How to play

How to play 7 Wonders Duel

2 players30 minStrategy

7 Wonders Duel is a two-player game of building a city over three Ages. The rules are short, but the three different ways to win catch new players out. This guide walks through setup, a turn and each win condition.

CABy Corin Ashdown · Updated · 8 min read

In one paragraph

Each Age, 20 cards are laid out in an overlapping pattern between you. On your turn you take one card that isn't covered and either build it into your city, sell it for coins, or use it to build one of your Wonders. Red cards push a shared military pawn toward your rival's capital. Green cards collect science symbols. If either of those goes far enough, you win on the spot. If nobody does by the end of Age III, the higher score wins.

The basics

Players2
Play time30 min
Age10+
Ages (rounds)3
Cards in play per Age20
Starting coins7 each
Wonders per player4 (only 7 of the 8 can be built)

Setup

  1. Board. Lay the board between you. The Conflict pawn starts on the middle space, and the 4 military tokens sit face up on their marked spots.
  2. Progress tokens. Mix all 10, lay 5 of them face up on the board, and box the other 5.
  3. Coins. Each player takes 7 coins from the bank.
  4. Draft Wonders. Shuffle the 12 Wonders and turn 4 face up. The pick order is first player (1 Wonder), second player (2 Wonders), then first player takes the one left. Turn up 4 more and run the same order with the roles swapped. You each finish with 4.
  5. Prepare the decks. Pull 3 random cards from each Age deck and box them unseen. Then pick 3 of the 7 purple Guilds at random, mix them into the Age III deck unseen, and box the remaining four.
  6. Lay out Age I. Deal the 20 Age I cards into the pattern shown at the back of the rulebook. Some go face up and some face down, so check the diagram as you deal.
First game: skip the draft. The rulebook gives a fixed set of four Wonders to each player, which is fairer while you're both learning.

Your turn: three ways to use a card

Pick any card that has no other card overlapping it. Then do one of these:

ChoiceWhat happens
Build itPay its cost and place it in your city. Sort your cards by color so you can read your city at a glance.
Discard it for coinsPut it face down in the discard and take 2 coins, plus 1 more for each yellow card in your city.
Build a WonderPay the Wonder's cost (ignore the card's own cost) and tuck the card face down under the Wonder.

After you take a card, flip any face-down card that is now fully uncovered. Some Wonders give you another turn straight away.

Wonders don't need a matching card. Any card you can take will do, which is a handy way to use up a card your opponent wants. It gets tucked under the Wonder and does nothing else. If a Wonder's extra turn would happen after the last card of an Age is gone, it's lost.

When the seventh Wonder gets built, whichever one is still unbuilt leaves the game. So one of you will end up with only three. Racing to build your best Wonders early matters.

Paying for things

Brown and gray cards produce resources, and so do some yellow cards and Wonders. Resources work like permanent income rather than currency: building with Stone doesn't use any up, so the same Stone card helps pay for something every turn.

If you're missing a resource, you buy it from the bank. The price depends on your opponent:

Your opponent's brown/gray cards make…You pay per unit
None of that resource2 coins
1 of that resource3 coins
2 of that resource4 coins
Each extra one+1 coin

The coins go to the bank, not to your opponent, unless they own the Economy progress token. Resources from yellow cards and Wonders don't raise the price. Some yellow cards fix a resource at 1 coin for you.

Chains: some cards in Ages II and III show a small white symbol in their cost. If you already built the earlier card with that symbol, you build the new one for free.

Three ways to win, compared

Most new players only chase points. The two instant wins are what make the game tense, because you have to watch your rival's red and green cards as closely as your own.

Military supremacyScientific supremacyCivilian victory
HowPush the Conflict pawn into your opponent's capitalCollect 6 different science symbolsHave the most points after Age III
Built fromShields on red cards and some WondersGreen cards, plus the Law progress tokenEverything in your city
When it ends the gameImmediatelyImmediatelyAfter the last card of Age III
Side rewardsMilitary tokens make your rival lose 2 or 5 coinsEach matching pair of symbols lets you take a progress tokenNone. It's the default
How to stop itBuild your own shields to push the pawn backTake or discard the green cards they needScore more points

Every shield nudges the pawn one space toward your rival's capital, and their shields pull it back, so it can swing both ways all game. When it crosses into a zone that holds a military token, the player who moved it applies the token and takes it off the board.

The game has 7 science symbols. Each time you collect a second copy of a symbol, take any progress token still on the board. Six different symbols wins on the spot.

Moving between Ages

An Age ends when all 20 cards are gone. Lay out the next Age's pattern. The player with the weaker military (the one the pawn sits closer to) chooses who goes first in the next Age. If the pawn is dead center, the player who took the last card of the previous Age makes that choice.

Age III has no brown or gray cards, but it has the 3 Guilds you shuffled in. Guilds score based on which city has the most of a certain card type, and you can choose either city.

Civilian scoring

SourcePoints
Military position0, 2, 5 or 10, based on how far the pawn sits on your rival's side
Blue, green, yellow and purple cardsAs printed
WondersAs printed
Progress tokensAs printed
Coins1 per full set of 3

On a tie, the player with more points from blue cards wins. If that's tied too, you share the win.

Common mistakes

  • Paying your opponent for resources. Trade money goes to the bank. The opponent's cards only set the price.
  • Taking a covered card. A card is only available when nothing overlaps it, not even a corner.
  • Forgetting to flip. Reveal newly uncovered face-down cards before the next turn starts.
  • Ignoring the science race. Two greens can look harmless. Count your rival's symbols every Age.
  • Leaving a card that sets up your opponent. Every card you take may uncover one for them. Look one step ahead before you choose.
  • Selling cards too rarely. Discarding for coins is a real move, especially when the only cards open would help your rival.

If this one lands with your group, our best 2-player board games guide lists the other duels worth owning.

CA
Corin Ashdown · Editor

Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.