wonders face up: the first player takes 1, the second takes 2, the first takes the last. Repeat with 4 more, the second player choosing first. The other 4 Wonders are unused.
  7. First game: skip that draft. The first player takes the Pyramids, Great Lighthouse, Temple of Artemis and Statue of Zeus; the second takes Circus Maximus, Piraeus, Appian Way and Colossus.
  8. Age decks: Box 3 unseen cards from each Age deck. Add 3 random Guilds, unseen, to the Age III deck and box the other Guilds.
  9. Age I structure: Shuffle the Age I deck and lay out its 20 cards in the Age I structure (last page of the rulebook). Some go face up, some face down.

Playing a turn

The first player starts Age I, then you alternate turns.

  1. Pick one accessible card: one not even partly covered.
  2. Use it one of 3 ways: construct a Building, discard for coins (2 plus 1 per yellow card you own), or construct a Wonder with it.
  3. Reveal any hidden cards that are now accessible.
  4. Play again if your Wonder gives you a second turn.

Discarding a card you can't use also denies it to your opponent.

Paying for cards

Wonders, military and science

End of an Age

  1. End of an Age: once all 20 cards are taken, lay out the next Age's structure.
  2. Who starts: the player with the weaker military chooses. If the pawn is in the middle, whoever took the last card begins.

Game end and winning

Example: 5 military + 30 Buildings + 12 Wonders + 7 Progress + 14 coins (4) = 58 points.

Expansion rules

Only needed if you play with the expansion named on each heading.

Pantheon Pantheon

Mythology tokens let you stock the Pantheon with Divinities, which you can activate from Age II.

  1. Setup: put the Pantheon board above the main board, with the Divinities in 5 face-down piles beside it, one per mythology.
  2. Setup: place 5 random Mythology tokens face down on the marked Age I structure spaces, then reveal them.
  3. Mythology token: whoever reveals the card it's on takes it, then adds 1 of 2 Divinities of that mythology to the Pantheon.
  4. Age II: add the Gate and 3 Offering tokens. From now on you may activate a Divinity as your turn.
  5. Age III: remove the Guilds and 3 other cards, and shuffle in 3 random Grand Temples.
  6. Setup: shuffle Pantheon's 2 Wonders and 3 Progress tokens in with the base ones.

Agora Agora

Senators let you place Influence in the Senate and control its Chambers.

  1. Setup: put the Senate board under the main board, a random Decree token in each of its 6 Chambers, and give each player 12 Influence cubes.
  2. Setup: add 5 Senators to Age I, 5 to Age II and 3 to Age III, after removing 3 per deck as usual; lay each Age out using the Player Aid card. Shuffle the Conspiracy cards as their own deck.
  3. Senator: recruit it like any card, for 1 coin per Senator you already own. Politicians give Senate actions; Conspirators place Influence or draw Conspiracies.
  4. Setup: shuffle Agora's 2 Wonders (Curia Julia, Knossos) and 2 Progress tokens (Corruption, Organized Crime) in with the base ones.
  5. Chamber: control it with strictly more Influence than your opponent, for its Decree and points at the end.

Political Supremacy Agora

All 7 Wonders Duel rules (110)

Setup

Turn

Clarification

Costs

Cards

Age

Military

Science

Wonders

Progress

Guilds

Scoring

End

Pantheon expansion

Agora expansion

Expansions covered

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