⚔️ Outsmart. Outbuild. Outlast. The ultimate 2-player ancient world showdown!
7 Wonders Duel is a fast-paced, two-player strategy board game where players compete to build the most powerful civilization through military conquest, scientific advancement, or cultural prestige. Designed for ages 10+, it offers intense 30-minute gameplay sessions with high replay value, making it a perfect addition to any game night.
CPSIA Cautionary Statement | Choking Hazard - Small Parts, No Warning Applicable |
Item Weight | 500 Grams |
Number of Items | 1 |
Unit Count | 1.0 Count |
Material Type | Paper |
Are Batteries Required | No |
Color | Multi-colored |
Theme | Ancient Civilization |
D**A
Best 2-player game
I rarely write reviews, but this board game really deserves it. If you are looking for a medium weight 2-player game, do not hesitate to buy it. The game is well-designed and offers multiple ways to win (science, military, points), making it very replayable. And there are two extensions (as of 2025) that you can buy to enrich the base game.The game is fast to set up, although for a medium-weight game it does have a bit of a learning curve. My husband, being a gamer, got all of the rules right away, but for me it took a game or two to understand all the complexities. There are just a lot of different types of cards and special tokens that take a while to learn, but then in my eyes this makes the game more replayable.The game is called “7 wonders” but building the wonders gives you only some of the points. You also get points for various cards and tokens, and if you win via military or scientific victory, points do not count at all. I personally like the fact that there are options to try to win without accumulating and counting points. My husband, on the other hand, is used to complex games where you count points at the end. So this game offers something for us both. What I also like is that there is a good deal of interaction between players (stealing cards and coins, balancing a military score).Next to Splendor Duel, 7 Wonders Duel is our favorite to play when we have an hour or so in the evening. The two games are actually fairly different, but if you like one of them you may like the other!
K**Y
MUST MUST MUST HAVE GAME!
Absolutely adore this game! My husband and I love the full 7 Wonders Game but couldn’t play it just me and him and this game is perfection! THEE BEST TWO PLAYER GAME IVE SEEN YET! It’s different every time you play, strategy, luck, reliably fun, and a lot of the time you don’t know the winner until you add up the points! Definitely a more complicated game to learn but once you do, easily one of my top games! 100000% worth the money!
S**N
Best 2 player strategy game✨ Hands down🙌🏻
Reasons why we love this game so much-Designed specifically for two players, with a focus on card drafting, resource management, and multiple victory paths (points, military, science).• Highly strategic, with minimal luck and constant player interaction.• Best for those who want a tense, competitive two-player experience with deep tactical choices.
B**N
Variety of strategy, but quick to play
Our family (ages 8-12 and adults) loves the variety of strategies to win the game and the fact that it is a pretty quick strategic game is nice. My wife and I like the fact it is a 2 player, so we don’t always need a big group. It’s well thought out, easy to learn, and different each time. It’s a fun game to add into the rotation or have as a date night game.
A**R
7 Wonders for two the way it was meant to be
Quick take: The original 7 Wonders is well known for being a great 3-7 player game, though it struggles with a tedious variant for 2 players. 7 Wonders: Duel takes this 2 player criticism head on with brand new game mechanics, but keeps the spirit of the original game intact.PositivesThe 7 Wonders universe has always had great artwork and gameplay, and Duel meets all that. However, Duel takes a significantly different approach to how cards are built throughout the game. The main 7 Wonders game and all its expansions were based on a hand of cards passing around the circle, and then card-drafting your civilization from that. Duel takes a different approach of laying the cards out in different combinations of face up and face down pyramid shapes, with cards overlaid on top of others. This ensures that both players can see some of the cards that will be available in future turns, though not the face down ones. On your turn, you might hesitate to build a Stone Quarry (even though you really need stone!) because doing so would open up a key card or cards for your opponent. These back-and-forth risk/reward decisions that players will make would be interesting enough on their own, but Duel also adds a twist to three more mechanics: military victory, science victory, and Wonders.Military Victory. In Duel, at the start of a game players will start with a neutral position on a two-way "tug of war" style military chart. As military strength is built up, the military token will swing back and forth between the two players. If one player is not careful to keep the other's military in check, they can easily be overrun and lose immediately when their opponent's army reaches their capitol city. In the original 7 Wonders, one could often ignore military power entirely and still win. In Duel, if your opponent decides to go for a military win and you ignore it, you will most likely lose. This adds a much appreciated tension to the game and makes the "Duel" moniker very applicable.Science Victory. Another way for an immediate victory in Duel is to build six unique Science symbols. This is harder than it sounds, since your opponent will be doing everything he can to ensure that you don't. However, since being "too" defensive is equally as poor of a strategy, they'll have to allow you to get close, but not too close. With equally skilled players, these Science and Military victories won't happen as often as the typical "Most Victory points" win, but they are immediate and satisfying when they do.Wonders. Each player will start with 4 Wonders available to build, and only 7 can be built during the game. The Wonders in Duel are satisfyingly expensive, and several of them have a "take an extra turn" mechanic that can be used strategically to bury a card that your opponent especially wants, and then snatch the next card underneath it before your opponent has a chance to take their turn. This enhances the tension of the back-and-forth card taking because you're never sure when your opponent is going to use it to take two turns at once.NegativesIn the ten games that we've played, everything seems near-perfectly balanced. Everything, that is, except one specific Progress token which led to a runaway victory when paired with a specific Guild card. In fairness, we were both new to the game at the time, so I didn't have a game plan to combat it. It may have just been a random "perfect storm". Since then, we've been able to mitigate that from happening.Other than that minor quibble, I don't really have anything else negative to say.Final ThoughtsDuel benefits greatly from the two-player only design. It plays relatively quickly (35 min) but packs a lot of interesting decisions without being too brain-burning (i.e. Five Tribes). After ten plays, you start to appreciate even more the tightness of design. The interplay between the Military/Science/Victory Point strategies keeps you on your toes and ensures that you can't just fall into the same game plan every time.We're huge 7 Wonders fans in our group, and happy to say that this game would stand up even without the 7 Wonders name. It's easily our favorite "two player only" game that we own. I wouldn't be surprised to see this game get a flood of expansions as well; it's that good.Quick note on the components: the cards are reduced in size quite a bit from the original game, mostly because of necessity, but that makes it also easy to transport.Note: full review of this game, including gameplay descriptions, more bad puns, and a lot more pictures available at playbegins.com
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