7 Wonders Duel Rules
Antoine Bauza & Bruno Cathala
“The beginning does not hint at the end.” Herodotus
Welcome to 7 Wonders Duel! 7 Wonders Duel is a game for 2 players in the world of 7 Wonders, the best-selling boardgame.
It uses some of the main mechanics of its older brother, but offers a new challenge, especially adapted for one-on-one games.
• 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 Helpsheet
Decoding the Braille
7 Wonders duel includes a lot of information on a very small card area. Because of this many abbreviations were necessary to include all the information on the cards in braille.
The progress token's use is described in the reference sheets.
All of the age cards start with the age and then a letter to represent the color. Br is for brown cards, gy is for grey cards, gn is used for green cards and gu is used for guild cards. Next is the cost of building the building followed by the word make then the ability of the building. To save room instead of parenthesis, a gh and ar surround icons for linked buildings.
A st sign is used for stone, but at points where it is easily confused with a slash there is a letter sign before the st sign. A dollar sign is used for coin costs.
The coin punch outs come in 3 different sizes.
When in doubt about a function or the wording use the paper reference sheet that has the full text/icons of the cards.
OVERVIEW & OBJECT OF THE GAME
In 7 Wonders Duel, each player is leading a civilization and will construct Buildings and Wonders. All of the Buildings constructed by a player together with their Wonders are called a “city”.
A game plays out over 3 Ages, each Age using one of the 3 decks of cards (first the cards from Age I, then Age II, and finally Age III). Each Age card represents a Building.
These Ages are played out in a similar fashion, with each player having the chance to play approximately 10 cards per Age to earn coins, strengthen their armies, make scientific discoveries, and develop their city.
In 7 Wonders Duel, there are 3 ways to claim victory: military supremacy, scientific supremacy, and civilian victory.
Military and scientific victories can happen at any time and end the game immediately.
If, by the end of the third Age, no one has yet won the game, the players add up their victory points, and the player with the highest score is declared the winner.
Each large card represents a Wonder from the Age of Antiquity. Each Wonder consists of a name, a construction cost, and an effect.
The Military tokens represent the benefits a city earns when it manages to gain the upper hand, militarily, over its opponent.
The progress tokens represent effects which you can obtain by collecting identical pairs of scientific symbols.
The Conflict pawn indicates on the board one city’s military advantage over the other.
The board represents the military rivalry between the two cities. It is divided into zones (9) and spaces (19). The last space on each end represents the player’s capital. It also holds the Military tokens and the Progress tokens available for the current game.
Coins allow you to construct certain Buildings, and to purchase resources through commerce. The Treasury, the accumulated coins, is worth victory points at the end of the game.
Guild and Age cards
In 7 Wonders Duel, all of the Age and Guild cards represent Buildings. The Building cards all consist of a name, an effect and a construction cost.
There are 7 different types of Buildings, easily identifiable by their colored border or by the prefixes at the start of the card.
• Raw materials (brown cards), these Buildings produce resources: clay(c) stone(st) wood(w)
• Manufactured goods (grey cards), these Buildings produce resources: glass(g) papyrus(p)
• Civilian Buildings (blue cards), these Buildings are worth victory points:
• Scientific Buildings (green cards), these Buildings allow you to score victory points and grant a scientific symbol:
• Commercial Buildings (yellow cards), these Buildings are worth coins, produce resources, change the trading rules, and are sometimes worth victory points.
• Military Buildings (red cards), these Buildings increase your military power:
• Guilds (purple cards), these Buildings allow you to score points based on specific criteria. Note: The Age III deck contains no Raw materials (brown cards) or Manufactured goods (grey cards), but it contains the Guild cards (purple cards).
Cost of cards
The area located under the color strip on Age cards indicates the construction cost. In braille it is the letters immediately after the name of the card.
