One of the world’s most famous 7 wonders duel games can now be experienced in the two-player arena. 7 wonders duel Available Now! Find the best board games at the Dice Owl.

7 Wonders Duel how to play

In some ways, Seven Wonders Duel resembles its parent game. Seven Wonders as over 3 ages players acquire cards that offer resources or advance their military or scientific development so as to develop a civilization and complete wonders.

What is totally different regarding Seven Wonders Duel is that, because the title suggests, the sport is alone for 2 players, with the players not drafting cards at the same time from the hands of cards. However, from a show of face-down and face-up cards organized at the beginning of a spherical.

A player will take a card provided that it is not coated by any others, therefore temporal arrangement comes into play yet as bonus moves that enable you to require a second card directly. As within the original game, every card that you simply acquire is often engineered, discarded for coins or want to construct a surprise.

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Each player starts with four surprise cards and therefore the construction of a surprise provides its owner with a special ability. Solely seven wonders are often engineered and though. Therefore, one player can find yourself short.

Players should purchase resources at any time from the bank or they will gain cards throughout the sport that offer them resources for future building. As you acquire resources, the value for those specific resources will increase for your opponent, representing your dominance during this space.

A player will win Seven Wonders Duel in one of 3 ways. Every time you acquire a military card, you advance the military marker toward your opponent’s capital, supplying you with a bonus at bound positions. If you reach the opponent’s capital, you win the sport immediately.

Equally, if you acquire any six of seven totally different scientific symbols, you deliver the goods scientific dominance and win immediately. If none of those things happen, then the player with the foremost points at the tip of the sport wins.

7 Wonders Duel Game Rules

7 Wonders Duel is a game for two players in the world Seven Wonders and the number one selling board game. It uses a number of the most mechanics of its older brother, however, it offers a replacement challenge, particularly tailored for one-on-one games.

Each player is leading a civilization and can construct Buildings and Wonders. All of the Buildings made by a player along with their Wonders are known as a town.

A game plays out over three Ages. Every Age victimization one amongst the three decks of cards (first the cards from Age I, then Age II, and at last Age III). Every Age card represents a Building.

These Ages are vie come in an analogous fashion. With every player having the possibility to play or so ten cards per Age to earn coins, strengthen their armies, build scientific discoveries, and develop their town. In Seven Wonders Duel, there are three ways to say victory. Military ascendance, scientific ascendance, and civilian conclusion.

Military and scientific victories will happen at any time and finish the sport like a shot.  If by the top of the third Age, nobody has nonetheless won the sport. The players add up their conclusion points, and therefore the player with the very best score is said the winner.

Components

    • 1 Game Board
    • 23 Age I cards
    • 23 Age II cards
    • 20 Age III cards
    • 7 Guild cards
    • 12 Wonder cards
    • 4 Military tokens
    • 10 Progress tokens
    • 1 Conflict pawn
    • 31 coins (14 value 1, 10 value 3 and 7 value 6)
    • 1 Scorebook
    • 1 Rule book
    • 1 Help-sheet

Game Elements

Wonder Card:

Every massive card represents a surprise from the Age of Antiquity. Every surprise consists of a reputation, a construction price, and an impact.

Military Tokens:

The Military tokens represent the advantages a town earns once it manages to realize the favorable position, militarily, over its opponent.

Progress Tokens:

The progress tokens represent effects that you will acquire by assembling identical pairs of scientific symbols.

Conflict Pawn:

The Conflict pawn indicates on the board one city’s military advantage over the opposite.

Board:

The board represents the military contention between the 2 cities. It’s divided into zones and areas. The last house on every finish represents the player’s capital. It conjointly holds the Military tokens and also the Progress tokens obtainable for the present game.

Coins:

Coins enable you to construct sure Buildings and to get resources through commerce. The Treasury, the accumulated coins, is price conclusion points at the tip of the sport.

Guild and Age Cards:

In Seven Wonders Duel, all of the Age and order cards represent Buildings. The Building cards all encompass a reputation, an impact, and a construction price.

There are seven different types of Buildings, simply recognizable by their colored border.

    1. Raw materials (brown cards), these Buildings turn out resources.
    2. Factory-made product (grey cards), these Buildings turn out resources.
    3. Civilian Buildings (blue cards), these Buildings square measure price conclusion points.
    4. Scientific Buildings (green cards), these Buildings enable you to attain conclusion points and grant a scientific symbol.
    5. Business Buildings (yellow cards), these Buildings square measure price coins, turn out resources, modification the commerce rules, and square measure generally price conclusion points.
    6. Military Buildings (red cards), these Buildings increase your military power.
    7. Guilds (purple cards), these Buildings enable you to attain points supported specific criteria.

Note: The Age III deck contains no Raw materials (brown cards) or factory-made products (grey cards), however, it contains the order cards (purple cards).

Cost of Cards

The area settled below the color strip on Age cards indicates the development price. If that space is empty, the Building is free and needs no resources to be made.

Example: The Lumber Yard is free, the excavation prices one coin, the Baths need one Stone to be engineered, and therefore the Arena needs one Clay, one Stone, and one Wood.

Starting in Age II, some Buildings have each a price and a free construction condition. If the player has antecedently made the Building indicated via a logo within the cost space, the development is free.

Example: The development of the Horse Breeders needs one Clay and one Wood, OR the possession of the Stable.

