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Tabletop games

7 Wonders Duel

Build the most complete civilisation over three ages — or win the game outright, through military might or science.

players
2
minutes
30

You’ll need the game box. Marquoir sums up the rules and keeps score.

Setup

  • Two players. Each picks four wonders in an opening draft; only seven will be built in total.
  • The conflict pawn starts in the middle of a track that runs in both directions.
  • The cards of the first age are laid out in a structure, some of them face down.

How to play

  • On your turn, take an accessible card from the structure, that is, one not covered by any other.
  • Construct it by paying its cost, discard it for coins, or slip it under a wonder to build that wonder.
  • Discarding earns two coins, plus one per yellow building you have already built.
  • Military symbols push the pawn towards the opponent; some spaces make them lose coins as it passes.

Scoring

  • Blue buildings: their printed points. Wonders: their printed points.
  • Coins: 1 point per full set of three coins.
  • Military: 0 to 10 points depending on the pawn's position at the end of the game.
  • Progress tokens, guilds and yellow buildings: as their text says.

End of the game

  • Immediate military victory: the pawn reaches the opponent's capital.
  • Immediate scientific victory: six different scientific symbols gathered.
  • Otherwise, the game ends at the end of the third age and points are counted. In case of a tie, the player with the most blue building points wins.

House rules and pitfalls

  • Only seven of the eight wonders chosen get built: the last one started by the opponent will never be finished.
  • The two immediate victories change everything: ignoring an opponent who is collecting scientific symbols is the fastest way to lose.

Frequently asked questions

How do you win before the end of the three ages?

Two immediate victories. Military supremacy: push the conflict pawn into the opponent's capital. Scientific supremacy: gather six of the seven different scientific symbols. Either one ends the game on the spot.

How are cards chosen, with two players?

Cards are laid out in a structure, some face down. You can only take a card that is fully free, no longer covered by any other. Taking a card can reveal new ones for your opponent.

What are Progress tokens for?

Gathering two identical scientific symbols lets you immediately take a Progress token: permanent bonuses (coins, playing again, points…). They do not count toward scientific victory, which requires symbols that are all different.

How does military conflict work?

Military cards push a single pawn towards the opponent's capital. On the way, it crosses spaces that make the opponent lose coins. Reaching the capital wins immediately.

What happens if nobody has won before the end?

Victory points are counted at the end of age III. The military pawn scores points depending on its position, and the highest total wins; in case of a tie, it goes to the player with the most blue building points.

The box

Released
2015
Age
Ages 10+
Designers
Antoine Bauza, Bruno Cathala
Artwork
Miguel Coimbra
Publisher
Repos Production
Mechanics
RevenusCombinaisons poséesPlateau modulableCartes à usages multiplesPouvoir unique
Contents
  • 1 plateau
  • 66 cartes Âge
  • 12 cartes Merveille
  • 10 jetons Progrès
  • 1 pion Conflit et 4 jetons Pillage
  • Pièces
Expansions
  • 7 Wonders Duel: Pantheon · 2016
  • 7 Wonders Duel: Agora · 2020
  • 7 Wonders Duel: Solo · 2020

score sheets for this game →

Rules on video

Videos in French, hosted on YouTube.

Where to find it

Specialist French shops. Marquoir earns nothing from these links.

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