If that area is empty, the Building is free and requires no resources to be constructed. Example: the Lumber Yard is free, the Stone Pit costs 1 coin, the Baths require 1 Stone to be built, and the Arena requires 1 Clay, 1 Stone and 1 Wood. Starting in Age II, some Buildings have both a cost and a free construction condition: if the player has previously constructed the Building indicated via a symbol (in parenthesis in braille) in the cost area, the construction is free. Example: the construction of the Horse Breeders requires 1 Clay and 1 Wood, OR the possession of the Stable.
1. Place the board between the two players on one side of the play area.
2. Place the conflict pawn on the neutral space in the middle of the board.
3. Place the 4 Military tokens face up, on their spaces.
4. Shuffle the Progress tokens and place 5 of them randomly, face up, on the board. Return the rest to the box.
5. Each player takes 7 coins from the Bank.
Wonders Selection Phase
• Choose a first player
• Shuffle the 12 Wonders tiles
• Place 4 random Wonders, face up, between the two players
• The first player chooses 1 Wonder
• The second player chooses 2 Wonders
• The first player takes the remaining Wonder
• Place 4 more Wonders and repeat the selection, but this time, start with the second player. Once this step is complete, each player will have 4 Wonders for the game, which they place in a column, to the left of their play area.
For your first game, ignore the Wonders Selection phase and take the following Wonders tiles:
• the Pyramids
• the Great Lighthouse
• the Temple of Artemis
• the Statue of Zeus
• Circus Maximus
• the Appian Way
• the Colossus
One deck per Age
Return to the box, without looking at them, 3 cards from each Age deck.
Then randomly draw 3 Guild cards and add them to the Age III deck without looking at them.
Return the remaining Guilds to the box.
CONSTRUCTING IN 7 WONDERS DUEL
Throughout the game, you will construct Buildings and Wonders. Most of the Buildings have a resource cost. Some are free and others have a coin cost. Finally, some have a resource cost but also a free construction condition. The Wonders all have a resource cost. Free Construction Some cards have no cost and can be put into play for free. Example: The construction of the Lumber Yard is free.
Some cards have a resource cost. To construct them, you must produce the corresponding resources AND/OR buy them from the bank via the trading rules. Production A city’s resources are produced by its brown cards, its grey cards, some yellow cards, and some Wonders. Example: Antoine produces 1 Stone, 3 Clay, and 1 Papyrus in his city.
If you have in your city all of the resources indicated on the Building, then you can construct that Building. Example: Antoine can construct the Baths (1 Stone) or the Garrison (1 Clay) as his city produces the required resources. However, without trading, he can’t build the Apothecary (1 Glass).
Important: resources aren’t spent during construction. They can be used each turn, for the entire game. Unless there’s an exception, a city’s production is never reduced. Trading Often, you will want to construct a Building while you’re missing one or more required resources. In that case, you can always purchase the missing resources from the bank. The cost of each missing resource varies over the course of the game. It is calculated as follows: COST = 2 + number of symbols of the same resources produced by the brown and grey cards of the opposing city Clarifications
• Note that the purchasing cost is calculated according to the resources present in your opponent’s city, but the purchases are paid to the bank.
• There is no limit to the number of resources you may purchase on your turn.
• The resources produced by yellow cards and by Wonders aren’t factored into trading costs.
• Some commercial Buildings (yellow cards) change the trading rules and set the cost of some resources to 1 coin.
Example: Bruno produces 2 Stones with his Quarry.
• If Antoine wants to purchase one or more stones, he must pay 4 coins for each.
• If Bruno needs a third Stone, he must pay 2 coins, as Antoine doesn’t produce any with his brown cards. Bruno wants to construct the Fortificaitons, which has the following cost: 2 Stone, 1 Clay and 1 Papyrus. He has in his city 2 Stone. He must therefore purchase the missing Clay and Papyrus. As his opponent, Antoine, has 1 Clay in his city, but no Papyrus, Bruno must therefore pay 5 coins to the bank: 3 for the Clay (base 2+1), and 2 for the Papyrus (base 2+0).
Antoine wants to construct the Aqueduct, which costs 3 Stones. As he produces none, he must pay 12 coins to the bank. That’s because Bruno produces 2 Stones with his brown cards, which give a price of 4 coins per Stone (2+2), and Antoine needs 3.
