7 Wonders Duel
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Details
Sourced from: https://jmo.name/games/
Player Aid Author: Jarrod Moore
Description
Science? Military? What will you draft to win this head-to-head version of 7 Wonders?
Expansions in Use
- Pantheon
- Agora
- Place following boards between two players, with ends of military track pointing at each player:
- Military board with progress token display
- Pantheon board
- Senate board
- Place 4 military tokens:
- Two tokens with one icon go on 5 victory point spaces
- Two tokens with two icons go on 10 victory point spaces
- Randomly place 5 progress tokens on display
- Prepare 3 Age decks:
- Shuffle each deck separately
- Remove 3 cards from each deck and put them back in box
- Then add following number of senator cards to each deck: | Age I | 5 senator cards | | Age II | 5 senator cards | | Age III | 3 senator cards |
- Add 3 random grand temple cards to Age III deck
- Shuffle each of 3 decks
- Deal cards out for Age I structure using prepared Age I deck:
- Refer to setup aid included with game for card layout for each age
- Randomly place 5 Mythology tokens face down on 5 cards indicated on included setup aid
- After placing all 5 tokens, flip them all face up
- Shuffle each Mythology deck, place next to Pantheon board
- Randomly place 6 decree tokens and place one on each on Senate board:
- Open scroll icon => token goes face up
- Wrapped up scroll icon => token goes face down
- Shuffle Conspiracy deck
Each player receives:
- 12 influence cubes of same colour
- 7 coins from bank
Selecting Wonders
- Choose a starting player
- Shuffle Wonder deck and deal 4 Wonders face up between players
- 1st player chooses 1 Wonder
- 2nd player then chooses 2 of remaining 3 Wonders
- 1st player receives final Wonder
- 4 more Wonders are dealt between players
- 2nd player chooses 1 Wonder
- 1st player chooses 2 Wonders of remaining 3 Wonders
- 2nd player receives final Wonder
Players will take turns back and forth (unless an effect says otherwise) and, on your turn, you will do the following things:
- Optionally, you may trigger a prepared Conspiracy
- You then must do one of following:
- Construct a Building
- Discard a Card for Coins
- Construct a Wonder
- Recruit a Senator
- Prepare a Conspiracy
- Activating a Pantheon (Ages II and III)
End of Turn
Flip over any face-down cards in structure that were revealed at end of turn
If any of cards you flip over have on them:
- an Offering token:
- Place them in front of yourself for later use
- a Mythology token:
- Immediately draw two cards from corresponding Mythology deck
- Place one of drawn cards in an empty space of your choice in Pantheon display
- Place other back on top of corresponding Mythology deck
- Put Mythology token in front of you
- Note:
- This action can only be taken at start of your turn and requires that you have already prepared a Conspiracy
- You can prepare as many conspiracies as you want, but you can only trigger one per turn
To trigger a conspiracy:
- Reveal triggered Conspiracy card
- Apply its effect
- Keep Conspiracy face up and leave card you used to prepare it underneath Conspiracy card
- Note: Every card that is not a senator card is a building card
- Take a building card from structure
- Pay its cost:
- Pay number of coins (if any) shown on left hand side of card
- Only pay for symbols your city cannot produce
- Some yellow cards allows you to pay 1 coin for a type of symbol
- Pay (2 + number of that symbol produced by brown/grey cards in opponent's city) for each symbol you cannot produce
- Buildings are free when:
- You have a matching white symbol in your city already
- Grand Temple building:
- If have a matching Mythology token
- You do not discard token when you do this
- Science buildings:
- If you now have a pair of Science symbols, immediately receive a Progress token from display
- Finally, check to see if you now have a won a Science Supremacy victory:
- One of the progress tokens gives you another Science symbol
- Military buildings:
- Active player applies effect of military token immediately when pawn goes into same conflict zone
- Then token is discarded
- Finally, check to see if you have won a Military Supremacy victory
- Active player applies effect of military token immediately when pawn goes into same conflict zone
Sort constructed buildings by color in your city to make calculating costs easier going forward
- Take any card from structure:
- You do not pay cost of this card when taking this action
- Discard it without playing it to your city
- Receive 2 + 1 coin for each yellow card played into your city
- Note: You cannot take this action if 7 Wonders have been built already between two players
- Take any card from structure:
- You do not pay cost of this card when taking this action
- Pay cost of Wonder using same rules as when constructing a building
- Place chosen age card face down half underneath Wonder card to mark that Wonder has been built:
- You do not gain any effect of benefit from chosen age card when doing this
- Gain effect/benefit from Wonder:
- Note: This benefit sometimes includes ability to take another turn
- Take a senator (politician or conspirator) card from structure
- Pay 1 coin for every senator card already played into your city:
- Thus, first senator card is free, second one would cost 1 coin, etc.
