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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

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
  • 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
  • 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

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

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
Grand TemplesVictory Points15212321
  • 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.