Cost in coins Some cards have a cost in coins, which must then be paid to the bank when they are constructed.
Example: The construction of the Scriptorium costs 2 coins, the construction of the Stone Pit costs 1 coin. Cost in coins and in resources Some cards have a cost in coins and in resources. To build these cards, you must pay the coin cost to the bank and must either produce the resources, or get them through trading.
Example: Bruno wants to construct the Caravansery, which costs 2 coins, 1 Glass and 1 Papyrus. Bruno must pay 7 coins in all. 2 coins for the card’s cost, 3 coins for the Glass (Antoine produces 1), 2 coins for the Papyrus (Antoine does not produce any).
Free construction condition (chains)
Some Buildings grant a chain symbol (white). Some Buildings in Ages II and III contain, under their resource cost, a white symbol linked to a Building from a previous Age. If you have the Building containing this symbol(in parenthesis in braille) in your city, you can construct the new one for free. Example: Antoine has constructed the Baths. During Age II, he can build the Aqueduct for free as the water icon is on the Baths. Bruno has constructed the Palisade. During Age III, he’ll be able to build the Fortifications for free.
A game begins in Age I, continues in Age II, and ends with Age III. In case of a supremacy victory (either military or scientific), the game ends immediately. Overview of an Age Preparation of the structure At the beginning of each Age, shuffle the corresponding deck, then display the 20 cards according to the structure of the current Age (see Game Aid tactile graphic). Be careful, some cards are displayed face up, while others should be face down (filled in).
In 7 Wonders Duel, the players each play in turn. The first player begins Age I. On your turn, you must choose an “accessible” card in the card structure and play it. An accessible card is a card which isn’t partially covered by other cards. Example: the Baths, the Stone Pit, the Lumber Yard, and the Scriptorium are accessible. The other cards are not accessible at the moment.
You can play the card you’ve chosen in one of three different ways:
• 1. Construct the Building
• 2. Discard the card to obtain coins
• 3. Construct a Wonder
After having played your card, you must reveal any cards which may have been hidden and which are now accessible.
• Some Wonders allow you to play again. You start your new turn after having revealed the newly accessible cards.
• If a player has a replay effect that would allow them to take another turn at the end of an Age (when the structure is empty), the effect is lost.
1. Construct a Building
To construct a Building, you pay the cost of the Building and place it in front of yourself. This Building now belongs to your city. As the game progresses, sort your Buildings by color in order to help you read your city.
2. Discard to obtain coins
You discard the card and take 2 coins + 1 coin per yellow card in your city 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 free to consult the discard pile at any point.
Example: Bruno discards the Aqueduct. He earns 4 coins as he has in his city the Tavern and the Clay Reserve.
3. Construct a Wonder
You pay the cost of the Wonder (not the one of the Age card), then place your Age card face down partially covered by the Wonder card which is being constructed. The used card has no effect, it is simply used to show that the Wonder has been built.
Example: Antoine takes an accessible card of his choice to construct the Colossus, which costs 3 Clay and 1 Glass. After having paid the cost of the Colossus (not the card’s), he slips it, face down, under the right-side of the Colossus and moves the Conflict pawn 2 spaces.
7 Wonders, not one more! Only 7 Wonders may be built over the course of the game. As soon as either player constructs the game’s 7th Wonder, the last Wonder, which has not yet been built, is immediately returned to the box.
Example: Antoine has just constructed the Colossus. 7 Wonders have been built during the game (4 by Bruno, 3 by Antoine). Antoine returns the Pyramids to the box.
END OF AN AGE
An Age ends when all 20 cards from the structure have been played. Prepare the next Age’s structure. The player with the weakest military chooses which player begins the next Age. A player has a weaker military if the Conflict pawn is on their side of the board. In a situation where the pawn is in the middle of the board, the player who begins the next Age is the last active player (meaning whoever played the last card of the previous Age).
