7 Wonders: Duel : Board Game : Ages 10+ : 2 Players : 30 Minutes Playing Time

Manufacturer: Repos Production
Availability: Out of stock
SKU: ASM7DU-EN01
RRP: $31.72
$22.72

7 Wonders: Duel :  Board Game : Ages 10+ : 2 Players : 30 Minutes Playing Time


In many ways 7 Wonders: Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.


What's different about 7 Wonders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.


Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.


Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.


A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions. If you reach the opponent's capital, you win the game immediately. Similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately. If neither of these situations occurs, then the player with the most points at the end of the game wins.


Components


  • 1 game board
  • 23 Age I cards
  • 23 Age II cards
  • 20 Age III cards
  • 7 Guild cards
  • 12 Wonder cards
  • 4 Military tokens
  • 10 Progress tokens
  • 1 Conflict pawn
  • 31 coins
  • Scorebook
  • Rule book
  • Description
  • Delivery
  • Condition

7 Wonders: Duel :  Board Game : Ages 10+ : 2 Players : 30 Minutes Playing Time


In many ways 7 Wonders: Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.


What's different about 7 Wonders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.


Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.


Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.


A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions. If you reach the opponent's capital, you win the game immediately. Similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately. If neither of these situations occurs, then the player with the most points at the end of the game wins.


Components


  • 1 game board
  • 23 Age I cards
  • 23 Age II cards
  • 20 Age III cards
  • 7 Guild cards
  • 12 Wonder cards
  • 4 Military tokens
  • 10 Progress tokens
  • 1 Conflict pawn
  • 31 coins
  • Scorebook
  • Rule book

UK DELIVERY

FREE Royal Mail 1st class delivery for single cards orders of over £5 and FREE Royal Mail 48h tracked delivery for sealed products of over £30!

Most orders are sent same or next working day. Please allow further 1-2 days (all going well!) for Royal Mail to delivery your letter or parcel.

INTERNATIONAL DELIVERY

We offer a fair shipping fee for International orders of single cards or sealed products, starting from £5.90 for regular air-mail and £6.90 for International tracked delivery!

For EU buyers we send everything VAT and Customs charges PAID so you don’t have to pay anything when receiving it.

All single TCG cards we sell come from sealed packs and are in Mint condition, exactly as they were printed and packed by the manufacturer.

Please note that Mint cards range from Gem-Mint (as in PSA10) to Mint (PSA9) and may have slight printing imperfections, as described on PSA Grading Web site

All our products, sealed or singles, are original and genuine Konami, Pokemon, Wizards of the Coast, Bandai merchandize.

We DO NOT buy sealed stock or single cards or collections from the public – ALL stock is coming from official distributors!