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.
CONTENTS • 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 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”.
GAME ELEMENTS Wonder card Board Each large card represents a Wonder from the Age of Antiquity. Each Wonder consists of a name, a construction cost, and an effect. Name 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.
Guild and Age cards Cost of 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. The area located under the color strip on Age cards indicates the construction cost. 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.
PREPARATION 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. 1. 5. 4. 3. 2. 6 3.
Wonders Selection Phase One deck per Age • 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. Return to the box, without looking at them, 3 cards from each Age deck.
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. If you have in your city all of the resources indicated on the Building, then you can construct that Building.
Cost in coins 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. 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.
GAME OVERVIEW 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. After having played your card, you must reveal any cards which may have been hidden and which are now accessible. Note: • Some Wonders allow you to play again. You start your new turn after having revealed the newly accessible cards.
END OF AN AGE 3. Construct a Wonder An Age ends when all 20 cards from the structure have been played. 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.
MILITARY SCIENCE & PROGRESS 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.
END OF GAME AND VICTORY CREDITS A game ends immediately in the case of a military supremacy, a scientific supremacy, or at the end of Age III.
DESCRIPTION OF THE SYMBOLS Military Token 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. Mathematics At the end of the game, score 3 victory points for each Progress token in your possession (including itself). Progress Token Philosophy Agriculture The token is worth 7 victory points. Immediately take 6 coins from the Bank.
Age I, II, and III cards This card grants the linking symbol shown. During a later Age you will be able to, using this symbol, construct a card with that symbol in its cost for free. This card produces the raw goods represented. Clay Wood Stone This card produces two units of the raw goods represented. 2 Clays 2 Woods 2 Stones This card produces, each turn, one unit of one of the 3 raw goods represented. Clarification: This production has no impact on trading costs.
Guild cards 2 Builders Guild Traders Guild 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. 1 Moneylenders Guild 3 1 1 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.
Wonders The Appian Way The Mausoleum 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. 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.
LIST OF CARDS without links p18 • with links (free construction conditions) p19 Age I Age II Age III LUMBER YARD SAWMILL ARSENAL LOGGING CAMP BRICKYARD COURTHOUSE Guilds MERCHANTS GUILD 1 1 SHIPOWNERS GUILD CLAY POOL SHELF QUARRY ACADEMY 3 CLAY PIT GLASS-BLOWER STUDY 3 QUARRY DRYING ROOM CHAMBER OF COMMERCE STONE PIT WALLS PORT GLASSWORKS FORUM ARMORY PRESS CARAVANSERY GUARD TOWER CUSTOMS HOUSE WORKSHOP 1 TRIBUNAL APOTHECARY 1 1 STONE RESERVE 1 CLAY RESERVE 1 WOOD R
Age I Age II STABLE HORSE BREEDERS GARRISON BARRACKS Age III PALISADE FORTIFICATIONS ARCHERY RANGE SIEGE WORKSHOP PARADE GROUND CIRCUS SCRIPTORIUM LIBRARY 2 PHARMACIST DISPENSARY 2 SCHOOL 1 UNIVERSITY 2 LABORATORY 1 OBSERVATORY 2 THEATER 3 STATUE 4 GARDENS 6 ALTAR 3 TEMPLE 4 PANTHEON 6 BATHS 3 AQUEDUCT 5 ROSTRUM 4 SENATE 5 TAVERN LIGHTHOUSE 4 BREWERY 6 19 ARENA 1 3 2 3
ORGANIZATION OF THE CARD BOARD DEPENDING ON THE AGE At the beginning of each Age, shuffle the corresponding deck, then lay out the 20 cards according to the structure of the current Age. Be careful, some cards are laid out face up, and others face down. To make things easier, start at the indicated point.