City Committee – 7 Wonders Duel

Sometimes in life you need a brick, whether that’s for constructing a home, assertively enacting positive social change, or building a fantastic city that outshines all others. In 7 Wonders Duel by Antoine Bauza & Bruno Cathala, two players will use bricks (as well as stone, lumber, glass, and papyrus) to build such a city, and fill it with wonders (as well baths, breweries, circuses, and more).

The game is divided into three ages. The first being primarily about building a foundation in resource generation; the second being your chance to increase your resources, but also to move into city improvements which grant other benefits such as making certain things cheaper; and then crashing into the final age, which is primarily about point scoring, but mostly about trying to screw up eachothers plans.

Each age features a deck of cards which are laid out like a fancy solitaire game, with some cards going face down. As cards at the bottom of the layout are removed they grant access to those higher up the pattern and reveal what was once concealed. This allows for a little thoughtful play by steering your opponent away from cards you’re aiming for.

At the start of the game each player will draft four wonders from the pool of eight. Each wonder has their own costs and benefits. Extra turns, victory points, the ability to destroy one of your opponents precious resource generation cards, all this could be yours if you manage to construct the Hanging Gardens, or the Colossus or whatever ancient dick-swinging exercise you have available. Once a total of seven wonders have been built. The unconstructed wonder gets the derision it deserves and is returned to the box to think about what it did.

Throughout the ages some things never change. Science will still plug away at understanding the world, and those with a thirst for blood will continue fighting. Should you manage to gather a pair of cards with matching scientific symbols, players can claim a bonus such as victory points, money, or bonuses for having certain cards at the end of the game. Alternatively, if a player gathers six different scientific symbols, they will immediately end the game with a scientific victory. On a less cerebral scale, you can keep taking military cards, keep pushing the military tracker towards your opponent and should you reach the far end you’ll immediately win, bathed in the blood of your vanquished foes.

7 Wonders Duel is a great, fast, light-weight, small-box game that’s easy to teach but tougher to master. It’s definitely a great warmup game for couples game day.

Pros:

  • Fairly cheap.
  • Nicely constructed.
  • Lots of fun.

Cons:

  • The box feels like it could be a lot smaller.

Final Score 8/10