Each shield represented on the military Buildings (red cards) or Wonders allows its owner to immediately move the Conflict pawn one space in the direction of the opposing capital. The Conflict pawn is therefore likely to move back and forth on the track. When the Conflict pawn enters a zone (defined by dotted lines), the active player applies the effect of the corresponding token, then returns it to the box.
Example: Antoine constructs the Archery Range, a military Building which has 2 Shields. He immediately moves the Conflict pawn two spaces towards the opposing capital. As he enters in a new zone, he applies the Military token, Bruno discards 2 coins, and then the token is returned to the box. Military Supremacy If the Conflict pawn enters the space of your opponent’s capital, you immediately win the game via military supremacy.
SCIENCE & PROGRESS
There are 7 different scientific symbols in the game. Each time you gather a pair of identical scientific symbols, you may immediately choose one of the Progress tokens on the game board. That token will be kept in your city until the end of the game.
Clarification: the scientific symbols are found on the scientific Buildings (green cards) and on a Progress token. Scientific Supremacy If you gather 6 different scientific symbols, you immediately win the game.
END OF GAME AND VICTORY
A game ends immediately in the case of a military supremacy, a scientific supremacy, or at the end of Age III.
Civilian Victory If no player has won a victory through supremacy before the end of Age III, the player who has the most victory points wins the game. To determine your total, add:
• Your military victory points (0, 2, 5, or 10 depending on the position of the Conflict pawn).
• Victory points from your Buildings (blue, green, yellow, and purple cards).
• Victory points from your Wonders.
• Your victory points from Progress.
• Your city’s treasury: each complete set of 3 coins is worth 1 point. In the case where both players are tied, the player who has the most victory points from their Civilian Buildings (blue cards) wins the game. If this is also a tie, then both players share their victory. Note: a scorebook is present in the box to help you total your points, or keep a record of your memorable games!
Authors: Antoine Bauza and Bruno Cathala Artwork: Miguel Coimbra
Development: “The Sombrero-wearing Belgians” aka Cédrick Caumont & Thomas Provoost Rules revision: Ann Pichot
English translation: Eric Harlaux
English revision: Eric Franklin
Text correction: Laure Valentin
Production director: Guillaume Pilon Art director: Alexis Vanmeerbeeck
Layout: Cédric Chevalier, Éric Azagury, Justine Lottin
Thanks: The authors would like to thank all of the testers of 7 Wonders Duel who have allowed the game to progress and evolve. A more specific thanks to Julien from Orange and to all the players who dropped by La Cafetière! Repos Production would like to thank Roy “Free Music”, Jean-Loup “who squeaks”, Christophe “All I need”, Jeff “Peated”, his personal Mentat Dimitri Perrier and Anne-Cath, Sven, Efpé and the Efpé Boys, Brigitte, Tibi, Papy and Mamy Tricky, Dets and Martine, Jean-Yves “Fabiola”, Hélène and Tanguy, the Cyborg. 7 Wonders Duel is a Repos Production game, published by Sombreros Production. Phone: +32 471954132 rue des Comédiens, 22 1000 Brussels - Belgium www.rprod.com © Sombreros production 2015. All rights reserved. The contents of this game can only be used for purposes of private entertainment.
DESCRIPTION OF THE SYMBOLS
Looting 2 or 5 coins Your opponent loses 2 or 5 coins depending on the token. They are returned to the bank. Then the token is returned to the box. If your opponent doesn’t have enough coins, they lose all of their coins.
Immediately take 6 coins from the Bank. The token is worth 4 victory points.
Any future Wonders built by you will cost 2 fewer resources. At each construction, you are free to choose which resources this rebate affects.
You gain the money spent by your opponent when they trade for resources. Be careful, this is only for the money spent obtaining resources, not for the coins which are part of Building costs.
Clarification: the trade discounts of your opponent (Stone Reserve, Wood Reserve, Clay Reserve, and Customs House cards) change the purchase price, but the Economy Progress token allows you to gain the actual money spent by your opponent.
This token is worth a scientific symbol.
Any future civilian Buildings (blue cards) constructed by you will cost 2 fewer resources. At each construction, you are free to choose which resources this rebate affects.
