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Where to Buy 7 Wonders Duel : Amazon US | Amazon CA
How to Play 7 Wonders Duel — A Step-by-Step Guide to This Two-Player Hit
Welcome to 7 Wonders Duel, a clever and fast-paced two-player card drafting game built on the bones of the classic 7 Wonders. You’ll compete to build civilizations, gather resources, and chase one of three paths to victory. Whether you’re building a science engine or charging down the military track, every turn in this game offers interesting choices and tight player interaction.
Let’s break it all down in a clear, simple way so you can learn it, teach it, and get right to playing.
What Comes in the Box
Before jumping into gameplay, let’s look at what you’ll find when opening up the box:
- 1 Game board (small, goes between both players)
- 66 Age cards (purple backs for Age I, blue for Age II, green for Age III)
- 7 Guild cards (used only in Age III)
- 12 Wonder cards (4 for each player)
- 23 Progress tokens
- 31 Coins (value 1s, 3s, and 6s)
- 1 Conflict marker (used on the military track)
- 1 Military board track
- Rulebook
Now that we’ve got the parts, let’s set it up and get playing.
Setup Breakdown
Step 1: Set Up the Board
Place the game board between both players. This has the military track and five slots for progress tokens.
Put the conflict pawn in the middle space of the military track. Stack a pile of coins nearby with 1s, 3s, and 6s. Shuffle the progress tokens and place five faceup tokens randomly on the circular slots on the top of the board.
Step 2: Choose Your Wonders
Each player will end up with 4 Wonders. Start by drawing 4 random Wonders. Then take turns picking one in this order:
- Player A picks one
- Player B picks two
- Player A takes the last one
Repeat this with 4 more Wonders, starting with Player B this time. In the end, each player has 4 Wonders. Only 7 total can be built, so one player won’t get to build all 4.
Step 3: Prepare Age I Cards
Separate the Age I, II, and III cards by color on their backs. Shuffle the Age I cards and set up the tableau using the diagram shown in the rulebook. Cards are placed in patterns — some face up, some face down. These patterns change for each of the three Ages and add cool tension to your choices during the game.
Place Guild cards into the Age III deck by randomly choosing 3 and shuffling them in before setting up Age III when it’s time.
How to Win 7 Wonders Duel
There are three paths to victory. The game ends immediately once one of these happens:
- Science victory: Collect 6 different science symbols.
- Military victory: Push the conflict token to the opponent’s capital (far side of the military track).
- Civilian victory: If no player wins by science or military by the end of Age III, add up points — the highest total wins.
How Each Turn Works
Players take turns one at a time. On your turn, pick a card from the board that is not covered by any other card. You can do one of three things:
1. Build the Card
Pay the resource cost (shown in the upper-left of the card) and place the card in your city. Some cards are free. Some become free if you’ve previously built a linked building (look for the white chain symbol). Cards you build give resources, points, military power, coins, or science symbols.
2. Use It to Build a Wonder
Put the card face-down under one of your Wonders and pay the cost shown on the Wonder. Flip the Wonder face-up. Each Wonder gives a powerful benefit — gain coins, take another turn, move the military token, or steal a card. You can only build up to 7 Wonders total across both players, so once that seventh one is built, the last unused Wonder can’t be built at all.
3. Discard the Card for Coins
Not enough resources? Don’t like the card? You can discard it to get 2 coins plus 1 coin for each yellow building you have in play.
Resources and Payments
You need resources like wood, clay, stone, papyrus, and glass for building cards and Wonders. Here’s how you get them:
- Brown cards give raw materials (wood, clay, stone).
- Grey cards give refined materials (glass, papyrus).
If you don’t produce enough of a resource, you can “buy” it from the bank. You pay 2 coins per resource plus 1 extra coin for each of that type your opponent produces. If your opponent has 2 stone, you pay 4 coins to buy 1 stone (2 + 2).
Military Track
Whenever you build a red military card or a Wonder that affects military, move the token on the track toward your opponent. When it hits their capital, you win instantly. Along the way, it can enter zones that force your opponent to lose coins — keep pressure on and make them uncomfortable.
Science and Progress Tokens
Green cards show science symbols. If you collect two cards with the same science symbol, you get to take one of the available progress tokens on the board. These give ongoing bonuses, better costs, or special abilities. If you collect 6 different science symbols (not two of each, just one copy of six different types), you win instantly.
Yellow, Blue, and Purple Cards
- Yellow (economic): Help with coin generation or lowering cost of resources.
- Blue (civilian): Mainly worth end-game points.
- Purple (guild): Only appear in Age III and give points based on specific conditions — having lots of red buildings, science cards, Wonders, etc.
Moving Through the Ages
You start with Age I. Once all the cards in the Age I tableau are gone, shuffle and set up the Age II tableau. The layout changes to a new pattern. After finishing Age II, shuffle in 3 random Guild cards into Age III and build that last tableau pattern. The game will end either with a surprise military or science victory or go to regular scoring if neither happens by the end of Age III.
End Game Scoring
If no one has won through military or science, calculate points:
- Blue buildings: Add all point values.
- Green (science): Some give points listed in top-right.
- Yellow (economic): Some give points based on your resources/coins.
- Purple (guilds): These add points based on the condition shown.
- Wonders: Point value is on the card.
- Progress tokens: Some have points.
- Coins: Every 3 coins = 1 point.
Highest total wins. Tiebreaker goes to the player with more military strength.
Tips for New Players
- Keep an eye on your opponent’s science symbols. Don’t let them get 6.
- Watch the military track — it can sneak up quick.
- Don’t hoard coins. Use them efficiently, but don’t run dry.
- Try not to reveal good cards to your opponent by unlocking face-down cards that benefit them.
- Play Wonders early if they give you a second turn — double moves can be game-changing.
Why 7 Wonders Duel Works So Well
What makes 7 Wonders Duel click is the constant push-pull of your options. Every turn, you’re thinking about what’s best for you and how to block your opponent. The card pyramid adds layers of strategy as players work down toward face-down cards that might help either side. It plays fast, offers multiple paths to victory, and forces smart decisions.
Even after lots of