| Game Name: | 7 Wonders Duel | Published Year: | 2015 |
| Game Publisher: | Repos Productions | Player Scale: | 2 |
| Game Designers: | Antoine Bauza & Bruno Cathala | Run Time: | 30 – 60 mins |
7 Wonders Duel takes you back three–thousand odd years or so, to once again rule over an empire in this tricky, thought provoking, and ultimately brilliant riff on its big brother; 7 Wonders. If you have never played 7 Wonders don’t panic, as these games are very different, yet are clearly related. If you’ve played 7 Wonders, and, love it or hate it, this game is worth investigating. A relatively small footprint, and gameplay under an hour it is great for couples, lunch breaks or just as a cracking head-to-head game that wraps up in under an hour.

After each selecting four of the available wonders each – yes that does mean there will be eight of them in total, but only seven can be built – and your starting coins, in turn, you will select one the available cards from the pyramid style display and add it to you civilisation, paying any costs associated and thus gain its benefits/resource.
There are three ages to the game, where each subsequent Age the range of resources changes and evolves, advancing your civilisation forward. The game will come to a natural close at the end of the Third Age, where all points are calculated and a winner is declared. Alternatively, victory can be achieved through a ‘Scientific’ channel – collecting six of the seven possible scientific icons, or via the ‘Military’ route, whereby you crush your opponent beneath sandal shod foot. These latter two are much harder to achieve – but believe me, it feels really, really good when you do.
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Pyramid of the 1st Age[/caption]A central feature of the game, and one that makes the game look very different from many, is the table layout of the cards for each of the Ages. Not only does it look cool, and it is also pretty thematic but it provides a great assimilation of the drafting mechanic used in 7 Wonders, but for two players. Which is far, far better than the two player mode that exists in that game. From this very simple set-up, each player is beset by an array of choices and consequences, in a greater fashion that you would normally experience in a draft. With about 50% open information – since roughly half of the cards are placed face down – the questions of what to take, what to leave behind, what to open, or leave for your opponent to open form your basic, yet difficult choices that must be made each turn.
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When playing this game, there is a definite sense of flow, with the game’s pace charging ahead as the Ages fall, as your civilisation becomes more coherent and more structured, choices become more clear, but never simpler. Ways and means of blocking your opponent become more recognisable, but ultimately more costly if they don’t also benefit you. If you fall into the category of a “Classic Gamer”, one who likes strategically planning ahead, second guessing your opponent and basically planning your victory from four or five moves away, 7 Wonders Duel will be right up your street, with a nice flourish – in that every now and then, a revealed card scuppers even your best laid plan. On the flip side of this though, if you are prone to Analysis Paralysis this game can, for those same reasons feel a little daunting at times.
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8 of the 7 Wonders...erm...yeah, 8[/caption]Players already familiar with 7 Wonders will feel right at home playing this game, coming armed to the table with an understanding of how the tableau and resource building works. There is a significant change in the way Commerce, Science, and Military are handled, but not so much so to create a barrier. New players to this cannon will quickly be able to make sense of the rule book, which provides plenty of examples plays for the more ‘complex’ rules. The rulebook, isn’t the most concise, and looking for rule clarity and reminders isn’t always as straightforward as one would like – I always forget how many coins you start with during set up, and I also forget I have to go to page six to find out. Of particular note is the iconography, particularly on some of the Science tokens, Guides and Wonders – once you know what they mean the symbols do “make sense” but that meaning doesn’t spring forth, so early games can become slowed while you look them up.

With an almost perfect and useful box insert, quality components including the nifty military tracker, Repos Productions have done exactly what you would expect of a major game distributor. Unfortunately, they have even managed to make the card sizes irritating again – in 7 Wonders they are unnecessarily big, in Duel, too small – yes it helps keeps the footprint down, but if a standard poker card size had been used very little would have been lost.
There are no ‘Take That’ actions you can make in this game, no way you can directly stop or hamper your opponent, other than removing or limiting their options (a couple of the Wonders do allow you to destroy one of your opponents resources). Military actions do provide a little back and forth, but never enough that you ever feel like you are focussing solely on that aspect of the game, and certainly not enough to spoil anyone's enjoyment. All the player interaction happens above the table; one player out-smarting, out-manoeuvring and out-playing the other. The tit-for-tat of selecting the card you know you opponent needs soon becomes too costly, and so as the game progresses so too must a player’s ability to plan and strategize.