At the end of the game, score 3 victory points for each Progress token in your possession (including itself).
The token is worth 7 victory points.
Once this token enters play, your new military Buildings (red cards) will benefit from 1 extra Shield. Example: a military Building with 2 shields will therefore allow the player to move the Conflict pawn 3 spaces towards the enemy capital. Clarification:
• This Progress does not apply to Wonders which have the Shield symbol.
• This Progress has no effect on military cards built before it came into play.
All future Wonders constructed by you are all treated as though they have the “Play Again” effect. Be careful, Wonders which already have this effect are not affected (a given Wonder cannot have the “Play Again” effect twice).
Immediately take 6 coins from the Bank. Each time you construct a Building for free through linking (free construction condition, chain), you gain 4 coins.
Cards with $ per blank changes the trading rules for the indicated resource. Starting on the following turn, you will purchase the indicated resource from the bank at the cost of 1 coin per unit. This card changes the trading rule for the 2 resources indicated. Starting on the following turn, you will purchase the indicated resources from the bank at the cost of 1 coin per unit.
cards with resource / resource , each turn, one unit of one of the 3 rae resources represented.
many cards produce the amount of coins as cards with a special condition
At the end of the game, this card is worth 2 victory points for each Wonder constructed in the city which has the most wonders.
At the end of the game, this card is worth 1 victory point for each set of 3 coins in the richest city.
At the time it is constructed, this card earns you 1 coin for each green card in the city which has the most green cards. At the end of the game, this card is worth 1 victory point for each green card in the city which has the most green cards.
At the time it is constructed, this card grants you 1 coin for each brown and each grey card in the city which has the most brown and grey cards. At the end of the game, this card is worth 1 victory point for each brown and grey card in the city which has the most brown and grey cards. Clarification: the player is forced to choose one, and only one, city for both colors of cards.
At the time it is constructed, the card grants you 1 coin for each yellow card in the city which has the most yellow cards. At the end of the game, this card is worth 1 victory point for each yellow card in the city which has the most yellow cards.
At the time it is constructed, this card grants you 1 coin for each blue card in the city which has the most blue cards. At the end of the game, this card is worth 1 victory point for each blue card in the city which has the most blue cards.
At the time it is constructed, this card grants you 1 coin for each red card in the city which has the most red cards. At the end of the game, this card is worth 1 victory point for each red card in the city which has the most red cards.
The Appian Way
You take 3 coins from the bank. Your opponent loses 3 coins, which are returned to the bank. Immediately play a second turn. This Wonder is worth 3 victory points.
Place in the discard pile a grey card (manufactured goods) of your choice constructed by your opponent. This Wonder is worth 1 Shield. This Wonder is worth 3 victory points.
This Wonder is worth 2 Shields. This Wonder is worth 3 victory points.
The Great Library
Randomly draw 3 Progress tokens from among those discarded at the beginning of the game. Choose one, play it, and return the other 2 to the box. This Wonder is worth 4 victory points.
The Great Lighthouse
This Wonder produces one unit of the resources shown (Stone, Clay, or Wood) for you each turn.
Clarification: This production has no impact on the cost of trading. This Wonder is worth 4 victory points.
The Hanging Gardens
You take 6 coins from the bank. Immediately play a second turn. This Wonder is worth 3 victory points.
Take all of the cards which have been discarded since the beginning of the game and immediately construct one of your choice for free. Clarification: The cards discarded during setup are not part of the discard. This Wonder is worth 2 victory points.
This Wonder produces one unit of one of the resources shown (Glass or Papyrus) for you each turn.
Clarification: This production has no impact on the cost of trading. Immediately play a second turn. This Wonder is worth 2 victory points.
This Wonder is worth 9 victory points. The Sphinx Immediately play a second turn. This Wonder is worth 6 victory points.
The Statue of Zeus
Put in the discard pile one brown card (Raw goods) of your choice constructed by their opponent. This Wonder is worth 1 Shield. This Wonder is worth 3 victory points.
The Temple of Artemis
Immediately take 12 coins from the Bank. Immediately play a second turn.