How to Play 7 Wonders Duel
Components
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Card display: Age I, II, and III decks laid out in specific pyramid patterns.
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4 Wonder cards per player (8 total, chosen during setup).
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Conflict pawn and military track running between both players' capitals.
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Progress tokens (10 available, 5 in play each game) providing special abilities.
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Coins for purchasing.
Setup
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Place the conflict board between players with the conflict pawn in the center.
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Randomly reveal 5 Progress tokens from the pool of 10 and place them on the board.
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Deal 4 Wonder cards to each player via a draft: reveal 4, first player takes 1, second player takes 2, first player takes the last. Repeat with 4 more for the second player to pick first.
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Each player starts with 7 coins.
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Build the Age I card display: lay 20 cards in the prescribed pyramid pattern (some face-up, some face-down).
Turn Structure
Players alternate turns. On your turn, take 1 accessible card from the display (a card with no other cards on top of it). Face-down cards are flipped when uncovered. Then do one of three things:
A) Build the structure
Pay the card's resource cost using your production, coin purchases, or free-build chains. Place the card in your play area.
B) Build a wonder stage
Place the card face-down under one of your unbuilt Wonder cards and pay the Wonder's cost. Gain the Wonder's benefit.
C) Discard for coins
Discard the card and take 2 coins + 1 per yellow card you have built.
After taking a card, if any face-down cards in the display are now uncovered, flip them face-up.
Military
Red military cards advance the conflict pawn toward your opponent. If the pawn reaches the opponent's capital zone, you win immediately by Military Supremacy.
Science
Green science cards show scientific symbols. If you collect 6 different symbols at any point, you win immediately by Scientific Supremacy. Collecting a pair of identical symbols lets you take a Progress token from the board.
Progress Tokens
When you collect a matching pair of science symbols, choose 1 of the 5 available Progress tokens. These grant powerful ongoing or one-time abilities.
Ages
After all cards in an Age are taken, set up the next Age's card display. Age structures get progressively more complex.
End of Game
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Military Supremacy: conflict pawn reaches opponent's capital.
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Scientific Supremacy: collect 6 different science symbols.
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Civilian Victory: after all Age III cards are taken, total victory points from cards, wonders, progress tokens, military position, and coins. Highest total wins; tied goes to the player with more military strength.
Winning
The game ends the moment a Supremacy occurs, or after Age III is completed. In a Civilian Victory, the player with the most victory points wins.