🎲 BoardGameMate한국어
Back to home
7 Wonders Duel board game box image

Top 11

7 Wonders Duel

A lasting classic among two-player-only board games, in which you draft cards over three Ages and compete for a civilian, military, or scientific victory. Short playing time and deep reading of your opponent sit side by side, so it stays a steady recommendation for people who love two-player games.

My collection
👥 2–2 players (best with 2)🔞 age 10+⏱️ 30–30 min🎯 weight 2/5
StrategyCard game

Rules

A two-player-only take on “7 Wonders,” but you never pass a hand of cards. Instead you take one uncovered card at a time from the card structure. There are three ways to win, and two of them end the game on the spot, without waiting for Age III.

Edition: Base game (per the official Repos Production rulebook) — a standalone game for 2 playersCross-checked against the Korean and English rulebooks

There are three ways to win

VictoryConditionWhen
Military supremacyThe Conflict pawn enters your opponent's capital spaceEnds immediately
Scientific supremacyYou gather 6 different scientific symbolsEnds immediately
Civilian victoryNo supremacy by the end of Age III, so compare victory pointsAfter Age III ends

This is the biggest difference from the original game. If your opponent is racing down the military or science track, you may never get to scoring at all. You will often be in a spot where stopping their instant win matters more than building your own score.

Contents

ComponentCountNote
Game board19 zones · 19 spaces. The space at each end is that player's capital
Age cards23 Age I · 23 Age II · 20 Age IIIAge III has no brown or grey cards
Guild cards7Only 3 are drawn and shuffled into Age III
Wonder cards12Split 4 each between the players
Military tokens4Trigger when the Conflict pawn enters a zone
Progress tokens10Only 5 go on the board at the start
Conflict pawn1Starts in the middle of the board
Coins3114 value 1 · 10 value 3 · 7 value 6

Setup

  1. 1Place the board between the two players and put the Conflict pawn on the neutral space in the middle.
  2. 2Place the 4 Military tokens face up on their spaces.
  3. 3Shuffle the Progress tokens and place only 5, at random, face up on the board. Return the rest to the box.
  4. 4Each player takes 7 coins from the bank.
  5. 5Return 3 cards from each Age deck to the box without looking at them. Draw only 3 of the 7 Guild cards at random and shuffle them into the Age III deck.

Wonder selection — 1 · 2 · 1

Shuffle the 12 Wonders and lay out 4 face up. The first player takes 1, the second player takes 2, and the first player takes the last one. Then lay out 4 more and repeat in the same order, but starting with the second player. Each player ends up with 4 Wonders.

For a first game the rulebook suggests skipping Wonder selection and using the set it gives you. Player 1 takes the Pyramids, the Great Lighthouse, the Temple of Artemis, and the Statue of Zeus; Player 2 takes Circus Maximus, Piraeus, the Appian Way, and the Colossus.

A turn — take an uncovered card

Each Age lays out 20 cards in a set shape. Some are face up, some face down. The two players take alternating turns.

You may only take an “accessible” card

You may only choose a card that is not even partly covered by another card. Taking a card uncovers what was under it, so what you open up for your opponent is the calculation every turn.

What you can do with the card you takeDetail
① Construct a BuildingPay the cost and place it in your city
② Discard for coinsTake 2 coins + 1 per yellow card in your city
③ Construct a WonderPay the Wonder's cost and slide the card face down under the Wonder
  • After you play a card, reveal any card that has become accessible.
  • Some Wonders let you play again; you begin that turn after revealing the newly accessible cards.
  • If a “play again” effect would give you a turn at the end of an Age, when the structure is empty, the effect is lost.

Trading — your opponent's production sets your prices

Cost = 2 + the number of that resource your opponent produces

You can always buy a missing resource from the bank. The price rises with the production of your opponent's brown and grey cards. The money goes to the bank, not to your opponent.

Opp. 02 coinsOpp. 13 coinsOpp. 24 coinsThe more of a resource your opponent makes, the more you pay
If your opponent produces 2 Stone, Stone costs you 2 + 2 = 4 coins. Three Stone costs 12. A resource your opponent does not make stays cheap at 2 coins.
  • There is no limit to how many resources you may buy on your turn.
  • Resources from yellow cards and Wonders are not counted in trading costs.
  • Some yellow cards fix the price of a given resource at 1 coin.
  • Resources are not spent. Once you have them, you use them for the whole game.
  • Free construction by chain: if an Age II or III card has a white symbol under its cost and you already built the Building that grants that symbol, you construct it for free.

Some cards ask for both coins and resources. Pay the card's coin cost to the bank, and cover the resources by producing or buying them. The two costs are separate.