Setup

    • Place the board between the 2 players on one aspect of the play space.
    • Place the conflict pawn on the neutral house within the middle of the board.
    • Place the four Military tokens go about, in their areas.
    • Shuffle the Progress tokens and place five of them haphazardly, face-up, on the board. come back the remainder to the box.
    • Every player takes seven coins from the Bank.

Wonders Selection Phase

    • Choose a primary player
    • Shuffle the twelve Wonders tiles
    • Place four random Wonders, face-up, between the 2 players
    • The first player chooses one surprise
    • The second player chooses a pair of Wonders
    • The first player takes the remaining surprise
    • Place four a lot of Wonders and repeat the choice, however now, begin with the second player.

Once this step is complete, every player can have four Wonders for the sport, that they place in a very column, to the left of their play space.

For your 1st game, ignore the Wonders choice part and take the following Wonders tiles:

Player-1

    • The Pyramids
    • The Great Lighthouse
    • The Temple of Artemis
    • The Statue of Zeus

Player-2

    • Circus Maximus
    • Piraeus
    • The Appian Way
    • The Colossus

Return to the box, while not watching them, three cards from every Age deck. Then every which way draw three club cards and add them to the Age III deck while not watching them. come the remaining Guilds to the box.

Constructing in 7 Wonders Duel

Throughout the sport, you will construct Buildings and Wonders. Most of the Buildings have a resource price. Some are free and have a coin price. Finally, some have a resource price however conjointly a free construction condition. The Wonders all have a resource price.

Free Construction: Some cards don’t have any price and might be placed into play at no cost.

Example: The development of the Lumber Yard is free.

Resource Cost: Some cards have a value in coins and in resources. To make these cards, you need to pay the coin price to the bank and must either manufacture the resources or get them through commerce.

Example: Bruno needs to construct the lodge, that prices two coins, one Glass and one Papyrus. Bruno should pay seven coins all told. Two coins for the card’s price, five coins for the Glass (Antoine produces 1), two coins for the Papyrus (Antoine doesn’t manufacture any).

Production: A city’s resources are made by its brown cards, its gray cards, some yellow cards, and a few Wonders.

Example: Antoine produces one Stone, 3 Clay, and one Papyrus in his town.

If you have got in your town all of the resources indicated on the Building, then you will be able to construct that Building.

Example: Antoine will construct the Baths (1 Stone) or the Garrison (1 Clay) as his town produces the specified resources. However, while not commerce, he cannot build the pill pusher (1 Glass).

Important: Resources are not spent throughout construction. They will be used every flip, for the complete game. Unless there is AN exception, a city’s production is rarely reduced.

Some Buildings grant a series of images (white). Some Buildings in Ages II and III contain, underneath their resource price, a white image connected to a Building from a previous Age.

If you have got the Building containing this image in your town, you will be able to construct the new one at no cost.

Example: Antoine has made the Baths. throughout Age II, he will build the conduit at no cost because the icon is on the Baths. Bruno has made the Palisade. throughout Age III, he’ll be able to build the Fortifications at no cost.

You want to more read: 7 Wonders (board game) Wikipedia Click Here

Game Play of 7 Wonders Duel

A game begins in Age I, continues in Age II and ends with Age III. Just in case of an ascendance success (either military or scientific), the sport ends like a shot.

Preparation of The Structure:

At the start of every Age, shuffle the corresponding deck, then show the twenty cards per the structure of the present Age. Be careful, some cards are displayed set about, whereas others ought to be face down.

Game Turn:

In Seven Wonders Duel, the players every play successively. The primary player begins Age I.

On your flip, you want to select an Associate in nursing “accessible” card within the card structure and play it. An associate in the nursing accessible card could be a card that is not partly lined by different cards.

Example: The Baths, the pit, the Lumber Yard, and therefore the Scriptorium is accessible. The opposite cards are not accessible at the instant.

You can play the cardboard you have chosen in one amongst 3 totally different ways:

    1. Construct a Building
    2. Discard to get coins
    3. Construct a Wonder

After having contended your card, you want to reveal any cards which can are hidden and that are currently accessible.

Note: Some Wonders permit you to play once more. You begin your new flip when having disclosed the freshly accessible cards.

If a player includes a replay result that might permit them to require Associate in nursing other flips at the top of an Age (when the structure is empty), the result is lost.

1. Construct a Building:

To construct a Building, you pay the price of the Building and place it ahead of yourself. This Building currently belongs to your town.

As the game progresses, kind your Buildings by color order to assist you to browse your town.

2. Discard to get coins:

You discard the cardboard and take a pair of coins plus one coin per yellow card in your town from the bank. The money is added to your city’s treasury.

The discarded cards are placed face-down next to the board. Players are liberated to consult the discard pile at any purpose.

Example: Bruno discards the conduit. He earns four coins as he has in his town the building and therefore the Clay Reserve.

3. Construct A Wonder:

You pay the price of the Wonder (not the one amongst the Age card), then place your Age card face down partly lined by the surprise card that is being made. The used card has no result, it’s merely accustomed to show that the surprise has been engineered.

Example: Antoine takes an Associate in the nursing accessible card of his option to construct the Colossus, that prices five Clay and that is Glass. When having paid the price of the Colossus (not the card’s), he slips it, face down, underneath the right-side of the Colossus and moves the Conflict pawn a pair of areas.

Only Seven Wonders could also be engineered over the course of the sport. As before long as either player constructs the game’s seventh surprise. The last surprise, that has not nevertheless been engineered, is straight away coming to the box.

Example: Antoine has simply made the Colossus. Seven Wonders are engineered throughout the sport Antoine returns the Pyramids to the box.

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