After a game of 7 Wonders Duel, I feel compelled to play it again, and again. Throughout each game there is a palpable competition and conflict, and far more so than one would expect from such a small, compact box. Some iconography feels obtuse, and the cards are a little too small for me to be able to comfortably shuffle, but really, these are the only bad points about the game...in fact, I wish I could play a multiplayer version of Duel, that wasn’t 7 Wonders.
It plays in under an hour, is a great two-player game with enough depth, strategy and variation to ensure each game will feel and play differently. It also looks both interesting and beautiful on the table. 7 Wonders Duel, really does feel like it pits you head-to-head, in an all-out rivalry against your opponent in a way that many larger games just don’t seem to capture. I strongly believe everybody needs a solid two-player game in their collection, and you can’t go far wrong with this game at all.
The Good:
Compelling game play
Great pacing
Strong competition
Thought provoking
Multiple paths to victory
The Bad:
Cards are too small for “man hands”
Icons can be very confusing
Rulebook is a little on the naff side
Can only be played two-player!
Don't just take my word for it though, check out what Meeple Like Us or Creaking Shelves have to say about this game.


(and discard two cards of their choosing) or Deny that they have the best hand. In the Showdown Phase all players reveal their cards, and if the voted player Denied, and didn’t score the highest scoring cards, they get to take one of the discarded cards to bolster their final score! Which is ace. Alternatively, they lose two of their best cards if they did have the high score.
The round ends and each player dives into the Overseers stamped cloth bag to dig out their victory tokens with the winner being declared after three rounds to the player with the most victory points. These coins are a bit of a struggle, with denominations of 1, 5, 10, and 20 it varying shades of grey through to a greyish-gold on one side and then a uniform grey/brown on the reverse makes this part of the game a little sluggish and saps some of the pace in this game, I have a mind to pimp mine out with some simple wooden tokens at some point and if you have any form of colour blindness you may struggle even more here.
ok that way.





First Age Cards[/caption]
The component quality is of a great standard, with decent, thick cardboard tableaus and slightly larger than standard playing cards (this does mean you’ll need different, larger card sleeves though) with beautiful artwork from the incredibly talented Miguel Coimbra, all of this combines to make a rich and vibrantly tactile playing experience – is it any wonder (again, pun intended)that all the cards are played face up when they look this good?
those cards to build your steampunk engine or discard them for power represented by the one-hundred-and-eight-dice in blue (Steam), red (Fire) or yellow (Electricity). Alternatively, you can discard your cards for Cogs, which allow you to change the pips on a die, and give you the all-important re-rolls. After Venting the previously built up pressure in your machine (lowering and hopefully removing engaged dice) by discarding Cogs, you race; which is where you’ll roll all of those dice you’ve just collected.
Do not be fooled by this game’s cartoony exterior, this is not the light race game that it looks like, far from it in fact. Although each of the mechanics, as a standalone tool are straight forward enough, the combination of them in the context of the race is not only a hot molten mess of mechanics, it's counter-intuitive. There is a faux-strategy to this game, it makes you think you are making worthwhile decisions; that you are presented with choices that need to be weighed, measured and carefully considered – which incidentally is what I think a game should do. But you are not doing that at all, you pick the best of the hand you are given – and at the beginning that is only four cards, and not only are your choices limited, so too are the outcomes; power, cogs or parts.
are doing those things you’re not really moving very far, or very fast; which, for a race game is, well…counter-intuitive. On the other hand, if you build a super lean, economic machine built for movement, you then face the trouble of building up your defence to overcome the terrain, so you stop moving; which, for a racing game is, well…counter-intuitive. And then when you finally get to the finish line, when you have reached the end of the game, beaten off your opponents to cross the finish line first…everyone gets another go, and the actual winner is the person furthest past the finish line – literal moving goal-posts – which, for a racing game is, well…counter-intuitive.
player interaction in this game, you will pass cards to one player, and another will pass you their cards to you. That’s it. You’ll roll your dice, they will roll theirs. They move their standee and you’ll move yours. Out of politeness, you may well declare what you are doing, but it won’t really affect them in any way at all really. There are of course some weapons in the Boost deck, but they are few, far between, very limited and, basically you need dice and cogs more than you need a weapon that doesn’t do much.