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Repos Production

7 Wonders Duel

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7 Wonders Duel is a two-player-only civilisation card game from Repos Production in which rivals draft cards from a shared display across three ages, racing toward military, scientific or points victory. For 2 players, it plays in about 30–45 minutes with medium-light complexity, recommended for ages 10+.

Players
2 players
Play time
Up to 1 hr
Age
Teens
Complexity
Medium

About the Game

A game of 7 Wonders Duel is a tense head-to-head race across three ages: you and your rival pull cards from a shared pyramid of face-up and face-down cards, building a civilisation while denying your opponent resources, military strength or scientific symbols. A push into the enemy capital or a sixth science symbol wins on the spot.

Made exclusively for two players, games run about 30–45 minutes with medium-light rules suited to ages 10 and up. Key mechanics include card drafting, set collection, tableau building and a tug-of-war military track.

Released in 2015 by Repos Production, Antoine Bauza and Bruno Cathala's design reworks Bauza's award-winning 7 Wonders for exactly two players. Simultaneous hand drafting is replaced by a shared display where covered cards stay locked away, and three routes to victory — military supremacy, scientific dominance or highest score — keep every pick sharp.

History

Designed by Antoine Bauza and Bruno Cathala and published by Repos Production in 2015, 7 Wonders Duel adapts Bauza's award-winning 7 Wonders (2010) into a dedicated two-player experience. It replaces the original's simultaneous hand drafting with a structured display of face-up and face-down cards, and adds instant military and scientific victory conditions alongside end-game scoring.

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Shipping details

7 Wonders Duel

$42.00

Watch: How to play

Rules of 7 Wonders Duel

  • Setup: place the board between you with the conflict pawn in the centre of the military track, lay out the military and progress tokens, and give each player 7 coins.
  • Draft wonders: deal four wonder cards and take turns picking, then repeat with four more so each player holds four wonders.
  • Prepare the Age I deck (a few cards are removed unseen), then arrange the cards in the Age I pyramid layout, some face up and others face down.
  • On your turn: choose one card with no other card covering it, then either construct it by paying its cost in coins and resources, discard it for coins, or tuck it under one of your wonders to build that wonder stage.
  • Constructed cards join your tableau: brown and grey cards produce resources, yellow cards earn coins, red cards push the conflict pawn, green cards add science symbols, and blue cards score points. Chain symbols let you build certain later cards for free.
  • Face-down cards flip as they are uncovered, and every card you free becomes available to your rival, so the shared display, not a hand of cards, drives the draft.
  • Play through three ages, each with its own deck and layout; the military track position determines who starts each new age.
  • Instant wins: push the conflict pawn into your rival's capital for military supremacy, or collect six different science symbols for scientific supremacy.
  • Otherwise, after Age III, total victory points from buildings, wonders, progress tokens, military position and leftover coins; the higher score wins.

Strategy

  • Before taking a card, check what it will uncover; freeing a powerful card for your opponent can cost more than the card you gain.
  • Keep some coin income flowing, because buying missing resources from the bank grows expensive, especially for resources your rival produces.
  • Track science symbols closely: a pair grants a progress token, and a sixth distinct symbol ends the game immediately, so be ready to deny green cards.
  • A modest military push can collect victory-point tokens and squeeze your rival's coins, but an actual capital push usually needs commitment from Age I.
  • Build wonders deliberately rather than as an afterthought; their coins, extra turns and denial effects can swing a close game, and only seven of the eight wonders can ever be built.
  • Value chain symbols early, as they let you construct costly later cards for free.
  • Sometimes the best move is discarding a tempting card for coins purely to deny it; ask who benefits more from each exposed card.
  • Stay flexible across all three victory paths until your tableau shows a clear edge, then lean in while blocking your rival's strongest route.