Military — one shield is one space

  • Each shield on a red card or a Wonder moves the Conflict pawn one space toward your opponent's capital. It applies immediately.
  • The pawn moves back and forth. It comes back when your opponent adds shields.
  • When the pawn enters a zone marked by dotted lines, that zone's Military token triggers. Your opponent loses 2 or 5 coins and the token goes to the box.
  • If the pawn enters your opponent's capital space, you win at once by military supremacy.

Military points in a civilian victory

If the game reaches the end of Age III, you score 0 · 2 · 5 · or 10 points by where the pawn is. A small military lead is already points, so military is not a total waste even when it never reaches supremacy.

Science and Progress tokens

  • There are 7 scientific symbols. They are on green cards and on some Progress tokens.
  • Each time you gather a pair of identical symbols, you immediately take one of the Progress tokens on the board. That token is yours until the end of the game.
  • Gather 6 different symbols and you win at once by scientific supremacy.

Pairs and six-of-a-kind pull in opposite directions

Progress tokens come from doubling up on the same symbol, while scientific supremacy needs you to spread across different symbols. Chasing both at once is hard, so every time you take a green card you have to decide which one you are after. If your opponent has 4 or 5 different symbols, you have to stop them, even by discarding the green card.

Only 7 Wonders get built in total

You hold 4 each, 8 in all, but only 7 are built in a game. The moment either player completes the 7th, the last unbuilt Wonder goes straight to the box.

“Making sure your opponent never builds the Wonder they are saving” is a real tactic. If you complete the 7th, their last Wonder disappears.

You pay the cost printed on the Wonder card. The cost of the Age card used to mark it does not matter.

End of an Age and final scoring

The weaker side chooses who starts the next Age

An Age ends when all 20 cards in the structure are gone. The player with the weaker military — the one whose side of the board the Conflict pawn is on — chooses who begins the next Age. If the pawn is exactly in the middle, the player who played the last card of the previous Age begins.

Final scoring categoryHow it counts
Military0 · 2 · 5 · or 10 points by the Conflict pawn's position
BuildingsVictory points on blue · green · yellow · purple cards
WondersVictory points on the Wonders you completed
Progress tokensVictory points printed on the tokens
Treasury1 point per 3 coins
  • On a tie, the player with more victory points from blue (civilian) cards wins.
  • If that is tied as well, the players share the victory.

Rules people get wrong

Q. Can we mix these cards with the original game?

No. It is a completely different game. The card counts and contents differ, and play is not drafting.

Q. Can I take a covered card?

No. If it is covered even a little, you cannot take it. That is why you have to watch what taking a card opens up for your opponent.

Q. Do I buy resources from my opponent?

No. You buy from the bank. The price is set by your opponent's production, but the money never reaches them, which is unlike the original game.

Q. Do resources from yellow cards raise my opponent's prices?

No. Only brown and grey cards count toward trading costs.

Q. How many coins do I get for discarding a card?

2, plus 1 per yellow card in your city. Collecting yellow cards makes discarding strong.

Q. Can we build all 8 Wonders?

No. Only 7 get built and the last one goes to the box. Who builds the 7th matters.

Q. Do we score points if I gather 6 scientific symbols?

No. You win at once and the game ends. Military supremacy works the same way.

Q. Do three identical symbols give me two Progress tokens?

You take one each time a pair is completed. Three symbols is one pair, so one token. At four, a second pair is complete and you take another.

History and editions

ItemDetail
DesignersAntoine Bauza · Bruno Cathala
ArtworkMiguel Coimbra
PublishedRepos Production, 2015
ReputationThe most widely recommended game for two players
ExpansionReleasedNote
Pantheon2016Adds deity cards and a temple
Agora2020The Senate and conspiracy cards

The original “7 Wonders” has an official two-player variant, but even its rulebook recommends 3 to 7 players first. If two players is your main setup, Duel is the better pick.

Sources

Official Repos Production rulebook (7 Wonders Duel, English)Wiki cross-check — Wikipedia: 7 Wonders DuelWiki cross-check — Namuwiki: 7 Wonders Duel

Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.

Spotted a mistake? Tell us in the comments below →

Last updated 2026-09-08

💡 Master tip

Taking the color of card your opponent needs before they can, and always watching for a line toward an instant scientific win, both matter at the same time. Check how far the military track has moved each turn so your opponent cannot surprise you with an instant military win.

Related games

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Automatic score calculator

Adds up civilian, military, science, commercial, and Wonder points at once

Comments

Share your thoughts, report a mistake, or request a tool. No sign-in needed — nicknames are not verified, so anyone can use the same one.

Links are not allowed. Up to 5 comments per day.

Loading…