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.
- Board: Place the board between you, on one side of the play area.
- Conflict pawn: Put it on the neutral middle space of the military track.
- Military tokens: Place the 4 Military tokens face up on their spaces.
- 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).
- Coins: Each player takes 7 coins from the Bank, the shared coin supply. Coins come in values of 1, 3 and 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.
- 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.
- 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.
- 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.
- Pick one accessible card: one not even partly covered.
- 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.
- Reveal any hidden cards that are now accessible.
- 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
- Building cost: free, coins to the Bank, or resources your city produces (they're never spent).
- Trading: buy a missing resource for 2 coins plus 1 per unit of it your opponent's brown and grey cards produce.
- Chains: if you own the Building whose symbol is in the cost, it's free.
- Building colors: brown and grey make resources, blue score points, green give science, yellow help with coins and trade, red give Shields, purple are Guilds.
Wonders, military and science
- Construct a Wonder: pay the Wonder's own cost and tuck the Age card under it. Only 7 Wonders can be built.
- Shields move the Conflict pawn toward your opponent's capital. Entering a zone with a Military token costs them 2 or 5 coins.
- Scientific symbols: each identical pair lets you take a Progress token.
End of an Age
- End of an Age: once all 20 cards are taken, lay out the next Age's structure.
- 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
- Instant win: military supremacy (the pawn reaches the capital) or scientific supremacy (6 different symbols) ends the game at once.
- Final scoring: if nobody wins sooner, most points after Age III wins.
- Tie: most blue-card points wins; still tied, you share the victory.
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.
- Setup: put the Pantheon board above the main board, with the Divinities in 5 face-down piles beside it, one per mythology.
- Setup: place 5 random Mythology tokens face down on the marked Age I structure spaces, then reveal them.
- Mythology token: whoever reveals the card it's on takes it, then adds 1 of 2 Divinities of that mythology to the Pantheon.
- Age II: add the Gate and 3 Offering tokens. From now on you may activate a Divinity as your turn.
- Age III: remove the Guilds and 3 other cards, and shuffle in 3 random Grand Temples.
- 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.
- 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.
- 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.
- Senator: recruit it like any card, for 1 coin per Senator you already own. Politicians give Senate actions; Conspirators place Influence or draw Conspiracies.
- Setup: shuffle Agora's 2 Wonders (Curia Julia, Knossos) and 2 Progress tokens (Corruption, Organized Crime) in with the base ones.
- Chamber: control it with strictly more Influence than your opponent, for its Decree and points at the end.
Political Supremacy Agora
- Political Supremacy: control all 6 Chambers at any time to win at once.
All 7 Wonders Duel rules (110)
Setup
Turn
- Your Turn
- Accessible Cards
- Construct a Building
- Discard for Coins
- Construct a Wonder
- Play Again
- When You Can't Afford a Card
Clarification
- Extra Turn at the End of an Age Is Lost
- Trading Cost Example
- Yellow Cards and Wonders Don't Raise Trading Costs
- Trade Discount Cards
- Coins Paid by Yellow Cards
- Too Few Coins to Lose
- Economy Pays the Actual Price
- Strategy Doesn't Boost Wonder Shields
- Guild Coins and Points Can Use Different Cities
Costs
Cards
Age
Military
Science
Wonders
- Wonders
- Only 7 Wonders Can Be Built
- The Appian Way
- Circus Maximus
- The Colossus
- The Great Library
- The Great Lighthouse
- The Hanging Gardens
- The Mausoleum
- Piraeus
- The Pyramids
- The Sphinx
- The Statue of Zeus
- The Temple of Artemis
Progress
- Progress Tokens
- Agriculture Token
- Architecture Token
- Economy Token
- Law Token
- Masonry Token
- Mathematics Token
- Philosophy Token
- Strategy Token
- Theology Token
- Urbanism Token
Guilds
- Guild Cards
- Builders Guild
- Moneylenders Guild
- Scientists Guild
- Shipowners Guild
- Traders Guild
- Magistrates Guild
- Tacticians Guild
Scoring
End
Pantheon expansion
- Pantheon
- Pantheon Setup
- Mythology Tokens and Divinities
- Offering Tokens
- Activating a Divinity
- The Gate
- Grand Temples
- Minerva Pawn
- Snake Token
- Pantheon Progress Tokens
- The Sanctuary
- The Divine Theater
- Mesopotamian Divinities
- Phoenician Divinities
- Greek Divinities
- Egyptian Divinities
- Roman Divinities
Agora expansion
- Agora
- Agora Setup
- Agora Wonders
- Agora Progress Tokens
- Recruiting Senators
- Politicians
- Conspirators
- The Senate and Chambers
- Decree Tokens
- Conspiracies
- Political Supremacy
- Senate Actions: Place and Move
- Conspiring and Preparing
- Conspiracy Effects
- Agora Military Tokens
- Senator Symbols
- A Moved Decree
Expansions covered
- Pantheon Divinities, Grand Temples
- Agora Senators, Senate, Conspiracies