- Place card into your city
- If card is a politician:
- You can take a number of Senate actions based on how many blue cards you have played into your city:
- 0-1 blue cards: 1 senate action
- 2-3 blue cards: 2 senate actions
- 4+ blue cards: 3 senate actions
- For each action earned, you can then do one of two things:
- Place Influence:
- Note: You cannot take this action if you have already placed all 12 of your influence cubes
- Each politician card is associated with a particular third of Senate as shown on its icon
- Place 1 influence cube in one of two chambers within this third of Senate
- If decree within this chamber is face down, flip it face up now
- Move Influence:
- Move 1 influence cube from any chamber into an adjacent chamber
- Place Influence:
- You can take a number of Senate actions based on how many blue cards you have played into your city:
- If card is a conspirator:
- You can do one of two things:
- Place Influence:
- Place 1 influence cube in any chamber of Senate
- Conspire:
- Draw 2 conspiracy cards
- Choose one of them and place it face down in front of you
- Put other card either on top or bottom of deck
- Place Influence:
- You can do one of two things:
- You then need to check who controls each chamber of Senate:
- More cubes in chamber than your opponent => you control this chamber:
- Place one of your influence cubes in this chamber into its control zone to mark control
- Gain benefit of chamber's decree
- Same numbor of influence cubes in chamber as your opponent => then no one controls it:
- Thus no on gains chamber decree's benefit
- More cubes in chamber than your opponent => you control this chamber:
If someone controls all 6 chambers of Senate at this point, they win a Political Supremacy victory
- Take any card from structure
- Place card taken face down and half-underneath a conspiracy card in your possession so half of its back is covered
Note:
- This action can only be taken in Ages II and III
- Taking this action does not require you to take any card from structure
To activate a pantheon:
- Pay cost shown by space containing divinity or gate in coins and/or offering tokens
- cost is one next to arrow pointing towards your side of board
- gate costs double cost shown on its space
- Take divinity/gate card from display and place it in front of you
- Immediately apply its effect
After all cards have been taken from structure, round ends. process at end of each round differs slightly.
End of Round 1
- Place Gate card in empty space of Pantheon display
- Turn all cards in Pantheon display face up to reveal available divinities
- Deal out cards from prepared Age II deck as shown on included setup aid
- Randomly place 3 Offering tokens on cards shown on included setup aid
- After 3 tokens have been placed, flip them over to reveal their bonuses
End of Round 2
- Deal out cards from prepared Age III deck as shown on included setup aid
Game can end in one of 3 ways:
- Science Supremacy: Have 6 different Science symbols in your city
- Military Supremacy: Move conflict pawn to city of your opponent
- Political Supremacy: Have control of all 6 sections of Senate
- Civilian Victory:
- If none of above victory conditions have been met, player with highest score wins
- If there is a tie, player who scored most points from blue cards wins
- If there is still a tie, victory is shared
- If none of above victory conditions have been met, player with highest score wins
To score your victory points:
- You get 0, 2, 5 or 10 points depending on where conflict pawn finishes
- Add up victory points from your green, blue, yellow and purple cards
- Gain victory points depending on how many Grand Temples you have in your city
- Add victory points from your constructed Wonders
- Add any victory points from your progress tokens
- Add any victory points from your activated divinities
- Add any victory points from chambers of Senate that you control
- You get 1 victory point for every 3 coins in your treasury
Thumbnail courtesy of BoardGameGeek and the respective publisher.