Game: 7 Wonders: Duel
Publisher: Repos Production
Designer: Antoine Bauza & Bruno Cathala
Year: 2015
Year: 2015
The Roman empire at
its peak was a sight to behold, controlling most of the what we now know as Europe.
They had used a divide and conquer strategy to recruit the armies of captured
nations and use them to take on the next nation, steamrolling all the forces
ahead of them. At least that was the plan. As we all know the Egyptians had
done the same with what we now know as Asia. Two empires clashed, only one
would remain. Now if you’ll turn to page bird, bird, eye, then we can begin our
lesson.
7 Wonders: Duel is
a 2-player card game in which you attempt to have the greatest of the two vast
kingdoms. You can achieve this by building a city of culture, devoting yourself
to science, or simply invading your opponent’s land and making it yours. As you’d
expect it takes a lot of inspiration from 7
Wonders but heavily modified to make it a lean, relatively quick two-player
experience.
Just like in the main game you will spend time acquiring cards
to add to your kingdom, to add cards you may need to pay costs in terms of
money or resources, however many cards have prerequisites buildings which mean
that you can build them for free if you have the required card in your empire.
If you don’t have enough of a resource then you can “trade” for it, in this
case you pay 2 money, plus 1 for each resource of that type that your opponent
has. So increasing your stone supplies beyond reasonable levels can work as a
valid strategy as it makes your opponents cards more expensive.
Cards are colour coded, with brown/grey being resources, yellow
being market cards that increase your income and often reduce trade costs, blue
cards give you victory points, green cards give you science, purple cards are
guilds which give end game scoring and red cards give your military strength.
This is all inspired from the original 7-player game, but the functions are
changed, for example military competence isn’t checked every era, instead it is
end game scoring, however if you get enough then you win the game in your
favour immediately.
The most inspired change from the original is that way that
cards are chosen. Instead of drafting cards each era has a pyramidal construct
of cards in the centre. Some of these cards are upright and visible while
others are face down until available. A card can only be taken when it has no
other cards on top of it, so you might be tempted to take a good card for
yourself only to find out it reveals an even better card for your opponent. If
none of the cards take your fancy then you can always use one for money by
discarding it, or use it to build a wonder instead.
The supply pile mid-game, cards can only be bought if there isn't a card on top of it. So in this case there are only actually 3 cards available. |
7 Wonders: Duel
does a great job of translating a far bigger game into a condensed 2-player
experience. It’s one of the more complex two player games that we regularly
play, but still retains a good play time of ~45 minutes. I don’t feel that it quite
lives up to the hype of the original game, perhaps because of the several ways
you can end the game early which always feel a bit lacklustre. Sure you should
be playing well enough to stop your opponent really getting carried away with
science/war, but sometimes you cannot help but give your opponent the card they
need to win. The main flaw that I can say about 7 Wonders: duel is that I’d rather be playing 7 Wonders , but while obvious, that’s probably an unfair
comparison, if I look at it compared to other dedicated 2-player games then I
can’t help singing it’s praises!
8/10
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