7 Wonders Duel

Designers: Antoine Bauza, Bruno Cathala
Artist: Miguel Coimbra
Publisher: Repos Production
Note: This review is for the core box, not the expansion Pantheon
BGG Rating: 8.1

TL;DR
1) A tidy box filled with lots of game.
2) Simple rules and fast games.
3) Multiple win conditions try to cover the fact that this game isn’t as strategically deep as it wants to be.
4) Comebacks are difficult.
5) Probably the best sub-30 minute two-player game I have played in years.
6) 7 Wonders: Duel has a permanent place on my personal game shelf. Highly recommended.

Over the ages, many settlements have risen with two standing out amongst them, Crittopoulus and our own Adonittus. The rivalry between our two cities has seen the building of circus’, libraries, a brewery and more. Constantly do we scuffle over the resources necessary to support and expand our burgeoning empires. That megalomaniac overseeing Crittopoulus may have a customs house but with the upcoming completion of our caravansery we will have in place a trade deal that will allow for the construction of what will surely be seen as a world wonder. My military advisor has informed me that continuing in this manner, focusing on trade relations and cultural expansion, will only leave us open for invasion. And yes, I have seen the reports of a growing military presence expanding beyond the confines of Crittopoulus but I hardly think they dare attack us. Such a brazen move would be recorded by historians as the over-expansive mechanizations of a madman. History will always side with the civilized and culturally inclined.

In 7 Wonders Duel players will compete over three Ages (rounds) to complete one of three victory conditions (Science, Military, or Culture) by drafting cards into their personal economic tableau creating an empire building engine fueled by the foundations of all great civilizations: wood, clay, stone, glass, and paper. Build a good enough engine and players will be able to construct Wonders, cards that have recurring benefits or greater one-time bonuses. Players will constantly engage in a tug-of-war over resources and cultural and scientific achievements, trying to position themselves for a chance to get what they need while hoping their opponent doesn’t get what they want. All of this competitive empire building, and variability that is inherent with card games, is easy to learn and comes in a slender square box that can fit in a side bag for transportation to any game night. I am just going to come out and say that we here at Hold My Dice are smitten with 7 Wonders Duel; its beautiful artwork, wonderful box insert, small form factor, and quick and satisfying play make it an easy recommendation. Where does that leave us as reviewers if we are supposed to be critical of a product? Can we be critical of something that we have already given our support to? Sure we can.


The tableau for the First Age.
The game’s tableau that players take cards from is set up differently in each of the game’s three rounds. Each tableau has rows of overlapping cards that alternate between face up and face down. Individual face down cards are revealed when no other cards are overlapping them. This alternating draw tableau gives players half the information needed to plan for future acquisitions, while the other half is up to chance. Using such a draw system means the only real strategy is trying to push your opponent towards a card that they may not want while hoping cards that are revealed are not what they may need. With every other system in the game reliant on this half-luck strategy of acquisition, some strategy gamers may be left feeling frustrated. It gives you just enough information to formulate a plan but it also gives your opponent enough information to easily deduce your plan and prevent you from executing upon it.

Early in this review, I mentioned three victory conditions, Science, Military, or Culture. In reality, there are only two, Science and Military, with the Cultural win acting as a fail-safe in the case neither of the other two conditions are met by the end of the third round. Having only two win conditions in a two player game may give the illusion that players can just focus on one victory condition and ignore cards related to the other. Obviously, this won’t pan out as an effective strategy as your opponent will start discarding those cards from the draw tableau for money or using those cards in their tableau, diversifying their engine. This leaves players in a situation of constant uncertainty about their current strategy and left deciding when is the right time to switch focus to the victory condition they were ignoring. With only three rounds in the game this decision must be made earlier in the game then one thinks or there won’t be enough opportunities left to make a comeback. Players must also gauge when neither they or their opponent will be able to make either victory condition and, instead, start vacuuming up as many victory points as they can before the end of the game. What players are left with is a game that is more reactionary and tactical than strategic.


The combat tracker and bonus tokens (green) granted for matching science icons.
7 Wonders Duel has players engaged in a constant tug-of-war that can be felt in many of the game’s systems and it creates a subtle yet constant tension between players. Conflict is both direct and gentle; never does it feel like you are directly assaulting your opponent but poking them to get their attention. Players will take cards the other wants, move the combat marker back-and-forth along its track, maybe causing their opponent to lose some money along the way, but it never feels aggressive or vindictive. What it does do is keep players engaged in what the other is doing. There is no parallel play here but constant observation and tactical scheming. Players must be vigilant of what their opponent is doing or they will easily be overtaken and any chance of a comeback will quickly fade. That being stated, 7 Wonders Duel a great game for those who enjoy empire building games but dislike having to engage in combat.


Look at that beautiful card art, LOOK AT IT!
Luck, reactionary play, and a small comeback window overshadow what is undoubtedly a fantastic two player game. 7 Wonders Duel is a default choice at our table for quick, satisfying games. The box states that each game can be finished in 30 minutes and this is true of your first game or two, after which a game may easily be finished closer to the 20-minute mark. When you win a game of 7 Wonders Duel you feel like you earned that win in spite of the (limited) luck inherent in the card drafting system. My two complaints about the game, the luck factor and lack of real strategic depth, fall flat when taken in consideration that 7 wonders Duel is two player game that is supposed to be quick and a more abstracted experience than its bigger brother. 7 Wonders Duel slots into a wonderful spot between a filler game while you wait for others the arrive at game night and something that can be played regularly and give you a truly satisfying experience over and over again. Hold My Dice can easily recommend 7 Wonders Duel, a game that has a permanent space on our personal game shelf.